| Nosta1300 |
Hello. First off I most apologist for making so many build Help Topic , when truth is i am unsure of what I want
what I do Know I want is to help fit in the party
The Game will start at level 3 go to 15 or higher. Have sea travel between lands.but other than that I don't much about the game itself
We have 5 players so far we have
1 - a Gnoll Barbarian - the player has not chosen an archetype
2 - A sorcerer with 3rd party archetype that allows INT for casting
3 - a possible Samsarans Arcanist or Alchemist. this players like to do a little of everything so I would assume A generalist if he goes arcanist
4 Unknown >>>
and 5 my self
if it helps I rather not play a caster so Range or melee when it comes to combat
I like a Character who can do stuff admits the turmoil of battle and the calm off the field of battle
Also I'll mention what i have played so far
First Pf Game LV 20 Gunslinger Tefling
holiday 1 shot level 20 Fighter who focued on Archery
Guild game Low level 3 or 4 Duel wakzashi unchained rogue half - elf
Guild game 2nd character War-priest Pole arm user ...think he was an Arsenal Chaplin
Guild game 3rd character Star knife - Densa shooting star flying blade swashbuckler
Guild game 4th character spell-slinger 1 / Eldritch archer magus 7 by far my favorite pc in that game, sadly he was hit by the plot - train v.v
5th and last guild game character (game ended after i built him - slayer Two weapon fighting use dancing mongoose feats
I really like something new
I like some that can hold its own in combat but will not be 1 or 2 shoting bosses
I like some use off the battle field be it being a skill face or such as being a skill monkey.
if all possiable i like to play a none human for role play reasons
| avr |
I'm betting neither the sorcerer nor the samsaran can handle melee at all, #4 might not be able to so you'd be best to be able to handle a bit of it yourself. Probably not the gun chemist then. A character with cure light wounds available is probably also a good idea with that list, a full healer isn't you I think but there are plenty of options short of that.
How about a bard? If you didn't like the arcane duelist you looked at earlier, the buccaneer archetype gets what amounts to a smite enemy effect 1/day (2/day at 11th level) on top of the usual inspire courage bonus. Edit: IIRC wasn't the reason not to take that bard that someone else was going to fill a similar role? I don't see any such character in your list in this thread. Either the arcane duelist or a buccaneer could easily be made as a nonhuman.
| Nosta1300 |
I'm betting neither the sorcerer nor the samsaran can handle melee at all, #4 might not be able to so you'd be best to be able to handle a bit of it yourself. Probably not the gun chemist then. A character with cure light wounds available is probably also a good idea with that list, a full healer isn't you I think but there are plenty of options short of that.
How about a bard? If you didn't like the arcane duelist you looked at earlier, the buccaneer archetype gets what amounts to a smite enemy effect 1/day (2/day at 11th level) on top of the usual inspire courage bonus. Edit: IIRC wasn't the reason not to take that bard that someone else was going to fill a similar role? I don't see any such character in your list in this thread. Either the arcane duelist or a buccaneer could easily be made as a nonhuman.
Well Would a Falcata swashbuckler be decent. At combat and Social interaction?
| avr |
Decent in combat? They're a full BAB class so yes, providing no poison is involved. Poor Fort is bad on a front line character especially without spells to mitigate it, either from you or in the rest of the party. Not one of the best but decent.
Decent at social interaction? This doesn't take a lot, so yes. Again, not one of the best but decent.
| Mechanical Pear |
Strix, Bolt Ace (5), Monk (1), Warpriest (14). But, with this build, you can one shot bosses, so maybe not. But it's fun to be the angry (but trying to overcome anger and bitterness, so maybe Lawful Neutral, aspiring to be lawful good), antisocial, high perception, flight at level one chick.
Dual shadowshooting Dwarven Light Pelletbows.
| Entymal |
| 1 person marked this as a favorite. |
Roll 3d6 straight down like in the old days and see what you qualify for. You can reroll for your actual stats but the bounded creativity may give you some ideas.
Alternative, play a commoner. As you see a need you can start retraining class levels as "latent potential". You'll develop a unique playstyle in your group and the dm may even waive some off the cost and time if it's an amnesia thing or you're a mind wipe victim.
Yes, commoners are weak, but every time I've seen one played, the creativity more than made it up.
| Scott Wilhelm |
The party doesn't have a healer. You can be a Life Oracle or split the difference with the Arcanist and be a Cleric/Wizard/Mystic Theurge.
The party only has that 1 Front liner. You could be a Clawed, Tengu Warpriest and be a front-liner and a Healer. Or you could be a Tengu Unchained Barbarian who just focuses on making enemies wither away under a storm of Natural Attacks.
A Druidzilla character can be absolutely devastating in melee and serve as a party healer.
I like the idea of combining Fighter and Inquisitor to get some extra skills, extra healing, extra attacks, high AC combined with Fast healing and DR.
| Scott Wilhelm |
Halfling Brawler with a focus on Dirty Tricks
a Low Blow specialist
and Power Attack and Risky Striker don't scale down with Size.
If you're doing Dirty Tricks, maybe then a Snakebite Striker Brawler because when your opponents are Blinded by a Dirty Trick, they don't get their Dex mod to AC, and that means you get your Sneak Attack Damage.
I'd then take lots of levels in other Classes that get Sneak Attack because Sneak Attack also doesn't scale down with Size. Some levels in Unchained Rogue and also pick up Dex-to-Damage with your Unarmed Strikes. I have a build that does this and dips a level in Monk, Master of Many Styles to take Panther/Snake Style to get lots of bonus attacks.
He gets his Sneak Attack Damage through a 1 level dip in Arcanist and Dimensional Slide and also through Canny Tumble Feat. But Dirty Tricks works, too. I envisioned this character as a Goblin, not a Halfling, but Hafling is if anything more powerful.
| Mysterious Stranger |
You said you wanted to avoid playing a caster. That would leave out the oracle and probably the bard. Most of your characters seem to be DEX based instead of STR. You have already played a rogue and a slayer. There is also already a barbarian in the group. Finally your group has no real healer. That does not leave much that meets your criteria.
There is one thing that does spring to mind that does fit what you are looking for. If the alignment restriction is not going to be a problem a paladin could be just what you are looking for. Paladins do get some spells, but not really they are fairly weak casters. If you use your spells for healing that make it seems even less like a caster. If you don’t want any spells there are a couple of archetypes that trade away the paladin’s spells.
If you take the hospitaler and oath of charity archetypes. You will end up a decent healer while still having a good offense.
PCScipio
|
When you say you don't want to play a caster, do you mean that you don't want to mostly cast spells in combat, or that you don't want to play a spellcasting class? I notice that you list a Spellslinger 1 / Eldritch archer magus as a favorite character.
You could try an Alchemist or an Investigator (assuming that alchemy isn't too close to spell casting for your taste). Healing infusions would help with condition removal, which looks to be lacking in the party.
A Crypt Breaker Alchemist can work well in a campaign where there's a lot of undead or constructs, and allows you to deal with traps.
| VoodistMonk |
The Bloodrager relies on exactly as much spellcasting as you want, and you can save it all for utilitarian purposes for greater good of the party.
Helpful (Halfling)
Source Halflings of Golarion pg. 30
Category Race
Requirement(s) Halfling
You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Gloves of Arcane Striking:
Aura faint transmutation; CL 1st; Slot hands; Price 5,000 gp; Weight 1 lb.
DESCRIPTION
These soft leather gloves are decorated with even rows of mithral rivets.
Requirement: Only a spellcaster with the Arcane Strike feat can activate the abilities of these gloves.
These abilities are as follows:
When the wearer uses the aid another action to improve an ally’s attack roll, the ally adds the wearer’s Arcane Strike damage bonus to its damage roll for that attack.
When the wearer makes an attack using Arcane Strike and hits, enemies adjacent to the target take damage equal to the wearer’s Arcane Strike damage bonus. This damage is of the same type as the weapon’s damage (bludgeoning, piercing, and so on).
When the wearer uses the aid another action to improve an ally’s Armor Class, the ally also adds the wearer’s Arcane Strike damage bonus to his AC against the opponent.
| VoodistMonk |
Offense Aid Another = + 4 ATK + Arcane Strike damage (freely giving random people in your party the full benefit of your Arcane Strike feat)
Defense Aid Another = +4 AC + Arcane Strike bonus to AC (freely adding the damage bonus of your Arcane Strike feat as an AC bonus on top of the normal Aid Another bonus)
Blooded Arcane Strike means it's always active for you, and the gloves make it area damage for everything you hit...
| VoodistMonk |
You can further munchkin this with a Half-Elf, Adopted Halfling for Helpful, but using the Half-Elf Arcane Training alternative racial feature to gain access to Bard spells...
Now you are a Half-Elf, adopted by Helpful Halflings, with access to Bard wands, as a medium sized Urban Arcane Bloodrager...
Just casually Aiding Another, simultaneously handing out free, yet awesome, Arcane Strike bonuses, both offensively and defensively.
I have never played, seen, or built this character... but my favorite character ever was in a gestalt campaign and he was dedicated to the whole Aid Another thing.
Most fun I have ever had in DnD/Pathfinder.
| Nosta1300 |
Ok
have somewhat of build planned
Going Brawler (no Archetype) half - Orc
Ability Scores:
STR 19 DEX 14 CON 14 INT 8 WIS 12 CHA 8
Traits
(1) Dark - Vision
(2) Fates Favored
(3) Sacred Tattoo
(4) Bred for War
Offense
Unarmed strike (1D6)
M-W Tekko-kagi x2 (1D3) (Buying the 1500 item that grants EWP)
Brawler Flurry
Brawler Flurry (Disarm) +15
Brawler Flurry (Sunder) +12
Brawler Flurry (Trp) + 10
Dirty Fighting (+4 To Disarm well Flanking) (Can For Go The Flanking Bonus to not Incur AoOs When preforming CMB Checks of other Maneuvers)
Improve Disarm (+2 To Disarm)
Martial flex - Move Action
Defense:
Fortitude: +7
Reflex: +7
Will: +4
AC 17 (+2 Dex, +4 Armor, +1 Shield )
CMD 17.
| Nosta1300 |
Tekko-kagi are weapons in the close fighter weapon group, brawlers are proficient automatically. Not a problem, just you can save 1500 gp. Also brawlers get a bonus combat feat at L2 as well as the flurry & you've only noted 2 feats so you've one more to spend..
oh well I guess weapon focus for them.
I want to focus on Disarm Trp and sunder.
| Nosta1300 |
I know I said I did not want to play a caster but i forgot to consider the other players ....err say lack of preparedness v.v
out side of the one player the other 3 never seem to put thought in to things like ability damage or other hazards and as such a lot time when we go dungeon crawling or Anything that might be require prep we end up having to abort the quest and return "home with our tails between are legs"
so I am Now thinking
Human
Flowing Monk 1 / Nature fang Druid X (Plant Growth domain)
is this any good. I figure I can take spells like Restoration and cure spells to help the party
and with flowing monk / Enlarge from growth domain i can have good battle field contol
| Nosta1300 |
That works. I wouldn't have suggested something like that to you, but it does the stuff you describe. Only lesser restoration not the full version but that's often good enough, or can be supplemented with consumables.
What would be a good stat array (20 Point buy)
I want to use a quarter staff and am thinking of taking ranger Combat style two weapon fighting when i get slayer talents| Nosta1300 |
TWF and flurry of blows don't stack. There are plenty of other things you can do with ranger combat styles though.
Do you want to focus on combat maneuvers - the flowing monk is pushing you that way - or on beating people over the head with that quarterstaff?
Toward maneuvers
I just picture him tripping foes with a green wood quarter staff| Lelomenia |
Druids are surprisingly not that good at condition removal. For example, the one spell you proposed to prepare, restoration, isn’t on the druid class list (lesser is; sometimes it’s good enough). It’s a pretty useful spell. Remove Blindness/Deafness, Remove Parlaysis, Breath of Life, Remove Curse, none on the Druid list. I’d consider Inquisitor (sanctified Slayer is pretty similar to what you were looking at) or shaman.
| Nosta1300 |
Druids are surprisingly not that good at condition removal. For example, the one spell you proposed to prepare, restoration, isn’t on the druid class list (lesser is; sometimes it’s good enough). It’s a pretty useful spell. Remove Blindness/Deafness, Remove Parlaysis, Breath of Life, Remove Curse, none on the Druid list. I’d consider Inquisitor (sanctified Slayer is pretty similar to what you were looking at) or shaman.
well what if I did a samaran and did mystic past life?
| Scott Wilhelm |
Going Brawler... Brawler Flurry (Disarm) +15
Brawler Flurry (Sunder) +12
Brawler Flurry (Trp) + 10
It seems to me that the advantage of disarming someone or sundering their weapon is to get those Attacks of Opportunity for when they try to attack you with no weapons. Tripping definitely is. So you definitely need to work in Combat Reflexes at some point.
If you are thinking about a character that can fight Unarmed and gets lots of Attacks of Opportunity, you should look at Snake Style Feats. At level 9, you can take Snake Fang which is an Attack of Opportunity Hair Trigger that gives you an AoO whenever anyone attacks you and misses.
I just picture him tripping foes with a green wood quarter staff
So, the tripping Feats:
Combat Expertise or Dirty Fighting
Improved Trip
Vicious Stomp: whenever your opponent falls prone, you get an Unarmed Attack of Opportunity.
Combat Reflexes
Fury's Fall: add your Dex Mod to Tripping CMB.
Greater Trip: Greater Trip stacks with Vicious Stomp.
I'm kind of thinking your Feats should be
Level 1, Brawler1: martial Cunning, Flexibility, Training, Unarmed 1d6, Dirty Fighting
2B2: Improved Trip, Brawler's Flurry
3B3: Vicious Stomp
And you should use Martial Flexibility to give yourself and Fury's Fall or Combat Reflexes until you can take it Full Time.
Tekko-kagi… green wood quarter staff
It sounds like you have not settled on a weapon. I like Tripping weapons, and I'd like a weapon you can Flurry with. I think that means dipping a level in Monk so you can be proficient in Tripping, Monk Weapons such as Kama and Temple Sword or Kama. I'm already suggesting Snake Style Feats, perhaps Ascetic Snake Style so you can make your Unarmed Attacks of Opportunity with your Temple Sword?
If you have a group that works well together, I'd have you dip a level in Cavalier so you could give all your Allies Paired Opportunist. If one of you gets an Attack of Opportunity, all of you do.
I think anything like a battle Oracle/Cleric, a Druid or an inquisitor would be great.
I noticed that, too. Another thing is that Brawler's have Poor Will Saves, and that is the worst Save to have Poor. In addition, since he wants to Trip, he would REALLY benefit from some Teamwork Feats: Harder they Fall and Coordinated Maneuvers come to mind. Inquisitors get to use Teamwork Feats as if all their allies had their Teamwork Feats. Harder they Fall is particularly important since that is the Feat that bypasses the Size restriction on Tripping. Tandem Trip lets you roll twice and take the better result.
2 more levels, and he gets Bane. Inquisitors get a Domain. The Growth Subdomain of Plant gives him Enlarge Person several times/day as a Swift Action, which means Reach, a Size Bonus to Damage, and a +2 on all his Combat Maneuvers.