
I am Nemesis |
this is what i came up with just fooling around
Cú Chulainn
No race as yet
fighter (dragoon, spear fighter) 13 (Pathfinder Player Companion: Martial Arts Handbook 11, Pathfinder RPG Ultimate Combat 46)
N Medium
Hero Points 1
Init +0; Senses Perception +8
--------------------Defense--------------------
AC 11, touch 11, flat-footed 10 (+1 dodge)
hp 147 (13d10+65)
Fort +12, Ref +4, Will +3
Defensive Abilities spear parry (-2 attack)
--------------------Offense--------------------
Speed 30 ft.
Melee gae buidhe (yellow spear) +1 Coup de Grace Adamantine Ranseur +20/+15/+10 (2d4+10/×3) or
gae dearg (red spear) +1 Brilliant Energy Ranseur +20/+15/+10 (2d4+10/×3) or
unarmed strike +18/+13/+8 (1d3+5 nonlethal)
Space 5 ft.; Reach 5 ft. (10 ft. with gae dearg (red spear), 10 ft. with gae buidhe (yellow spear))
Special Attacks banner +3, piercing lance, spear training
--------------------Statistics--------------------
Str 20, Dex 10, Con 18, Int 11, Wis 8, Cha 7
Base Atk +13; CMB +18; CMD 29 (can't be tripped)
Feats Crippling Thrust, Dodge, Lunge, Mounted Combat, Skill Focus (Ride), Weapon Focus (ranseur), Weapon Specialization (ranseur), Weapon Trick (polearms), Weapon Versatility, (7 MORE FEATS TO GO)
Skills Acrobatics +13 (+16 to avoid attacks of opportunity), Climb +10, Perception +8, Ride +3, Survival +5, Swim +10
Languages Common
SQ balanced stride, hero points, spinning lance
Other Gear gae buidhe (yellow spear) +1 Coup de Grace Adamantine Ranseur, gae dearg (red spear) +1 Brilliant Energy Ranseur, 14,680 gp
--------------------Special Abilities--------------------
Balanced Stride (Ex) +3 Acrobatics checks to avoid attacks of opportunity.
Banner +3/+2 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Crippling Thrust (1/minute) Stnd act, single melee atk, target's speed is halved for 1 rnd.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Piercing Lance (Ex) Attack mount and rider as a standard action or charge.
Spear Parry (-2 attack) (Ex) Use AoO to negate atk if your atk roll > foe but -2 atk each parry until end of next turn.
Spear Training +3/+6 (Ex) Gain bonus to attack and damage with weapons in the spear group.
Spinning Lance (Ex) Use lance as a double weapon, treating the butt end as a club.
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
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Theaitetos |

Race/Classes/Archetypes/Feats would optimize this Character?
Already determined what to make each Spear but if you have suggestions feel free;Gae Buidhe (Yellow Spear) is a +1 Coup de Grace Adamantine Ranseur
Gae Dearg (Red Spear) is a +1 Brilliant Energy Ranseur
I'm no expert on fighters, but I imagine dual-wielding Ranseurs (like Diarmuid) is no easy feat.
The one route I know is this, but the archetype doesn't provide anything useful for such a build except for this one ability:
Fighter 3 with Phalanx Soldier archetype
Phalanx Fighting (Ex): At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1.
There are other ways of getting polearms (the weapon group) one-handed, like the Weapon Trick feat, but they have bad side-effects like being unable to attack with the off-hand weapon. This way there is just one small drawback: You have to strap a Buckler to your arm, and take a -1 penalty on attack rolls, in order to trigger the Phalanx Fighting ability.
Next, Two-Weapon Fighting means we're going for a DEX build, and so we need Weapon Finesse on our polearm...
The Spear Dancing Style + Spear Dancing Spiral (+ Spear Dancing Reach) does exactly that and has no additional prerequisites that you don't want anyway (like Weapon Focus).
That's a lot of feats already and still a lot of attack penalties. I see 3 options to improve here:
Option 1 is to take the Shield Focus and Unhindering Shield feat, which removes the -1 penalty from the Buckler and adds the Buckler's shield bonus to your AC. Great for additional AC.
Option 2 is to take Martial Focus and Effortless Dual-Wielding to reduce the -4 attack penalties to -2 penalties.
Shield Focus and Martial Focus are unfortunately necessary, because you lost the Weapon & Armor Training class features with your archetype. Option 2 can be expanded:
Option 3 is to use even more feats on top of Option 2, by taking Weapon Focus for (Spiked) Gauntlets and going down the Weapon Style Mastery line with the Shield Gauntlet Style + Shield Gauntlet Attack + Shield Gauntlet Master.
This is probably the coolest way, as you won't need a Buckler anymore (your Gauntlet triggers Phalanx Fighting now), you get a shield bonus to AC equal to 1 + your Gauntlet's enhancement bonus, and an additional Attack of Opportunity (either for the Gauntlet or a Disarm/Trip maneuver).
(Spiked) Gauntlets are used by many reach fighters anyway, to threaten adjacent squares. And that way he won't look silly with 2 Ranseurs and a Buckler.
The feat tax can be reduced by putting the Training quality on each Gauntlet, but since these feats cannot be used as prerequisites, only use them for capstones/end-of-the-line feats like Effortless Dual-Wielding, the style mastery feats, Combat Reflexes, Weapon Trick & stuff.
You have 2 bonus feats from 3 levels of Fighter; I strongly suggest multiclassing either at Fighter 3 or Fighter 4, since the archetype really ruins the rest of the Fighter class with its useless abilities and heavy costs. A DEX-based Full-BAB class would do nicely (Virtuous Bravo Paladin, Ranger, Swashbuckler, ...).
The latter (Paladin/Swashbuckler) can also provide Weapon Finesse on your Ranseurs. This would be a better way, unless your GM allows the 2 additional attacks from the double weapon ability via Spear Dancing Style.

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I actually have a build that plays similarly to what you want. It's actually one of my finest works
Weapon Focus(Glaive)
1.Combat Reflexes
Warpriest Bonus Feat:Dodge
3.Mobility
5.Power Attack
Warpriest Bonus Feat:Spring Attack
7.Spring Heeled Style
9.Combat Expertise
Warpriest Bonus Feat:Whirlwind Attack
11.Quicken Blessing
Warpriest Bonus Feat:Spring Heeled Sprint
13.Summon Good Monster

I am Nemesis |
I actually have a build that plays similarly to what you want. It's actually one of my finest works
Weapon Focus(Glaive)
1.Combat Reflexes
Warpriest Bonus Feat:Dodge
3.Mobility
5.Power Attack
Warpriest Bonus Feat:Spring Attack
7.Spring Heeled Style
9.Combat Expertise
Warpriest Bonus Feat:Whirlwind Attack
11.Quicken Blessing
Warpriest Bonus Feat:Spring Heeled Sprint
13.Summon Good Monster
I DECIDED TO GO WITH THE WAR PRIEST and this is what i ended up with. Please let me know if there are improvement to be made;
Diarmuid Cú Chulainn #3
Devil-spawn tiefling warpriest of Philosophy 13 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Hero Points 1
Init +9; Senses darkvision 60 ft.; Perception +22
--------------------Defense--------------------
AC 37, touch 19, flat-footed 30 (+12 armor, +2 deflection, +3 Dex, +4 dodge, +6 shield)
hp 186 (13d8+118)
Fort +18, Ref +9, Will +19; +2 profane bonus vs. disease, mind-affecting, paralysis, poison and stun
Defensive Abilities concealment (20% miss chance [ranged only]), freedom of movement, sacred armor (+3, 13 minutes/day); DR 6/—; Resist cold 5, electricity 5, fire 5
--------------------Offense--------------------
Speed 30 ft. (20 ft. in armor), fly 40 ft. (good)
Melee (L) gae buidhe (yellow spear) +1 coup de grace guided adamantine fauchard, +17/+17/+12 (3d8+22/15-20) or
(L) gae dearg (red spear) +1 brilliant energy guided fauchard +17/+17/+12 (3d8+22/15-20) or
gauntlet (from armor) +9/+9/+4 (1d3+12) or
unarmed strike +9/+9/+4 (1d3+12 nonlethal)
Space 5 ft.; Reach 5 ft. (10 ft. with gae buidhe (yellow spear) +1 coup de grace guided adamantine fauchard, 10 ft. with gae dearg (red spear) +1 brilliant energy guided fauchard))
Special Attacks blessings 9/day (Death: death's touch, from the grave, Destruction: destructive attacks, heart of carnage), channel positive energy 7/day (DC 25, 4d6), fervor 15/day (4d6), powerful build, sacred weapon (1d10, +3, 13 rounds/day)
Warpriest Spells Prepared (CL 13th; concentration +22)
5th—divine ray, flame strike (DC 24), plane shift (DC 24)
4th—cure critical wounds, divine power, freedom of movement, frosty aura, communal protection from energy[UC]
3rd—chilling mist (DC 22), cure serious wounds (2), daylight, deadly juggernaut[UC], symbol of healing[UM]
2nd—cure moderate wounds (2), communal protection from evil[UC], lesser restoration (2), shatter (DC 21), shield other
1st—compel hostility[UC], cure light wounds (2), entropic shield, mistsight, murderous command[UM] (DC 20), obscuring mist, shield of faith
0 (at will)—crystal symbol, cure minor wounds (DC 19), detect magic, discern health, infuse weapon
--------------------Statistics--------------------
Str 16, Dex 16, Con 26, Int 13, Wis 28, Cha 9
Base Atk +9; CMB +9; CMD 31
Feats Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (fauchard), Improved Critical (fauchard), Improved Initiative, Mobility, Nemesis, Power Attack, Spring Attack, Spring-heeled Sprint, Spring-heeled Style, Weapon Focus (fauchard), Whirlwind Attack
Traits audrahni’s ally helper, cunning liar (any city), reactionary
Flaws *weapon bound, _arrogant
Skills Acrobatics +16 (+12 to jump), Bluff +12, Climb +6, Diplomacy -1, Disguise -1 (+3 to resemble an undead), Intimidate +3, Knowledge (religion) +17, Perception +22, Sense Motive +11, Survival +20, Swim +11; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Infernal, Varisian
SQ hero points
Other Gear celestial plate armor, +5 mithral buckler, gae buidhe (yellow spear), gae dearg (red spear), belt of physical perfection +6, efficient quiver, headband of inspired wisdom +6, 14,680 gp
-------------------- Special Abilities--------------------
Blessings (9/day) (Su) Pool of power used to activate Blessing abilities.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fervor (4d6, 15/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fly (40 feet, Good) You can fly!
Freedom of Movement (Sp) Subject moves normally despite impediments to movement.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Build Can function as one size larger where advantageous.
Sacred Armor +3 (13 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +3 (13 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Spring-Heeled Sprint When use spring-heeled style can move up to 2x speed when spring att/shot on the run.
Spring-Heeled Style When move 10 ft gain +2 to att and add Mobility AC bonus when reload or fire ranged weapon.
Warpriest Channel Positive Energy 4d6 (7/day, DC 25) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.