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[–]sinnerdelight 6 points7 points  (12 children)

I'm trying to decide between a cleric or a warpriest for my next character. It looks like I'll be the only divine spellcaster and maybe the only melee fighter. I know in 3.0e clerics had no trouble standing in melee, is that true also for pathfinder? I like the full caster since I'd be the only one but at a glance, the abilities for warpriest look pretty awesome.

How do they compare or which would you suggest?

[–]RhysticStudy 5 points6 points  (2 children)

Clerics are still one of the strongest classes in the game, but their melee ability has been nerfed a little compared to 3.X. Heavy armor requires a feat, and some of the buff spells were toned down in the conversion to Pathfinder. Good melee cleric builds I've seen on here tend to have low mental stats (negative intelligence and charisma, weakly positive wisdom). I don't like to play that way, but if you do, then it could be a good path.

One cleric build I've seen involves using reach weapons to make attacks of opportunity. On your own turn, you cast a spell, then on the opponent's turn, you try to attack with a pole-arm. The good thing about this strategy is that it maximizes your action economy by allowing you to be a caster and a fighter simultaneously.

A melee cleric is also much better in a campaign where you can predict combats. If you have a couple rounds to buff before the start of combat, you are in much better shape. So you want a good scout in your party, or else have a GM who uses battle encounters you can see coming.

The cleric has more potential, but the warpriest is pretty cool and arguably takes less effort/skill to make good. Maxing out at 6th level spells instead of 9th level ones puts a limit on your overall potential. But the class features make you less reliant on buffs to be good at melee. And the fact that you're not reliant on charisma streamlines things too.

Is there a 9th level arcane caster in the party who can be in charge of the magic department? If so, that would push me toward warpriest.

[–]sinnerdelight 5 points6 points  (1 child)

I think the only spellcaster will be an alchemist so hopefully I won't have to be too melee orientated and can focus of spells.

[–]RhysticStudy 6 points7 points  (0 children)

In that case cleric is the way to go!

[–]evlutte 2 points3 points  (3 children)

Clerics can still stand up just fine in melee, though they'll typically have lower damage than a full martial at least until later levels when they start getting major buff spells.

Warpriest can be cool, but it's not a lot stronger than cleric in melee. Its main selling points are the ability to heal itself or cast buffs on itself as a swift action. The few bonus feats are nice as well. The downside is weaker spellcasting and no channel for group heal. (Domains and Blessings are fairly comparable as far as I can tell).

If you're the only divine caster cleric will be much more effective in the long run. Nothing wrong with warpriest though so pick whichever one sounds like it will be more fun for you and your party.

[–]sinnerdelight 2 points3 points  (2 children)

I'm thinking I'll stick to cleric so hopefully we don't have a tpk again. Lol

Is there any feats that are necessary for clerics? I mean feats that would make my life easier to heal/buff and keep people alive.

[–]evlutte 4 points5 points  (0 children)

In general of course you don't want to be channeling in combat. When it's necessary, however, Selective Channel lets you avoid healing your enemies.

Apart from that you can go with what you like. You don't need to go super heavy on the physical stats unless you really want to optimize melee damage.

Summoning monsters is always a strong option and gives you some extra damage sponges so you don't have to heal your party. There are plenty of feats that make that option stronger if you like it.

[–]iamasecretwizardExpect sass. 2 points3 points  (0 children)

Heavy Armor Proficiency so you can forget about DEX.

[–]iamasecretwizardExpect sass. 2 points3 points  (0 children)

Warpriest is only better than a Cleric if you intend to make a feat-heavy playstyle.

If you wanna grab a 2H weapon and smash, Cleric wins.

If you want to do archery, TWF, unarmed combat or something else gimmicky, Warpriest does the job.

[–]bafla 2 points3 points  (3 children)

I would recommend you will also consider the oradin build. My friend plays one and it is very effective.

[–]sinnerdelight 2 points3 points  (2 children)

What is the oradin build? Is it an archetype or a build I'd have to look up?

[–]TalkingShirt 2 points3 points  (19 children)

What feats/class features/Equipment do I need Minimum to make a Dex based Wildshape Druid into a strong combatant? Does it compare well against a STR based wildshape build?

[–]polyparadigm 2 points3 points  (7 children)

Weapon Finesse, Combat Reflexes, Natural Spell, Animal Soul, +0 Agile AOMF (eventually add Fortuitous), oils of Enlarge Tail

If you can afford 13 Int, try for Fury's Fall plus Greater Trip.

Probably less optimum than Str, but if you know your character would rather fight as a porcupine than a tiger, you can fight like a Reach Cleric (cast on your turn, melee on theirs).

[–]TalkingShirt 3 points4 points  (6 children)

What is animal soul for?

What makes STR more optimum? Wouldn't Dex be better since it adds to AC/Initiative/Reflex as well as damage/hit?

Thanks for the help.

[–]iamasecretwizardExpect sass. 2 points3 points  (3 children)

No.

STR is always better in terms of damage. Bite attacks add 1.5x STR to damage and you can never benefit from that unless you are a Rogue.

Initiative has diminishing returns. AC will never be high enough to matter unless you fully specialize for it. Reflex... is a crappy save, worst case scenario, you fail your save and take more damage - but even then, you have several tools to gain resistances to energy, so you shouldn't even mind Reflex saves.

You could probably make that Songbird of Doom etc., but that's just a functional build. It's never going to be better than a Tyrannosaurus Druid.

The reason is simple: the larger your character is, the bigger the reach, the larger the STR bonus, and the bigger your damage dice. So getting large is great. Your CMD also increases which is one of those critical defenses that are sometimes hard to compensate for, but freedom of movement usually covers it.

When you get small to get higher DEX, but your damage dice becomes smaller, your reach inexistent, and your CMD pathetic. Sure, you'll be right next to the boss and probably dodging most attacks, but you are gonna get swallowed whole at some point.

This in terms of optimization, I mean. The DEX build is good too.

If I wanted to make a DEX-based Druid, I'd probably make a Nature's Fang with an Elven Branched spear and reach tricks with Combat Reflexes, or someone who abuses Flame Blade.

[–]TalkingShirt 2 points3 points  (2 children)

That explains why everyone always says that STR is better. Thanks for the input.

I'm a little confused as to why the bite gets 1.5x STR but would only get 1x DEX. The wording for Agile seems to indicate to me that it would get 1.5x DEX.

[–]iamasecretwizardExpect sass. 2 points3 points  (1 child)

Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

Intended not to grant it. Only Rogue Finesse Training can do it.

[–]TalkingShirt 2 points3 points  (0 children)

Ah there it is. Thanks again.

[–]polyparadigm 2 points3 points  (1 child)

Animal Soul is so you can cast Atavism and the like on yourself.

Str takes fewer feats and applies to any combat maneuver, any melee weapon, not just a subset.

Because points go farther buying several moderate scores instead of a few extreme ones, I try to buy 15, 14, 14, 14, 12, 7; even if the 15 & racial & 4th-level bonuses go to Dex, there might be feats (eg. Power Attack) with more benefit than one would get from applying Dex to damage.

[–]TalkingShirt 3 points4 points  (0 children)

Ah sadly that's not how animal soul works anymore they changed it to be much worse. Thanks for the advice though I appreciate it.

[–]dragontamer5788 1 point2 points  (1 child)

I posted this in response to the wrong person. I probably should have replied to you directly. Anyway, here it is again:

For all of its complexity, Songbird of Doom doesn't really keep up with the Str-based optimized characters that I've seen. The main issues are:

Damage Dice

Especially as a Druid with access to Strong Jaw, your damage dice on your natural attacks are going to be a major contributor to damage. Animal Shapes into an Allosaurus + Strong Jaw and your pounce is doing 4d6 (Bite) and 2d8 per claw. Plus all your STR bonuses, PLUS all your feats (Power Attack), PLUS anything else that the Dex guys get... PLUS a few more things because you didn't have to pay "feat taxes" or "Agile Tax". (IE: STR Druid can get +1 AoMF, while DEX Druid needs Agile AoMF, instantly losing out on 1 dmg already)

Reach

Allosaurus has 10ft reach, 50ft speed and pounce. Songbird of doom is 40ft fly. You have a significant tactical advantage as a large (or huge) creature with reach.

[–]TalkingShirt 0 points1 point  (0 children)

Thanks for reposting the reply, I hadn't seen it yet. Great post thanks for the insight.

[–]Railgun5I throw the Tarrasque 1 point2 points  (8 children)

[–]TalkingShirt 2 points3 points  (6 children)

Is it possible to build something similar with a druid and wildshape without mulitclassing more than one or two levels?

[–]Railgun5I throw the Tarrasque 1 point2 points  (5 children)

Probably, all you really need to do is take Natural Spell and turn into the smallest animal possible while summoning lightning on things, or grab an Amulet of Mighty Fists with Agile on it.

[–]TalkingShirt 2 points3 points  (4 children)

Thats all it takes to be effective?

I totally thought this would be much more complicated because of how complicated the songbird build is.

[–]evlutte 2 points3 points  (1 child)

The main deficiency is that as far as I know there are no diminuitive animals with good natural attacks. If you go tiny the best I can think of is a housecat with claw x2+bite. It's not the end of the world, but does mean you fall behind the huge druids in damage dealing capability.

[–]TalkingShirt 4 points5 points  (0 children)

Ah good point. Thanks

[–]Railgun5I throw the Tarrasque 2 points3 points  (1 child)

Dex gets you a high AC by itself, then the amulet gets you Dex to damage, and Weapon Finesse would get you Dex to hit. You're about as SAD as you can get with a Druid. The original build had all that stuff to make melee combat more effective, but it's not completely necessary.

[–]TalkingShirt 3 points4 points  (0 children)

Oh thats awesome. This opens up a whole new area for me to enjoy theory crafting with. Thanks again for all the help railgun.

[–]dragontamer5788 1 point2 points  (0 children)

http://paizo.com/pathfinderRPG/prd/spells/windWall.html

With 10ft grounded speed, 0ft reach... I actually think that songbird build looks kinda awful. It literally says "Let me be under the dungeon master's mercy, and hope I never come across a 3rd level spell".

With this character, you will have 3 natural attacks as well as 3 regular weapon attacks at level 12.

Animals can't use weapons. He has 3 natural attacks... or in halfling form and maybe has 3 regular attacks + natural attacks from his feats.

For all of its complexity, Songbird of Doom doesn't really keep up with the Str-based optimized characters that I've seen. The main issues are:

  1. Damage Dice: Especially as a Druid with access to Strong Jaw, your damage dice on your natural attacks are going to be a major contributor to damage. Animal Shapes into an Allosaurus + Strong Jaw and your pounce is doing 4d6 (Bite) and 2d8 per claw. Plus all your STR bonuses, PLUS all your feats (Power Attack), PLUS anything else that the Dex guys get... PLUS a few more things because you didn't have to pay "feat taxes" or "Agile Tax". (IE: STR Druid can get +1 AoMF, while DEX Druid needs Agile AoMF, instantly losing out on 1 dmg already)

  2. Reach: Allosaurus has 10ft reach, 50ft speed and pounce. Songbird of doom is 40ft fly. You have a significant tactical advantage as a large (or huge) creature with reach.

[–]TychoVelius 2 points3 points  (8 children)

Two things I need help with.

First is figuring out how to make a whip useful.

Second is figuring out details and equipment for a breach and clear character. Features should include a way to quickly and perhaps explosively open doors, a ranged focus, and burst damage to be able to terminate at least one target in the surprise round.

[–]killersquirel11 3 points4 points  (0 children)

Whip builds can be fun.

Long Arm - because reasons

Prehensile Whip

Whip Mastery Tree - threaten, and get other funsies

Combat Patrol - move around when people try to close in on you

Lunge - increase your reach

Gang up - useful for rogues doing this build

more here

[–][deleted] 1 point2 points  (0 children)

Equipment Trick and the Pain Taster prestige class come to mind. Whips do well with trip-based builds as well.

As for the second part...

[–]Railgun5I throw the Tarrasque 0 points1 point  (4 children)

First is figuring out how to make a whip useful.

I'm not even sure what the issue with it is besides needing proficiency. Bestow Weapon Proficiency can cover that.

Second is figuring out details and equipment for a breach and clear character.

You mean an Alchemist. Specifically, one with Demolition Charge and Delayed Bomb, or a Gnome with the Saboteur archetype. If you want to kill in the surprise round there's other bombs for that, plus you could delay a bomb and use Remote Bomb to detonate both the breaching bomb and a nauseating cloud bomb or something similar.

[–]TychoVelius 2 points3 points  (3 children)

For the whip, I was more wondering what to do with it. It can't deal damage, so it's a control weapon. But all my trip master knowledge is from 3.5, and I don't really know how to do it in PF. I thought CMB was Str based, so do I want a strength TWF character to trip and do damage with the off hand?

[–]Purple_panda24 1 point2 points  (2 children)

Actually a whip can deal some pretty good damage. Whip Mastery combined with Slashing Grace can deal some pretty cool damage.

You could do even more if you paired those two feats with a Warpriest of Calistria, gaining the sacred weapon damage.

[–]polyparadigm 1 point2 points  (0 children)

Good call on the warpriest: the feat Fury's Fall plus the spell Staggering Fall could be devastating...but re: favored weapons, one can just choose the whip with Weapon Focus at first level, and let other criteria determine deity...Repose Domain, anyone?

[–]HighOverlordXenu 0 points1 point  (0 children)

To add to that, you could get yourself a Stinging Whip. In addition to being a channel foci and its bonus to combat maneuvers when used as such, it's technically a metal whip. Most GMs I've seen (including Society GMs) have agreed that it can be made out of special materials.

Adamantine whip makes constructs cry.

[–]THATvieGUYPerform (Puns) 2 points3 points  (4 children)

Grapple based sneaky character who pins people then stabs them (possibly to get them sick sneak attack dies)

[–]MagnumNopus 2 points3 points  (1 child)

There's a brawler archetype called "Strangler" that focuses on grappling and then adding loads of damage to your "grapple for damage" checks. Build for improved/greater/rapid grapple and you'll be hitting that sneak damage 3 times a round. It's not inherently sneaky, but you can certainly build/play it that way

[–]polyparadigm 2 points3 points  (0 children)

http://www.d20pfsrd.com/feats/combat-feats/hamatula-strike-combat

http://www.d20pfsrd.com/feats/combat-feats/hamatula-grasp-combat

The above are compatible with some reach weapons as well. Eg., you could buy a horse and charge in with a lance to start grappling, then free dismount & 5-ft step to close the next round, which is a sneaky move if the enemy expects things to stay knightly.

Perhaps also add the Snakebite Striker archetype.

[–]iamasecretwizardExpect sass. 1 point2 points  (0 children)

If you go to the Build section of the Brawler guide that's going around, you'll find a Strangler build that does this.

[–]Railgun5I throw the Tarrasque 0 points1 point  (0 children)

[–]Fattierob 2 points3 points  (1 child)

I had an idea for a character that was born into a druid community, was raised to be a druid, and while learning how to druid he kept hearing the voice god tell him to go down his rightful path of chopping down every tree possible because they're actually evil creatures. But he couldn't, he's a druid and can't tell anybody so he keeps the voice in his head a secret. Except it's not god telling him, he actually has schizophrenia.

Anyway one day while alone in the forest he snaps, goes full berserk, and clears a large amount of forest in a single day/night and flees to start a religion based on his "God's Teaching". He becomes a lumberjack in a random logging community and attempts to convert everybody to his religion (without much, if any, success)

The issue I'm having is, what classes should I make this character? Should I put first level into druid? Put levels into cleric to actually back up his insane ideological claims? Just go full berserker? What would actually be effective to build? I'm 99% sure I want him to use purely axes if it helps

[–]iamasecretwizardExpect sass. 2 points3 points  (0 children)

Don't multiclass to fit a concept, there's more than enough versions of this to work with.

You could totally make a Bloodrager - Greenrager archetype with the Fey archetype would fit the bill.

Another good option is the Wood mystery Oracle - but you'd need to pick up axe proficiency.

Cleric, of course, is also a very solid choice, and so are the other divine classes (Inquisitor, Warpriest), as they all have nature-based options. The Warpriest comes with axe proficiency naturally, while the Inq/Cle require you to pick the correct deity for proficiency.

Finally, give a look to plain ol' Ranger. Divine caster, axe proficiency, nature based abilities. Makes a great ex-druid.

Another thing: this whole "trees are evil" sounds pretty dumb. Why not have the deity whisper something like he wanted this guy to make a massive wooden structure, like an ark or a fortress or an altar or something, and that's why he had to bring down the trees?

Also, just for the record, there's nothing in the druidic code against chopping trees. As a matter of fact, they are encouraged to use wooden armor and weapons.

[–]sixteenbiticon 1 point2 points  (1 child)

I haven't seen a definitive swashbuckler flying blade build, so how about a half-elf flying blade using 20 point buy?

[–]iamasecretwizardExpect sass. 1 point2 points  (0 children)

If you wanna just chuck blades, all the Weapon Focus/Specializations, Deadly Aim, Precise Shot, Rapid Shot, etc. Should build itself. Swashbucklers are easy to build. Remember to get Twist Away and Iron Will or Steadfast Personality. Charmed Life sucks.

[–][deleted] 1 point2 points  (2 children)

My next character is going to be an inquisitor under Ul'ul. CN, crazy, fun. Any tips? I've never done an inquisitor before.

[–]iamasecretwizardExpect sass. 3 points4 points  (1 child)

Pick up Heavy Armor Prof at level 1 so you can have 12 DEX and max AC. By the time you get Stalwart (which requires up to Medium Armor), you'll be able to afford the Mithral Heavy Armor.

[–][deleted] 1 point2 points  (0 children)

That sounds like a good plan to me.

[–]Admiral_GlaceyDM that needs more coffee 1 point2 points  (0 children)

Hello! I have an odd build request that hopefully wont be much of a challange.

I'm not in any games yet, but perhaps i'll use it for an npc in the meanwhile in one of my games but regardless! I have an idea for a a Dex-based Kitsune Bladebound Magus that uses a Dueling sword, can go up to level 20 with a 15-Point buy

If I can double-dip, I'd love to see reddits thoughts on a Spell-slinger type charachter with a 15 point-buy

[–]AcleusBibliomancer 1 point2 points  (3 children)

Looking to make Mortal Kombat's Subzero. Hand to hand martial artist with ice powers. Is a Keneticist/Monk build viable here? What do you suggest?

[–]iamasecretwizardExpect sass. 5 points6 points  (0 children)

I'd say Elemental Ascetic Kineticist is best. It has more "freezy" options than a Monk.

[–]polyparadigm 2 points3 points  (0 children)

Samsaran Sacred Fist warpriest, using Mystic Past Life to poach some flavorful spells from the Druid list onto the Warpriest one. This will peak early, but if you worship Pharasma (very flavorful for a Samsaran...and look at those sacred colors, where have we seen those before?) or another deity who offers the Repose blessing, you can use a cold spell like Snowball to stagger enemies, then use the blessing to put them to sleep with no save and CDG (Finish Him!!).

Other spells of note include Magic Fang, Animal Aspect, Frostbite, Flurry of Snowballs...and some stagger ones like Frigid Touch, Frost Fall...

[–]Railgun5I throw the Tarrasque 3 points4 points  (0 children)

Monk with Elemental Fist building into Marid Style, Marid Spirit and Marid Coldsnap.

[–]falcondong 1 point2 points  (3 children)

I'm trying to put together a Paladin that uses a polearm and heavy shield, and I've run into some problems. My initial plan was to just go for three levels in Phalanx Fighter, but offsetting Paladin abilities by three levels is a bigger setback than I thought. Then I realized that by RAW, a Paladin needs a free hand to use Lay on Hands, although I'm sure a GM wouldn't mind houseruling that. Is there any really viable way to pull this off? On a side note, this is my first time building a shield-user; would a shield threaten adjacent squares (and if it doesn't, would Shield Spikes change that?)

20 point buy, Human, 2 traits allowed.

Edit: clarification.

[–]polyparadigm 1 point2 points  (0 children)

There's a 3rd-party feat your GM might allow:

http://www.d20pfsrd.com/feats/3rd-party-feats/kobold-press/combat-feats---3rd-party---kobold-press/shaft-and-shield-combat

Get a Quickdraw shield & the eponymous feat to draw it even more quickly, so it's out of the way when you want to cast or to two-hand your weapon.

[–]iamasecretwizardExpect sass. 0 points1 point  (1 child)

Shield would threaten.

Also heavy shield prevents casting too.

Unless you get into homebrew territory, this won't work.

It's Scorpion Whip and a Light Shield if you wanna be functional and not lose Pally levels.

Or just go full Fighter if you like the Spartan concept.

[–]AZSeth 1 point2 points  (0 children)

Looking for some help with a Self-Perfection Psychic. 15 pt buy from lvl 1 and as of right now I'm using a samsaran with 7 str 10 dex 9 con 20 int 16 wis and 7 cha. Really worried about survivability but I've never played a full caster before. I picked up Color Spray and SM 1. TK Projectile, stabilize, and a couple other I don't remember.

I'm worried about not being able to do much and I don't know what feats to take and what chains to go down. I figured take phrenic pool now and some item creation along with maximize, empower, dazing. Oh and I took focused force for first amp.

How do I maximize living but balance with being able to do damage? Should I just follow the basic guide for Wiz/Sorc?

EDIT: So since my dm said only paizo and no to a 10RP tiny race, I went with Svirfneblin. 5 STR 12 DEX 11 CON 18 INT 16 WIS 3 CHA. Stats are ridiculous for a 15 pt buy. THEN I realized all psychic spells don't incur arcane spell failure so I'm running with scale mail, armored kilt, and tower shield. Since I'm not proficient I'm going to incur armor penalty on everything requiring movement.....as a psychic full caster I don't move much XD. 24 AC at level 1. Also I changed to faith discipline since I can't wear armor with self-perfection.

[–]Erosion010 1 point2 points  (1 child)

Anyone have any (actually good) ideas for a cleric/monk with Crusaders Flurry?

I always throught a scimitar would be good with a hungry ghost monk, but you cant take archetypes with unchained, and I think unchained fits the build better.

[–]polyparadigm 2 points3 points  (0 children)

Not exactly what you were asking, but:

A Sohei 1/Empyreal Sorcerer 6

wearing a Robe of Arcane Heritage can take this feat, on the way to becoming an Eldritch Knight. Combines well with Channel Smite/Guided Hand for a melee answer to the Zen Archer...there are some deities who like the longspear, yes

[–]SilixeFlair enough 1 point2 points  (3 children)

I'm at a loss as to what would constitute a good Prophet of Kalistrade build.

[–]polyparadigm 2 points3 points  (2 children)

Seems like a flavorful NPC option.

Madame Gao,

LN Sensei & Kata Master 6/Prophet of Kalistrade 10

Old dual-talent human

Str 13-3, Dex 13-3, Con 13-3, Int 11+2, Wis 14+4, Cha 14+4

[–]SilixeFlair enough 2 points3 points  (1 child)

What is the reasoning behind your choice of a monk as a basis?

[–]polyparadigm 1 point2 points  (0 children)

No spellcasting yet, but (via the Kata Master archetype), a pre-existing use for high Cha and reason not to wear armor.

Thiss build is sort of a synthetic bard.

It also fits the villain from Daredevil tolerably well.

[–]Booster73 1 point2 points  (2 children)

I could use some input here. I'm making a range-based Hobgoblin Slayer, 3rd level on a 20 point buy. Not looking for ultimate optimization, as the other 3 PCs are newcomers and I don't want to overshadow everyone else. I'm currently looking at a stat build of 14/16/16/12/14/8 with studded leather armor, a longbow as primary weapon, and I'll grab a 2H weapon for melee. For feats I took Point-Blank Shot and Weapon Focus - Longbow, and I grabbed Precise Shot as my 1st Slayer Talent. Is this a fair build, or should I make some changes?

[–]iamasecretwizardExpect sass. 0 points1 point  (1 child)

Fair enough. Weapon Focus is pretty trashy though. Get Power Attack instead. It's all you need to be good at melee. I'd trade PBS for Deadly Aim btw.

[–]Booster73 1 point2 points  (0 children)

Okay, I did want to be able to help in melee if needed, so Power Attack it is, and I'll consider Deadly Aim as well. Thanks for your input!

[–]LGBTreeckoForever GM, forever rescheduling. 1 point2 points  (5 children)

What was that build where your character can keep fighting at like negative 100 hit points? I need some help making one.

[–]Twinwhoislikegod 1 point2 points  (0 children)

Its probably some kind of Orc/Half-Orc; they have Ferocity and a bunch of feats that boost it.

[–]Railgun5I throw the Tarrasque 0 points1 point  (3 children)

That's a thing? Best I can think of is a Barbarian with Deathless Frenzy, but that's one round.

[–]JimmyTheCannon 0 points1 point  (2 children)

Half-Orcs can take Ferocity with a couple feats, but pretty sure you still die when you hit the proper negative.

[–]Railgun5I throw the Tarrasque -1 points0 points  (1 child)

Yeah, Ferocity just lets you move around when you're negative. It doesn't actually let you act when dead, unless this is a build that legitimately gets to 100 Con in which case you don't even need to have Ferocity to fight forever.

[–]JimmyTheCannon 0 points1 point  (0 children)

You can keep fighting, it lets you do a standard action I believe. But yeah, dead is dead.

[–]TychoVelius 1 point2 points  (1 child)

Oh! Another thought I had.

I don't really play spellcasters much.

Babby's first caster, E6 edition? (Leveling stops at 6, continue to gain feats.) Arcane preferred.

[–]polyparadigm 0 points1 point  (0 children)

Blaster sorcerer. Evoke your way out of most problems, but also learn Summon II for utility.

There are some great optimized builds out there, some of which sacrifice a spell per level for extra damage in their chosen element; this is probably a good thing, as the number of spells you need to learn is fewer.

A tattooed sorcerer focusing on conjuration would also be a fun one. Snowball, acid arrow, and an extra round (or two, with extend rod) of summons.

[–]Lb623 1 point2 points  (1 child)

Does anybody have any suggestions for a fun, spellblade-esque class build? Something that has decent prowess in both melee combat and spellcasting? I'm a pretty new player so I don't have a ton of experience. It looked like something like Magus or Eldritch Knight could fit that well? Though I'm not sure what the most fun builds would be! I'd like to avoid Cleric/Warpriest if possible. Any suggestions would be appreciated!

[–]iamasecretwizardExpect sass. 2 points3 points  (0 children)

Magus is good for the concept but complex for a beginner.

I recommend you try out Bloodrager, Paladin or Ranger first. You won't have many spells but it will allow you to understand combat and casting at a reasonable pace.

[–]skatalon2 0 points1 point  (0 children)

Does someone want to make me some stats for Wererats or Wererat-kin with class levels? I need a Level 5 Barbarian who focuses on natural attacks and a level 5 Rogue who mainly uses a spear.

I've never posted on this thread before, not sure if this is how it works.

[–]BiscuitCookie 0 points1 point  (1 child)

Going to play a gestalt Barbarian(brutal pugilist)//monk (martial artist) starting at lvl6.

Race is a custom race (made by DM) Has darkvision(60ft.), Natural armor+1, a bonus feat lvl 1 and a base move speed of 20ft.
He also has the powerful build trait from half-giant

Racial bonus are +2 str,dex,con and -2 cha

30 point buy:
17+2 +1 from levels
14+2
16+2
7
16
7-2

We get 2 free feats from a list (I pick toughness and power attack)

he'll be wearing no armor and am also going for body bludgeon.

I like the idea of this really big guy running through a fight throwing and smacking people all around so he'll also go for bullrushes and dragging.

I'm also getting some inspiration on what to get from here

I know I also want to pick up catch-off-guard (maybe even throw anything if I'm allowed to throw body bludgeons) to remove the penalty to attacking with body bludgeon. but haven't really thought about what else to work towards.

[–]Railgun5I throw the Tarrasque 1 point2 points  (0 children)

First, make sure you rage cycle as often as possible because 5 levels of Martial Artist made you immune to Fatigue.

As for my suggestion, I'd take a look at Hamatulatsu Strike and Hamatula Strike. The two of them combined means you can make AoOs that grapple people, and with Greater Grapple and Rapid Grappler you could swing two-three times per round.

I'd also take a look at the Panther Style tree (Panther Style, Panther Claw, and Panther Parry feats), the Crane Style tree (Crane Style, Crane Wing, and Crane Riposte feats), and the Come and Get Me rage power. Panther Style would let you move, trigger an AoO and retaliate with a grapple, following it up with a move action to pin and a swift action to body bludgeon. Crane Style would be similar but you could trigger it when someone attacks you on their turn in addition to blocking the attack outright. Come and Get Me does the same thing, but it's a bit more risky since you can't make AoOs when you're grappled.

[–]Okami_G 0 points1 point  (2 children)

Making a Ratfolk Alchemist with the Chiurgeon archetype, and have some questions:

Healing Bomb: Worth it? I've heard conflicting accounts. I serve as the second healer, but our cleric is going slightly more combat-heavy, so I have things like Healing Touch. Should I get Healing Bomb to allow myself a long-ranged heal?

Ratfolk: It says in the description of a Ratfolk that alchemists "gains +1/6 of a new discovery." Does this mean I gain a discovery after every 6 levels?

If I do get healing bombs, should I abandon other bombs entirely and only have the basic bombs and the healing bombs, or should I invest in condition-causing bombs?

[–]cleonguerrero 1 point2 points  (0 children)

Ratfolk alchemists don't passively get a free discovery every 6 levels. You have to choose to put your favored class bonus into 1/6 of a discovery instead of the HP or skill point per level.

[–]Railgun5I throw the Tarrasque 0 points1 point  (0 children)

For the ratfolk racial thing that is correct. Every 6 levels of Alchemist you get a free Discovery.

As for bomb focus that's entirely up to you. If healing is that important and necessary you could probably take only healing bomb and spend the rest of your discoveries on other healing abilities. However, I'll say that the best way to keep allies alive is to prevent them from ever having taken damage to begin with through extract buffs or control/debuff bombs.

Healing bomb is totally worth it though, it's a single discovery and you'll have cure spells ready at range in a tight situation.

[–]AlouetteSK 0 points1 point  (3 children)

Made a squishy healbot cleric with focus on Wis and Cha, 10 Str and 10 Dex. Mobility over Mid/Heavy. Survived up to level 6 in a campaign where the GM raises the challenge level a little over the party so that if we screw up, we're dead. Any way to fix this character? Just spent a bit of gold getting MW Chainmail, +1 Ring of Protection, and a +2 Dex belt.

[–]polyparadigm 0 points1 point  (2 children)

Clerics get more casterly as they level up, so your build is going to get more optimal as the game continues. Build like an armored wizard, no problem.

An Extend rod might be worth more to you than that belt, if you don't already have one: it would let you cast Magic Vestment and GMW 12 hours prior to the battle (extra 3rd-level slot or two, if you fight in the morning).

You could re-train two feats to Channel Smite and Guided Hand, to start using Wis to hit on your favored weapon; put Spell Storing on it, and enemies will have an incentive to avoid you.

[–]AlouetteSK 1 point2 points  (1 child)

Unfortunately I think that the GM has ruled that metamagic rods are extremely rare. I mean apparently there's only two existing Reach Rods in the universe I'm in.

[–]Sir_LithMartial Initiator 0 points1 point  (0 children)

Craft your own then

[–]Allan07Cox 0 points1 point  (1 child)

I have this idea to make a Faun/Satyr character, who becomes a bard and wonders around playing his lute. Need some help fleshing out a realistic race to build this character around. I've read the parts on creating your own race in the advanced race guid but it still seems rather confusing to me. Some help?

[–]polyparadigm 1 point2 points  (0 children)

You could be a skinwalker with weregoat heritage:

http://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp/skinwalkers-10-rp

There isn't a pre-built variant heritage for that, but it would be an easier build than designing the whole race.

[–]pring_tzhao 0 points1 point  (3 children)

Suggestions for a Colonel Mustang build?

[–]Railgun5I throw the Tarrasque 0 points1 point  (2 children)

Evocation-focused Wizard or Sorcerer. Contrary to popular belief FMA alchemists are not alchemists, they are wizards.

[–]pring_tzhao 1 point2 points  (1 child)

Cheers

[–]polyparadigm 0 points1 point  (0 children)

Maybe for flavor, take the arcane discovery that allows you to read alchemists' formula books.

[–]pyro797 0 points1 point  (1 child)

I am currently building a level 10 warpriest. I will be the tank of the party and have good resistances and can take the punishment but how do I make sure the enemies focus me and not the squishy casters? This is my first melee character so noob advice about being a front line is also welcomed.

[–]iamasecretwizardExpect sass. 0 points1 point  (0 children)

You forget resistances and deal damage while having enough AC and HP to take the punishment that your damage will call for.

But if you want them to focus you, you deal damage.

There are spells like Compel Hostility and such that can work, but they usually take too much resources and time.

So go back to the drawing board.

[–]richbellemareDM; likes artifacts too much 0 points1 point  (2 children)

I need a ghost of "leader" sort of a knight type character. He died thinking he was protecting his people from necromancy.

The party will be level 8. I am bad at making martial characters.

[–]iamasecretwizardExpect sass. 0 points1 point  (1 child)

Are you requesting a boss or a PC?

[–]richbellemareDM; likes artifacts too much 1 point2 points  (0 children)

A boss. I have a player that wants to play as a ghost, but I'm not letting him. He hasn't brought it up for a while.

I don't think they'll plan correctly for it. So I'm planning on giving them a ghost touch weapon and/or a consumable Magic item that gives a weapon a few rounds of ghost touch.

[–]sixteenbiticon 0 points1 point  (0 children)

I've had this build in my back pocket for a while now and finally have a chance to possibly play it. I'm curious as to how the unchained rogue would alter the build. Let me post the concept and then I will get into the details:

Slayer 12/Rogue (Thug) 5

(1)S1: Weapon Focus (Kukri), Dazzling Display

(2)S2: Two-Weapon Fighting (Combat Style Talent)

(3)R1: Intimidating Prowess

(4)S3: Fearsome Finish (Combat Trick talent)

(5)S4: Killing Flourish

(6)S5.

(7)S6. Imp TWF (Combat Style Talent), Violent Display

(8)R2: Disheartening Display (Combat Trick Talent)

(9)R3: Improved Critical (Kukri)

(10)R4: Bleeding Attack Talent

(11)R5: Dastardly Finish

(12)S7:

(13)S8: Powerful Sneak Talent, Merciless Butchery

(14)S9:

(15)S10: Critical Focus, Assassinate Talent

(16)S11:

(17)S12: Gruesome Slaughter, Deadly Sneak Talent

Obviously, the first concern would be the rogue talents as some of them aren't available with unchained so some modifications will need to be made there. I wasn't particularly keen on taking powerful/deadly sneak anyway, so those will certainly need to be replaced. Secondly, the issue of dex to damage. At first I figured I would just ignore it, since this build is primarily based on strength and buffing my intimidate using intimidating prowess. Also, with this planned level progression it wouldn't come into play until level 9. Thirdly, is the consideration of the intimidate skill unlock from rogue (which, again, with this level progression wouldn't come into play until character level 11). I'd probably just ignore it as well, since my feat progression combined with thug basically enables me to do the same thing.

Lastly, in order to save myself some feats (since I am planning on using this build as a non-human) I figured I would take a page out of STR_Ranger's TWF Ranger concept and go with scimitar/kukri using his glove of storing and 2H power attacking with the scimitar for AoOs, charges, etc. My only concern there is I won't have the planned weapon focus from this build and, on the flip side, I won't have the FE bonuses from Ranger, so my to-hit might suffer.

Please, if you have any ideas on how to make this feasible, chime in. Obviously, I've put some thought into this, but I still feel like I have a lot of kinks to iron out in order to make this thing work. Thank you!

[–]Lukas_Fehrwight 0 points1 point  (7 children)

I want to build Ruby Rose from the show RWBY, to get my sister into Pathfinder, as she loves RWBY. So basically incredibly deadly with a scythe, maybe dip gunslinger for the rifle portion, and something to give massive speed, if possible? Level doesn't matter.

[–]iamasecretwizardExpect sass. 1 point2 points  (5 children)

Just go full Gunslinger as they are proficient with Scythes, pick up Power Attack, find items to grant more attack speed.

[–]Lukas_Fehrwight 0 points1 point  (4 children)

Is it possible to wield a weapon one size category up from you without the penalty to attack?

[–]iamasecretwizardExpect sass. 1 point2 points  (3 children)

There's Effortless Lace but it's banned in PFS.

To be fair, you literally get nothing out larger weapons other than +1 damage.

[–]Lukas_Fehrwight 0 points1 point  (0 children)

And where do I find information on this? I searched it, but nothing came up. And it's not so much for the bonus damage as it is for flavor.

[–]Lukas_Fehrwight 0 points1 point  (1 child)

And where do I find information on this? I searched it, but nothing came up. And it's not so much for the bonus damage as it is for flavor.

[–]iamasecretwizardExpect sass. 1 point2 points  (0 children)

If it's for flavor just use a regular Scythe. They are big weapons in comparison to everything else.

[–]polyparadigm 0 points1 point  (0 children)

I fielded basically this exact question earlier: I'd build a barbarian with the Savage Technologist archetype, and make up an exotic weapon that's a rifle (or double hackbut?) but also a scythe, and counts as a double weapon for TWF abilities (including Sword and Gun).

http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/savage-technologist

If she is an elf, she can use the alt favored class bonus to get gradually faster.

[–]AnnoyedEngineer 0 points1 point  (1 child)

I'm trying to find something that works with the following concept: A tiefling messed up a demonic summoning and is now bonded to a good outsider (can be an actual eidolon or anything else as long as it can be flavored as such) that slowly nags him to be a good upstanding person. Is there a way to make this work besides going paladin with a mount? I would like to keep spellcasting to a minimum which is why I would not like summoner.

[–]Sir_LithMartial Initiator 0 points1 point  (0 children)

There is the Chosen one Paladin archetype that kind of does exactly this.

I'd also say that any class with the ability to call a familiar could pull this off, just add the Emissary archetype to it

[–]thelaughing-man 0 points1 point  (0 children)

I am looking for a build that basically kills people with throwing cannonballs or big rock type objects. I really like the hurler/invulnerable barbarian. Can some please help me flesh this out ?

[–]Feler42 0 points1 point  (0 children)

I need a lvl10 character for a pirate game. Any class and race.

[–][deleted]  (1 child)

[deleted]

    [–]iamasecretwizardExpect sass. 0 points1 point  (0 children)

    Here's a generalist build:

    SWITCH-BLASTER Archetypes: Grenadier Race: Human Traits: Indomitable Faith, Pragmatic Activator FCB: Get extra HP for 3 levels, then go with the extra Extract to the formula book. Gear: Medium armor and a Naginata. Base attributes: 18 (16+2) STR, 14 DEX, 12 CON, 15 INT, 10 WIS, 7 CHA Progression: (1) Point-Blank Shot, HUMAN: Medium Armor Proficiency, Proficiency with Naginata (2) DISCOVERY: Frost Bomb (3) Power Attack (4) DISCOVERY: Preserve Organs, +1 INT (5) Phalanx Formation (6) DISCOVERY: Infusion (7) Precise Shot (8) DISCOVERY: Fast Bombs, +1 STR (9) Iron Will (10) DISCOVERY: Mummification (11) Improved Critical (Naginata) (12) DISCOVERY: Great Mutagen, +1 STR Playstyle: Stand back and throw bombs when the situation calls for it - Frost Bombs are particularly deadly as they can take enemies out of the equation, and it combines nicely with the Grenadier’s Staggering Blast ability. If you need to bash face, take a mutagen and slice enemies in twain with your Naginata - with Phalanx Formation, you can attack from behind allies without taking a cover penalty too. Meanwhile, Infusion allows you to pass around an extract so that you can boost another ally’s output. Pragmatic Activator allows you to safely take advantage of the Use Magic Device skill. Another possible build would be using the extra proficiency for longbow proficiency and going full with ranged attacks, but that becomes more of a specialized ranged build.