Switch Theme:

Pathfinder Character Builds  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fate-Controlling Farseer





Fort Campbell

I'm curious how people built their characters. So lets share builds, idea's, etc...


I'm currently playing a Human Fighter. He's level 4, and I'm specializing him in archery, not the archetype version. His stats are as follows.

Str 17, Dex 14, Con 14, Int 12, Wis 10, Cha 13

My plans are to put another point in Cha at lvl 8, and then 12 and 16 will go to Dex. Might seem a bit odd for a fighter, but he's also being built as a Mercenary leader, and Charisma will be a useful stat for things like Leadership, Diplomacy, and Intimidation.

Current Feats are: Improved Initiative, Point Blank Shot, Weapon Focus (Composite Longbows), Weapon Specialization (Composite Longbows), Precise Shot, Quick Draw.
Skill Point wise, I've got them spread out widely (total score listed). : Craft Bow 7, Diplomacy 8, Handle Animal 5, Knowledge Engineering 7, Perception 4, Profession Soldiering 5, Survival 5

My plan right now is that for levels 5 and 6 I'll be branching out to Ranger, and then finish levelling as a fighter. This will effectively double the amount of skill points I get for a couple of levels, helping me to get him a bit more of a solid founding in some of the skills I'd like him to have for his chosen profession. Perception will also become a class skill at that point, providing a much needed bonus since our party doesn't have anyone with it. Plus it won't limit my feat progression, since that 2nd level of ranger will provide Rapid Shot for my bow, and when I move back to fighter with level 7 I'll be back on track for a feat every level.

Current feat plans are as follows.
Lvl 5: Point Blank Master Lvl 6: Rapid Shot (per Ranger) Lvl 7: Leadership Lvl 8: Greater Weapon Focus (Composite Longbow) Lvl 9: Improved Critical (Composite Longbow) Lvl 10: Clustered Shot Lvl 11: Blind Fighting Lvl 12: Greater Weapon Specialization (Composite Longbow)

After 12 I'm a little unsure of where I will go with my feats, so I'll wait a bit to see if character development takes me somewhere.

Full Frontal Nerdity 
   
Made in de
Joined the Military for Authentic Experience






Nuremberg

I like to build as I go along. My only current character is a Magus. (Not sure if all of the stats are correct, but here they are.)
Human Magus 5 HP14+4D8 44
Str 16
Dex 12
Con 14
Wis 10
Int 19
Cha 8

Fort +7
Ref +3
Will +7
AC 10 + 5 (+1 Chain Shirt) +1 = 16 (20 With Shield)
BAB 3+3 = +6
CMD 2+3+1+10 = 17
CMB 3+3= +6
Attack: Longsword +7 D8+4
Extra Arcane Pool
Arcane Strike (+1 Damage, Weapon counts as Magic)
Combat Casting
Weapon Focus Longsword
Extra Arcana
Arcana: Arcane Accuracy (Spend 1 pool point to gain Int Mod to attack), Close Range (Ranged touch can be cast as touch for Spellstrike)
Arcane Pool: 8
Spell Combat (Dual wield spells and magic)
Spell Strike (Transfer Touch Spells through sword)

Spells
Oth
Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light,
Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark.
1st
Chill Touch, Corrosive touch, Enlarge Person, Magic Missile, Shield, Shocking Grasp, True Strike, Expeditious Retreat,
Jump, Burning Hands, Vanish,
2nd
Blur, Elemental Touch, Frigid Touch, Stone Call.

Spells per Day
0th All
1st (5)
2nd (3)
Skills
Know Arcana +12
Know Dungeoneering +12
Know Planes +12
Spellcraft +12
Climb +10
Swim +10
UMD +8
Perception +4

He's pretty hard in combat, but he's got a glass jaw. He can kick out a ton of damage but then he's knackered and probably can't do it again. We've also ruled that he can only use arcane mark once per opponent for spell strike to stop him from spamming it basically for free.

He's the main tank for the party, which is bloody worrying, because he's not THAT tough, but the rest are all casters and one monk.

   
Made in us
Fate-Controlling Farseer





Fort Campbell

I know what you mean about non-optimal tanks. My archer has served as the groups tank. That's why I cannot wait to take Point Blank Mastery, so I can put my sword away for good.

Full Frontal Nerdity 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

 djones520 wrote:
I know what you mean about non-optimal tanks. My archer has served as the groups tank. That's why I cannot wait to take Point Blank Mastery, so I can put my sword away for good.


When the archer in our group took it, he became even more of a death dealing machine.

In the Serpent's Skull path, I played a cleric of Nethys. I spent a lot of my $$$ on a good shield and mithryl breastplate. Our fighters were a 2-handed sword user and an archer, so I was the AC tank. I could stand next to the fighter, with a few buffs on myself, and hang in most fights.

I mainly took buff spells and defensive spells, rarely offensive spells. The stats I rolled weren't great, except for wisdom, but I had a lot of fun with that character.

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Fate-Controlling Farseer





Fort Campbell

Our Samurai just got a piece of magical armor, so he and the cleric will be taking over the main role as AC machines.

My guy happened to recently trip a curse that sapped 6 points of his strength, so he can't use his bow without some significant negatives right now. It's funny, because almost all of my feats are designed to enhance my archery, but the adventure has been conspiring to keep my using a sword as much as possible.

Full Frontal Nerdity 
   
Made in us
Old Sourpuss






Lakewood, Ohio

I'm currently playing an Inquistor from Cheliax with the Heretic Archetype (to give me a reason to be on the run from the Chellish Navy in our Skulls & Shackles campaign). I will not lie when I say I looked to an optimization build (mostly so I could wrap my head around the Inquisitor), but that has since changed since we've leveled 3 times since he joined the game.

He focuses on being stealthy, intimidating anyone and everyone, and being a solid AC tank for our party. Since our party consists of a Fighter with the Corsair Archetype (light armor, no shield I think, more mobile than he should be ), an Undine Cleric of water and healing, she's pretty good at keeping our party up, but don't expect her to get close to anything, a Goblin Firebomber Alchemist (the little sociopath needs to be killed, I just haven't found a good in character reason to at least arrest him and make him realize that dicking over the party is a bad idea), and our newest addition, a Gnome Titan Mauler Barbarian (he replaced the sorcerer in our party that couldn't cut it and ended up as shark food after he drowned and we nearly died).

So... there was pretty much no one that could take hits, so that's where my Inquisitor came in. I'm currently more wanted by the Chellish navy than the pirates I'm sailing with . Intimidating, interrogating, and getting information from an Admiral might do that though I did let him live... we just... took his weapons, and threw a silence spell on the room so he couldn't yell for help while we escaped.

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in de
Joined the Military for Authentic Experience






Nuremberg

I just found out the Cleric in our game has more hit points than me, and he can use a shield! I will be making sure he starts tanking a little from now on.

Magus is a bit ridiculous if you can prep for combat. Enlarge Person, Blur, Shield, magic up your sword to make it flaming, and then just wade in. Last combat I barely got hit at all until a vampire spawn got lucky with a couple of grapple checks and blood drained me :(

When he hits, especially if he's spell striking, he can do a stupid amount of damage, but it's resource heavy ensuring that he hits if the enemy have high AC. 8 arcane pool points isn't a lot when you do three encounters a day like we do!

I've also built a human Sorcerer who is going to focus on Summoning (1st level build) and a Half Orc barbarian (also first level) who I haven't thought much about beyond first level. He's able to potentially do 72 damage at that point though, if he crits and rolls max, which is a wee bit exciting for my inner munchkin.

Pathfinder is good for making almost any build fun, but there is some dodgy stuff floating around from campaigns or third party publishers that I probably wouldn't allow.

   
Made in us
Fate-Controlling Farseer





Fort Campbell

Yeah, our magus is a dwarf, and he uses the Dwarven Battleaxe, so he hits like a truck. He's a very hot and cold roller though, she his damage is pretty balanced.

Full Frontal Nerdity 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

 Da Boss wrote:
I just found out the Cleric in our game has more hit points than me, and he can use a shield! I will be making sure he starts tanking a little from now on.


Once I started casting shield of faith on myself, using a magic shield and breastplate, I noticed how hard my cleric was to hit. At higher levels, I started putting spell resistance on myself, as well as the front line fighter, and we made a good team.

I couldn't do damage for crap, though. That's not my job!

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Freaky Flayed One





Currently playing the Legacy of Fire AP

This has a very Scorpion feel which is what I am going for.

I don't have my exact stats on me ATM

Human Lone Warden Lvl 9

Every Level take the Human Lone Warden CMD bonus to Grapple/Trip

Feats:
Improved Unarmed Strike
Exotic Weapon: Rope Dart
Combat Reflexes
Combat Expertise
Improved Grapple
Improved Trip
Power Attack
Quick Draw
Greater Grapple
Greater Trip
Hamatula Strike
Rapid Grappler

Now this is how a typical encounter goes:

Versus Gnoll Ranger

Gnoll starts 20 feet away. Initiative, I win.

I quick draw my rope dart and throw it. Score a hit and deal damage.

Hamatula Strike goes off, I attempt a grapple check at -4 and succeed.

Gnoll is moved adjacent to me, per the grapple rules.

Using Greater Grapple, I can now attempt to pin the Gnoll; Success.

Now Rapid Grappler, I attempt to tie up the gnoll, using the rope (rope dart) and once again succeed.

Gnolls turn, he attempts to break free from the ropes and fails.

I now quick draw my Heavy Pick and perform a Coup d'Grace.

This is completely awesome and I love the look on the DM's face when the big baddie at the end of the each book gets pwned. I posted this build on the pathfinder forums to check if every feat worked the way we thought. Most everyone agreed it did so we rolled with that.

I also had the rope on the Rope Dart lengthened so I could hit out farther albeit with a penalty. Str and Dex are my 2 highest Stats letting everything else go.
   
Made in us
Old Sourpuss






Lakewood, Ohio

 knightpredator wrote:

This is completely awesome and I love the look on the DM's face when the big baddie at the end of the each book gets pwned. I posted this build on the pathfinder forums to check if every feat worked the way we thought. Most everyone agreed it did so we rolled with that.


Why does the bolded section sound fun at all?! I would not want to play with you man. No offense, but if the BBEG dies in a single hit then it's not fun... If your DM wants to let you play that way that's all well and fine, but sweet jeebus I would have no fun if that's how every combat with you went down :-\.

As to your build, it's correct because you have in a single turn 1 Move, 1 Standard, and 1 Swift. The problem is that your build works only against things that can't break a DC 23, and at level 9 you have what a +2 Rope Dart? Which means that the DC jumps to 27, but still at that point if you're grappling something, it probably could break the DC without too much effort, even a CMB escape attempt . The other issue is that a creature that is tied up/pinned down is not helpless, meaning you cannot perform a Coup d'Grace on him.

This message was edited 1 time. Last update was at 2013/05/23 21:05:24


DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Kid_Kyoto






Probably work

 Da Boss wrote:
I like to build as I go along. My only current character is a Magus. (Not sure if all of the stats are correct, but here they are.)
Human Magus 5 HP14+4D8 44

(truncated)



I play a Magus too. He's possibly the most powerful character in the party. Miserably low hit points though, I almost get smoked every fight, and have actually died once or twice now.

I have a similar build to yours, but I'm at a higher level. I don't recall the majority of the statistics at this point. I took Intensified Spell to jack up the power level on shocking grasp though. 10d6 electricity damage channeled through a weapon you happened to burn Arcana Pool for in order to make it shocking and frost (on top of a power attack) is not too shabby, if you can live long enough to pull it off.


Automatically Appended Next Post:
 Alfndrate wrote:
 knightpredator wrote:

This is completely awesome and I love the look on the DM's face when the big baddie at the end of the each book gets pwned. I posted this build on the pathfinder forums to check if every feat worked the way we thought. Most everyone agreed it did so we rolled with that.


Why does the bolded section sound fun at all?! I would not want to play with you man. No offense, but if the BBEG dies in a single hit then it's not fun... If your DM wants to let you play that way that's all well and fine, but sweet jeebus I would have no fun if that's how every combat with you went down :-\.


I pulped the scary bad guy a few times with pure raw damage with my Magus. The first time or two, we were all stunned (including me).

After that, the "BBEG" started being "BBEGG" (Big bad evil groups of guys). I now regularly find myself dragging my half dead carcass back to our cleric/paladin for healing.

I wonder how predator's monk would fare if there was a gnoll rogue with a potion of invisibility watching over his friend.

This message was edited 1 time. Last update was at 2013/05/23 21:50:16


Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Freaky Flayed One





 Alfndrate wrote:
 knightpredator wrote:

This is completely awesome and I love the look on the DM's face when the big baddie at the end of the each book gets pwned. I posted this build on the pathfinder forums to check if every feat worked the way we thought. Most everyone agreed it did so we rolled with that.


Why does the bolded section sound fun at all?! I would not want to play with you man. No offense, but if the BBEG dies in a single hit then it's not fun... If your DM wants to let you play that way that's all well and fine, but sweet jeebus I would have no fun if that's how every combat with you went down :-\.

As to your build, it's correct because you have in a single turn 1 Move, 1 Standard, and 1 Swift. The problem is that your build works only against things that can't break a DC 23, and at level 9 you have what a +2 Rope Dart? Which means that the DC jumps to 27, but still at that point if you're grappling something, it probably could break the DC without too much effort, even a CMB escape attempt . The other issue is that a creature that is tied up/pinned down is not helpless, meaning you cannot perform a Coup d'Grace on him.



Lol, well I'm not going to get into a flame war about the top part, so enough with that.

Ok as far as your mechanics, I'm really not sure how you get the dc 23 check to break out of the rope. Per the PF SRD it is 20+ CMD.

http://www.d20pfsrd.com/gamemastering/quick-reference

CMD to escape would be 54, 20 from the rope, 9 BaB, 9 Lone warden human preferred class bonus, 2 improved grapple, 4 Maneuver Mastery (Ex) Lone Warden, 10 generic CMD. That is without any stat modifiers as well, so it only goes up.

Also being tied up does make you helpless. Per the SRD

A creature that is tied up is "bound" which means it has the Helpless condition.

This build does not get like this till level 9, and before that point is only ok. The thread was about PF builds and this one is unique, and I have received many compliments on its creativity. Even at PFS games.


Automatically Appended Next Post:


I pulped the scary bad guy a few times with pure raw damage with my Magus. The first time or two, we were all stunned (including me).

After that, the "BBEG" started being "BBEGG" (Big bad evil groups of guys). I now regularly find myself dragging my half dead carcass back to our cleric/paladin for healing.

I wonder how predator's monk would fare if there was a gnoll rogue with a potion of invisibility watching over his friend.


That's awesome! Yeah our DM has done the same thing. Now BBEGG.

Also this is a fighter build.

This message was edited 1 time. Last update was at 2013/05/23 22:12:56


 
   
Made in us
Old Sourpuss






Lakewood, Ohio

The DC 23 is the break DC of rope. I realize that the escape number is 20 plus your CMB.

Please provide the link that says someone that is tied up is helpless because there is no status called "bound". The description for helpess says a character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponents's mercy. The description of pinned says a creature thst is tightly bound and can take few actions. I would like to know where this is said because I have only been playing pathfinder for a uear (but playing 3.5 dnd since its inception). At this point it becomes DM discretion and if yours says the tied up creature is helpless, then that's it end of discussion. I just would like to see someone tie up another person in such a way that they can't move in under 6 seconds.

I would give any creature grappled by your rope dart the 20+CMB or the chance to break tje rope via a break check.

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Freaky Flayed One





 Alfndrate wrote:
The DC 23 is the break DC of rope. I realize that the escape number is 20 plus your CMB.

Please provide the link that says someone that is tied up is helpless because there is no status called "bound". The description for helpess says a character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponents's mercy. The description of pinned says a creature thst is tightly bound and can take few actions. I would like to know where this is said because I have only been playing pathfinder for a uear (but playing 3.5 dnd since its inception). At this point it becomes DM discretion and if yours says the tied up creature is helpless, then that's it end of discussion. I just would like to see someone tie up another person in such a way that they can't move in under 6 seconds.

I would give any creature grappled by your rope dart the 20+CMB or the chance to break tje rope via a break check.


No worries, here you are. It's under grappled/ tied up about 3/4's down the page.

http://www.d20pfsrd.com/gamemastering/combat
   
Made in us
Old Sourpuss






Lakewood, Ohio

Okay, so what determines bound?

The link you gave me is probably verbatim Chapter 8 of the Pathfinder rulebook. And now that I'm not on my phone I can expand more upon what I said in my last post.

What do the purple text boxes mean on that site? Because I'd like their reference to the rules as well.

Here is why you're not helpless when you're tied up (I'll provide page numbers from the Core Rules with links to the d20pfsrd):

1) Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. (Page 200)

2) A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is flat-footed. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack. (Page 568)

3) Helpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. (Page 567).

So like I said earlier... there is no status called "bound". Helpless people can't do anything at all, and have no dexterity whatsoever, not just flat-footed. I guess what needs to be defined is the meaning of 'bound', but since tied up is already clearly spelled out it must be something different.

The reason why I asked for d20pfsrd.com's reference on that purple text box is because Light blue boxes are rules from an official Pathfinder source, Red boxes are FAQs/Errata, and Orange boxes are Optional Rules. I can't see anything that gives some credence to purple boxes. Until that time as that I know 1) a Developer/writer says tied up = bound = helpless or 2) it's added to the FAQ, then I'm going to have to go with the fact that someone tied up but conscious would not be considered helpless, and would not qualify for a Coup de Grace.

Edit: You also have to remember that your Tie Up via all of your grapple feats and checks is the Tie Up action which is treated like a pin. So then you look at the Pinned condition above to the part where it says, "A pinned creature can always attempt to free itself,", even if you consider something helpless, they still can attempt to free themselves via their CMB roll vs 20+Your CMB, or an Escape Artist check, or breaking the rope.

It's an interesting concept, it's just not as sound on the rules as originally thought.

Edit The Second: Your DC to escape the tie up is not 54, it can't be 54... It's physically impossible for it to be that high at level 9. You're adding in 10 more than you should be. The tie up DC is 20 + Your CMB, not your CMD.

Edit the Third: What gives your Lone Warden archetype the +1 bonus to CMD for grapple and trip (again which wouldn't up the DC to escape being tied up). Also where can I find this Lone Warden class...

Edit the Fourth: I noticed in the Advanced Race Guide there is a Human Favored Class Bonus for Fighter that gives you +1 CMD to a combat maneuver of your choice. Again this is CMD, not CMB. Also more lone warden, can't figure out where that is.

This message was edited 6 times. Last update was at 2013/05/24 00:37:23


DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Fate-Controlling Farseer





Fort Campbell

The need for me to go Ranger kinda dropped off with the inclusion of a new player into the group, so I'm looking at reworking my build a bit.

I'm contemplating going to lvl 7 as Fighter, take a level of Magus, and then branching into Arcane Archer.

What do you guys think? Would the benefits of the magical arrows trump the loss of extra feats, and other fighter perks?

Full Frontal Nerdity 
   
Made in us
Hangin' with Gork & Mork






Jorgan Rogar, Lawful Neutral Monk

Spoiler:
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 5 (-3)

Size: Medium
Height: 4' 4"
Weight: 200 lb
Eyes: Violet
Hair: Silver Straight; Average Beard
Skin: Tan

Total Hit Points: 10

Speed: 20 feet

Armor Class: 15 = 10 + 2 [dexterity] +3 [wisdom]
Touch AC: 15
Flat-footed: 13

Initiative modifier:+ 2 = + 2 [dexterity]
Fortitude save:+ 4 = 2 [base] + 2 [constitution]
Reflex save:+ 4 = 2 [base] + 2 [dexterity]
Will save:+ 5 = 2 [base] + 3 [wisdom]
Attack (handheld):+ 3 = 0 [base] + 3 [strength]
Flurry of Blows:+ 2 / + 2 [includes strength modifier]
Attack (missile): + 2 = 0 [base] + 2 [dexterity]
Combat Maneuver Bonus:+ 3 = 0 [base] + 3 [strength]
Combat Maneuver Defense:+ 18= 10 + 0 [base] + 3 [strength] + 2 [dexterity] + 3 [monk wisdom]

Languages: Common Dwarven Orc

Unarmed Damage: 1d6 +3 [strength]

Feats:
- Improved Unarmed Strike
- Improved Grapple
- Stunning Fist
- Weapon Focus (Unarmed)

Skills (Trained)
- Acrobatics
- Sense Motive
- Perception
- Escape Artist
- Profession (???)

Traits
- Grounded (Dwarf)
- Honored Fist


One Skill Point into each trained skill every level.

Feat Progression:
Spoiler:

Level 3 Feat: Quick Draw
Level 5 Feat: Power Attack
Level 6 (Monk) Feat: Improved Bull Rush
Level 7 Feat: Defensive Combat Training
Level 9 Feat: Greater Grapple
Level 10 (Monk) Feat: Medusa's Wrath

Quick Draw is for getting Shuriken out quickly, and later pulling out DR ignoring weapon (Cold Iron, Silver, Ect)


At level 4 and 8 a pont goes into STR to get it to 18. Not sure after that if I should just continue to pump STR or try and get WIS to 18 next.

Does PFS allow alternate Racial traits? Further research needed.

This message was edited 2 times. Last update was at 2013/06/05 00:16:14


Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
Old Sourpuss






Lakewood, Ohio

If I remember correctly the only thing that is "banned" from PFS are item creation feats since everyone has to be in an even level when playing.

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Fate-Controlling Farseer





Fort Campbell

 Ahtman wrote:
Jorgan Rogar, Lawful Neutral Monk

Spoiler:
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 5 (-3)

Size: Medium
Height: 4' 4"
Weight: 200 lb
Eyes: Violet
Hair: Silver Straight; Average Beard
Skin: Tan

Total Hit Points: 10

Speed: 20 feet

Armor Class: 15 = 10 + 2 [dexterity] +3 [wisdom]
Touch AC: 15
Flat-footed: 13

Initiative modifier:+ 2 = + 2 [dexterity]
Fortitude save:+ 4 = 2 [base] + 2 [constitution]
Reflex save:+ 4 = 2 [base] + 2 [dexterity]
Will save:+ 5 = 2 [base] + 3 [wisdom]
Attack (handheld):+ 3 = 0 [base] + 3 [strength]
Flurry of Blows:+ 2 / + 2 [includes strength modifier]
Attack (missile): + 2 = 0 [base] + 2 [dexterity]
Combat Maneuver Bonus:+ 3 = 0 [base] + 3 [strength]
Combat Maneuver Defense:+ 18= 10 + 0 [base] + 3 [strength] + 2 [dexterity] + 3 [monk wisdom]

Languages: Common Dwarven Orc

Unarmed Damage: 1d6 +3 [strength]

Feats:
- Improved Unarmed Strike
- Improved Grapple
- Stunning Fist
- Weapon Focus (Unarmed)

Skills (Trained)
- Acrobatics
- Sense Motive
- Perception
- Escape Artist
- Profession (???)

Traits
- Grounded (Dwarf)
- Honored Fist


One Skill Point into each trained skill every level.

Feat Progression:
Spoiler:

Level 3 Feat: Quick Draw
Level 5 Feat: Power Attack
Level 6 (Monk) Feat: Improved Bull Rush
Level 7 Feat: Defensive Combat Training
Level 9 Feat: Greater Grapple
Level 10 (Monk) Feat: Medusa's Wrath

Quick Draw is for getting Shuriken out quickly, and later pulling out DR ignoring weapon (Cold Iron, Silver, Ect)


At level 4 and 8 a pont goes into STR to get it to 18. Not sure after that if I should just continue to pump STR or try and get WIS to 18 next.

Does PFS allow alternate Racial traits? Further research needed.


It looks like a solid build. I'm personally not a fan of tanking scores that severly though. Someone with a Cha of 5 would be on the scale of a leper. Hard to imagine any party wanting to hang around with such a person.

I guess as long as you RP it well though, it should work. It irritates me a bit when people make Cha a dump stat, and then proceed to act like the most charming fellow this side of the ball.

Full Frontal Nerdity 
   
Made in us
Hangin' with Gork & Mork






 djones520 wrote:
It looks like a solid build. I'm personally not a fan of tanking scores that severly though. Someone with a Cha of 5 would be on the scale of a leper. Hard to imagine any party wanting to hang around with such a person.

I guess as long as you RP it well though, it should work. It irritates me a bit when people make Cha a dump stat, and then proceed to act like the most charming fellow this side of the ball.


I'm generally not either, but with the point buy system they have in place it is hard for a dwarf not to, considering how MAD monk's are. I fully intend for him to have absolutely zero social graces, and at the most inopportune times. To copy and paste from the other thread:

Paladin: We seek permission to cross your lands unmolested.
Noble: Perhaps..but...
*Monk In the background* Good lord that is one ugly baby, is the nobles wife a Owlbear? At least his son has a good strong beard.
Fighter: Shut up! And he doesn't have any sons, only daughters.

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
Fate-Controlling Farseer





Fort Campbell

 Ahtman wrote:
 djones520 wrote:
It looks like a solid build. I'm personally not a fan of tanking scores that severly though. Someone with a Cha of 5 would be on the scale of a leper. Hard to imagine any party wanting to hang around with such a person.

I guess as long as you RP it well though, it should work. It irritates me a bit when people make Cha a dump stat, and then proceed to act like the most charming fellow this side of the ball.


I'm generally not either, but with the point buy system they have in place it is hard for a dwarf not to, considering how MAD monk's are. I fully intend for him to have absolutely zero social graces, and at the most inopportune times. To copy and paste from the other thread:

Paladin: We seek permission to cross your lands unmolested.
Noble: Perhaps..but...
*Monk In the background* Good lord that is one ugly baby, is the nobles wife a Owlbear? At least his son has a good strong beard.
Fighter: Shut up! And he doesn't have any sons, only daughters.


Yeah, your right about the point buy system. Unless you go epic (25 points), it seems to be designed to leave you with pretty average fellows.


Automatically Appended Next Post:
In an RP slant, my current character may have ended up biting off a bit more then he can chew, and as such I'm working on a back up character. I'm still fleshing him out, but I've been wanting to try this build out for a long time.

Halfling Rogue 2/Ranger 2

Str 12
Dex 18
Con 12
Wis 12
Int 12
Cha 11

Knife Master Rogue Archetype and the Ranger will take Two Weapons Combat Ranger style.

Feats: Weapon Finesse, Two-Weapon Fighting (Ranger feat), and debating taking Dodge, or Weapon Focus (Kukri's)

He'll only be doing 1d3 damage with the Kukri's, but because of the Knife Master archetype, he'll be doing 1d8 for sneak attack damage, instead of 1d6, and the +4 racial bonus will make it very easy for him to sneak. (14 in the skill after armor negatives). He'll have +6 to his attacks (or 7 if I take Weapon Focus). Eventually I'll get Improved Critical with the Kukri's, meaning I'm threatening to crit on 15+. He'll be an insane whirlwind of stabbing things in the ankle.

This message was edited 1 time. Last update was at 2013/06/06 23:27:29


Full Frontal Nerdity 
   
Made in us
Banelord Titan Princeps of Khorne




Noctis Labyrinthus

 Da Boss wrote:
He's the main tank for the party, which is bloody worrying, because he's not THAT tough, but the rest are all casters and one monk.


Casters tend to be the best at avoiding damage, if played well.

BAB scales faster than AC, and damage at times faster than HP (Especially for a caster), the best way to avoid damage is to completely invalidate the attack in the first place, which spells are best at.

Your Magus might also be capable of this but I am not familiar with the Magus spell tree.

http://www.myth-weavers.com/sheetview.php?sheetid=569239

This is a half-orc fighter I intend to play sometime in the future in a buddy of mine's campaign. It is a low/dark fantasy campaign, so we use the lowest amount of point buys, which is why my stats are relatively modest, having two below ten.

Also he used to be a pirate and I named him Badrukk.
   
 
Forum Index » Board Games, Roleplaying Games & Card Games
Go to: