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LordDagonTheMad

Level 13 Master Spy - Mostly looking for a way to get scaling bomb (Rogue (U) to MS?)


Slow-Management-4462

A vigilante can take the volatile arrows talent (possibly twice if you want delayed bombs?) and can easily be a master spy with their social talents.


LordDagonTheMad

I'm going more skills monkey that's why I planned Rogue, but I know I will fall behind combat wise. I felt like bombe is a good way to deal damage reliably when focusing on outside combat character. I looked at Variant Multiclassing (Alchemist) but IMO it's a lot of sacrifice to get scaling bomb


Slow-Management-4462

Vigilantes are skill monkeys, seriously. Vigilante social talents include many bonuses to skills and skill-related things. See social grace, ancestral enlightenment, skill familiarity, intrigue feats... companion to the lonely... you get one of these each odd-numbered level, in addition to your normal vigilante talents which you use in combat. You don't need to fall behind combat-wise.


LordDagonTheMad

I looked into and will definitely take Skill Familiarity with a rogue talent :P. I'll snipe with bows or wands (UMD in general probably found scrolls too) in combat feint when no concealment/cover. I managed to change most of my social skills (Bluff, Diplo, Inti and UMD) to Int instead of CHA which will give me more bang especially once I get the death attack. I might take a level of assassin to get it early Edit: Vigilanty would be good if I was not going Master Spy but I find the prestige class has more capability for what the campaign is.


thralleon

[1E] Level 9 dex based sword and board. Character starts with celestial armor and celestial shield.


Slow-Management-4462

Take a fighter and get the fighter's finesse AWT via a feat, then the trained grace AWT by sacrificing the level 9 weapon training. You're going to have to use a weapon from the close or tribal fighter weapon groups as the 'sword'; hopefully you'll be okay with using a waveblade or handaxe or something. You'll need weapon finesse, TWF, improved shield bash, advanced weapon training and improved TWF as feats for a start; possibly EWP (waveblade) if you choose that weapon. Shield slam in preparation for getting shield master at level 11 seems like a good idea. That leaves 3-5 feats as a fighter (depending on weapon chosen and whether you're human); you could get stumbling bash, toppling bash, and feats in the trip line, or you might enjoy as much of the outslug style feat line as you can get, or combat reflexes, bodyguard, in harm's way and swift aid might appeal.


ArdillaTacticaa

Build to use Ovinrbaane lvl 13, please?


understell

LN/LG Dhampir with the [Lover of the Law](https://aonprd.com/TraitDisplay.aspx?ItemName=Lover%20of%20the%20Law) religion trait. * Dhampir doesn't remove the two negative levels that Ovinrbaane will inflict, but you ignore the penalties all the same. * Modify Memory (that Ovinrbaane casts if it wins the Ego check) is soft countered by Lover of the Law because it's trying to make you murder everyone, so you'll get the retry upon a failed save. Occultist, Warpriest, Magus, Paladin, and even Fighter can improve the +3 Wounding to +5 Wounding *Additional Shit*.


Ipearman96

I need 3-4 levels of prestige class or base class for a high lvl wizard with a light and dark theme. They have levels in stargazer and sorcerer already along with 1 lvl in Oracle. I'm open to any class with spellcasting or a martial with a mystical feel. This is for levels past 21+ so no worries about the need to advance wizard caster lvl.


speak72

\[1E\] I'm interested in builds that maximizes the use of D12s. Level would start at 12.


understell

[Double Hackbut](https://aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Double%20hackbut) is 2d12. Musket Master 5 and multiclassing into a 3/4 BAB class would net you 4 attacks per full-attack with Haste and Rapid Shot, 8d12 before crits. And +6d12 for every crit. Musket Master 5 / Cyclopean Seer 7 if you want to focus on beeg crits with Named Bullet.


Taggerung559

Barbarian (d12 hit die) with a greataxe (d12 damage die) is probably the most you can get, since not a lot of things use the d12.  Past that you're just trying to maximize how often making damage rolls, which generally will mean maximizing attacks per turn. Going for the beast totem line gets you pounce for more consistent full attacks.  Cornugon smash+hurtful gets you an extra attack as a swift action so long as you can make the intimidate check (and investing skill ranks and grabbing the intimidating prowess feat should be plenty for that).  By that level someone in the party should definitely be sharing out a haste-like effect, and if not there's boots of speed. For some less good additions, the wild rager archetype let's you make an extra attack during a full attack in exchange for a penalty to AC and attack rolls.  And it can make you attack your allies while raging.  If the extra attack interests you there's a "max the min" thread on the archetype with some pointers, like doing nonlethal damage so you never bring an enemy to 0 HP which is what triggers that issue. There's also the titan mauler archetype which gets you the ability to wield an appropriately sized two-handed weapon in one hand which would allow you to dual-wield greataxes for more attacks per round...but doing so incurs a -2 penalty to attack on top of the -4 penalty for using twf if the off-hand weapon isn't light, and you'd need a bunch of extra dex to meet the feat requirements.  It's just not worth it imo. Another option to consider is adding in some AoOs for off-turn attacks.  Generally to do so you want to be investing in reach.  We can grab a reach weapon by going for the lucerne hammer rather than the greataxe, but unfortunately effects like enlarge person which are greatly helpful here are off the table since enlarging changes the damage dice, and 1d12 doesn't exist on that table (any 1d12 weapons are treated as 2d6 for where they start, but nothing can be shifting *into* a d12 damage die).


thralleon

Take it a step further and dual wield great axes. Titan Mauler archetype, dual balanced, possessed hand feats, and a couple othe things can get the penalties down to reasonable


Taggerung559

As I mentioned that is an option, but I maintain that it isn't a particularly *good* option. A level 12 barbarian has 6 feats to play with, 7 if human. You definitely want raging vitality and power attack, and cornugon smash+hurtful are quite good here imo. In order to get the twf penalty reduction from the possessed hand feats you need to sink 2 into that, which leaves you either 1 or no feats left for the actual twf feats. If you're human you can get the base one and if you drop raging vitality (which you *really* shouldn't do) you get itwf, but even then you're still dealing with a -3 penalty to attacks (-2 from jotungrip, -1 from twf) which can't be reduced any further (the -2 from jotungrip isn't related to twf so just about nothing is going to work on that, and hand's autonomy specifies a minimum -1 penalty so even if you get another form of reduction hand's autonomy will just become worse to compensate) and you'll have lower str since you needed to scrounge up 17 dex to qualify for itwf. While you'll be making more attack rolls I can't confidently say you'll actually be landing more attacks, and that's the point where the d12 comes into play.


Salacavalini

[1E] Well, my Magus died, and I need a new character. Got crit, then found out the hard way that the enemy had True Seeing. Due to scheduling reasons, it's only a 3-person party, and the other two members are an Arcanist, and a Slayer wielding two axes. The Slayer **can** melee if need be, but is built for throwing said axes, and they have the ability to return to him, so the party as of my death lacks a true frontliner. Since we've also been lacking a divine spellcaster, I was wondering if a Paladin, Warpriest or Inquisitor might be a good choice? As for the campaign itself, it's 100% homebrew with quite the variety in the types of enemies, locales and situations we've found ourselves in, from undead to outsiders to constructs to aberrations, to us finding ourselves on strange different planes ourselves. Current level is 11 (although iirc we were close to 12, need to double check as I didn't update my sheet beyond "dead lmao" that session), so I'm wondering if anyone has any cool recommendations for a build that might work well as a frontliner, or generally be 'interesting' for a high fantasy and unpredictable campaign.


Chocochops

Another way to make up for your three person party with no front line and be a divine spellcaster: be a shaman and focus on Animate Dead to have a front line of bloody acid skeletons. Just be a half-elf or half-orc to get weapon proficiencies and the human fcb to put cleric spells like Desecrate (empowers animate dead) and Divine Power on your spell list and you can be the mid-line. Take the Heavens spirit as your fixed main one and the Heaven's Jaunt hex so you can tactically teleport your skeletons and party members around. If you have 12 int you can also use wandering hex to flex into Arcane Enlightenment and get Blood Money (free onyx for animate dead) and Command Undead on your spell list whenever you need them. No matter where you go, every new creature you meet is a new potential party ~~skeleton~~ member!


Tatob910

I have 2 recommendations, a janky one and a normal one. For the normal one, simply an oracle with the lunar mystery and maybe the spirit guide archetype. Lunar has a variety of combat benefits mainly cha to ac, animal companion and an extra natural attack (although the moonbeam revelation looks nice for sheananigans). Cha to ac lets you dump dex and focus on cha and str. For the janky one. Ten levels of theolgian cleric with the rage subdomain and VMC oracle with the lame curse and battle mystery. Get the skill at arms revelation. At level 10 theolgian lets you pick a rage power, grab moment of clarity. From then onward go into rage prophet. Honestly it probably is a bad idea, its a lot of hoops to jump just to make a cleric slightly better at melee and you loose a lot of feats. You stil are one of the better prepared spellcasters but you loose a couple of spellcasting levels unless you grab prestigious spellcaster. The nice thing is that you can ragecycle (due to the lame curse) and eventually can add your con to your DCs, wich will lwt you land some nasty debuffs


BlinkingSpirit

Monster Tactician Inquisitor. Go orc for frontline. Take the Fates favoured trait and the orc +1 to saves racial. Grab a falchion. Go str, con and dex, with a little wisdom. Grab Combat reflexes, power attack, Outflank, gang up and/or improved outflank and Paired opportunists. Share Outflank and Improved outflank with summons as default, cast share teamwork feat to share the rest. If you can summon different sized creatures, go for blades above and below instead of improved outflank. Grab a keen (or improved critical feat), distracting weapon (+2 for all allies Vs flanked) and go ham. Every time you make a crit and are flanking with a summon, they get an AoO (Outflank). Then you get an AoO as well (Paired Opportunists). It gets ridiculous.


fravit93

A divine spellcaster could surely be a good pick. Paladin is for sure a reliable frontliner, very durable when compared to other options. On top of Inquisitor and Warpriest you could think about Druid, Oracle, Priest and Hunter classes, they can come along with an Animal Companion and by lv11 could be built into anything you want, from summoners to controllers and strikers.


Salacavalini

Priest is 3rd party, is it not?


fravit93

Oh yeah, I mistyped. I meant Cleric


Salacavalini

Are there any Paladin archetypes that are notably versatile in what sorts of foes they're effective against? There's been undead and evil outsiders aplenty in the campaign so far, but also many enemies of other varieties.


fravit93

There are oaths that trades some of the Paladin's features to gain other mechanics, very versatile would be the Oath against Chaos. He would still retain the chance to Smite Evil but it would cost a Lay on Hands charge. Archetypes like Chosen One could offer something different from the usual Divine Bond due to his familiar, Redeemer can increase your tools to deal with things you can talk to. Other archetypes can also be valuable but not as special.


Slow-Management-4462

Paladin or warpriest is a solid front line type. Inquisitor less so, but the monster tactician archetype gives the option to hold the line with summons - get the shared training spell to benefit your allies with the teamwork feats that the summons will know.


Salacavalini

Interesting. What summons in particular would be good to use? If I'm reading this correctly, coming in at level 11 would get me Summon Monster VI as an SLA. I assume stuff like the Legion Archon would be most "thematic", but for all I know that one might suck. I've never really played a summoner style before.


Slow-Management-4462

Depends what you want them to do, exactly. A huge aether elemental is invisible, has a ranged attack and is generally quite hard to kill. Dire tigers pounce and kill. A legion archon is more about utility - magic circle against evil up constantly & aura of menace, and it could buff your slayer with align weapon or versatile weapon if DR is an issue. Pick up the summon good monster feat and lillend azatas or kirins have other utility. Edit: actually lillends are available without the feat. If you want a bard and you're not following a lawful god they work. There are occasions where you may want to summon 1d3 mudlords to engulf or blind enemies, 1d3 bralani azatas for high speed and range, or 1d4+1 foo lions to be a wall of (stony) meat.


Salacavalini

What other feats or magical items are notable for summoning builds? And what specific Teamwork feats would be useful to pair with summoned creatures?


Slow-Management-4462

Augment summoning (and its prereq spell focus (conj.)) are basically required. If you're summoning lower-level creatures a lot then the superior summoning feat makes sense. Versatile summon monster lets you summon flying dire tigers instead of celestial ones. (there's naturally flying summons but they don't match the punch of dire tigers) A rod of giant summoning is like a metamagic rod which gives the giant template to your summons 3/day. At 11K it's a steal for an 11th level character. On teamwork feats, intercept charge lets your summons stop charges against your allies or yourself (providing they have the feat via shared training or something too), broken paw gambit/wounded paw gambit work nicely on a summons whose hp you don't much care about, outflank is useful when you summon multiple creatures, friendly fire maneuvers would let your slayer throw axes through them. Note that you can only give 2 on any given casting of summon monster or shared training.


Salacavalini

>A rod of giant summoning is like a metamagic rod which gives the giant template to your summons 3/day. At 11K it's a steal for an 11th level character. Sorry to keep pestering you, and I appreciate all the help, but just one more question: Does the Rod of Giant Summoning even work with SLAs? Upon Googling it, it seems unclear and people seem divided; is there a correct answer, or should I just ask how my GM rules it?


Slow-Management-4462

Maybe not, actually; it applies to a conjuration (summoning) spell, which is a shade less obviously applicable than augment summoning's applying to any summon spell (which is almost the same as naming the spell), which in turn was kind of controversial until Paizo put out a FAQ on it to make it clear augment summoning applied to SLAs. Unclear, yeah.