Just received this Oct 14 2019
Comes with a welcome kit.
Just received this Oct 14 2019
Comes with a welcome kit.
Divine Dragon,including Arcane Trickster.
I did this build in order to solo, I was looking for a very resistant character, good damages and polyvalent (direct attack and magic vs Fort, Ref, Will) in order to face all situations.
FOR 16 => 20
DEX 15 => 16
CON 14 => 16
INT 10 => 14
WIS 8 => 8
CHA 18 => 22
1 > Paladin 1 Weapon Focus (Natural Attack)
2 > Paladin 2
3 > Thug 1 Accomplished Sneak Attacker
4 > Scaled Fist 1 Dragon Style
5 > Sorcerer 1 Dazzling Display,
6 > Dragon Disciple 1
7 > Dragon Disciple 2 Power Attack, Dragon Ferocity
8 > Dragon Disciple 3
9 > Dragon Disciple 4 Shatter Defenses
10 > Dragon Disciple 5 Improved Initiative
11 > Dragon Disciple 6 Wings
12 > Dragon Disciple 7
13 > Dragon Disciple 8 Cornugon Smash
14 > Arcane Trickster 1
15 > Arcane Trickster 2 Metamagic (Extend)
16 > Arcane Trickster 3
17 > Arcane Trickster 4 Dodge
18 > Arcane Trickster 5
19 > Arcane Trickster 6 Metamagic (Quicken), Dreadful Carnage
20 > Sorcerer 2
At the end we have :
Paladin 2 => Divine Grace (add CHA to saves rolls), why not smite evil in some cases
Thug 1 => Sneak Attack and Intimidate (+1 round for Intimidate)
Scaled Fist 1 => Flurry of Blows, Stunning Fist, (AC Bonus CHA)
Sorcerer 2 with draconic bloodline (caster 14 for spells, draconic bloodline 10)
Dragon Disciple 8 => (+6 caster level, +8 Draconic Bloodline) +4 FOR, +2CON, +2INT, +3Natural Armor, Blindsense, Dragon Form 1/day
Arcane Trickster 6 => (+6 caster level) +3d6 sneak Attack, Impromptu Sneak Attack 2/days
Here is an overview 20th level including Item Boost (but not Dragonkind or spell boost)
BAB => 13 but get +4FOR so for me it is equivalent +15 and get additional attack due to Flurry of Blows
Natural Armor +5
Bracers of Armor +5 (don’t know if +8 exist in game)
Sentinel Ring +2 AC Shield
Ring of protection +5
Natural Armor Necklace +5
Saves (close to auto save…)
Fort 19 + 6 + 5 = +30
Ref 16 + 6 + 5 = 27
Will 21 + 2 + 5 = 28
Sneak Attack +5d6 (Sense Vitals Spell can add +4d6 for +9d6 total)
Sorcerer Caster Level 14
7 > DragonKind II 4/days (3+1 due to high CHA)
4 > Invisibility (Greater)
3 > Haste
2 > Sense Vitals
For skills just some for Dragon Disciple and Arcane Trickster, then max Persuasion
Feats are Intimidation Oriented : Cornugon Smash and Dreadful Carnage provide free Intimidation test, Thug Intimidate make it longer, Shatter Defenses allow to sneak attack shaken enemies (those who failed Initimidation test) You can add Intimidating Prowess to increase the difficulty of intimidation test but it’s already very high.
The idea is of course to transform Dragonkind 2 and get 5 attacks (+1 with haste, +1 Flurry of Blows ?) wich can all sneak with +9d6.
If trouble you can quicken True Strike, Invisibility…
Race & Abilities
Angelkin Aasimar (+2 Str, +2 Cha)
STR: 19 (add 1 at level 4)
WIS: 8 (You take a hit here, but will not matter)
CHA: 16 (add 4 : level 8,12,16,20)
18 Paladin – 2 Fighter
Levels & Feats
1st Paladin: Two Weapon Fighting
3rd Paladin: Double Slice
5th Paladin: Shield Bash
7th Paladin: Shield Wall or Toughness (depend if you will team tank shields or not)
9th Paladin: Critical Focus
10th Fighter : Wings
11th Fighter : Shield Master
11th Fighter : Bashing Finish
13th Paladin: Staggering Critical
15th Paladin: Optional
17th Paladin: Shield Focus or Optional (change as you need)
19th Paladin: Armor Focus (Heavy) or Metamagic (maximize spell) or Optional
I put all in Knowledge World and Persuasion. For a Diplomatic Cook.
Start using dual weapons (light weapon in off-hand) until level 5, then you start Shield Bashing and the real tanking begins. At level 11 the DPS become real good, then at level 13 become a “Professional Anesthetist”. Make sure to have Keen at all time.
Race & Abilities
Human (+2 str)
Full Inquisitor Monster Tactician
STR:16 (+2 human) 18
Ability Increases from Level: First into Wis, rest into Strength
Levels & Feats
1st Inquisitor (Monster Tactician): Human bonus: Spell Focus: Conjuration, Augment Summoning
2nd Inquisitor (Monster Tactician): Inquisitor granted feat: Cunning Initiative
3rd Inquisitor (Monster Tactician): Superior Summoning, Inquisitor granted feat: Solo Tactics, Teamwork feat: Precise Strike
4th Inquisitor (Monster Tactician): Animal Companion: Leopard
5th Inquisitor (Monster Tactician): Boon Companion, Inquisitor granted feat: Bane, Inquisitor granted feat: Summon Tactics
6th Inquisitor (Monster Tactician): Teamwork feat: Outflank
7th Inquisitor (Monster Tactician): Improved Unarmed Strike (feat tax)
8th Inquisitor (Monster Tactician):
9th Inquisitor (Monster Tactician): Combat Reflexes, Teamwork feat: Seize the Moment
10th Inquisitor (Monster Tactician):
11th Inquisitor (Monster Tactician): Improved Critical, Inquisitor granted feat: Stalwart
12th Inquisitor (Monster Tactician): Teamwork feat: Shake it off
13th Inquisitor (Monster Tactician): Crane Style
14th Inquisitor (Monster Tactician):
15th Inquisitor (Monster Tactician): Power attack, Teamwork feat: Coordinated Maneuvers
Explanation of Build
The focus on this build is spamming monsters at things and then follow in to melee. Loading up on buffs to cast on yourself, the party and the 3 pets.
It starts out with a 1 minute duration summoned dog, making the intro a breeze. By having Superior Summoning at level 3, means you get 1d3+1 as soon as possible making for a lot of meat shields for your party.
Any damage directed at the monsters is damage not directed towards you. It’s free real estate. Or in this case stat damage and health you don’t need to worry about.
From level 4 you can cast this 6 times a day and since it is 1 minute per level, you should only be missing monsters when something kills them.
Try to aim for the 1d3 summon for efficiency.
At level 5 you’re taking Boon Companion because animal domain gets the same penalty as rangers, gotta get this to get it up in level, the pet is level 2 when you get it at 4
With the summon Tactics at level 5 all of your monsters will suddenly mostly do 1d6 extra damage to things and at 6 outflank turns everyone with the feat into murder machines.
At 7 you’re picking up a feat tax, this is needed for Crane Style which turns defensive fighting from -4 tohit +3 AC to -2 tohit +4 AC
At 9 you’re picking up Combat Reflexes this is needed for Seize the Moment, which should stack with Outflank, potentially making an amazing chain of Attack of Opportunity against hard targets like trolls and the like.
At 11 we finally have the BAB for Improved Critical
Coordinated Maneuvers and Shake it off are interchangeable. Both are taken as it’s the last two good ones. I went for shake it off first.
The ones Coordinated Maneuvers would really have helped would have been wolf summons to help on the trip, the problem is that 12 is the last level you get to summon them.
The PFSRD for Axiomite and Bogeymen seems like neither would be using Combat Maneuvers. So grabbing the feat is mostly to help my Valerie and Amiri to trip things.
Since you are having summoned monsters everywhere, it pays off to have the teamwork feats on other melee characters.
/edit I had considered getting Coordinated at 3 instead of the extra 1d6, but the Smilodon from Amiri does 5d6 extra damage per round due to it, not to mention the extra 1d6 on anything else in melee save for the two Leopards. Making it win over the extra 2 DC on the trip from wolves.
As for the rest of the party, I wanted as many story characters as I could fit, I decided against the two provided clerics and hired one instead.
The full party I am running is this:
Cleric with Community Domain and Animal domain (Community domain gets 3+wis mod per day CLW with no maximum on +1 per caster level that also cures fatigue/shaken/sickened, which is great for reducing the amount of resting you do) The ward at level 8 is great for the overtuned story fights.
Valerie as full Tower shield specialist
Amiri multiclassed into (eventually 19)Sacred Huntsman
Linzi multiclassed into (eventually 19)Vivisectionist
Octavia with 1 rogue, Accomplished sneak attacker + wizard until arcane trickster opened up.
Valerie and Amiri follows the Teamwork feat progression of the Monster Hunter.
This gives me for frontline:
1d3+1 monsters with teamwork feats (Wolves if possible for trip)
1 Smilodon with teamwork feats
2 Leopards from the tactician and cleric for trip
PC Monster tactician + Valerie for extra tanking (usually charges casters with Exp Retreat for super charge range)
Amiri with enlarge person for extra reach following the pets around
Linzi and Octavia pew pewing with sneak attacks. Linzi with super tohit due to mutagens and crazy amount of feats from Vivisectionist. Octavia with ranged touch attacks.
Alchemists can buffs others with what is normally self only spells. So Linzi provides Shield for the pets and Exp Retreat to Valerie
Giving the 3 pets very good damage and AC with the amount of buffs Cleric + Alchemist spells can put out.