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Audious
2011-04-03, 01:30 PM
So, my DM is going to be running a Pathfinder game that's similar to Dark Heresy, but in a colonial era-style fantasy setting.

I decided that my character was going to be this giant tank of a man who specialized in intimidation and just being generally terrifying. Also, there's no PC casters in this game as they are all heretics.

His tactics are kind of burst in, throw smokesticks and start destroying everything with his giant spiked ball and chain and moving to grapples and unarmed combat when they get in close.


Corbinian Hostilius
Male Human
Barbarian 1/Fighter 2
DESCRIPTION
Age 28
Blonde hair, Blue eyes
Height/Weight 6'5" tall, 250lbs. (Medium)

HP 43
STRENGTH 20 (+5)
DEXTERITY 12 (+1)
CONSTITUTION 16 (+3)
INTELLIGENCE 12 (+1)
WISDOM 12 (+1)
CHARISMA 16 (+3)
Awesome rolls, right?

Initiative +1 = +1 [Dex]
Action Points (Lifetime) 7

SKILLS
(Skill Total + Ability Mod. + Ranks + Misc.)
Acrobatics +1 = DEX 1+0+0
Appraise +1 = INT 1+0+0
Bluff +3 = CHA 3+0+0
Climb +5 = STR 5+0+0
Craft +1 = INT 1+0+0
Diplomacy +3 = CHA 3+0+0
Disable Device +1 = DEX 1+0+0
Disguise +3 = CHA 3+0+0
Escape Artist +1 = DEX 1+0+0
Fly +1 = DEX 1+0+0
Handle Animal +3 = CHA 3+0+0
Heal +1 = WIS 1+0+0
Intimidate +15 = CHA 3+3+3+1 [Trait: Bully]+5 [Intimidating Prowess]
K (Arcana) +1 = INT 1+0+0
K (Dungeoneering) +1 = INT 1+0+0
K (Engineering) +1 = INT 1+0+0
K (Geography) +1 = INT 1+0+0
K (History) +1 = INT 1+0+0
K (Local) +1 = INT 1+0+0
K (Nature) +1 = INT 1+0+0
K (Nobility) +1 = INT 1+0+0
K (Planes) +1 = INT 1+0+0
K (Religion) +7 = INT 1+3+3
Linguistics +1 = INT 1+0+0
Perception +7 = WIS 1+3+3
Perform +3 = CHA 3+0+0
Profession +1 = WIS 1+0+0
Ride +7 = DEX 1+3+3
Sense Motive +1 = WIS 1+0+0
Sleight of Hand +1 = DEX 1+0+0
Spellcraft +1 = INT 1+0+0
Stealth +1 = DEX 1+0+0
Survival +6 = WIS 1+2+3
Swim +5 = STR 5+0+0
Use Magic Device +3 = CHA 3+0+0

EQUIPMENT
Torch (x5)
Holy Symbol, Gold
Holy Book, Ornate
Manacles, Masterwork (x2)
Ram, Portable
Horse, Heavy (Combat-Trained) [Black Clydesdale]
Goggles

580 gp

NOTES

Base Speed [ 40 (8 sq.) ] = 30 [Base] + 10 [Fast Movement]

AC [20] = 10 + 9 [MW Full Plate] + 1 [Dex]
Touch AC [11] Flat-Footed [19]

BASE ATTACK BONUS
+3
Basic Melee Attack +8
Basic Ranged Attack +4

Weapon
Attack Bonus
Critical
Great Flail (MW) -1 19-20/x2
Blunt 5 ft. 2d8
Type
Range
Ammo
Damage

Weapon
Attack Bonus
Critical
Spiked Gauntlet (x2) x2
Piercing 1d4
Type
Range
Ammo
Damage

Weapon
Attack Bonus
Critical
Armor Spikes x2
Piercing 1d6
Type
Range
Ammo
Damage

FORTITUDE SAVE
+9 = 5 [base] +3 [Con] +1 [Trait: Resilient]
REFLEX SAVE
+1 = 0 [base] +1 [Dex]
WILL SAVE
+1 = 0 [base] +1 [Wis]

CMB
+8 = 3 [BAB] +5 [Str] +0 [size]
CMD
+19 = 3 [BAB] +5 [Str] +1 [Dex] +0 [size] + 10
FEATS
Improved Unarmed Strike
Intimidating Prowess
Power Attack
Cleave
Furious Focus

TRAITS
Resilient
Bully
CARRYING CAPACITY
Light Load: 133lbs.
Medium Load: 266lbs.
Heavy Load: 400lbs.
Lift Over Head: 400lbs.
Lift Off Ground: 800lbs.
Push or Drag: 2,000lbs.
LANGUAGES
Common
1 Bonus Language (Int)
SPECIAL ABILITIES
Human
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (except secret languages)

Barbarian
Fast Movement
Rage

Fighter
Bravery
2 Bonus Combat Feats


I'm just curious where I should take him in his next levels to ensure he is a giant environment-destroying, face-crushing, damage-ignoring war engine.

MarkusWolfe
2011-04-03, 01:35 PM
Just carry on with what you're doing. More levels in fighter and/or barbarian should do the trick.