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Duxus
2012-07-04, 05:18 PM
Hi there,

We are going to play arena in couple of days. But I suck at creating mid-high level characters from scratch, let alone optimizing them.

Characters should be level 6
20 point buy
16000gp each
only http://paizo.com/pathfinderRPG/prd is open
and we have the chance to affect the field (ex: putting up walls...etc)

I wish to use melee characters, but i'm open for suggestions.

So are there any build suggestions or better any readily made characters that I can borrow? :smallsmile:

onthetown
2012-07-04, 05:25 PM
I'm not great at building characters either, but I would suggest some sort of a multiclass or, if it's allowed, Gestalt. A fighting class mixed with a bard could be interesting -- you have the strength to bash in skulls, some interesting spells and abilities that could slow down and hamper enemies (suggestion, fascinate, etc), a few minor healing spells, and you're able to wear... what, light or medium armor, without affecting spellcasting? Put a few extra points into Dex to help with the armor issue, of course...

Kalaska'Agathas
2012-07-04, 05:37 PM
Hi there,

We are going to play arena in couple of days. But I suck at creating mid-high level characters from scratch, let alone optimizing them.

Characters should be level 6
20 point buy
16000gp each
only http://paizo.com/pathfinderRPG/prd is open
and we have the chance to affect the field (ex: putting up walls...etc)

I wish to use melee characters, but i'm open for suggestions.

So are there any build suggestions or better any readily made characters that I can borrow? :smallsmile:

How much buff time/battlefield control time do you have? Would this include time to assemble an undead army or summon? As far as melee characters go, would a conjurer/summoner/druid be up your alley? It's less being directly in melee and more bringing melee to the party, but it can be effective (given time to make it work). Otherwise, I'd look at the Magus (http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html) or Inquisitor (http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/inquisitor.html), or maybe a Synthesist (http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/summoner.html) Summoner (http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/summoner.html).

What sort of melee are you interested in doing, specifically? Do you want to be a tripper or an AoO specialist or a Crit-fisher?

Also, do you know what you'll be up against? That information could be useful, but if it'd be unsportsmanlike for us to have it, that's ok.

Khosan
2012-07-04, 06:32 PM
Hard to go wrong with Wizard here. 3rd level spells bring in some really nice summons, like Mad Monkeys (http://www.d20pfsrd.com/magic/all-spells/m/mad-monkeys) and Summon Monster 3's Cheetah (http://www.d20pfsrd.com/bestiary/monster-listings/animals/cat-great/cheetah/summoned-creature-cheetah), Crocodile (http://www.d20pfsrd.com/bestiary/monster-listings/animals/crocodile/crocodile/summoned-creature-crocodile) and/or Leopard (http://www.d20pfsrd.com/bestiary/monster-listings/animals/cat-great/leopard).

Aside from that, enchantment is pretty solid for PC versus PC combat. Deep Slumber (http://www.d20pfsrd.com/magic/all-spells/d/deep-slumber) is essentially a save or die against a lone enemy.

grarrrg
2012-07-04, 07:26 PM
We are going to play arena in couple of days.
...
Characters should be level 6
20 point buy
16000gp each
only http://paizo.com/pathfinderRPG/prd is open


Arena style, unsure what you're up against?
Inquisitor (http://www.d20pfsrd.com/classes/base-classes/inquisitor) all the way.

It has 3/4 Bab, d8HD, Good Fort/Will saves, 2/3 Spontaneous WIS-based Divine casting.
Going Inquisitor will give you the ability to adapt yourself to fighting anyone/anything on the fly.

Stat-wise you'll want Good WIS/CON for sure, STR/DEX depending on you 'main' form of attack. And you can dump the HECK out of INT/CHA.
Sample 20 Point Buy (before Racials, but WITH the +1 from level 4)
Str 18 (17+1 level)
Dex 14
Con 14
Int 7 (after the -2 mod you STILL have 4 Skill points/level)
Wis 14 (good enough for the extra 2nd level spell)
Cha 7 (nothing useful here)

Are you stuck with Base Races? or are Monster-PC's allowed?
For Base Race, Human is always good (BONUS FEAT!) and Favored Class option can get you more 1st level spells known (not that great, but you are Spontaneous, so having versatility can help)

Dwarf has good Stat mods (+CON/WIS, -CHA), and you can trade the Hardy Racial trait for 5+Level Spell Resistance (it'll cause opposing spells to fail about 25% of the time, and doesn't effect your self cast spells at all).

Alternately, the Duergar (http://www.d20pfsrd.com/races/monsters-as-pcs#TOC-Duergar) has similar stats as Dwarf, but has 1/day Enlarge Person (and Light Sensitivity).


You can use your Judgment ability to get a floating bonus (usually +2 or +3 at level 6) to pretty much anything you could want. The duration is "encounter" so even though you'll have 2/day uses, you'll only need 1 for the Arena.

Fighting a Spellcaster? Raise your Saves (+2).
Fighting a Power Attacker? Boost your AC (+2).
Low on HP? Fast Healing (+3hp/round, probably want to combine with 'fighting defensively' or 'running away')
Need to go on the offensive? Boost your To-Hit (+2) or your Damage (+3).
Need to REALLY go on the offensive? Kick on your Bane ability for an extra +2 enhancement (stacks), and +2d6 vs. the "creature type of choice" (i.e. your current opponent)

Take either the Spellbreaker (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/spellbreaker) or Preacher (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/preacher) archetypes to trade away Teamwork Feats and Solo Tactics (you won't be able to use either by yourself).
Spellbreaker is best if you think you'll face Casters more often.
Preacher is all around useful. If going Preacher, you may as well throw Witch Hunter (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/witch-hunter) on top, you don't really lose anything, but you might gain a small bonus vs. spells.

You also get to choose a Domain for the abilities (but NOT the bonus spells)
Going with the Animal Domain, you'll get a companion at Level-3 (add Boon Companion feat to make it =Level)
Any of the Elemental domains gives you a Touch Ranged attack for 1d6+3 damage 3+WIS/day (Weather domain does same damage, but Non-lethal instead of an element, and the target has -2 To-Hit for 1 round)
Trickery gives you Mirror Image (only 1 image at a time) up to 3+WIS/day
The Persistence Inquisition (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/inquisitions/persistence-inquisition) gives you Step-Up as a bonus feat, and 1/day Swift healing for 1d6+3 damage that ALSO removes a Status condition of your choice.

For Feats, you'll only have 3 (possibly more depending on Race), so make them count.

Extra Bane (http://www.d20pfsrd.com/feats/general-feats/extra-bane) gives you 3 more rounds of Bane-y goodness.

StreamOfTheSky
2012-07-04, 07:28 PM
Synthesist is probably the strongest option, but I'll suggest something different, I guess.

If you have a battlefield control caster in the party, I suggest a dual shield using ranger build. You can get a lot of bull rushes that way, to force enemies back into the mire of suck.

Ranger 6 (Weapon and Shield Style) / Future levels in Brawler Fighter

Feats:
1 Improved Shield Bash
1 TWF [Human]
2 Shield Slam [Ranger 2]
3 Power Attack
5 Improved Bull Rush
6 Shield Master [Ranger 6]
7 Greater Bull Rush
7 ITWF [Fighter 1]



Gear:
+1 Bashing Spiked Metal Heavy Shield
+1 Spiked Metal Heavy Shield (make this bashing as soon as you have the money)
+1 armor
Str +2
Potions or Wand (for a caster ally) of Enlarge Person
Wand of Lead Blades


You get a lot of shield bash attacks, they do good damage, and each one is a potential bull rush.

Blyte
2012-07-04, 10:45 PM
assuming it's single arena matches per day, I'd go with a Suli (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/suli) 5 Inquistor / 1 Barbarian


STR 17 +1 (lvl 4) +2 (race) +2 (Item) +4 (Rage) = 26
CON 14
DEX 14
WIS 14

+1 Furious Greatsword or Pole Arm
+2 Str Item
+2 Cloak of Resistance

Feats:
1 Power Attack
3 Toughness
5 Improved Initiative

Traits:
Reactionary
Berserker of the Society (3 extra rage rounds)

Great Sword (with elemental assault/bane/rage/justice judgement)
to hit: +17 (19 charging)
damage: 2d6 (weapon) + 2d6 (bane) + 1d6 (elemental) +23

other noteworthy advantages:

initiative bonus of +10
5 resist to all elements
fast movement
good hit points
decent saves
for bypassing DR your weapon is +5 [+1(base) +2(furious) +2(bane)]
you can also make your weapon elemental for stopping regen or exploiting a vulnerability


strategy: just before the match starts, when you salute the spectators/commissioner of the games, start up your judgement/elemental assault, then win initiative, bane (swift), rage (free), charge, and paste foe(s).

if you start with more than a charge distance between you, maneuver and buff round one, then charge round 2.

Bhaakon
2012-07-05, 12:49 AM
2 Ragechemist/4 Invulnerable Rager Barbarian

Rage and mutagen stack, so that's +10 str, +4 Con, +2 will (the ACs cancel out), -2 int for a standard and a free action. Throw in feral mutagen and lesser demonic totem for 4 primary natural attacks. 4/- DR is always nice as well.

Alternately, go Witch 6, using slumber hex and wielding a scyth for coup de graces. Grab accursed hex feat and pump Int to max the DC, maybe evil eye or misfortune and cackle to debuff your opponent's will save first.