grarrrg
2014-09-02, 10:14 PM
Making a build for a P6 Arena fight.
Some stipulations:
Level 6 characters
Enter the Arena with nothing, weapons will be found in the Arena
Melee attacks are frowned upon but allowed, weapons in Arena will presumably be mostly Ranged
Using Magic/Casting/Spell-likes are a no-no (taking a Class with casting is OK though)
20 point-buy
My goal is to stay mobile, and be incredibly hard to hit
2 levels Unarmed Fighter (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/unarmed-fighter) for 2 Feats
2 levels Master of Many Styles Monk (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/master-of-many-styles), gets WIS-to-AC, 2 Style feats, and Fuse Styles
1 level Gunslinger Firearm proficiencies (just in case), access to the Gunslinger's Dodge Deed (spend Grit for +2 AC, option to drop Prone for +4 AC instead), and a WIS-based Grit pool to use it.
1 level Cavalier for a bonus Teamwork feat, and Challenge ability. Yes, the Challenge grants a "-2 to AC" vs. everyone BUT the target of your challenge, so this is best saved until only 1 opponent is left. Order of the Lion (http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---cavalier-orders/order-of-the-lion) for +1 Dodge to AC
Human for the Bonus feat and floating +2
STR 10, doesn't help Ranged Accuracy
DEX 20 (17 base, +2 Human, +1 levels) Accuracy and AC baby!
CON 8, going (almost) all-in on AC baby!
INT 7, don't need it
WIS 18, AC baby!
CHA 7, don't need it
Feats 9 (levels 3, Human 1, +2 Fighter, +2 Monk, +1 Cavalier)
1 Dodge (http://www.d20pfsrd.com/feats/combat-feats/dodge-combat---final) +1 Dodge Bonus to AC
1H
1F Snapping Turtle Style (http://www.d20pfsrd.com/feats/combat-feats/snapping-turtle-style-combat-style) +1 Shield Bonus to AC with Empty Hand
2M Snapping Turtle Shell (http://www.d20pfsrd.com/feats/combat-feats/snapping-turtle-shell-combat) boosts Turtle Style bonus to +2, Enemy Crits have -4 to confirm
3 Crane Style (http://www.d20pfsrd.com/feats/combat-feats/crane-style-combat-style)only take a -2 to-hit penalty when Fighting Defensively, get an extra +1 Dodge to AC (and +2 from Fighting Defensively)
3F Deflect Arrows (http://www.d20pfsrd.com/feats/combat-feats/deflect-arrows-combat) being able to say "NO" to one ranged attack each round seems handy
4M Crane Riposte (http://www.d20pfsrd.com/feats/combat-feats/crane-riposte-combat) only take a -1 to-hit penalty when Fighting Defensively
5 Snatch Arrows (http://www.d20pfsrd.com/feats/combat-feats/snatch-arrows-combat---final) to return anything caught with Deflect Arrows, now that's a Two-for-One!
6C Duck and Cover (http://www.d20pfsrd.com/feats/general-feats/duck-and-cover-teamwork) (Teamwork)
Debated trying to (ab)use going Prone for a sweet +4 to AC vs. Ranged, but decided against it. If going Prone, then Monkey Style (http://www.d20pfsrd.com/feats/combat-feats/monkey-style-combat-style) would have replaced Snapping Turtle. Snapping Turtle is a straight +2, and that way I don't have to worry about constantly making DC 20 Acrobatics checks in order to move at a decent speed. Would have also more reliably boost Gunslinger's Dodge up to +4 AC.
Also wanted to get Wind Stance (http://www.d20pfsrd.com/feats/combat-feats/wind-stance-combat---final), but that would require 6 Bab, meaning no Monk, or all 6 levels in an "eh" Monk Archetype (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/monk-of-the-seven-forms-monk-archetype). 20% Miss Chance for moving 10ft. or more would be awesome.
Put that all together:
Armor Class
10 base
+5 DEX
+4 WIS
+1 Dodge (feat)
+2 Snapping Turtle feats
+3 Fighting Defensively (1 Dodge, +2 from the Action)
25 AC
Add in the optional/limited Gunslingers Dodge for +2 (or +4 if dropping Prone), and Challenge for +1
30 potential AC
Chance to Hit
5 Bab
+6 DEX
-1 Fighting Defensively
+10 to-hit
And remember
Dodge (feat)
Duck (and Cover, feat)
Dip (into many classes)
Dive (drop Prone)
Dodge (Gunslinger's)
Should I name the character Blade? or Lazer?
Some stipulations:
Level 6 characters
Enter the Arena with nothing, weapons will be found in the Arena
Melee attacks are frowned upon but allowed, weapons in Arena will presumably be mostly Ranged
Using Magic/Casting/Spell-likes are a no-no (taking a Class with casting is OK though)
20 point-buy
My goal is to stay mobile, and be incredibly hard to hit
2 levels Unarmed Fighter (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/unarmed-fighter) for 2 Feats
2 levels Master of Many Styles Monk (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/master-of-many-styles), gets WIS-to-AC, 2 Style feats, and Fuse Styles
1 level Gunslinger Firearm proficiencies (just in case), access to the Gunslinger's Dodge Deed (spend Grit for +2 AC, option to drop Prone for +4 AC instead), and a WIS-based Grit pool to use it.
1 level Cavalier for a bonus Teamwork feat, and Challenge ability. Yes, the Challenge grants a "-2 to AC" vs. everyone BUT the target of your challenge, so this is best saved until only 1 opponent is left. Order of the Lion (http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---cavalier-orders/order-of-the-lion) for +1 Dodge to AC
Human for the Bonus feat and floating +2
STR 10, doesn't help Ranged Accuracy
DEX 20 (17 base, +2 Human, +1 levels) Accuracy and AC baby!
CON 8, going (almost) all-in on AC baby!
INT 7, don't need it
WIS 18, AC baby!
CHA 7, don't need it
Feats 9 (levels 3, Human 1, +2 Fighter, +2 Monk, +1 Cavalier)
1 Dodge (http://www.d20pfsrd.com/feats/combat-feats/dodge-combat---final) +1 Dodge Bonus to AC
1H
1F Snapping Turtle Style (http://www.d20pfsrd.com/feats/combat-feats/snapping-turtle-style-combat-style) +1 Shield Bonus to AC with Empty Hand
2M Snapping Turtle Shell (http://www.d20pfsrd.com/feats/combat-feats/snapping-turtle-shell-combat) boosts Turtle Style bonus to +2, Enemy Crits have -4 to confirm
3 Crane Style (http://www.d20pfsrd.com/feats/combat-feats/crane-style-combat-style)only take a -2 to-hit penalty when Fighting Defensively, get an extra +1 Dodge to AC (and +2 from Fighting Defensively)
3F Deflect Arrows (http://www.d20pfsrd.com/feats/combat-feats/deflect-arrows-combat) being able to say "NO" to one ranged attack each round seems handy
4M Crane Riposte (http://www.d20pfsrd.com/feats/combat-feats/crane-riposte-combat) only take a -1 to-hit penalty when Fighting Defensively
5 Snatch Arrows (http://www.d20pfsrd.com/feats/combat-feats/snatch-arrows-combat---final) to return anything caught with Deflect Arrows, now that's a Two-for-One!
6C Duck and Cover (http://www.d20pfsrd.com/feats/general-feats/duck-and-cover-teamwork) (Teamwork)
Debated trying to (ab)use going Prone for a sweet +4 to AC vs. Ranged, but decided against it. If going Prone, then Monkey Style (http://www.d20pfsrd.com/feats/combat-feats/monkey-style-combat-style) would have replaced Snapping Turtle. Snapping Turtle is a straight +2, and that way I don't have to worry about constantly making DC 20 Acrobatics checks in order to move at a decent speed. Would have also more reliably boost Gunslinger's Dodge up to +4 AC.
Also wanted to get Wind Stance (http://www.d20pfsrd.com/feats/combat-feats/wind-stance-combat---final), but that would require 6 Bab, meaning no Monk, or all 6 levels in an "eh" Monk Archetype (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/monk-of-the-seven-forms-monk-archetype). 20% Miss Chance for moving 10ft. or more would be awesome.
Put that all together:
Armor Class
10 base
+5 DEX
+4 WIS
+1 Dodge (feat)
+2 Snapping Turtle feats
+3 Fighting Defensively (1 Dodge, +2 from the Action)
25 AC
Add in the optional/limited Gunslingers Dodge for +2 (or +4 if dropping Prone), and Challenge for +1
30 potential AC
Chance to Hit
5 Bab
+6 DEX
-1 Fighting Defensively
+10 to-hit
And remember
Dodge (feat)
Duck (and Cover, feat)
Dip (into many classes)
Dive (drop Prone)
Dodge (Gunslinger's)
Should I name the character Blade? or Lazer?