This is that time of the year and so I wanted to underline it in my own way. And what better way than present to you, dear readers, a team composed of my ten favorite builds in Pathfinder? They will be presented in order and an explanation of why will follow.
So, without further ado, let me present to you, the Ten Gentlemen, an adventuring party who are the highest graded member of the Gentlemen’s Club, the official and international Adventurer’s Guild in the World of Re’Ach besides the Guild’s mysterious headmistress.
But. Before we begin. Here’s a surprise six additional builds that are Honorable Mentions who didn’t quite make my top ten, but almost did, of which I will detail the reasons why in their descriptions. Enjoy!
Many builds and characters have almost gotten a spot on this list, some have received an Honorable Mention earlier. But only a select few are getting on this list.
Now that you know my criterias, let us no longer tarry and begin all the way down the top ten and climb our way up!
The assassin climbed his way up the rooftops, the guards were hot on his tail, but with their armors, they would not catch him he thought, confident in his escape. His smile disappeared as he noticed a cloaked figure, also clad in armor was waiting for him on the roof.
The helmet of the figure masked his face, but his drawn longsword clued the assassin that he was facing one of the knights of the Inheritor. Fighting would be suicide. He jumped across to another rooftop, using a rope to balance his way mid air. As he turned around to taunt the figure, a shiver ran up his spine. The figure was walking midair, as red ribbons seemed to appear to support her. Her voice suddenly rang from under the helmet.
-Assassin, it would be wise to surrender.
Yeah…probably, he thought, drawing his own blade.
I have always loved the idea of a vigilante knight, or a knight whose face is unknown to the public and only very few are privy as to their real identity. Knights have been a concept very close to my heart for a long, long time in general, and they still are! Which is why you will find at least one knight build on this list. A Knight that fights people from the shadows, and who is not afraid to hunt in those places where daggers in the back abound.
Human
Vigilante 6/Shadowdancer 4/Heritor Knight 10
Armor Expert is a necessity for this build. The second Trait is pretty much up to you.
We need at a minimum a Dexterity of 13. Otherwise, we are focusing on Strength, Charisma and Constitution in that order.
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Str 16/Dex 13/Con 12/Int 10/Wis 10/Cha 14
Str 17/Dex 13/Con 13/Int 10/Wis 10/Cha 15
Str 18/Dex 13/Con 14/Int 10/Wis 10/Cha 15
Depends on your Constitution Score. If you have it fairly high, you can afford to put those in Skills. However, if your Constitution is under 14, then those go straight in HP.
So…yeah, we need Stealth. We also need to invest at least 2 ranks in Perform(Dance) and at least 5 ranks in Knowledge(Religion). Beyond that? Perception, Acrobatics, Diplomacy, Bluff, Disguise, Intimidation, Sense Motive, Sleight of Hands. What you would expect from a Vigilante really. You should also invest in Handle Animal starting when you first take levels in Heritor Knight, along with Ride.
1-Dodge
Human Bonus-Mobility
3-Combat Reflexes
5-Weapon Focus(Longsword)
Bonus 6-Power Attack
7-Iron Will
9-Skill Focus(Knowledge-Religion)
11-Nature Soul
13-Animal Ally
15-Mounted Combat
Bonus 16-Vital Strike
Bonus 16-Improved Vital Strike
17-Spirited Charge
19-Trample
So, from the get go we can see the evolution of the Character through its feats and a story emerges.
You start as a skirmisher, agile combattant, despite going around in metal armor. But slowly, you start becoming more and more stalwart, with feats such as Weapon Focus and Iron Will.
Once you embrace your destiny as a Heritor Knight, you grab yourself an Animal Companion (go for a Horse) via Animal Ally and you get yourself some of the best mounted feats, such as Spirited Charge and Trample, emerging from your shadowy past into a glorious knight and herald of the Inheritor herself!
1-Renown
2-Armor Skin
3-Celebrity Discount
4-Rooftop Infiltrator
5-Celebrity Perks
6-Shield of Blades
9-Fast Stealth
Your Social Identity is that of a minor noblewoman of some renown, who likes to party, yet remains lawful and observant of the established social norms. You enjoy some Celebrity Perks when in that persona. And as a Vigilante, you can climb on walls, stealth around even with your armor on and you are capable of using your Power Attack to defend yourself, making you an opponent not to be underestimated.
Get yourself your Longsword and the best medium armor you can afford. In the longer term buy yourself a Lance for once you get your Horse companion.
This build does a little bit of everything that I love. It’s a fairly mobile melee combattant, it has tons of skills, can take a few hits in melee just fine, can be both a great face and a great scout, it has a shadow companion that drains Strength, a horse companion that it can ride into battle, and can deal some decent damage too (until it gets Improved Vital Strike and Spirited Charge at which point it deals some surprisingly good damage.) Not only that, but the flavor of the build is downright amazing, and is just overall a very fun character to play with. As a final thing, this build works regardless of which type of Vigilante you choose, be it a Stalker or a Avenger so feel free to choose whichever. I personally prefer the Stalker but ultimately both work fine.
Level | Class | HD | Feat | Special |
---|---|---|---|---|
1 | Vigilante | 8+Con | Dodge, Mobility | Dual Identity, Seamless Guise, Vigilante Specialization(Avenger), Renown |
2 | Vigilante | 1d8+Con | – | Armor Skin |
3 | Vigilante | 1d8+Con | Combat Reflexes | Celebrity Discount, Unshakeable |
4 | Vigilante | 1d8+Con | – | Rooftop Infiltrator |
5 | Vigilante | 1d8+Con | Weapon Focus(Longsword) | Startling Appearance, Celebrity Perks |
6 | Vigilante | 1d8+Con | Power Attack | Shield of Blades |
7 | Shadowdancer | 1d8+Con | Iron Will | Hide in Plain Sight |
8 | Shadowdancer | 1d8+Con | – | Evasion, Darkvision, Uncanny Dodge |
9 | Shadowdancer | 1d8+Con | Skill Focus(Knowledge-Religion) | Fast Stealth, Shadow Illusion, Summon Shadow |
10 | Shadowdancer | 1d8+Con | – | Shadow Call, Shadow Jump 40ft. |
11 | Heritor Knight | 1d10+Con | Nature Soul | Skill and Heart as One, Saviour of the Swallowed |
12 | Heritor Knight | 1d10+Con | – | Heritor’s Honor, Witches’ Woe |
13 | Heritor Knight | 1d10+Con | Animal Ally | Skyreaver |
14 | Heritor Knight | 1d10+Con | – | Wraithwall |
15 | Heritor Knight | 1d10+Con | Mounted Combat | Mohrgbreaker |
16 | Heritor Knight | 1d10+Con | Vital Strike, Improved Vital Strike | Mighty Strike, Reforged Heart |
17 | Heritor Knight | 1d10+Con | Spirited Charge | Image of Divinity |
18 | Heritor Knight | 1d10+Con | – | Redeemer of Undeath |
19 | Heritor Knight | 1d10+Con | Trample | Freed by Blood |
20 | Heritor Knight | 1d10+Con | – | Sky Stride, Unveiling Mistress |
A disgusting stench arose from the half-orc as he rose his bloodied axe from the corpse it just carved through a moment ago. The smell was so pungent some of the hardened men at arm, who had seen the horrors of the battlefield, could not keep the content of their stomach. That’s when the half-orc transformed into a mass of crystal and the stench ceased. The mass of crystal began moving towards the soldiers, and as one came close to strike it with his sword, he suddenly got engulfed and turned into fine meat paste by a simple contact with the mass of living crystals.
And now for the complete opposite of our Apatrid Knight comes this absolutely unsubtle piece of smelly meat. This is my personal take on a somewhat infamous build in Pathfinder whose goal is to deal a ridiculous amount of damage with Vital Strike. Now, usually, the build multiclasses into Barbarian to be able to use Furious Finish and deals maximum damage and immediately becomes fatigued. I find that boring and predictable, and I wanted to do something else funny with this. So here we are. This build places 9th because it is my personal spin on a fairly well known build (The Conqueror Ooze) which is somewhat less shenanigany, doesn’t focus solely on its Carnivorous Crystal Wild Shape, but does a fair few different things too.
Half-Orc, take the Sacred Tattoos Alternative Racial Feature.
Cave Druid 10/Mammoth Rider 10
Take Fate’s Favored, and Tusked for a natural bite attack.
We need a Wisdom of minimum 15 and a Constitution of minimum 15. Otherwise, Strength is our priority.
Str 16/Dex 10/Con 15/Int 10/Wis 15/Cha 7
Str 18/Dex 10/Con 15/Int 10/Wis 15/Cha 7
Str 18/Dex 10/Con 16/Int 9/Wis 16/Cha 7
If you struggle with skills, put those in there. Otherwise strictly going into HP as we will be in melee a lot.
You need Handle Animal and Ride at 9 each, and Survival at 5 all that by lvl 10. That should be fairly easily attainable. We also need Knowledge(Religion) at 3, but we won’t need it higher than that so feel free to switch to something else after that.
1-Racial Heritage(Ogre)
3-Fiendish Obedience(Szuriel)
5-Damned Soldier
7-Corrupted Flesh
9-Power Attack
11-Vital Strike
Bonus 12-Lightning Reflexes
13-Improved Stench
15-Improved Vital Strike
Bonus 16-Great Fortitude
17-Ability Focus(Stench)
19-Greater Vital Strike
So, you are probably extremely confused by those feats so let me explain. Racial Heritage(which we can take as a Half-Orc as we are considered both orc and human for all purposes) and we choose Ogre (giant is a subtype in Pathfinder, and giants are humanoid.)
Which allows us to get Corrupted Flesh to get the Stench ability, which we can further increase via Improved Stench and Ability Focus to get its DC up in the lower stratosphere. Now, Corrupted Flesh doesn’t give us a duration for Stench so I would ask your GM. I personally would rule a duration of 1 Round/HD, but ultimately it will be up to your GM so if he rules heavily against it, just play something else.
Via Fiendish Obedience and Damned Soldier we eventually get Proficiency with every single weapon in the game. Hello Butchering Axe and Orc Hornbow, both thematically appropriate and both having a massive base damage. Just be sure to be Chaotic Neutral or Neutral Evil.
Finally, we get the Vital Strike line of feats which means ridiculously high damage with the right form.
Just take an Yzobu and give it Improved Stench and Ability Focus so you get double stench action. Your Yzobu will become Huge Sized via Mammoth Rider and will be able to deal some crazy damage by itself. Give it (Improved) Vital Strike too to further push that damage up. Improved Natural Attack too while we are at it.
Start the game with a Scythe, and as soon as you become proficient, switch to a Butchering Axe and pick an Orc Hornbow for ranged support. Get yourself a Dragonscale Armor asap to get the best armor you can get. Have it enchanted to Wild Shape with you.
So, all that looked nice and all, but what is all the point of this build? Well, we chose the Cave Druid archetype for a reason. So that we can wildshape into Oozes. Specifically, at lvl 10, into a Carnivorous Crystal. First, we cast Strong Jaw on our Tusks, then we wild shape into said Carnivorous Crystal. We then proceed to absolutely massacre everything with our Greater Vital Strike.
Essentially, casting Strong Jaw before turning into a Carnivorous Crystal makes its slam attack’s basic damage into 16d6.
Which means that with Greater Vital Strike we hit for 64d6+Strength+Power Attack per hit. Even if we are out of Wild Shape, we still have our Butchering Axe (12d6+Str+Power Attack) and our Hornbow(8d6+Str at ranged). If we have time to set up, Strong Jaw on our Yzobu means its gore will deal some 12d6+1 and ½ Str and Power Attack.
Everything combined, we reach an average dpr, between ourselves and our Yzobu, and assuming a starting Str of 20, of about 308 before magic items.
There is also something extremely satisfying in throwing 64d6 of damage attained without true shenanigans as the build is pretty straightforward in that regard.
Add to that double Stench at the beginning of battle, the ability to wield any weapon, the ability to cast up to 5th level druid spells and a very powerful animal companion, and we cannot say we aren’t golden. Now, builds that reach that amount of damage are usually labeled as a one-trick poney, but we are anything but between all these abilities really.
Level | Class | HD | Feats | Special Abilities |
---|---|---|---|---|
1 | Druid | 8+Con | Racial Heritage(Ogre) | Nature Bond(Animal Companion-Yzobu), Cavesense, Orisons, Wild Empathy |
2 | Druid | 1d8+Con | – | Tunnelrunner |
3 | Druid | 1d8+Con | Fiendish Obedience(Szuriel) | Lightfoot |
4 | Druid | 1d8+Con | – | Resist Subterranean Corruption |
5 | Druid | 1d8+Con | Damned Soldier | – |
6 | Druid | 1d8+Con | – | Wild Shape 1/Day |
7 | Druid | 1d8+Con | Corrupted Flesh | – |
8 | Druid | 1d8+Con | – | Wild Shape 2/Day |
9 | Druid | 1d8+Con | Power Attack | Venom immunity |
10 | Druid | 1d8+Con | – | Wild Shape 3/Day |
11 | Mammoth Rider | 1d12+Con | Vital Strike | Gigantic Steed(+2 Str, +2 Con), Steed, Wild Coercion |
12 | Mammoth Rider | 1d12+Con | Lightning Reflexes | Born Survivor, Colossus Hunter |
13 | Mammoth Rider | 1d12+Con | Improved Stench | Gigantic Steed (+4 Str), Rugged Steed +1, Rapid Straddle |
14 | Mammoth Rider | 1d12+Con | – | Mistrust of Magic, Undaunted |
15 | Mammoth Rider | 1d12+Con | Improved Vital Strike | Gigantic Steed(+6 Str, +4 Con), Rugged Steed +2, Valiant Devotion |
16 | Mammoth Rider | 1d12+Con | Great Fortitude | Born Survivor, Hunter’s Instincts |
17 | Mammoth Rider | 1d12+Con | Ability Focus | Gigantic Steed(+8 Str), Rugged Steed +3, Steed’s Reach |
18 | Mammoth Rider | 1d12+Con | – | Combined Might |
19 | Mammoth Rider | 1d12+Con | Greater Vital Strike | Gigantic Steed (+10 Str, +6 Con), Pulverizing Assault, Rugged Steed +4 |
20 | Mammoth Rider | 1d12+Con | – | Mammoth Lord |
The blast of colors sent the entire strike team into unconsciousness. No one had warned the mercenaries that the king’s vizier was a spellcaster. As the captain of the mercenaries drew his sword, the vizier smiled, and one of the iron golems, which was armed with a glaive, came to him and clad itself on the man as would an armor.
-Fine, I will deal with you personally, said the vizier in his calm tone, the entire courtroom silent. And yet, their stares at the captain did not burn like the stare of this golem-clad man, something in his stare was entrancing, burning, painful to bear even.
Now this build plays directly into my trickster side. Illusions and tricks up one’s sleeve are my bread and butter, and this build excels at both. It’s a build full of surprises which is why it ranks 8th on my favorite builds for Pathfinder. Let me show you why.
Reptoid
Fighter 1/Mesmerist 5/Oracle 1/Veiled Illusionist 10/Mesmerist +3
Reactionary is always nice and with our fairly low Dex, we’ll need it. The other one you may pick and choose whichever you feel like.
This time it is fairly simple. Here’s your list of priorities:
Cha>Str>Con>Dex>Int>Wis
Str 16/Dex 10/Con 13/Int 10/Wis 10/Cha 16
Str 16/Dex 10/Con 13/Int 10/Wis 10/Cha 18
Str 16/Dex 10/Con 14/Int 10/Wis 10/Cha 19
HP to be honest. Always useful.
We need 5 ranks in both Bluff and Disguise, and 2 ranks in Knowledge(Arcana), we otherwise want Stealth, Perception, Diplomacy, Intimidation, Sense Motive, Spellcraft, Use Magic Devices, the whole package for a standard skill monkey specialized for being a face really.
1-Improved Initiative
Bonus 1-Power Attack
3-Spell Focus(Illusions)
5-Greater Spell Focus(Illusions)
7-Craft Magic Weapons and Armors
9-Craft Constructs
11-Spell Focus(Enchantments)
13-Greater Spell Focus(Enchantments)
15-Spell Penetration
17-Greater Spell Penetration
19-Intense Pain
So, we start as a Fighter. The reason is simple: We don’t want to spend a feat to get Heavy Armor and Martial Weapons.
Plus it lets us grab Power Attack from the get go which is nice. We then hyper focus on Illusion and Enchantment spells via Spell Focus and Spell Penetration.
We also grab Craft Constructs as this is a special item that will help us later. We finish with good old Intense Pain for more Painful Stare effects from being a Mesmerist, which is always welcomed.
We are taking the Heavens Mystery and the Powerless Prophecy Curse.
2-Trick (Fearsome Gaze)
3-Trick (False Flanker)
4-Bold Stare (Oscillation)
5-Trick (Linked Reaction)
7-Revelation (Awesome Display)
18-Trick (Reflection of Weakness)
19-Bold Stare (Disorientation)
20-Trick (Unwitting Messenger)
The tricks we can implant in people are really fun. We can link with another creature so that if either we or they can act in the surprise round, the other does too, we can create false flankers, create illusionary disguises that transform into monsters, and return ability damage to sender.
Our Bold Stares make the target of our Hypnotic Stare have a miss chance and an attack penalty on top of what it already does which is crazy good.
And our Awesome Display makes our Color Spray spell endure in the higher levels and stay extremely useful even in the later game.
Your big spell for the majority of your career is Color Spray, but the Mesmerist has several incredibly good spells on it’s list that you can pick and chose such as Invisibility, Hypnotic Pattern, Hold Person, Ill Omen, 3rd Level Scrying you get the gist. Pick according to your Campaign.
Pick a Glaive. Normally I would tell you to also pick a Spiked Gauntlet, but as a Reptoid, you have natural claws and bite attacks, so even if someone gets past your polearm you can still beat them up. Also, your Mesmerist spells(and your Oracle spells for that matter) aren’t affected by armor so pick the best armor you can. Aim to get a set full plate armor.
Eventually, build yourself Golems with the “Armor” Special Property so you can wear them as armor.
Assuming a Tome of Charisma +5, a Belt +6 all your Ability Score Bonuses in Charisma from leveling up and a starting Charisma of 20, you can render Unconscious via Color Spray creatures that have 17HD. That’s a lot and makes Color Spray reliable even in high levels.
And that is but one of your many, many tricks. More damage via your Painful Stare, implanted tricks, melee combat via your Golem Armor and Glaive, or you can have your golem go around and beat people up while you do something else entirely, buffs, debuffs(lots of debuffs).
And that’s on top of your many Illusions being able to fool even Supernatural Senses, and your many forms via Veiled Illusionist, making it exceedingly hard to pinpoint what you are at all, let alone what you can do.
And we aren’t even talking about being by default a fantastic face and a great skill monkey to top it all off. This build is the definition of Skill-Monkey and you always have just one more trick up your sleeve. I love, love this build, and the fact that it only scores eight place goes to show just how fun these builds are.
Level | Class | HD | Feat | Special Abilities |
---|---|---|---|---|
1 | Fighter | 10+Con | Improved Initiative, Power Attack | – |
2 | Mesmerist | 1d8+Con | – | Consummate Liar, Hypnotic Stare, Knacks, Painful Stare, Fearsome Gaze |
3 | Mesmerist | 1d8+Con | Spell Focus(Illusion) | Towering Ego, False Flanker |
4 | Mesmerist | 1d8+Con | – | Touch Treatment(Minor), Bold Stare(Oscillation) |
5 | Mesmerist | 1d8+Con | Greater Spell Focus(Illusion) | Linked Reaction |
6 | Mesmerist | 1d8+Con | – | Manifold Tricks (2), Mental Potency |
7 | Oracle | 1d8+Con | Craft Magic Weapons and Armors | Curse(Powerless Prophecy), Revelation(Awesome Display) |
8 | Veiled Illusionist | 1d6+Con | – | Veil Pool, Goddess’s Veil(Human) |
9 | Veiled Illusionist | 1d6+Con | Craft Constructs | Goddess’s Veil(Halfling), |
10 | Veiled Illusionist | 1d6+Con | – | Veil Pool(Auditory) |
11 | Veiled Illusionist | 1d6+Con | Spell Focus(Enchantment) | Goddess’s Veil(Elf) |
12 | Veiled Illusionist | 1d6+Con | – | Quick Veil(Move), Veil Pool(Tactile) |
13 | Veiled Illusionist | 1d6+Con | Greater Spell Focus(Enchantment) | Goddess’s Veil(Gnome) |
14 | Veiled Illusionist | 1d6+Con | – | Quick Veil(Swift) |
15 | Veiled Illusionist | 1d6+Con | Spell Penetration | Goddess’s Veil(Cyclop) |
16 | Veiled Illusionist | 1d6+Con | – | Veil Pool(Extraordinary Senses) |
17 | Veiled Illusionist | 1d6+Con | Greater Spell Penetration | Goddess’s Veil(Naga), True Veil |
18 | Mesmerist | 1d8+Con | – | Touch Treatment(Moderate), Reflection of Weakness |
19 | Mesmerist | 1d8+Con | Intense Pain | Bold Stare(Disorientation) |
20 | Mesmerist | 1d8+Con | – | Hypnotic Stare(-3), Unwitting Messenger |
Ten pretenders on the floor, and yet the old man hadn’t even drawn his sword yet. He stood calmly amongst the wave of aggressors, his hands crossed behind his back, staring all of them down.
-Don’t waste my time.
It was both a warning, and an invitation. Ten more bit the dust when one of the attackers finally made the old man move his feet from where they previously were planted as hard as would an oak tree.
A smirk appeared on the man’s face.
-Finally, someone worth using you my old friend, he said, drawing his blade. Now let us see if this one has the potential to learn and become a student of ours.
Our seventh place goes to the Undefeated Duelist build. I love this build. I love this build a lot because it does something that is very counterintuitive in most ttrpgs like D&D/Pathfinder who are somewhat combat focused. Which is fighting defensively. And still beating the everliving…err…you know, of your opponents.
Human
Swashbuckler 1/Monk(Master of Many Styles) 2/Swashbuckler 4/Aldori Swordlord 10/Monk +3
Sword Scion is a no-brainer for this build. Pick Reactionary for your other trait.
So, this build is going to have a lower spread, as it is especially MAD(multiple attribute dependent), but honestly, high stats are not particularly needed with this build. You need at least a 13 in Str and Cha, and your highest stat is going to be Dex, but you also need Con, Wis and Cha, and you can’t really afford to drop Int too low either.
Str 13/Dex 16/Con 12/Int 10/Wis 12/Cha 13
Str 13/Dex 17/Con 12/Int 10/Wis 14/Cha 13
Str 13/Dex 18/Con 12/Int 10/Wis 14/Cha 14
Hit Points will be at a premium as usual, but if you do find yourself short on skills, don’t hesitate.
So we want Acrobatics and Intimidation, no questions asked there. We also want at least 3 ranks in both Knowledge(Nobility) and in Sense Motive. Otherwise, it really is up to you. I like grabbing Stealth and Perception myself.
1-Exotic Weapon Proficiency(Dueling Sword)
Human Bonus-Weapon Focus(Dueling Sword)
Special Swashbuckler 1-Count as having Weapon Finesse
Monk 2-Improved Unarmed Strike
Monk 2-Crane Style
Monk 2-Stunning Fist
3-Dazzling Display
Monk 3-Crane Wing
5-Quick Draw
Bonus 6-Power Attack
7-Crane Riposte
9-Combat Reflexes
Bonus 9-Aldori Dueling Mastery
11-Snake Style
13-Snake Sidewind
15-Snake Fang
17-Combat Expertise
19-Improved Trip
Bonus 20-Cornugon Smash
So, as a Master of Many Styles Monk, we can fuse two Styles together. As such, we will combine Crane Style with Snake Style. We will also need Combat Reflexes as we will be using Attacks of Opportunity a lot.
See, by combining these two while taking the Total Defense Action, our AC gets up in the higher stratosphere, and we can substitute it for a Sense Motive check to push it even higher. We also completely automatically nullify the first attack we receive each turn, and whenever an attack misses, we can make an Attack of Opportunity(even with Total Defense) and Two attacks of opportunity with our unarmed strike. So we can attack three times each time someone misses us. That piles up fast. Add to this Improved Trip, Aldori Dueling Mastery and late game Cornugon Smash and we are a terrifying force on the battlefield.
An Aldori Dueling Sword, that you do get for free, an armor at first level that you are leaving behind immediately starting level 2. Now, if you want to make full use of your earlier Swashbuckler powers, get yourself a Rapier until lvl 8. By level 8 though you can drop it and fully commit to your Dueling Sword.
We are turning one of the worst mechanics of the game (Total Defense) into a powerful combat style, and we combine it with no small amount of Intimidation, and eventually Trip attacking too. The build is simple yet very effective at what it does. And even when you don’t take the Total Defense action and only fight defensively, all your stuff still works which means you can still do all your attacks which is ridiculously good. The style of the build combined with its surprising simplicity makes it steal the seventh place as it remains a flamboyant yet effective build that does have its place in pretty much any Campaign.
Level | Class | HD | Feats | Special Abilities |
---|---|---|---|---|
1 | Swashbuckler | 10+Con | Exotic Weapon Proficiency(Dueling Sword), Weapon Focus(Dueling Sword) | Deeds, Panache, Swashbuckler’s Finesse |
2 | Monk | 1d8+Con | Improved Unarmed Strike, Stunning Fist, Crane Style | Fuse Style, Unarmed Strike, AC Bonus |
3 | Monk | 1d8+Con | Crane Wing, Dazzling Display | Evasion |
4 | Swashbuckler | 1d10+Con | – | Charmed Life 3/Day |
5 | Swashbuckler | 1d10+Con | Quick Draw | Deeds, Nimble +1 |
6 | Swashbuckler | 1d10+Con | Power Attack | – |
7 | Swashbuckler | 1d10+Con | Crane Riposte | Swashbuckler Weapon Training +1 |
8 | Aldori Swordlord | 1d10+Con | Aldori Dueling Mastery | Deft Strike, Quick Draw |
9 | Aldori Swordlord | 1d10+Con | Combat Reflexes | Display Weapon Prowess |
10 | Aldori Swordlord | 1d10+Con | – | Defensive Parry +1 |
11 | Aldori Swordlord | 1d10+Con | Snake Style | Adaptive Tactics 1 |
12 | Aldori Swordlord | 1d10+Con | – | Shatter Confidence |
13 | Aldori Swordlord | 1d10+Con | Snake Sidewind | Saving Slash |
14 | Aldori Swordlord | 1d10+Con | – | Defensive Parry +2, Dexterous Duelist |
15 | Aldori Swordlord | 1d10+Con | Snake Fang | Adaptive Tactics 2 |
16 | Aldori Swordlord | 1d10+Con | – | Greater Saving Slash |
17 | Aldori Swordlord | 1d10+Con | Combat Expertise | Confounding Duelist |
18 | Swashbuckler | 1d10+Con | – | Charmed Life 4/Day |
19 | Swashbuckler | 1d10+Con | Improved Trip | Deeds, Nimble +2 |
20 | Swashbuckler | 1d10+Con | Cornugon Smash | – |
As the pale young woman got out of the train, a simple luggage and a parasol in hands, she raised a hand to hide the sun from her eyes and take a look around. Finally seeing the controller, she walked up to him to inquire as to the object of her visit.
The old man, learning that she was to become the caretaker of the city’s notorious haunted house, urged her to reconsider.
-My young lady, no one ever entered this house without leaving half-dead, if alive at all, I beg of you to reconsider!
Her smile, unveiling fangs that were surprisingly proeminent, surprised the controller as she answered
-This is precisely why I am needed over there.
Final build before entering my top five builds, and if you’ve been reading all of them so far, you know that it is going to be very difficult to top the last four. And yet, there’s still this one, which isn’t even in the top five yet, and trust me they only keep getting better and better.
This build is actually a fun idea I have had in the past based on a multitude of classical female characters in fiction (Nanny McPhee, Mary Poppins, Mina Harkers being the most prominent ones, but also Miss C, Dorothy Gale and even Jo March amongst many others). It is sort of an ode to a character type from older fiction that seems to have disappeared from today’s movies, tv shows and books, which saddens me quite a lot, and this build is to honor them in my own way.
Dhampyr (Sacred Ancestry).
Occultist 20 (Extemporaneous Channeler)
Pragmatic Activator lets you key Use Magic Devices off Intelligence and we definitely want that. After that, it is up to you, but I would recommend good old Reactionary for a bump on your Initiative.
Your main stat is Int, followed by Str. Here is how you should prioritize your stats:
Int>Str>Con>Dex>Wis>Cha
Str 16/Dex 10/Con 13/Int 16/Wis 10/Cha 10
Str 16/Dex 10/Con 13/Int 18/Wis 10/Cha 10
Str 18/Dex 10/Con 13/Int 18/Wis 10/Cha 10
Favored Class Bonus
As your main stat is Intelligence, you can afford to safely put these in Hit Points without looking back.
Linguistics, Use Magic Devices, Spellcraft, various Knowledges, Perception, Sleight of Hand are what we are looking at with this build.
1-Skill Focus(Linguistics)
3-Orator
5-Shikigami Style
7-Shikigami Mimicry
9-Shikigami Manipulation
11-Natural Charmer
13-Catch Off-Guard
15-Dirty Fighting
17-Improved Disarm
19-Improved Steal
Simple, elegant, and surprisingly lacking in shenanigans. with our Shikigami Style we consider Improvised Weapons as three size category larger, on top of getting several fun bonuses with them.
Orator lets us roll Linguistics instead of our social skills, which combines with Natural Charmer to let us take 20 on those checks meaning downright massive numbers.
We finish this build by actually getting Catch Off-Guard as this makes fighting creatures using natural weapons and unarmed strikes only an actual breezer, and with Improved Steal and Improved Disarm we make sure our Catch Off-Guard is always on.
1-Abjuration
1-Transmutation
2-Trappings of the Warrior
6-Necromancy
10-Enchantment
14-Illusion
18-Ferryman’s Slug Sacred Implement
1-Planar Ward
3-Loci Sentry
5-Quickness
7-Mind Over Gravity
9-Telekinetic Mastery
11-Necromantic Servant
13-Psychic Curse
15-Shadow Beast
17-Mind Slumber
19-Obey
Abjuration and Transmutation are not only two excellent Schools for an Occultist to begin with, they also are the two schools prerequisites for Trappings of the Warrior which lets us get the equivalent of a full BAB. As we are a Dhampyr, Necromancy comes next for fairly obvious reasons, and both Enchantment and Illusion come naturally next. We finish with Ferryman’s slug sacred implement to further increase our social rolls and potentially Daze opponents in combat.
As for your Focus Powers, you can ward areas, fly(like Mary Poppins, yall), get Telekinetic Powers, Summon Illusionary Creatures, send creatures into slumber, and raise undead minions. Very vampire-like and very thematic.
A Parasol and some nice clothes. Eventually try to get a magic parasol of flying or something >.>
I guess armor would be great too (let’s be honest here though, we’ll get Bracers of Armor for the aesthetic)
Your Parasol will hit for immense damage, will be considered enchanted for even more damage, and when you fight creatures not using a manufactured weapon, you consider them flat-footed. That is on top of your spells(which I leave up to you to pick and choose!), implements, your immense social bonuses and various other shenanigans you can pull from your Implements. This build is simply crazy fun to use and is surprisingly effective and versatile at what it does. The best part? No multiclassing, we achieve all of this as a monoclassed build!
Level | Class | HD | Feats | Special Abilities |
---|---|---|---|---|
1 | Occultist | 8+Con | Skill Focus(Linguistics) | Improvisational Combattant, Fleeting Focus, Transformative Resonance, Knacks, Implements (Abjuration, Transmutation), Planar Ward |
2 | Occultist | 1d8+Con | – | Implement (Trappings of the Warrior), Magic Item Skill, Object Reading |
3 | Occultist | 1d8+Con | Orator | Loci Sentry |
4 | Occultist | 1d8+Con | – | Withdraw Focus |
5 | Occultist | 1d8+Con | Shikigami Style | Aura Sight, Quickness |
6 | Occultist | 1d8+Con | – | Implement(Necromancy) |
7 | Occultist | 1d8+Con | Shikigami Mimicry | Mind Over Gravity |
8 | Occultist | 1d8+Con | – | Improvised Spell |
9 | Occultist | 1d8+Con | Shikigami Manipulation | Telekinetic Mastery |
10 | Occultist | 1d8+Con | – | Implement(Enchantment) |
11 | Occultist | 1d8+Con | Natural Charmer | Necromantic Servant |
12 | Occultist | 1d8+Con | – | – |
13 | Occultist | 1d8+Con | Catch Off-Guard | Psychic Curse |
14 | Occultist | 1d8+Con | – | Implement(Illusion) |
15 | Occultist | 1d8+Con | Dirty Fighting | Shadow Beast |
16 | Occultist | 1d8+Con | – | – |
17 | Occultist | 1d8+Con | Improved Disarm | Mind Slumber |
18 | Occultist | 1d8+Con | – | Implement(Ferryman’s Slug Sacred Implement) |
19 | Occultist | 1d8+Con | Improved Steal | Obey |
20 | Occultist | 1d8+Con | – | Implement Mastery |
As the blizzard roared through the night outside the cave where the survivors took refuge they were desperately trying to warm themselves with the small campfire they had scrambled together. Two of them were missing limbs. One was in critical condition from that gigantic beast that had attacked them, and was unlikely to make it through the night. Four of them were missing. It was supposed to be a simple hunting expedition, why was it that they were the ones being hunted.
In the blizzard outside, a man was watching them, out of view, smiling, his teeth as sharp as any carnivore would be. It was time to summon the Wendigo once again to finish his prey.
We will be revisiting our Wendigo Caller Build, but this time, we will not be pulling any punches. Our Wendigo will be a terror to behold and our summoner will be as vicious a combattant as its beast he calls in a Blizzard to utterly destroy his quarry.
Half-Elf
Summoner (Blood Summoner/Wild Caller) 20//Druid Variant Multiclass
None
As a Charisma-based caster, we want to focus on that stat primarily, followed by Constitution.
Str 10/Dex 10/Con 14/Int 10/Wis 10/Cha 18
Str 14/Dex 10/Con 14/Int 10/Wis 10/Cha 18
Str 14/Dex 14/Con 14/Int 10/Wis 10/Cha 18
We are taking the Half-Elf’s Summoner variant Favored Class Bonus which will grant us +1/4th of an Evolution Point each level. Which means a full +5 Evolution Points by level 20 which is huge.
Use Magic Device is a good one.
1-Extra Evolution
1-Druidic Code
Half-Elf Bonus-Skill Focus(Use Magic Devices)
3-Wild Empathy
5-Extra Evolution
7-Companion
9-Improved Initiative
11-Improved Companion
13-Extra Evolution
15-Wild Shape
17-Extra Evolution
19-Greater Wild Shape
20(Retrain Improved Initiative for Extra Evolution)
So, the feats (well, multiple instances of the same feat) are pretty much self-explanatory. +5 Evolution Points is +5 Evolution Points. We get a free Animal Companion(which at lvl 11 becomes fully leveled) and the Ability to Wild Shape.
That is insanely powerful. Oh, we also get Skill Focus on Use Magic Devices. Not bad, not bad at all in fact!
Just pick a good old Tiger and let it pounce-grab-rake everything in sight. For its feats pick the usuals: Power Attack, Improved Natural Attack, the like.
Base Form: Biped
1-Bite, Improved Damage(Bite, Claws), Scent
3-Gore
5-Improved Natural Armor, Supernatural Flight
6-Reach
8-Large
9-Grab
10-Improved Damage(Gore)
13-Huge
14-Rend
15-Bite(+1 ½ Str to Damage)
16-Blindsense
17-Sickening
18-Ability Score Improvement +2 Str
19-Trip
20-Ability Score Improvement +2 Str
Follow the same formula as Animal Companion: Power Attack, Improved Natural Attacks and the like.
A Component Pouch.
So not only do we have a powerhouse of an Eidolon with 41 Evolution Points, which in itself is crazy, we can summon it from a wounded creature, offer it blood to give it bonuses on top of our spells, but once buffed we can Wild Shape to get into melee with our Wendigo and Tiger. Yeah, that gets ridiculous fast in terms of damage potential. And with two additional bodies on the board, that adds up fast in terms of action advantage, let alone the fact that both are extremely capable walls of damage by themselves.
And if your Eidolon is not up?
Summon Nature’s Ally…
Level | Class | HD | Feats | Special Abilities |
---|---|---|---|---|
1 | Summoner | 8+Con | Extra Evolution, Skill Focus(Use Magic Devices) | Druidic Code, Cantrip, Eidolon, Life Link, Summon Nature’s Ally I |
2 | Summoner | 1d8+Con | – | Bond Senses |
3 | Summoner | 1d8+Con | – | Wild Empathy, Summon Nature’s Ally II |
4 | Summoner | 1d8+Con | – | Blood Offering |
5 | Summoner | 1d8+Con | Extra Evolution | Summon Nature’s Ally III |
6 | Summoner | 1d8+Con | – | Maker’s Call |
7 | Summoner | 1d8+Con | – | Companion, Summon Nature’s Ally IV |
8 | Summoner | 1d8+Con | – | Blood Travel |
9 | Summoner | 1d8+Con | Improved Initiative | Summon Nature’s Ally V |
10 | Summoner | 1d8+Con | – | Fiendish Calling, Aspect |
11 | Summoner | 1d8+Con | – | Improved Companion, Summon Nature’s Ally VI |
12 | Summoner | 1d8+Con | – | – |
13 | Summoner | 1d8+Con | Extra Evolution | Summon Nature’s Ally VII |
14 | Summoner | 1d8+Con | – | Life Bond |
15 | Summoner | 1d8+Con | – | Wild Shape, Summon Nature’s Ally VIII |
16 | Summoner | 1d8+Con | – | Blood Possession |
17 | Summoner | 1d8+Con | Extra Evolution | Summon Nature’s Ally IX |
18 | Summoner | 1d8+Con | – | Greater Aspect |
19 | Summoner | 1d8+Con | – | Greater Wild Shape, Gate |
20 | Summoner | 1d8+Con | Retrained Improved Initiative for Extra Evolution | Twin Eidolon |
The hunter aimed his crossbow at the raptor across the small pond from where he was hiding. The dinosaur was unaware of his presence, and that beast had hunted the sheeps from the village’s farm once too many times. One bolt and it would be over.
That’s when the raptor raised its head and looked at him in the eyes.
And then he felt it. A warm breath on his neck. That’s when he realized the mistake he had made. Raptors hunt in packs.
I love wolves. I really, really do.
But darn it do I love dinosaurs tho. When I was a kid, I was fascinated by Jurassic Park, and even today, it remains one of my favorite movies of all time. I also loved The Land Before Time, and one of my main MtG decks is a Commander deck of Dinosaurs.
In short, I really, really love dinosaurs. I also love the idea of darker druids, the shadows in the woods, summoning beasts from the dark past to protect the sanctity of the land from civilization. This is how this build first came to life. Sort of a Necromancer Druid(yes) that is the leader of a pack of Allosaurus(I used raptors because Jurassic Park reference and before any of you make the comment, yes, I am aware that those aren’t actually Velociraptors, the technical term is Deinonychus. Raptor is in reference to the subfamily Velociraptorinae of which the Deinonychus is part of. You cannot out nerd me on dinosaur lore, I have had paleontologists telling me I knew more on dinosaurs than them, I am using the term for vulgarization. Thanks for your comprehension, moving on.) and raising undead fossils and even having a phantom Allosaurus as part of the pack.
So this build is for all you dinonerds like me. And yes, it somehow is only 4th place, which should tell you a lot about the top three builds.
Human
Totem Spiritualist 1/Dinosaur Druid 19
We want Silent Hunter to get Stealth as a class skill. The second one is up to you, although I do recommend Reactionary for more Initiative.
We need Wisdom as high as we can. Otherwise we can pretty much focus on our physical abilities.
Str 12/Dex 11/Con 12/Int 10/Wis 18/Cha 10
Str 13/Dex 11/Con 13/Int 10/Wis 19/Cha 10
Str 13/Dex 12/Con 13/Int 10/Wis 20/Cha 10
If you feel like you really need the extra skill points then do so, but otherwise, you should put those in HP.
Stealth, Perception, Handle Animal and Survival are pretty much our go to, with Ride if we have extra points to spare.
1-Toughness
Human Bonus-Improved Initiative
3-Shade of the Uskwood
5-Natural Spell
7-Craft Wondrous Items
9-Craft Weapons and Armor
11-Craft Construct
13-Power Attack
15-Mounted Combat
17-Spirited Charge
19-Trample
So, we start fairly hard to kill and with a good initiative, and as soon as we multiclass into Druid we pick Shade of the Uskwood which gives us some necromancy spells along with a few other very fun ones(Invisibility on a Druid can lead to some hilarious combos).
Natural Spell is the largest “duh” for any druid character, being able to cast spells while in Allosaurus form is kind of an obvious “yes, please, don’t mind if I do” kinda non-choice.
We eventually pick Craft Construct to build ourselves a Fossil Golem(yup, those are a thing) to add a gigantic skeletal dinosaur to our pack of (mostly ghostly) Allosaurus.
We round up the build with Mounted Combat feats that we can take advantage of while riding one of our Allosaurus when not in wild shape form.
So, this Archetype gives us a sort of crossbreed between a Phantom and an Animal Companion, but remaining a Phantom for the specifics of the rules. It also gives us more Phantoms later on, and that ability specifically lets druid levels count as Spiritualist levels for the purpose of leveling our phantoms.
Which means that at lvl 20 we count as a full lvl 20 Totem Spiritualist, netting us four phantoms. Have a bunch of ghostly Allosaurus in your mind that you can conjure(one at a time) meaning a lot of outch power sitting nicely in the recesses of our character’s mind. As for their builds, follow the same metric we will use for our Druid Animal Companion.
Pick an Allosaurus. Give it feats along the lines of Power Attack, Improved Natural Attack and the like.
Also, why Allosaurus? A few reasons.
1-Allosaurus is my favorite dinosaur. That alone is good enough for me.
2-Allosaurus gets Grab and Pounce. They get large and have a massive Strength Score. I will let you do the math yourselves where that leads.
Now apply all of this not only on your regular animal companion, but on each of your four phantom allosaurus.
See? See what I mean yet?
Use a Longspear for reach and a Spiked Gauntlet for if someone gets close. Grab a Hide Armor, eventually the best armor you can get made of Dragon Scales as Druid doesn’t let us use metal armor. We will also invest a fair amount of gold in our Fossil Golem
So, we can shapeshift into a spellcasting Allosaurus, with four ghostly Allosaurus, a regular Allosaurus, A fossil golem allosaurus, and with Animate Dead we can get Bloody Skeleton or Fast Zombie Allosaurus. That is on top of our regular fact of being a full spellcaster.
We can stomp most encounters by ourselves starting as soon as level 2 and it keeps on getting more and more savage as we level up (try applying Strong Jaw on your Phantoms/Animal Companions for example).
We are a full Allosaurus pack and that alone should be terrifying by itself, let alone the undead/phantom nature of half said pack.
Level | Class | HD | Feats | Special Abilities |
---|---|---|---|---|
1 | Spiritualist | 11+Con | Toughness, Improved Initiative | Phantom Animal, Shared Instincts, Knacks, Etheric Tether |
2 | Druid | 1d8+Con | – | Summon Dinosaur, Dinosaur Bond, Nature Sense, Orisons, Wild Empathy |
3 | Druid | 1d8+Con | Shade of the Uskwood | Woodland Stride |
4 | Druid | 1d8+Con+1 | – | Trackless Step |
5 | Druid | 1d8+Con+1 | Natural Spell | Dinosaur Shape 1/Day, Primeval Voice |
6 | Druid | 1d8+Con+1 | – | – |
7 | Druid | 1d8+Con+1 | Craft Wondrous Item | Wild Shape 2/Day |
8 | Druid | 1d8+Con+1 | – | – |
9 | Druid | 1d8+Con+1 | Craft Magic Weapons and Armors | Wild Shape 3/Day |
10 | Druid | 1d8+Con+1 | – | Venom Immunity |
11 | Druid | 1d8+Con+1 | Craft Constructs | Wild Shape 4/Day |
12 | Druid | 1d8+Con+1 | – | – |
13 | Druid | 1d8+Con+1 | Power Attack | Wild Shape 5/Day |
14 | Druid | 1d8+Con+1 | – | A Thousand Faces |
15 | Druid | 1d8+Con+1 | Mounted Combat | Wild Shape 6/Day |
16 | Druid | 1d8+Con+1 | – | Timeless Body |
17 | Druid | 1d8+Con+1 | Spirited Charge | Wild Shape 7/Day |
18 | Druid | 1d8+Con+1 | – | – |
19 | Druid | 1d8+Con+1 | Trample | Wild shape 8/Day |
20 | Druid | 1d8+Con+1 | – | – |
The Ball Room fell suddenly silent as the herald announced the next guess coming to greet the King on his birthday.
-Her Arcane Excellency, Lady Vixen Vis’Arkhana, Duchess of Vis’Arkhana, the Iron Fox Archmage and Arcane Protector of our Kingdom.
Whispers rose as the kitsune woman walked into the room. The Vis’Arkhana has always produced the Archmage of the country for over five hundred years. Yet, Vixen was unlike all common ideas of an archmage. Covered in spiked full plate, her helmet in the shape of a fox, her nine tails, undeniable proof of her arcane mastery, were also covered in armored plates and at the tip of each, a vicious bladed hook was attached. Her gauntlets also ended in vicious claws, earning her the title of the Iron Fox Archmage.
So, this build is actually a mix of two builds I have played in the past independently from each other, but figured out were compatible stats wise. It is my personal take on the Iron Caster Build, adding a Kitsune to the mix and specializing on Natural Weapons for combat, utilizing the Magical Tails fact that we literally grow more tails to get more and more attacks.
Kitsune with the Superior Shapeshifter Alternative Racial Feature.
Fighter 6/Brawler 1/Fighter +9/Brawler +4
We need Nine-Tailed Scion which lets us substitute our Fighter’s Bonus feats for instances of the Magical Tail feat, we also want Dangerously Curious to grab Use Magic Devices as a Class Skill.
So, we will need some Strength to be able to carry our Full Plate. Otherwise, we focus on Dexterity, Constitution and Charisma. For our leveling, round up Dex if it is odd, otherwise throw everything in Constitution and Charisma as these are your “Spellcasting” Abilities.
Str 13/Dex 15/Con 13/Int 10/Wis 10/Cha 14
Str 13/Dex 17/Con 13/Int 10/Wis 10/Cha 15
Str 13/Dex 17/Con 14/Int 10/Wis 10/Cha 16
Yep. HP it is. You got me
Use Magic Devices is always great, otherwise, Perception and or Acrobatics.
1-Human Guise
Kitsune Bonus-Fox Shape
Fighter Bonus 1-Weapon Finesse
Fighter Bonus 2-Piranha Strike
3-Racial Heritage(Ratfolk)
Fighter Bonus 4-Magical Tail
5-Multiattack
Fighter Bonus 6-Magical Tail
7-Advanced Weapon Training
Brawler Bonus 7-Improved Unarmed Strike
Fighter Bonus 9-Magical Tail
9-Magical Tail
11-Magical Tail
Fighter Bonus 11-Magical Tail
13-Magical Tail
Fighter Bonus 13-Magical Tail
15-Swift Kitsune Change
Fighter Bonus 15-Vulpine Pounce
17-Weapon Focus(Armor Spike)
Brawler Bonus 17-Dirty Fighting
19-Extra Martial Flexibility
Brawler Bonus 20-Improved Trip
So, Human Guise let us count as Human, which lets us get Racial Heritage to count as a Ratfolk so we can use Tailblades. Weapon Finesse and Piranha Strike let us use dex to attack and add some fairly decent damage to our many natural attacks. We get all Magical Tail feats meaning some great spell-like abilities and more tailblades, Vulpine Charge lets us…well…Pounce in our Fox form and Advanced Weapon Training, combined with the Brawler’s Martial Flexibility, will let us grab whichever Item Mastery feat we need to cast Spell-Like Abilities.
Armor Spikes count as manufactured weapons for iterative attacks, meaning we can add a full attack iteration on top of all our natural attacks(which each tailblade count as). Speaking of which, we want as many tailblade as we have tails. Add a Full Plate Armor to the mix and we are pretty much good to go. We definitely want to invest in Constitution and Charisma boosting items, and as we have Use Magic Devices, Wands, Staffs and Scrolls will add neatly to our Fakecasting.
We can easily pass off as a Spellcaster with all our Spell-Like Abilities that we get from our Item Mastery+Magical Tail feats. Plus we get a full attack action that does 4 attacks of Armor Spikes, one bite, two claws and nine tail attacks for a total of 16 attacks per round, meaning we are not only great with spellcasting, but we also are a terror in melee. The ability to do so based on Constitution and Charisma means we can also tank fairly well, and doubly so with our full plate, but also can support social fairly well although nowhere near as good as dedicated social characters.
I love this build so much because I always love tricksy characters and fakecasters are the epitome of that concept, and a fakecaster in full plate armor is just too much for me to pass on. Add on that the whole Kitsune passing off as a Human then turning into a nine bladed-tailed melee monster is just amazing to me. The fact that we don’t even really need weapons at all is just extra gravy on top of a build that already touches on so many aspects that I just love and here we are. Third favorite build in Pathfinder ever.
Level | Class | HD | Feats | Special Abilities |
---|---|---|---|---|
1 | Fighter | 10+Con | Human Guise, Fox Shape, Weapon Finesse | – |
2 | Fighter | 1d10+Con | Piranha Strike | Bravery +1 |
3 | Fighter | 1d10+Con | Racial Heritage | Armor Training 1 |
4 | Fighter | 1d10+Con | Magical Tail | – |
5 | Fighter | 1d10+Con | Multiattack | Weapon Training 1 |
6 | Fighter | 1d10+Con | Magical Tail | Bravery +2 |
7 | Brawler | 1d10+Con | Advanced Weapon Training, Improved Unarmed Strike | Brawler’s Cunning, Martial Flexibility, Martial Training, Unarmed Strike |
8 | Fighter | 1d10+Con | – | Armor Training 2 |
9 | Fighter | 1d10+Con | Magical Tail(2) | – |
10 | Fighter | 1d10+Con | – | Weapon Training 2 |
11 | Fighter | 1d10+Con | Magical Tail(2) | Bravery +3 |
12 | Fighter | 1d10+Con | – | Armor Training 3 |
13 | Fighter | 1d10+Con | Magical Tail(2) | – |
14 | Fighter | 1d10+Con | – | Weapon Training 3 |
15 | Fighter | 1d10+Con | Swift Kitsune Change, Vulpine Pounce | Bravery +4 |
16 | Fighter | 1d10+Con | – | Armor Training 4 |
17 | Brawler | 1d10+Con | Weapon Focus(Armor Spike), Dirty Fighting | Brawler’s Flurry |
18 | Brawler | 1d10+Con | – | Maneuver Training 1 |
19 | Brawler | 1d10+Con | Extra Martial Flexibility | AC Bonus +1, Knockout 1/Day |
20 | Brawler | 1d10+Con | Improved Trip | Brawler’s Strike(Magic), Close Weapon Mastery |
The Mayor was sitting in his chair, staring at the two captains of the gendarme guards sitting across his desk, slowly letting his cigar burn. For three weeks they have had a coven of witches raising the dead in the city’s graveyard and attacking civilians. And the Gendarme were completely incapable of dealing with the problem. But now, the two captains had come to him with a third person who was standing father away in his office, his back turned to them, looking at a portrait on a wall, judging by his look, a butler of some sort, though quite pale almost sickly so.
-So you are telling me that the person this gentleman is representing is an expert witch slayer or something?
The two captains looked at each other before one answered
-Lord Mayor, with all due respect, we did not asked for help, this man volunteered help and asked to meet with you.
The mayor let out a groan before barking in reply
-And who besides the clergy could deal with such a vast attack of undeads AND a trio of witch?
The man across the room turned around to face the mayor.
-I assure you Lord Mayor, my mistress is this land’s foremost expert in dealing both with Witches and with Necromancy in particular.
The mayor gave him a suspicious glare before asking
-Yeah? Do you have any proof.
The man smiled, before giving a reply that chilled both the captains and had the mayor drop his cigar as his mouth gaped.
-Of course, see, I am myself an undead of her creation. To combat a Necromancer, you need a better necromancer, and to defeat a witch, you need a stronger, more powerful witch…
The Witch class is by far my favorite in all of Pathfinder. There is something about the mythos of the Witch, it’s aesthetic that is both pleasant and attractive to me. Add to that Necromancy and you have what could normally only be my absolute favorite build of all time…normally.
Now, a small disclaimer, the original version of this build had some amount of GM fiat for homebrew, as I was allowed to take the Gravewalker Archetype on top of the Winter Witch one, and they normally do not cumulate. So this build is going to approximate the original build via an alternative method.
Samsaran with the Mystic Past Life Alternate Racial Feature. We are of course grabbing Animate Dead, but we can also pick other fun necromancy spells missing from our regular spell list. The truly important one however is Animate Dead as it is a prerequisite for one of our Prestige Classes.
Witch(Winter Witch/Hex Channeler) 5/Winter Witch 3/Agent of the Grave 5/Winter Witch +7
Magical Knack to regain the two missed Spellcaster Levels we lose from both our Prestige Classes. Reactionary because Initiative wins battles.
As you probably imagined, we need Intelligence. Otherwise, we really only need Constitution and Charisma.
Str 8/Dex 10/Con 12/Int 19/Wis 10/Cha 11
Str 8/Dex 10/Con 12/Int 20/Wis 10/Cha 12
Str 8/Dex 12/Con 12/Int 20/Wis 10/Cha 14
Hit. Points.
We want Spellcraft without question. We also want both Knowledge(Arcana and Religion) at 5 Rank each. Everything else is up to you.
1-Extra Hex
3-Command Undead
5-Extra Hex
7-Accursed Hex
9-Extra Hex
11-Spell Focus(Necromancy)
13-Undead Master
15-Extra Hex
17-Extra Hex
19-Extra Hex
So, naturally we are taking Extra Hex a bunch of times to compensate for our loss from taking levels in Agent of the Grave. Undead Master lets us raise more undeads per casting of Animate Dead(RAW not more controlling, but frankly most GM will just assume this goes without saying).
Accursed Hex makes our hexes even meaner somehow.
Finally, we have a Channel Energy from Hex Channeler, meaning we can take Command Undead to get even more undeads under our control.
1-Slumber
1-Evil Eye
5-Cackle
6-Flight
8-Deathcall
9-Misfortune
15-Ice Tomb
15-Hoarfrost
17-Numbing Chill
17-Animal Skin
19-Restless Slumber
19-Harrowing Curse
Slumber is the king of all Hexes bar none. Literally everything else is extra gravy. We must take Ice Tomb, Hoarfrost and Numbing Chill due to the Winter Witch Prestige Class but they are fairly good hexes anyway and they are very thematic so no problem on that end. Get other debuffs such as Evil Eye and Misfortune which you can keep up via Cackle.
Beyond some nice clothes and a Component Pouch? Nothing much here. Do invest in Onyxes as we will need many of those for Animate Dead. A few Portable Holes may not be that bad of an idea to carry your undead legions around in places it would offend the more sensitive folk. Invest especially in Necrocrafts for your undeads as these things are about as close to an Undead Eidolon(yes, as in the Summoner’s) as you can get and they are downright brutal if used correctly.
So not only do we get some massive amounts of Undeads under our control, we are easily amongst the undisputed masters of Necromancy in all its forms, we are the epitome of Witches as a Winter Witch, having some of the most nasty debuffs in the entire game that make even Wizards downright jealous, we can blast surprisingly well via our Cold Spells that bypass even Immunity, and as a prepared caster with an expanded spell list both from Agent of the Grave and from Samsaran’s Mystic Past Life, there is very little we can’t deal with, and what we can’t directly, sending our few Necrocrafts deal with them is usually going to be plenty enough.
This build is just so fun to play on so many levels and for so many reasons. It should be number 1. And yet…
Level | Class | HD | Feats | Special Abilities |
---|---|---|---|---|
1 | Witch | 6+Con | Extra Hex | Familiar, Cantrips, Cold Flesh, Ice Magic, Slumber, Evil Eye, Patron |
2 | Witch | 1d6+Con | – | Channel Energy 1d6 |
3 | Witch | 1d6+Con | Command Undead | – |
4 | Witch | 1d6+Con | – | – |
5 | Witch | 1d6+Con | Extra Hex | Cackle |
6 | Winter Witch | 1d6+Con | – | Flight, Hyperboreal Patronage, Winter Witchcraft |
7 | Winter Witch | 1d6+Con | Accursed Hex | Freeze and Thaw |
8 | Winter Witch | 1d6+Con | – | Unnatural Cold, Deathcall |
9 | Agent of the Grave | 1d8+Cha | Extra Hex | Misfortune, Inspired Necromancy, Lich’s Touch, Unholy Fortitude |
10 | Agent of the Grave | 1d8+Cha | – | Undead Manipulator |
11 | Agent of the Grave | 1d8+Cha | Spell Focus(Necromancy) | Negative Energy Conduit |
12 | Agent of the Grave | 1d8+Cha | – | Death’s Shroud, Negative Energy Affinity |
13 | Agent of the Grave | 1d8+Cha | Undead Master | Secrets of Death, Undeath Initiate |
14 | Winter Witch | 1d6+Cha | – | Sculpt Ice and Snow |
15 | Winter Witch | 1d6+Cha | Extra Hex | Winter Hex, Ice Tomb, Hoarfrost |
16 | Winter Witch | 1d6+Cha | – | Blizzard Sight |
17 | Winter Witch | 1d6+Cha | Extra Hex | Numbing Chill, Animal Skin |
18 | Winter Witch | 1d6+Cha | – | Unearthly Cold |
19 | Winter Witch | 1d6+Cha | Extra Hex | Restless Slumber, Harrowing Curse |
20 | Winter Witch | 1d6+Cha | – | Iceglide, Inexorable Cold |
As the group of adventurer was fending off the evil lich’s mighty arcane assaults, the young woman, who everyone thought was a ranger, armed with a scimitar, revealed several secrets about herself.
One, by resurrecting several dead party members, and by unleashing a wave of positive energy that healed the entire party at once, revealed that she was in fact a priestess.
Second, by calling upon the wrath of the Sun itself, she smited several undead minions in a single spell, showing that she was not a small novice like the group previously thought.
But what truly shocked the party was when the Lich, fearing her divine magic, killed her with some necromantic spell of mythic proportions, a few seconds later, she rose back, alive, as a mythical phoenix, incinerating the Lich, it’s phylactery and all it’s army in a single swoop before disappearing.
Their surprise reached an apex however as when they arrived at the inn back in the small village she was there, waiting for them with a bunch of ales ready for the party and with a warm smile on her face.
This build is just so good. It hits every single sweet spot that I have, and then more on top of it. Primary Spellcaster, Animal Companion, turning into a friggin Phoenix. Faking your spells being not clerics. Being capable in combat. It just does it all.
Human
Hidden Priest Cardinal Cleric 5/Dissident of Dawn 10/Cleric +2/Cruorchemyst Alchemist 1/Cleric +2
We are taking the Faith Trait Birthmark so we don’t need to carry around a Holy Symbol and the Flame of the Dawnflower Religion Trait for a fun effect that deals fire damage when we crit with a Scimitar.
We will want an 11 in Intelligence by level 18, but otherwise, it’s all Wisdom>Dex>Con>Cha more or less in that order.
Str 10/Dex 14/Con 10/Int 10/Wis 18/Cha 10
Str 10/Dex 14/Con 12/Int 10/Wis 19/Cha 10
Str 10/Dex 14/Con 12/Int 11/Wis 20/Cha 10
Directly in HP. I know, crazy, we’ll need them.
We need Bluff 5, Knowledge (Religion) 5, Disguise 5 and Sleight of Hands 5. Outch. That’s a lot of skills for our puny 2+Int and we also want at least one of the following: Craft(Alchemy), Perform or Knowledge(Arcana). In fact, we need 2 in Perform(Dance) at least. That is harsh prerequisites. Or, it would be if we weren’t a Cardinal. 6+Int Skills baby, how about that! Did I bamboozled you? Don’t worry, this build got more up its sleeves.
1-Weapon Finesse
Human Bonus-Nature Soul
3-Dervish Dance
5-Animal Ally
Dissident of Dawn Bonus-Eschew Materials
7-Boon Companion
9-Improved Initiative
11-Weapon Focus(Scimitar)
13-Selective Channel
15-Improved Critical(Scimitar)
17-Channel Smite
Alchemist Bonus 18-Throw Anything
19-Guided Hand
Animal Ally gives us an Animal Companion(I am going straight for that wolf puppo best puppo personally but you do you).
Dervish Dance lets us use Dex for Scimitar both for attack and damage, and later on Guided Hand lets us use Wisdom for Attack.
Improved Critical means we crit on a 15-20 which means more activations of Flame of the Dawnflower and Selective Channel lets us choose who our Channel Energy affects which is always nice.
A Scimitar and a Chain Shirt. Pretty much everything else is extra gravy so have fun!
You can pass off your spellcasting as Alchemist Infusions, or Bard or even Wizard Spells which is hilarious, And when you die you can turn into a Phoenix for one minute, and then self-resurrect in a random direction within one mile of where you died which is hilarious.
We get full spellcasting with zero delay until we get our 9th level spells, at which point our Cruorchymist level kicks in, allowing us to essentially kill ourselves as an Immediate Action, letting us turn into our Phoenix form on command (and within its own limitations). And while our BAB slows down from being a Cardinal, we are a Cleric. Buffing is literally what we do best. Cast Divine Power on self and go to town if you need to melee(which you are surprisingly adept at).
Add to this a bunch of skills, and you’ve got a character that is quite capable in any situation, is tricksy, is fun to play from the get go all the way to level 20 with no dead levels, gets to both go into the fray of battle or stand back and buff/heal as necessary, can blast decently well, and with your animal companion can deal some surprisingly great damage and contributes to the party in a multitude of ways!
This is my absolute favorite build in Pathfinder that I have ever played and it would be extremely hard to dislodge it.
Level | Class | HD | Feats | Special Abilities |
---|---|---|---|---|
1 | Cleric | 8+Con | Weapon Finesse, Natural Soul | Political Skill, False Arcanist, Orisons, Domain, Channel Energy 1d6 |
2 | Cleric | 1d8+Con | – | – |
3 | Cleric | 1d8+Con | Dervish Dance | Channel Energy 2d6 |
4 | Cleric | 1d8+Con | – | – |
5 | Cleric | 1d8+Con | Animal Ally | Channel Energy 3d6 |
6 | Dissident of Dawn | 1d8+Con | Eschew Materials | Divine Deception |
7 | Dissident of Dawn | 1d8+Con | Boon Companion | Secret Caster |
8 | Dissident of Dawn | 1d8+Con | – | Schismatic Apostle |
9 | Dissident of Dawn | 1d8+Con | Improved Initiative | Burning Blade(Flaming) |
10 | Dissident of Dawn | 1d8+Con | – | – |
11 | Dissident of Dawn | 1d8+Con | Weapon Focus(Scimitar) | Shift Blame |
12 | Dissident of Dawn | 1d8+Con | – | – |
13 | Dissident of Dawn | 1d8+Con | Selective Channel | Burning Blade(Flaming Burst) |
14 | Dissident of Dawn | 1d8+Con | – | Morning Light |
15 | Dissident of Dawn | 1d8+Con | Improved Critical(Scimitar) | Flight of the Phoenix |
16 | Cleric | 1d8+Con | – | – |
17 | Cleric | 1d8+Con | Channel Smite | Channel Energy 4d6 |
18 | Alchemist | 1d8+Con | Throw Anything | Blood Familiar, Blood Treatment, Alchemy, Bombs 1d6 |
19 | Cleric | 1d8+Con | Guided Hand | Unseen Devotion |
20 | Cleric | 1d8+Con | – | Channel Energy 5d6 |