Friday, November 18, 2016

"Starknife Scion" Bard, Juggler (Aasimar)

Self-Interested Preface: Made a bard, made a thrown-weapon character, and made a combat-capable hybrid dependent on a mental trait, all of which're new territory for me.  This is a Juggler-archetype bard of Desna, using another iteration of the Divine Fighting Technique to make CHA the attribute for its starknife's attack and damage and combining it with the Startoss Style Chain and Arcane Strike to be a relevant combatant after it starts its bardic performance.  It's not meant to be front-line, being a fucking bard, but it has enough saving throws, spells and buffs to toss around that it ought to be able to protect itself if enemies end up closing the gap.

Juggler trades away the Versatile Performance bard ability (lets a bard use a Perform skill in lieu of a couple other skills), Bardic Knowledge (level-dependent Knowledge check bonuses), and Lore Master for a pretty awesome soft Quick Draw and a Deflect Arrows and Snatch Arrows variant that improves with level.  At level 17, when the ability caps, this character can deflect three ranged attacks and catch three ranged attacks per round, none of which actually count as an action.  The soft Quick Draw is the idea that this character's always juggling, like ALWAYS juggling, so its weapons and any other items are always out and ready to throw, though it has to make Sleight Of Hand skill checks to avoid dropping them in situations involving concentration.  It also trades out Well-Versed (haha who cares) and Soothing Performance (eh) for Evasion (yes) and Improved Evasion (hell yes).

Most of its feats are combat-oriented, coming in as it slowly qualifies for Startoss, which let it use a standard action to throw its starknife and bounce it off enemies to deal damage to each of them.  Arcane Strike comes into play at 9th because it's a bard so of course it has Arcane Strike, while Divine Fighting Technique (Way Of The Shooting Star) is in play the entire time.  It ends up with some pretty impressive flat-bonus attack capabilities- Startoss Style lets it use its highest BAB for each attack while bouncing the starknife, all as a standard action so this character can still move around and Bardic Performance and Arcane Strike and everything.  Riving Strike shows up at 13th to let this character no-save debuff with every hit, which is fantastic(though it also lists arcane spellcasting as a prerequisite, the -2 to saving throws is against all spells/spell-like abilities).  Something to note is that this build doesn't have Precise Shot until level 17- I wanted this character online attack-and-damagewise quickly, and Precise Shot isn't absolutely necessary if you can choose your enemies and turn order carefully.  That said, the -4 to already-engaged enemies can hurt if you're not.

Versatile Performance has its uses as a bard ability, letting a bard stretch its Perform skills out to other skills.  Bardic Knowledge and Lore Master make a bard a natural at Knowledge checks.  But the Bardic Masterpiece Pageant Of The Peacock makes those class abilities look like a fucking embarrassment- as a standard action, it lets a bard substitute its Bluff check for any INT or INT-based check with a +4 bonus at any point during the next TEN MINUTES in exchange for ONE ROUND OF BARDIC PERFORMANCE.  This ability's fucking broken.  This ability makes every INT character look like an uninspired dumbass.  This ability makes inquisitors and slayers and whoever-the-fuck-else wants to make Knowledge checks to look at abilities ashamed to even try.  With incredible CHA and every-level Bluff investment, after level 4, this character pretends to know EVERYTHING about EVERYTHING and it's fucking RIGHT.  As a 3rd-level spell, a bard can pick up Glibness which, by description, would add a +20 to Bluff when used to "convince another of the truth of your words," which, and it's GM discretion, sounds like it's right in line with the pompous self-promotion that makes the Pageant Of The Peacock so ostentatious it makes you smarter than everyone else.  At level 4, this character's base Bluff with the Peacock bonus would be +13- if Glibness was obtained at level 7 (at the earliest), it'd be +36 to all Knowledge checks, Appraise checks, Craft checks, and Spellcraft checks.

To reinscribe the hardest Knowledge checks from Paizo's Knowledge skill page:
Identifying spells cast on you is a Knowledge (Arcana) check of 25+spell level (highest is 34).
Identifying underground hazards is Knowledge (Dungeoneering) of 15+hazard's CR (auto-success on any hazard of CR 22 or less).
Identifying structural weaknesses is Knowledge (Engineering) 20.
Knowing where the nearest anything is is Knowledge (Geography) 20.
Knowing obscure history is Knowledge (History) 20.
Knowing about nearby unknown organizations is Knowledge (Local) 20.
Identifying natural hazards is Knowledge (Nature) of 15+hazard's CR (auto-success on any hazard of CR 22 or less).
Knowing about a royal line of succession is Knowledge (Nobility) 20.
Identifying a creature's planar origin is Knowledge (Planes) 20.
Knowing about an obscure cult or religion is Knowledge (Religion) 20.
Identifying a creature's weaknesses is a Knowledge check relative to that creature equal to 15+creature's CR (again, auto-success on any hazard of CR 22 or less).
Deciphering a scroll is 20+spell level (maximum 29).
Determining the value of any item is Appraise 20.  Determining the most valuable item in a hoard can go up to Appraise 30, which is still less than your level 7 minimum roll of 37.

(Remember that a natural 1 does not auto-fail skill checks.)

Two issues worth mentioning are: your GM may not allow Glibness, with which I'd disagree but whatever.  This character's still amazing at Knowledge skills without spending points on them.
Second issue's that you can't attempt a Knowledge roll of higher than 10 without being untrained.  That means ten skill points into Knowledge skills to get each of them, one point for Appraise, and one point for Spellcraft.  At level 10, the Jack-Of-All-Trades bard ability lets you use all skills as if they were trained, rendering this issue moot.  However, that's kind of a while to wait.  I didn't denote it below, but it might be a good idea to spend a couple levels adding a skill point instead of a hit point as a favored class bonus, to make this character trained in certain desired Knowledges.  Up to you!

This character spends its skill points on Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, and Use Magic Device.  Justification is as follows:
-Bluff's for the above-exhaustively-described peacock thing.  Kind of extremely important.
-Diplomacy's for this character to be the party face, which it might as well be with its high Bluff and CHA and racial Diplomacy bonus.
-Perception's useful for every character, and this one gets a racial bonus.
-Perform (Dance) is only necessary until level 4 if the only dance obtained is the peacock one- however, this build adds The Dance Of 23 Steps, which is kind of defensively incredible, acting as a free-action Combat Expertise with no detriment (it only applies a penalty to melee attacks, not thrown).  It progresses based on ranks in Perform (Dance), though.
-Sleight-Of-Hand is useful for juggling, due to the errata in the archetype.  It might not be as important with a returning weapon or a Blinkback Belt, though.  This is the most likely candidate for replacement.
-Use Magic Device massively increases the utility of bards.  That's just what it does.  Wands, scrolls, alignment/race-specific-activation items, etc.- you're the person.  It's part of what you do.

I'd like to mention the base Bardic Performances, but I've honestly never played a bard (just a skald, which is pretty different) so I don't have a ton to say there.  Community-Minded is an amazing, every-bard-should-have-this trait, which is a free-but-better Lingering Performance feat.  Actual bard guides'd have more to say on all that.

Penultimate thing I'd like to mention is spells- I put spells for each level, which I recommend based on personal experience.  Of note is Windy Escape, a 1st-level life-saver all the way up until everything has magical weapons (though there're still powerful creatures with natural attacks it might help with), a few of the Finale spells (Saving Finale is especially neat) since Community-Minded means the performance's effects remain, Tongues since this is the party face, and Full Pouch, which I'll some-time write a guide about because it's so fucking broken.  They're generally modular though, based on campaign and desire.

Real quick, because I'm so fuckin into charts, here's a breakdown of by-level attack-and-damage modifiers:





Of particular value, since both Arcane Strike and Bardic Performances are swift actions, is the Corset Of Delicate Moves, a 2000 GP chest-slot item which lets a character take an additional swift action as a move action.

And the last thing I'd like to mention is that the above chart is relevant for both throwing and melee combat.  The language in Startoss Style, verbatim, is:
"Choose one weapon from the thrown fighter weapon group. While using this style and the chosen weapon, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage).
You cannot use this ability if you are carrying a weapon or a shield in your off hand (except for a buckler)."
It says "while using this style and the chosen weapon", with no mention of needing to throw it, and since a starknife's description includes the errata of being both a thrown and a melee weapon, this character remains just as viable in melee(though, again, it's not built to tank).

Geez, this preface is real fucking long.

This, like most of my builds (to me, anyway), feels like it'd be pretty fun to play.  Having most of its abilities- attack, damage, Bardic Performance, spells, Appraise/Bluff/Diplomacy/Knowledge/Perform/Spellcraft/Use Magic Device- all based on CHA is a comfortable kind of power-playing to me.  I think this character would stay relevant for an entire campaign, being above-average and useful in every situation.  It probably shouldn't get into any duels, but if it ended up having to take on a boss or something it has enough tricks to do more than die embarrassingly.

This build created in November of 2016.




Bard (Juggler), Level 20
[must be Chaotic Good and worship Desna]

Race: Aasimar +2 CHA, +2 WIS (+1 Hit Point/+1 Skill Point/+1/6 level regarding specific bard song)

Racial Traits
Celestial Resistance [acid, cold and electricity resist 5 (7 with Unscathed magic trait)]
Incorruptable (cast corruption resistance against evil* once per day at character level, lasts 1 hour/level if on self)
Scion of Humanity (counts as outsider and humanoid, can pass as human)
Skilled (+2 Diplomacy and Perception)
Darkvision 60’

Character Traits/Drawbacks
Drawback: Warded Against Nature (DC 20 Handle Animal to get animals to approach within 30’)
Magic: Unscathed (+2 to each energy resistance)
Race, Adopted (Human): Carefully Hidden (+1 to Will and +2 to saving throws against divination effects)
Regional: Community-Minded (any morale bonuses granted by abilities/spells last 2 additional rounds)

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft (Any), Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (Any), Linguistics, Perception, Perform (Any), Profession (Any), Sense Motive, Sleight Of Hand, Spellcraft, Stealth, and Use Magic Device.

Known Languages: Common, Celestial

1: Bard (Juggler) 2, +1 Hit Point
            BAB: +0
            Base Saves: +2/+3/+4
New Feats: Simple and Martial-Thrown Weapon Proficiencies, Light Armor Proficiency, Fast Reactions (1st), Deflect Arrows, Bardic Performance, Bard Spellcasting, [1st Level Feat] Divine Fighting Technique (Way Of The Shooting Star), [Anti-Hero] Point-Blank Shot
Skills(6): Bluff, Climb, Diplomacy, Perception, Perform (Dance), Use Magic Device
New Spells:    0th Level- Detect Magic, Mending, Message, Prestidigitation
1st Level- Saving Finale, Windy Escape
Base Spells Per Day: 2 Lvl. 1
New Performances: Countersong, Distraction, Fascination, Inspire Courage (+1)
Base Bard Song Action; Rounds/Day: Standard action start, free-action maintain; 8 rounds, lasts two rounds after stopping performance

2: Bard (Juggler) 2, +1 Hit Point
            BAB: +1
            Base Saves: +2/+4/+5
New Feats: Combat Juggling (three items), Evasion
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sense Motive, Use Magic Device
New Spells:    0th Level- Sift
1st Level- Memory Lapse
Base Spells Per Day: 3 Lvl. 1
Base Bard Song Action; Rounds/Day: Standard action start, free-action maintain; 10 rounds, lasts two rounds after stopping performance

3: Bard (Juggler) 3, +1 Hit Point
            BAB: +2
            Base Saves: +3/+4/+5
New Feats: [3rd Level Feat] Weapon Focus (Starknife)
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    0th Level- Read Magic
1st Level- Feather Fall
Base Spells Per Day: 4 Lvl. 1
New Performances: Inspire Competence (+2)
Base Bard Song Action; Rounds/Day: Standard action start, free-action maintain; 12 rounds, lasts two rounds after stopping performance

4: Bard (Juggler) 4, +1 Hit Point
            BAB: +3
            Ability Score Increase: CHA +1 (20)
            Base Saves: +3/+5/+6
New Feats: (none)
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:     2nd – Tongues, (Masterpiece)
Base Spells Per Day: 5 Lvl. 1, 2 Lvl. 2
New Performances: [Bardic Masterpiece] Pageant Of The Peacock
Base Bard Song Action; Rounds/Day: Standard action start, free-action maintain; 15 rounds, lasts two rounds after stopping performance

5: Bard (Juggler) 5, +1 Hit Point
            BAB: +3
            Base Saves: +3/+5/+6
New Feats: Snatch Arrows, [5th Level Feat] Startoss Style (Starknife)
Skills(6): Bluff, Diplomacy, Perception, Sleight Of Hand, Use Magic Device, +1 other
New Spells:     2nd – Glitterdust
Base Spells Per Day: 6 Lvl. 1, 3 Lvl. 2
New Performances: Inspire Courage (+2)
Base Bard Song Action; Rounds/Day: Standard action start, free-action maintain; 17 rounds, lasts two rounds after stopping performance

6: Bard (Juggler) 6, +1 Hit Point
            BAB: +4
            Base Saves: +4/+6/+7
New Feats: Combat Juggling (four items)
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:     2nd – Darkness
Base Spells Per Day: 6 Lvl. 1, 4 Lvl. 2
New Performances: Suggestion
Base Bard Song Action; Rounds/Day: Standard action start, free-action maintain; 19 rounds, lasts two rounds after stopping performance

7: Bard (Juggler) 7, +1 Hit Point
            BAB: +5
            Base Saves: +4/+6/+7
New Feats: (Startoss Style damage bonus increases to +4), [7th Level Feat] Startoss Comet
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    1st – Liberating Command
                        3rd – Arcane Concordance, See Invisibility
Base Spells Per Day: 6 Lvl. 1, 4 Lvl. 2, 2 Lvl. 3
New Performances: Inspire Competence (+3)
Base Bard Song Action; Rounds/Day: Move-action start, free-action maintain; 21 rounds, lasts two rounds after stopping performance

8: Bard (Juggler) 8, +1 Hit Point
            BAB: +6/+1
            Ability Score Increase: CHA +1 (21)
            Base Saves: +4/+7/+8
New Feats: (none)
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    3rd – (Masterpiece)
Base Spells Per Day: 6 Lvl. 1, 5 Lvl. 2, 3 Lvl. 3
New Performances: Dirge Of Doom, [Bardic Masterpiece] The Dance Of 23 Steps
Base Bard Song Action; Rounds/Day: Move-action start, free-action maintain; 23 rounds, lasts two rounds after stopping performance

9: Bard (Juggler) 9, +1 Hit Point
            BAB: +6/+1
            Base Saves: +5/+7/+8
New Feats: [9th Level Feat] Arcane Strike (currently +2)
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    3rd – Purging Finale
Base Spells Per Day: 7 Lvl. 1, 5 Lvl. 2, 4 Lvl. 3
New Performances: Inspire Greatness
Base Bard Song Action; Rounds/Day: Move-action start, free-action maintain; 25 rounds, lasts two rounds after stopping performance

10: Bard (Juggler) 10, +1 Hit Point
            BAB: +7/+2
            Base Saves: +5/+8/+9
New Feats: (Arcane Strike bonus increases to +3), Combat Juggling (five items), Jack-Of-All-Trades
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    2nd – Full Pouch
                        4th – Freedom Of Movement, Primal Scream
Base Spells Per Day: 7 Lvl. 1, 5 Lvl. 2, 4 Lvl. 3, 2 Lvl. 4
Base Bard Song Action; Rounds/Day: Move-action start, free-action maintain; 27 rounds, lasts two rounds after stopping performance

11: Bard (Juggler) 11, +1 Hit Point
            BAB: +8/+3
            Base Saves: +5/+8/+9
New Feats: (Startoss Style damage bonus increases to +6), Fast Reactions (11th), [11th Level Feat] Startoss Shower (currently two targets)
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    1st – Dancing Darkness
4th – Greater Invisibility
Base Spells Per Day: 7 Lvl. 1, 5 Lvl. 2, 5 Lvl. 3, 3 Lvl. 4
New Performances: Inspire Competence (+4), Inspire Courage (+3)
Base Bard Song Action; Rounds/Day: Move-action start, free-action maintain; 29 rounds, lasts two rounds after stopping performance

12: Bard (Juggler) 12, +1 Hit Point
            BAB: +9/+4
            Ability Score Increase: CHA +1 (22)
            Base Saves: +6/+9/+10
New Feats: Improved Evasion
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    4th – Shadowform
Base Spells Per Day: 7 Lvl. 1, 7 Lvl. 2, 5 Lvl. 3, 4 Lvl. 4
New Performances: Inspire Competence (+4), Inspire Courage (+3)
Base Bard Song Action; Rounds/Day: Move-action start, free-action maintain; 32 rounds, lasts two rounds after stopping performance

13: Bard (Juggler) 13, +1 Hit Point
            BAB: +9/+4
            Base Saves: +6/+9/+10
New Feats: [13th Level Feat] Riving Strike
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    3rd – Contingent Action
                        5th – Bard’s Escape, Shadowbard
Base Spells Per Day: 7 Lvl. 1, 7 Lvl. 2, 5 Lvl. 3, 4 Lvl. 4, 2 Lvl. 5
Base Bard Song Action; Rounds/Day: Swift-action start, free-action maintain; 34 rounds, lasts two rounds after stopping performance

14: Bard (Juggler) 14, +1 Hit Point
            BAB: +10/+5
            Base Saves: +6/+10/+11
New Feats: (Startoss Shower maximum targets increase to three), Combat Juggling (six items)
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    2nd – Anti-Summoning Shield
                        5th – Mass Mydriatic Spontaneity
Base Spells Per Day: 7 Lvl. 1, 7 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 3 Lvl. 5
New Performances: Frightening Tune
Base Bard Song Action; Rounds/Day: Swift-action start, free-action maintain; 36 rounds, lasts two rounds after stopping performance

15: Bard (Juggler) 15, +1 Hit Point
            BAB: +11/+6/+1
            Base Saves: +7/+10/+11
New Feats: (Arcane Strike bonus increases to +4), [15th Level Feat] Lingering Performance
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    5th – Greater Dispel Magic
Base Spells Per Day: 7 Lvl. 1, 7 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 4 Lvl. 5
New Performances: Inspire Competence (+4), Inspire Heroics
Base Bard Song Action; Rounds/Day: Swift-action start, free-action maintain; 38 rounds, lasts four rounds after stopping performance

16: Bard (Juggler) 16, +1 Hit Point
            BAB: +12/+7/+2
            Ability Score Increase: CHA +1 (23)
            Base Saves: +7/+11/+12
New Feats: (none)
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    4th – Dimension Door
                        6th – Brilliant Inspiration, Fool’s Forbiddance
Base Spells Per Day: 7 Lvl. 1, 7 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 4 Lvl. 5, 2 Lvl. 6
New Performances: Inspire Competence (+4), Inspire Heroics
Base Bard Song Action; Rounds/Day: Swift-action start, free-action maintain; 40 rounds, lasts four rounds after stopping performance

17: Bard (Juggler) 17, +1 Hit Point
            BAB: +12/+7/+2
            Base Saves: +7/+11/+12
New Feats: Fast Reactions (17th), [17th Level Feat] Precise Shot
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    3rd – Glibness
6th – Overwhelming Presence
Base Spells Per Day: 7 Lvl. 1, 7 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 3 Lvl. 6
New Performances: Inspire Courage (+4)
Base Bard Song Action; Rounds/Day: Swift-action start, free-action maintain; 42 rounds, lasts four rounds after stopping performance

18: Bard (Juggler) 18, +1 Hit Point
            BAB: +13/+8/+3
            Base Saves: +8/+12/+13
New Feats: Combat Juggling (seven items)
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    6th – Dirge Of The Victorious Knights
Base Spells Per Day: 7 Lvl. 1, 7 Lvl. 2, 6 Lvl. 3, 6 Lvl. 4, 5 Lvl. 5, 4 Lvl. 6
New Performances: Mass Suggestion
Base Bard Song Action; Rounds/Day: Swift-action start, free-action maintain; 44 rounds, lasts four rounds after stopping performance

19: Bard (Juggler) 19, +1 Hit Point
            BAB: +14/+9/+4
            Base Saves: +8/+12/+13
New Feats: [19th Level Feat] Signature Skill: Perform (Dance)
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    5th – Vengeful Outrage
Base Spells Per Day: 7 Lvl. 1, 7 Lvl. 2, 6 Lvl. 3, 6 Lvl. 4, 6 Lvl. 5, 5 Lvl. 6
New Performances: Inspire Competence (+6)
Base Bard Song Action; Rounds/Day: Swift-action start, free-action maintain; 46 rounds, lasts four rounds after stopping performance

20: Bard (Juggler) 20, +1 Hit Point
            BAB: +15/+10/+5
            Ability Score Increase: CHA +1 (24)
            Base Saves: +8/+13/+14
New Feats: (Arcane Strike bonus increases to +5), [Signature Skill: Perform (Dance)
 Skill Unlock (20th)- Intimidate], (Startoss Shower maximum targets increase to four)
Skills(6): Bluff, Diplomacy, Perception, Perform (Dance), Sleight Of Hand, Use Magic Device
New Spells:    4th – Horrific Doubles
                        6th – Magnifying Chime
Base Spells Per Day: 7 Lvl. 1, 7 Lvl. 2, 7 Lvl. 3, 6 Lvl. 4, 6 Lvl. 5, 6 Lvl. 6
New Performances: Deadly Performance
Base Bard Song Action; Rounds/Day: Swift-action start, free-action maintain; 49 rounds, lasts four rounds after stopping performance



Tuesday, November 15, 2016

"Greatswording Vital Mutacharger" Fighter, Mutation Warrior; Half-Orc


Self-Interested Preface: Made this character because of the greatsword variant of the Divine Fighting Technique feat, Gorum's Swordsmanship.  It lets a character charging with a greatsword perform a Vital Strike at the end of a charge, which is pretty much pounce (or a stronger version of the Pummeling Style chain, more accurately).  Archetype is Mutation Fighter, which gives it a mutagen and some discoveries in exchange for the armor training class feature.

Its saving throws aren't too bad until level 9, when Armed Bravery boosts Will by a scaling amount, and 17, when Fighter's Reflexes does the same with Reflex saves, making them great.  It doesn't have DR, but Ironhide and the mutagen from its archetype adds some natural armor, and its heavy armor should help, as well as the fact that it goes down the entire Deathless feat chain, ending up with Diehard at 5th, Deathless Initiate to let it keep its actions (with a boost!) when dying at 8th, Deathless Master to avoid taking damage from acting while dying at 9th, and forcing enemies to roll twice and take the lower result for critical confirmation at 12th.  At level 11 it gets Spontaneous Healing, an alchemist discovery that gives free-action fast healing equal to 5 x level per day.

The Vital Strike feat chain is active as soon as possible each level, as is standard for fighters.  There's a chart under the build that denotes base damage by level- by using the mutagen for STR boosts, Vital Strike charging, Power Attack with Furious Focus, and a two-handed weapon, this character's meant to swing once and hit once every round for pretty big damage, remaining relatively mobile and staying alive until actual death.  Something else to note is that the Advanced Divine Fighting Technique version of Gorum’s Swordsmanship, obtained at level 14, makes a vital strike count as continuous damage for the purpose of spellcasting, adding a concentration check equal to 10 + ½ damage + spell level.   At level 14, without any enhancements, this'd be forcing a concentration check between 23 (for having taken minimum damage, casting a 1st-level spell) and 49 (having taken maximum, casting a 9th-level spell).  It'll shut just about any caster down.


Since this heavy-armor-wearing character's meant to use charging to get around, it picks up Dragon Style as early as possible to charge through allies and difficult terrain, and, at level 7, it gets self-activated flight for minutes equal to its level.  At level 13, it gets Charge Through to attempt to overrun enemies in the way of a charge, which should be relatively easy considering this character's massive self-given STR bonuses.

Even though this character only gets one skill point per level and isn't much more versatile than "combat-only", I think it'd be fun and effective to play as the big stupid fighter in a combat-heavy campaign and would work well as a mobile tank, caster-disabler, and damage-dealer.

This build created in November of 2016.

Fighter (Mutation Warrior) Level 20
(worships Gorum, god of war; must be Chaotic Neutral)

Race: Half-Orc, +2 STR (+1 Hit Point/+1 Skill Point/+2 to rolls to stabilize when dying)

Racial Traits
Fey Thoughts (Fly and Perception become class skills)
Sacred Tattoo (+1 luck bonus to all saving throws)
Shaman’s Apprentice (Endurance feat)
Orc Blood (counts as human and orc for the purposes of racial effects)
Darkvision 60’

Character Traits/Drawbacks
Drawback: Paranoid (allies must make DC 15 check to successfully aid-another you)
Faith: Fate’s Favored (+1 to any luck bonuses)
Magic: Enduring Mutagen (mutagen bonuses and penalties last additional minute per level)
Race (Half-Orc): Legacy Of Sand (+1 to Will saving throws)
        


Class Skills: Acrobatics, Bluff, Climb, Craft (Any), Fly, Handle Animal, Heal, Intimidate, Knowledge (Engineering), Knowledge (Local), Perception, Profession (Any), Ride, Sense Motive, Sleight Of Hand, Survival, Stealth, and Swim.

Known Languages: Common, Orc



1: Fighter (Mutation Warrior) 1 (d10 Hit Die), +1 Hit Point
            BAB: +1
            Base Saves: +7/+3/+3
New Feats: Simple and Martial Weapon Proficiencies, Light, Medium and Heavy Armor Proficiencies, Shield and Tower Shield Proficiency, Endurance, [1st Level Feat] Power Attack, [Fighter 1st] Furious Focus
Skills(1): Acrobatics

2: Fighter (Mutation Warrior) 2, +1 Hit Point
            BAB: +2
            Base Saves: +8/+3/+3
New Feats: Bravery (+1), [Fighter 2nd] Improved Unarmed Strike
Skills(1): Acrobatics

3: Fighter (Mutation Warrior) 3, +1 Hit Point
            BAB: +3
            Base Saves: +8/+4/+4
New Feats: Mutagen, [3rd Level Feat] Dragon Style
Skills(1): Acrobatics


4: Fighter (Mutation Warrior) 4, +1 Hit Point
            BAB: +4
            Ability Score Increase: STR +1 (20)
            Base Saves: +9/+4/+4
New Feats: [Fighter 4th] Divine Fighting Technique (Gorum’s Swordsmanship)
Skills(1): Perception

5: Fighter (Mutation Warrior) 5, +1 Hit Point
            BAB: +5
            Base Saves: +9/+4/+4
New Feats: Weapon Training (Heavy Blades) (+1), [5th Level Feat] Diehard
Skills(1): Perception

6: Fighter (Mutation Warrior) 6, +1 Hit Point
            BAB: +6/+1
            Base Saves: +10/+5/+5
New Feats: Bravery (+2), [Fighter 6th] Vital Strike
Skills(1): Perception

7: Fighter (Mutation Warrior) 7, +1 Hit Point
            BAB: +7/+2
            Base Saves: +10/+5/+5
New Feats: [Mutagen Discovery 7th] Wings, [7th Level Feat] Ironhide
Skills(1): Fly

8: Fighter (Mutation Warrior) 8, +1 Hit Point
            BAB: +8/+3
            Ability Score Increase: CON +1 (17)
            Base Saves: +11/+5/+5
New Feats: [Fighter 8th] Deathless Initiate
Skills(1): Fly

9: Fighter (Mutation Warrior) 9, +1 Hit Point
            BAB: +9/+4
            Base Saves: +11/+6/+8
New Feats: Weapon Training (+2), [Advanced Weapon Training] Armed Bravery, [9th Level Feat] Deathless Master
Skills(1): Fly

10: Fighter (Mutation Warrior) 10, +1 Hit Point
            BAB: +10/+5
            Base Saves: +12/+6/+9
New Feats: (Armed) Bravery (+3), [Fighter 10th] Improved Overrun
Skills(1): Fly

11: Fighter (Mutation Warrior) 11, +1 Hit Point
            BAB: +11/+6/+1
            Base Saves: +12/+6/+9
New Feats: [Mutagen Discovery 11th] Spontaneous Healing, [11th Level Feat] Improved Vital Strike
Skills(1): Fly

12: Fighter (Mutation Warrior) 12, +1 Hit Point
            BAB: +12/+7/+2
            Ability Score Increase: STR +1 (21)
            Base Saves: +13/+7/+10
New Feats: [Fighter 12th] Deathless Zealot
Skills(1): Fly

13: Fighter (Mutation Warrior) 13, +1 Hit Point
            BAB: +13/+8/+3
            Base Saves: +13/+7/+10
New Feats: Weapon Training (+3), [Advanced Weapon Training] Warrior Spirit, [13th Level Feat] Charge Through
Skills(1): Fly

14: Fighter (Mutation Warrior) 14, +1 Hit Point
            BAB: +14/+9/+4
            Base Saves: +14/+7/+11
New Feats: (Armed) Bravery (+4), [Fighter 14th] Advanced Divine Fighting Technique (Gorum’s Swordsmanship)
Skills(1): Fly

15: Fighter (Mutation Warrior) 15, +1 Hit Point
            BAB: +15/+10/+5
            Base Saves: +14/+8/+12
New Feats: [Mutagen Discovery 15th] Greater Mutagen, [15th Level Feat] Greater Overrun
Skills(1): Fly

16: Fighter (Mutation Warrior) 16, +1 Hit Point
            BAB: +16/+11/+6/+1
            Ability Score Increase: STR +1 (22)
            Base Saves: +15/+8/+12
New Feats: [Fighter 16th] Greater Vital Strike
Skills(1): Fly

17: Fighter (Mutation Warrior) 17, +1 Hit Point
            BAB: +17/+12/+7/+2
            Base Saves: +15/+12/+12
New Feats: Weapon Training (+4), [Advanced Weapon Training] Fighter’s Reflexes, [17th Level Feat] Lunge
Skills(1): Fly

18: Fighter (Mutation Warrior) 18, +1 Hit Point
            BAB: +18/+13/+8/+3
            Base Saves: +16/+13/+14
New Feats: (Armed) Bravery (+5), [Fighter 18th] Weapon Focus (Greatsword)
Skills(1): Fly

19: Fighter (Mutation Warrior) 19, +1 Hit Point
            BAB: +19/+14/+9/+4
            Base Saves: +16/+13/+14
New Feats: [Mutagen Discovery 19th] Grand Mutagen, [19th Level Feat] Penetrating Strike
Skills(1): Fly


20: Fighter (Mutation Warrior) 20, +1 Hit Point
            BAB: +20/+15/+10/+5
            Ability Score Increase: WIS +1 (12)
            Base Saves: +17/+13/+15
New Feats: Weapon Mastery (Greatsword), [Fighter 20th] Greater Penetrating Strike 
Skills(1): Fly