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
 


3 comments:

  1. Hey, I want you to know I also spend hours in my head making pathfinder character builds, I also find it weird and enthralling and entertaining. Your blog posts are appreciated and enjoyed, at least by this one dude.

    Some potential build ideas I've been rolling around in my head you are welcome to have fun with and post. I'm usually into non-magic weird physical builds, maybe you can improve them.

    Strangler/snake striker brawler with the charging stag style and and sap master whose only purpose is to strange and knock people out, ustilize monk weapon (dan bo?) for the sap feats double damage double sneak attack on non leather grapple checks. Crazy (or one level of constible from the cavileer?)
    another option on this build would be 2 levels of canaibal barbarian for the raging grappler feat: charge(stag style+raging grappler)attack followed by additional attack with sneak d6, next round rediculous damage

    halfing jinxer witcher (poison archtype) poisons and delivers hex spells with jinxes


    grippli fall damage based terracotta monk using feats from heroes of the wild and glide, centered around the branch pounce feat, potentionally insane falling damage.

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  2. maximized reroller using ether shaman, witch (misfortune hex), cleric domans (luck) channeling (rerolling feat) and archtypes follwed up with a monk that is a combination of lotus, sensei, ki mystic for rediculous rerolls, also possibily inqusitor with the preacher archtype. luck fimillar...so many things, human for sure, luck based rerolling racial feats.

    mad bomber summoner (pyroclast/broodmaster 7) and alchemist (sapper) 13 to make flying summons who explode on impact (using implant bomb feat) also level 7 for 1d3 summons of arbiters who deal 3d6 then can be exploded with spell.

    sensate warrior, full progression with 12+ feats(power attack first), meditation chain (slow time) and heroic inteposition, all tied to the advanced weapon training feat that lets you have multiple uses of once a day feats (you must have gloves to dueling with this archtype for +3), lovely flavor, fighter meditates first round then can immediately move to threated ally, monster. Lets you use all weapons and mediem armor for more fun. Barroom brawler, critical versitality post level 10 make him rediculous, followed by standard weapon focus, iron will, heroic recovery feats. Didnt even choose a style feat! (astectic style for monk fist debuffs? archon style would be great with a hand free, swift refuge is best with your build for multiple debuffs to attacks a day, if you had the feats a combination of archon would be amazon) Side step and landing roll? you do have mobility, lots of options.


    consilgure rogue 2/velvet blade slayerx with all kinds of deplomacy feats, most importantly truce. probably the most evil character ive ever made, utilize ranger menacing feats through slayer?) elderitch heritage line for all lanuages at level 11


    mezmerist(undead archytpe) 3/ghost riderx charisma based caviller that rides a ghost mount and uses the mezmerist stare to empower his gaze attack.


    antipaladin 4/ghost riderx/mezmerist 3 for an anti fear (removes immunity) intimidate based character, uses the diabolical negotionater feat, comergan smash and felling blow to stagger aoe enemies everywhere, same feats can be applied to the above ghost rider.


    Old man radius Magus(kensai) archtype that uses the elven battle feat line to get INT to EVERYTHING. would love to make him non magic but i could never find a good combo, additional options would be swashbuckler (inspired, hidden blade archtypes) with a dip into duelist for the armor. Not bad honestly.

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  3. eigebreaker(fighter)3Bloodrager(various archtypes)X with the infernal bloodline for insane stregth bonuses, and enlarge person, many feats based around bullrushing and overrunning (plus bullete combat style) for insane damage bonuses based of stregth everytime he charges and bullrushes, not sure if stacks. Probably orc for sure, heavily armored.



    a million times over some kind of AOO character based on improved trip, vicious stomp, ki throw. probably flowing monk, but also went into looking at snake sriker (brawler) and japping style feat lines, plus snake and panther style lines. So many AOO'. Also now have the brute style chain


    wooo..done typing now, maybe these will inspire you! your character builds have inspired me!

    ReplyDelete