Friday, April 25, 2014

Fire Blaster (Sorcerer Build)

Fire Blaster

Half-Orc Sorcerer (Gold Dragon/Orc Bloodline; Tattooed/Crossblooded Archetypes)
Burn Baby Burn

Okay, so you are playing a sorcerer so you can blow things up. That's fine, I get it. This guy should do the trick. It's hard for a sorcerer to do more damage than this. You are going to be rocking encounters like no other. All that specialization means that you are going to have to come up with something else against fire resistant enemies, but being a sorcerer means that you can cast on the fly if that ever happens.

Note: There is some rules discussion on if you can be tattooed and crossblooded. Ask your GM what he thinks before using this build.


1: Spell Focus - Evocation, Varisian Tattoo: Evocation from Tattooed Sorcerer
3: Greater Spell Focus - Evocation
5: Heighten Spell
7: Intensify Spell
9: Empower Spell
11: Spell Penetration
13: Greater Spell Penetration, Bloodline Feat: Quicken
15: Spell Perfection
17: Dazing Spell
19: Anything You like, Bloodline Feat: Improved Initiative


Cha > Dex > Con > Intelligence/Wisdom > Strength

As long as you buff up Charisma and keep constitution and dexterity positive, you should be fine.

20 Pt Buy
: 8
Dex: 14
Con: 14
Int: 9
Wis: 10
Cha: 19 (17+2)

Spellcraft, use Magic Device, and Fly are all must have. It's also worth pumping Intimidate, Bluff, and Diplomacy, given that your charisma modifier will do some of the work for you. Skills are not exactly your strong suit, so choose wisely

Magical Lineage: Fireball
Reactionary: +2 Initiative


Level 0
Take your pick. None of these are necessary, but use what you will.
Detect Magic
Read Magic
Spark - Not really necessary, but it fits.
Ray of Frost
Ghost sound
Mage Hand

Level 1
Burning Hands - Finally, we have some fire damage. Not great, but it will do for now.
Magic Missile - Here is something to fall back on if you are up against someone with fire immunity.
Color Spray - Always a favorite.
Charm Person - Always useful
Mage Armor - Just in Case
Shield - Just in case.
Flare Burst Cause Fear

Level 2
Scorching Ray:
Burning Arc:
Flaming Sphere:
Protection from Evil/Good/Order/Chaos:
Summon Monster II

Level 3
Fireball - Here it is, your bread and butter. Specialize, greater specialize, all that good stuff.

Level 4
Anything you like

Level 5
Fire Snake, All the way

Level 6
Hellfire - It's a little unclear what half fire, half unholy power means in terms of your buffs. Best case scenario, your buffs activated and it still deals half damage against fire immune creatures.


Take the Half-Orc preferred class bonus for Sorcerers at every level. That's going to be +1/2 damage per level for fire spells.

The Gold Dragon Bloodline allows you to deal an additional 1 damage on fire attacks for each die rolled. That's great!

The Orc Bloodline allows you to deal an additional 1 damage for each die rolled. That's also great! It also provides a litany of neat bonuses, and gives you better bloodline spells than Draconic bloodline.

Tattooed Sorcerer allows you to get Varisian Tattoo for free! It also allows you to specialize in specific spells (fireball)

Wednesday, April 16, 2014

Bard Skill Monkey (Bard Build)

Bard Skill-Monkey

Human Bard 19/ Urban Ranger 1

Here is a classic bard skill monkey who dips urban ranger to gain class skill in every skill in the game save fly. In combat he inspires courage, enchants his enemies, and as a last resort shoots with his bow. Gets 10 skill points per level, and gets all the Bard skill goodies.


Importance of attributes. Cha>Dex/Int>Con>Str>Wis
All bonuses go into charisma.

15 Point Buy
: 10
DEX: 14
CON: 12
INT: 14
WIS: 8
CHA: 16 (14+2)

20 Point Buy
: 12
DEX: 14
CON: 14
INT: 14
WIS: 8
CHA: 16 (14+2)

25 Point Buy
STR: 12
DEX: 14
CON: 14
INT: 14
WIS: 8
CHA: 18 (16+2)


Savannah Child: Handle Animal: Give you +1 in handle animal and makes it a class skill.
Reactionary: Gives you +2 to initiative, letting you buff your allies earlier.


1: Lingering Performance, Point Blank Shot
3: Spell Focus (Enchantment)
5: Greater Spell Focus (Enchantment)
7: Weapon Focus (Longbow)
9: Precise Shot
11: Discordant Voice
13: Rapid Shot
15: Persistent Spell
17: Dodge
19: Iron Will

Suggested Gear

Composite Longbow, Lamellar Armor. Anything that buffs performances or charisma. Bracers of Falcon Aim. Metamagic Quick Rod is also awesome for enchantment do-overs.


Grab a bunch of enchantment spells, such as charm monster/person, then go nuts!

What the Build Looks Like at...
This assumes a 20 point buy and no magic items

Level 1: Nothing too exciting yet. 10 skill points, 10 Hp, 16 AC. Can cast 2 level 1 spells a day with a DC of 14. Doesn’t even have proficiency in the longbow yet, but attacks with a heavy crossbow at +2 (d10).

Level 4: 39 skill points, and has a class skill of every skill in the game except for fly. 32 Hp, 16 AC. Can cast 4 level 1 spells a day with a DC of 14 (15 enchantment). Attacks with a longbow at +5 (d8+1)

Level 8: 79 skill points. 60 Hp, 16 AC. Can cast 2 level 3 spells a day with a DC of 17 (19 enchantment). Attacks with a longbow at +9/+4 (d8+1)

Level 12: 119 skill points. 88 Hp, 16 AC. Can cast 3 level 4 spells a day with a DC of 18 (20 enchantment). Attacks with a longbow at +12/+7 (d8+1)

Level 16: 159 skill points. 116 Hp, 16 AC. Can cast 4 level 5 spells a day with a DC of 20 (22 enchantment). Attacks with a longbow at +13/+13/+8/+3 (d8+1)

Level 20: 199 skill points. 144 Hp, 17 AC. Can cast 4 level 6 spells a day with a DC of 21 (23 enchantment). Attacks with a longbow at +16/+16/+11/+6 (d8+1)


Out of combat, you have a wide variety of options, as is the point. with 10 skill points a level and all skills as class skills save fly, you’ll be golden.

In combat, priority number one is to start inspiring courage or using some other bardic performance. Next, you want to enchant your enemies. If that doesn’t work, start shooting them with your mediocre bow.

Guide to the Builds
Comprehensive Guide to the Guides

Monday, April 14, 2014

Debuffer Witch (Witch Build)

Debuffer Witch
Human Witch with the Insanity Patron
The Best Way to Drive your GM Crazy

Classic Witch who is heavily hex focused. She gets up Evil Eye, Misfortune, and cackles her way through slumber and the rest. She also has some healing powers and the fortune hex to help her buddies.

Attributes (with Racial Modifier)


15 Point Buy
: 7
DEX: 14
CON: 14
INT: 18 (16+2)
WIS: 13
CHA: 7

20 Point Buy
STR: 7
DEX: 14
CON: 14
INT: 20 (18+2)
WIS: 11
CHA: 7

25 Point Buy
STR: 7
DEX: 14
CON: 16
INT: 20 (18+2)
WIS: 11
CHA: 7


Reactionary: +2 to initiative
Indomitable Faith: +1 Will saves


1: Extra Hex, Improved Initiative, Evil Eye, Cackle
2: Misfortune
3: Extra Hex: Fortune
4: Slumber
5: Accursed Hex
6: Flight
7: Combat Casting
8: Healing
9: Quicken Spell
10: Agony
11: Split Hex
12: Ice Tomb
13: Spell Penetration
14: Major Healing
15: Greater Spell Penetration
16: Ward
17: Dodge
18: Life Giver
19: Split Major Hex
20: Death Curse


Level 1:
Ill Omen: Which can be quickened, while Misfortune can not. Ill omen will allow you to pop Misfortune on.
Cure Light wounds
Mage Armor: Pretty Vital to staying alive

Level 2:
Cure Moderate Wounds
Vomit Swarm
Web: For dealing with groups of enemies.
Level 3:
Ray of Exhaustion
Sleet Storm: For dealing with groups.
Stinking Cloud: For dealing with groups.
Summon Monster III

Level 4:
Black Tentacles: For dealing with groups.
Confusion: For dealing with groups.
Crushing Despair: For dealing with groups.
Dimensional Door
Summon Monster IV
Level 5:
Magic Jar

Level 6:
Raise Dead: For your buddies!

Level 7 - 9:
Grab the usual, focusing on area attacks.


Let’s get a greensting scorpion for the initiative bonus.


Grab the Cackling Hag’s Blouse. Only 6,000 and it allows you to use cackle as a swift action twice per day. Awesome for that second round of combat when you want to reposition. Beyond that, grab some intelligence boosting stuff! Ring of invisibility can be fun too, if you have already laid down your negative hexes and will spend the rest of combat cackling and healing your allies.

What the Build Looks Like at...
Assumes a 20 point buy and mundane gear.

Level 1: With Improved initiative, we are rocking a +12 initiative bonus. Evil Eye only has a DC of 15 for now, but Cackle can extend even a successful will save into a permanent penalty.

Level 4: Before combat, Fortune all your allies (and yourself), then cackle every turn to maintain it. That’s a free D20 re-roll for all! Evil Eye and Misfortune the enemy, then slumber - all have DC 17. We pretty much have our bread and butter for the rest of the show.

Level 8: The DC of our Hexes is now 20. We can fly, and heal our allies, and cast 3 level 4 spells.

Level 12: We get two great bonuses by level 12. Split Hex, which allows us to to target two creatures with our hexes. And Agony, which gives us nauseated in hex form. You know, the one that prevents enemies from taking standard actions. We’ve also got Ice tomb. DC 22.

Level 16: Major Healing and Ward give makes us more friends amongst the party. Casting 2 level 8 spells a day. DC for all Hexes is 25.

Level 20: Now we have reincarnate and Death Curse. All DCs are 27.


You can fortune all of your allies, and yourself, before combat, then maintain it through combat with Cackle (Ward somebody at level 16 as well). You are excellent at debuffing - First turn, apply evil eye to saves (if you think you need to, second turn apply Misfortune. Then cackle away, and perhaps use slumber?

Hexes are great against single targets. What happens when you have a group of enemies? Time to rely on spells like web and Black Tentacles. Of course, you can still use fortune and Ward.

Also, we can heal without expending resources, which is very nice. It’s not too much healing, but it’s useful.

Guide to the Builds
Comprehensive Guide to the Guides