Debuffing Tank Build -- thoughts


Advice


I'm running this build through Rise of the Rune Lords and just hit level3
Party includes a Buffing Bard, a twf dex based unchained rogue, a fighter archer, a control/blaster sorcerer (psychic bloodline for fear affect), and a magus.

Since we don't have a tank, I built one. We also don't have a healer, so I'm performing spot heals after combat.

Race Kitsune
Starting Stats (25pt buy)
Str 5
Int 10
Wis 10
Dex 18
Con 12
Char 20

Projected Stats at level 9:

Ac = 34
5 attacks at = +15, 1d4+7+2d6 (with an extra +5/5 from the bard)
saves Fort = 19, Ref = 24, Will = 16

Traits
Family Heirloom (starknife)
Reactionary (initiative)

1: Herbalist Oracle with Draconic Mystery
2: Unchained Scaled fist Monk
3: Unchained Thug Rogue
4: Unchained Thug Rogue
5: Shifter
6: Enlightened Paladin
7: Enlightened Paladin
8: Unchained Thug Rogue
9: Unchained Thug Rogue

feats:
1: Divine Fighting Feat (retrain to WF Bite at level 5)
Monk 1: IUS
Monk 1: Combat Reflexes
3: Vicious Stomp
Rogue 1: Weapon Finesse
Rogue 2: Diabolic Style
5: Dazzling Display
7: Extra Revelation: Dragon Claws
Rogue 4: Mein of Despair
9: Shattered Defenses

Level 1:

Walking around with my starknife, +5 to attack, dealing 1d4+5 damage, AC 20, lay on hands 6/day and ability to cast murderous command/cure light multiple times a day.
Playing similar to a paladin

Heirloom trait gives me proficiency in starknife
Divine fighting feat give me the ability to fight

Level 2:

Toss off my armor, grab a wand of mage armor to have the sorcerer use on me when we are getting ready to walk into a dangerous area.
AC is now 23

Level 3:

Grab a level of rogue, SA is nice, but the Thug intimidate bonus is better.
Grab Vicious stomp to prep for level 4.
I deal almost no damage with this attack, 1d6-3 -- but my starknife is still rocking it

level 4:

Grab a second level of rogue - evasion is nice, but so is the rogue talent ninja trick : style master: Diabolic Style ...
Now, when I trip someone, they need to make a will save or by staggered for a round.

level 5:

Grab a level of Shifter: I now have a gore and slam attack and my kitsune bite attack

Assuming we get gold, as the first few levels have been pretty sparse, I buy an amulet of mighty fist: agile, and perform some retraining shenanigans.
Level 5 feat = WF IUS
Retrain Divine Combat Feat into Dazzling Display.

Combat options:
Dazzling Display: Intimidate all enemies for multiple rounds
Trip/stagger anyone -- remember, that you can replace any attack with a trip attack, and I am currently up to 3 natural attacks/round)

level 6:

Picking up a level of Enlightened Paladin

Kind of a blah level honestly

level 7:

Picking up my second level of Enlightened Paladin ... which means more retraining shenanigans.

With Paladin giving me a second pool of lay on hands, no need for the first set.
Retrain Herbalist Oracle into Dual Cursed Oracle -- which lets me switch my mystery from Lay on Hands to Misfortune.
Extra Revelation: gaining Dragon claws ... now up to 5 attacks / round
Grace with my charisma means uber-high saves

I can stunning fist, intimidate, trip, stagger my enemies.

level 8:

Back to picking up a level of rogue/thug ... one more die of sneak attack
which I can give up to make the enemy sickened (thug)

I can stunning fist, intimidate, sicken, trip, stagger my enemies.

level 9:

Another level of Rogue
Shattered Defenses ... SA heaven but more importantly, flatfooted means lower CMD
Retrain Class Feature -- switch curse from powerless to another one, as I have uncanny dodge through rogue)

Rogue talent: Mien of Despair

Debilitating injury ...
I can stunning fist, intimidate, sicken, trip, stagger my enemies, they get no morale bonuses, and more penalties to hit or loss of AC.

Gear
Most important piece of gear is the amulet of mighty fist: agile
After that, it is normal stuff (headband, belt, etc.)
Buying a ring of revelation at level 7 means I get Mien of despair through extra rogue talent level 7, and level 8 i choose combat feat: shatter defenses.


So I've always liked the idea of a debuff tank so I've made quite a few but I'm at a loss on how you are tripping people, you don't have improved trip or any significant bonus to CMB in the first place. As far as I can tell Weapon Finesse doesn't apply to combat maneuvers because of the existence of the agile maneuvers feat. So without any reliable way to knock enemies prone barring command vicious stomp looks kind of looks a wasted feat to me. Other than that I love the mix of healing and debuff whilst remaining difficult to hit but still a threat.


I'm unsure how/why you think your Starknife deals 1d4+5 damage at level 1.

What I see is a -3 strength modifier and a +4 dex modifier. The starknife is a thrown weapon, it will uses dex to attack and strength to damage (as I don't see anything you've done to change that).

So your weapon will deal 1d4-3. Until you pick up a level of unchained rogue, and then when you make a melee attack you get to add your dex modifier. When you make a thrown weapon attack, you still don't.


Claxon wrote:

I'm unsure how/why you think your Starknife deals 1d4+5 damage at level 1.

What I see is a -3 strength modifier and a +4 dex modifier. The starknife is a thrown weapon, it will uses dex to attack and strength to damage (as I don't see anything you've done to change that).

So your weapon will deal 1d4-3. Until you pick up a level of unchained rogue, and then when you make a melee attack you get to add your dex modifier. When you make a thrown weapon attack, you still don't.

Its the divine fighting style it replaces too hit and damage on star knives with charisma.

Dark Archive

2 levels Cavalier will get you dazzling display as a standard action

Silver Crusade

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It requires a permissive GM to allow you to be a Paladin of Desna.


PCScipio wrote:
It requires a permissive GM to allow you to be a Paladin of Desna.

That's a good point.

You can't be a paladin (LG) and worship Desna (CG) to get her divine fighting technique with Starknives. That's pretty incompatible.

Now, the feat is dropped at level 5. But changing your deity mid campaign would typically require some good reason to do so.

If I were your GM this would require extended roleplaying with good reasons for you to leave behind Desna and switch to a lawful good deity instead.

From a practical standpoint, I would say you can't build around this happening.


meyerwilliam wrote:

I'm running this build through Rise of the Rune Lords and just hit level3

Party includes (five other PCs)
(...)
Starting Stats (25pt buy)

Rise of the Runelords was created with 4 players in mind, using 15-point buy and just the Core Rulebook (respective its D&D 3.5 counterpart).

So unless the GM is really infamous for increasing difficulty, you can relax.


Critical Assessment wrote:
So I've always liked the idea of a debuff tank so I've made quite a few but I'm at a loss on how you are tripping people, you don't have improved trip or any significant bonus to CMB in the first place. As far as I can tell Weapon Finesse doesn't apply to combat maneuvers because of the existence of the agile maneuvers feat. So without any reliable way to knock enemies prone barring command vicious stomp looks kind of looks a wasted feat to me. Other than that I love the mix of healing and debuff whilst remaining difficult to hit but still a threat.

https://www.d20pfsrd.com/feats/combat-feats/weapon-finesse-combat/

Weapon Finesse applies to CMB with finessable weapon per the link provided above.

The buffing bard is proving a +2 at the moment, flanking, charging, and going first helps. I might not be able to vs bosses, but as I level, the stackable bonuses should outweigh the lack of feats/etc. (stunning fist and shattered defenses both lower most enemies CMD as they lose their dex)

Thanks, glad you like it

Name Violation wrote:
2 levels Cavalier will get you dazzling display as a standard action

I wish I could afford that, would free up two feats, but unsure where I can fit that in -- it was part of my original build, but swapped it out when I just bit the bullet ... the other parts of the build are too crunchy for me.

Claxon wrote:
PCScipio wrote:
It requires a permissive GM to allow you to be a Paladin of Desna.

That's a good point.

You can't be a paladin (LG) and worship Desna (CG) to get her divine fighting technique with Starknives. That's pretty incompatible.

Now, the feat is dropped at level 5. But changing your deity mid campaign would typically require some good reason to do so.

If I were your GM this would require extended roleplaying with good reasons for you to leave behind Desna and switch to a lawful good deity instead.

From a practical standpoint, I would say you can't build around this happening.

Good catch, though I own the books, I rarely use them and instead use the srd, quicker/easier to find what I'm looking for -- and I fall into these traps occasionally, having said that ...

Per Weapon Master's Handbook, it says "Although each deity’s divine fighting technique is primarily preserved and passed on by her faithful, worship is not required to learn one. Instead, these fighting styles simply require a certain manner of looking at the world and specific combat training."

So, around the time I give up the divine fighting feat, I no longer match the fighting style due to the switch to natural attacks ... which means it's a simple hop-skip-and-jump to a new AL (L instead of C) -- could even pick up a couple ranks in knowledge religion to learn how amazingly awesome (LG deity is) and switch that way.

If I were a cleric, warpriest, or any other class that worships a deity, this would be a lot more difficult to stomach.

Sovereign Court

meyerwilliam wrote:
Good catch, though I own the books, I rarely use them and instead use the srd, quicker/easier to find what I'm looking for -- and I fall into these traps occasionally, having said that ...

Then use Archives of Nethys. Not only does it not strip out copywritten material, it's actually the official SRD.

If you go to the Pathfinder tab at the top of the Paizo webpage, and click on online rules, it takes you to AON. It doesn't contain 3rd party material though.

Silver Crusade

My impression is that there's a fair number of giants in RotRL, so you're likely to face some high CMDs when you attempt to trip opponents.

Dark Archive

you THIS feat?

Divine Fighting Technique
Desna's Shooting Star

Among the divine fighting manuals of the Inner Sea, few are as ancient as Clamor of the Spheres, a collection of fighting techniques favored by Desna’s faithful. True to its name, the manual focuses on interpreting the chaos and sounds of combat, but nevertheless provides insightful and downright brilliant methods of defense with Desna’s favored weapon, using techniques that treat a fight with a starknife more as a beautiful dance than a battle.

Optional Replacement: A chaotic good bard of at least 2nd level who worships Desna can replace a versatile performance with the following initial benefit.

Initial Benefit: You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don’t modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score).

Grand Lodge

What is your to hit at level 9?
Bab +6/+1 dex +5? Enchantment +1? Weapon focus bite +1 (prerequest for dazzling display)
Total around +13/+8 at level 9 for bite and +12 on the rest of your natural attacks.
I think your Tank will need more to hit bonuses to be relevant.


Claxon wrote:
PCScipio wrote:
It requires a permissive GM to allow you to be a Paladin of Desna.

That's a good point.

You can't be a paladin (LG) and worship Desna (CG) to get her divine fighting technique with Starknives. That's pretty incompatible.

This is not correct.

Clerics are required to be within 1 step of their deity's alignment, Paladins are not. You can absolutely be a Paladin who worships Desna.

In Pathfinder Society Paladins (and all divine classes) must be within 1 step of their deity's alignment, and a few of the Devs have said that the way they play is the same ...

... However ...

Paladin's are a part of the Core Rulebook and they still have not - in over a decade - changed the restrictions on Paladins in the rules to say that they can't worship Chaotic good gods.

So check with your GM, but by the rules of the game it's fine.

Grand Lodge

Str. 5 is a serious handicap. Expect your GM to remind you of this - I would with no mercy!
You will be medium loaded at 17 lbs and heavy loaded at 34 lbs.
The smallest bag of holding (I) weights 15 pounds so if you want boots and cloth you will hit medium load.
And if you use reduce person to become size small you carry capacity will be 11x 3/4= 8 lbs for medium load and 15 lbs (21x 3/4) for heavy load.

Table: Encumbrance Effects
Load
Medium: max dex: +3 Check Penalty –3 Speed 20 ft. run ×4
Heavy: max dex: +1 Check Penalty –6 Speed 20 ft. run ×3

You lose you cha bonus to AC when medium loaded and gets a max dex of +3.
So much for the Tank.


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MrCharisma wrote:
Clerics are required to be within 1 step of their deity's alignment, Paladins are not. You can absolutely be a Paladin who worships Desna.

Well, no CG deity has ever received a paladin code afaik. Only LG, LN (Abadar), and NG (Sarenrae, Shelyn) deities have them, which implies those are the only deities that have paladins.

A LG Paladin of a CG deity is unironically a heretic. The ideals of paladins are too much of a conflict with the core philosophies of a CG deity. If you truly are a devout follower of Desna then you would preach and live by a doctrine that pushes your actions towards Chaotic and Good. Not Lawful.

Which is why there are no paladins of CG deities.


meyerwilliam wrote:

Good catch, though I own the books, I rarely use them and instead use the srd, quicker/easier to find what I'm looking for -- and I fall into these traps occasionally, having said that ...

Per Weapon Master's Handbook, it says "Although each deity’s divine fighting technique is primarily preserved and passed on by her faithful, worship is not required to learn one. Instead, these fighting styles simply require a certain manner of looking at the world and specific combat training."

So, around the time I give up the divine fighting feat, I no longer match the fighting style due to the switch to natural attacks ... which means it's a simple hop-skip-and-jump to a new AL (L instead of C) -- could even pick up a couple ranks in knowledge religion to learn how amazingly awesome (LG deity is) and switch that way.

If I were a cleric, warpriest, or any other class that worships a deity, this would be a lot more difficult to stomach.

Ehhh....that's going to take GM buy in. I wouldn't assume your plan works.

If I were your GM I would tell you no, you have to worship the deity the divine fighting style is associated with.

MrCharisma wrote:
Claxon wrote:
PCScipio wrote:
It requires a permissive GM to allow you to be a Paladin of Desna.

That's a good point.

You can't be a paladin (LG) and worship Desna (CG) to get her divine fighting technique with Starknives. That's pretty incompatible.

This is not correct.

Clerics are required to be within 1 step of their deity's alignment, Paladins are not. You can absolutely be a Paladin who worships Desna.

In Pathfinder Society Paladins (and all divine classes) must be within 1 step of their deity's alignment, and a few of the Devs have said that the way they play is the same ...

... However ...

Paladin's are a part of the Core Rulebook and they still have not - in over a decade - changed the restrictions on Paladins in the rules to say that they can't worship Chaotic good gods.

So check with your GM, but by the rules of the game it's fine.

Yeah, no. While you're technically correct that nothing bars a paladin from worshipping a non-LG god the general assumptions are that you're playing in the Golarion setting and Desna doesn't have Paladins. This is the kind of thing you would absolutely have to run by a GM.

And if it's not already obvious, I would definitely say no.


SheepishEidolon wrote:
meyerwilliam wrote:

I'm running this build through Rise of the Rune Lords and just hit level3

Party includes (five other PCs)
(...)
Starting Stats (25pt buy)

Rise of the Runelords was created with 4 players in mind, using 15-point buy and just the Core Rulebook (respective its D&D 3.5 counterpart).

So unless the GM is really infamous for increasing difficulty, you can relax.

^^^ This. As a GM of multiple games of Rise of the Runelords, you guys are so overtuned that any GM NOT increasing difficulty is asking for a boring game. Simply having access to anything beyond the Core Rulebook makes this campaign a breeze on it's own.

That being said, I see the appeal of min/maxing. There is a lot of RP issues with this build, but from a theoretical standpoint. Secondly, carry capacity makes this build buckle and will likely need increased.

Taking Noble Scion for Scion of War's "Use your charisma modifier to adjust initiative checks instead of your Dexterity modifier" could be a good addition to the build in place of the obvious conflict of being a paladin of Desna + taking her divine fighting technique.


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I just don't see it working the way you think it will.

The Strength is unnecessarily pathetic. Why would you ever do that to yourself? A Spider Swarm is pretty much guaranteed to kill you until you get your Paladin levels. You don't even have Leadership, so you clearly expect the party to carry extra weight. That's not cool. You could be the ideal tank of all tankiness, but if you can't carry your own weight...

Speaking of the ideal tank of all tankiness, how do you avoid damage/negate hits? This tank doesn't have anything like Opportune Parry & Riposte to avoid would-be hits, nothing like Cut From the Air or Deflect Arrows to provide any sort of missile defense, no Resolve or Ferocity or Stalwart to provide insurance when you do get hit (because you WILL get hit), you have a 12 Con with no Toughness and too much multiclassing to rely on FCB for HP, no reach or ability to contend with flying enemies so is too easily avoidable to begin with...

Debuffing through Dazzlying Display and possibly Debilitating Injury is largely what I see this character relying on. Without actual investment in Trip, I don't see it being a viable tactic that ever pays off. I doubt you ever use Viscious Stomp, literally never. I imagine you failing and falling prone yourself, or provoking AoO for your attempt (unless I am missing something). And even with the proper investment for tripping, you still don't have the reach or fancy movement to effectively control the battlefield around you.

Tanks have cannons. I do not see how this build plans on dealing damage to anything with higher than average AC. In fact, I don't see how this build addresses flying enemies, incorporeal enemies, invisible enemies, swarms, damage reduction, or undead (anything else immune to fear, for that matter). Sure, you eventually will have Smite a few times a day, but otherwise...? Most of your natural weapons also have limited uses per day, which may or may not pose a problem.


Off hand. I'd ask. Are you wanting to playa debuffer but got stuck in te "tank role" ? With an excess of players you probably can get away as a group without a "tank like role" if the group focus fires well.

Otherwise. What abilities or methods are you wanting to do ultimately? Given a concept we can help bolster it. But as it sounds, I feel like you want to pla ya sneak attacking/debuffing rogadin? Which is fine generally but not sure if it'd do what you want it to do exactly?

Also I would agree with the stat dumping being a real issue for mechanics

Dark Archive

Also, once you want a belt of dex and a headband those things have weight too

I don't see the point in min maxing until a child is physically stronger than you


VoodistMonk wrote:
I just don't see it working the way you think it will.

Possibly ... It looks great to me on paper, but I'm looking forward to seeing if it works as I hope it works.

VoodistMonk wrote:


The Strength is unnecessarily pathetic. Why would you ever do that to yourself? A Spider Swarm is pretty much guaranteed to kill you until you get your Paladin levels. You don't even have Leadership, so you clearly expect the party to carry extra weight. That's not cool. You could be the ideal tank of all tankiness, but if you can't carry your own weight...

Yes, a spider swarm might be painful, but they can't kill me due to strength damage -- you only die to con damage (shadows and such are different, but those need to hit my nice AC). And at level 3, I succeed on the save on an 8, and need to fail a minimum of three times to fall unconscious -- which is unlikely (1 in 27).

Not sure what extra weight you are talking about here that the party will need to pull.

VoodistMonk wrote:


Speaking of the ideal tank of all tankiness, how do you avoid damage/negate hits? This tank doesn't have anything like Opportune Parry & Riposte to avoid would-be hits, nothing like Cut From the Air or Deflect Arrows to provide any sort of missile defense, no Resolve or Ferocity or Stalwart to provide insurance when you do get hit (because you WILL get hit), you have a 12 Con with no Toughness and too much multiclassing to rely on FCB for HP, no reach or ability to contend with flying enemies so is too easily avoidable to begin with...

I will point you to the iconic pathfinder paladin. At all levels, my AC is silly high compared to hers. If she can function, not sure why I cannot.

For Riposte ... with my AC being absurdly high, the only way this works is if the enemy can hit my AC and if I can roll a higher number. Since it's been pointed out that my attack numbers are not out-of-this-world, I am not sure this could work. I thought about dipping but couldn't grasp how to make my attack be that might higher than my AC.

VoodistMonk wrote:
Debuffing through Dazzlying Display and possibly Debilitating Injury is largely what I see this character relying on. Without actual investment in Trip, I don't see it being a viable tactic that ever pays off. I doubt you ever use Viscious Stomp, literally never. I imagine you failing and falling prone yourself, or provoking AoO for your attempt (unless I am missing something). And even with the proper investment for tripping, you still don't have the reach or fancy movement to effectively control the battlefield around you.

I plan on provoking AoOs for tripping ... and relying on my AC to protect me .... last night we were in the glassworks and I was able to disarm an opponent that way. But yes, this could be a problem -- trip / vicious stomp was there to help trigger Diabolic Style.

VoodistMonk wrote:


Tanks have cannons. I do not see how this build plans on dealing damage to anything with higher than average AC.

For dealing damage, here's a comparison between myself and the iconic paladin:

Me: 14/13/13/13/13 (1d4+7+2d6)
Level 7: +13/8 (1d8+5)
Level 12: +20/15/10 (1d8+7)

vs AC 23 (ignoring crits and nat 1s to keep it simple)
Me: 60%+55%*4 = expect to hit between 2-3 times per round (2.8)
Level 7 = expect to hit .85 times per round
Level 12 = expect to hit 2 times per round (1.95)

vs AC 27 (ignoring crits and nat 1s to keep it simple)
Me: expect to hit 1.8 times a round
Level 7 = expect to hit .45 times/round
Level 12 = expect to hit 1.35 times a round

AC 30 (ignoring crits and nat 1s to keep it simple)
Me: expect to hit once a round (1.05)
Level 7: expect to hit .15 times/round
Level 12: expect to hit .9 times a round

VoodistMonk wrote:


In fact, I don't see how this build addresses flying enemies, incorporeal enemies, invisible enemies, swarms, damage reduction, or undead (anything else immune to fear, for that matter). Sure, you eventually will have Smite a few times a day, but otherwise...? Most of your natural weapons also have limited uses per day, which may or may not pose a problem.

Most of those are handled by equipment, the same way all other melee characters deal with those.

Yes -- immune to fear will ignore dazzling display/shattered defenses, incorporeal/flying will ignore tripping, which just means the other parts of the build are used instead. How does a normal melee character handle those same issues?


Zwordsman wrote:

Off hand. I'd ask. Are you wanting to playa debuffer but got stuck in te "tank role" ? With an excess of players you probably can get away as a group without a "tank like role" if the group focus fires well.

Otherwise. What abilities or methods are you wanting to do ultimately? Given a concept we can help bolster it. But as it sounds, I feel like you want to play a sneak attacking/debuffing rogadin? Which is fine generally but not sure if it'd do what you want it to do exactly?

Also I would agree with the stat dumping being a real issue for mechanics

Yeah ... that's what happened. When building characters, there was a decided lack of tank and healer. I decided to go off-script and build an unusual tank which debuffs the enemy so that the rest of the team can shine better.

Based on the feedback here ... it sounds like I have some real concerns to worry about with my build, so I'll make sure to try to shore those gaps up with equipment

Grand Lodge

Well your AC is not absurdly high if you are medium loaded.
10 base 3 dex 0 cha and some natural armor, deflection and perhaps mage armor from a wand if you are ready for a fight.

Grand Lodge

I would focus more on one thing.

Intimidate str/cha paladin build with full plate. Go for a reach weapon and spiked armor. Works from level 1.

With a natural weapon build I would drop intimidate as a debuff.
Something like
1 lev. Urban Salamander Bloodrager, 1 lev. Scaled fist unchained monk, the rest in Beastmorph vivsectionist alchemist and grab feral mutagen.
With rage and mutagen your dex will be 26 early on. Remember to take the extra rage feat.
Alchemist can make cure extracts.
You could dump cha and Scaled fist monk and just go with a high Wis instead and normal unchained monk.


*Khan* wrote:

Well your AC is not absurdly high if you are medium loaded.

10 base 3 dex 0 cha and some natural armor, deflection and perhaps mage armor from a wand if you are ready for a fight.

I shouldn't ever be encumbered ... since as I posted above, I won't really be carrying anything ... headband / belt weigh one pound each ... rings, amulet and stones are also pretty light.

*Khan* wrote:

I would focus more on one thing.

Intimidate str/cha paladin build with full plate. Go for a reach weapon and spiked armor. Works from level 1.

With a natural weapon build I would drop intimidate as a debuff.
Something like
1 lev. Urban Salamander Bloodrager, 1 lev. Scaled fist unchained monk, the rest in Beastmorph vivsectionist alchemist and grab feral mutagen.
With rage and mutagen your dex will be 26 early on. Remember to take the extra rage feat.
Alchemist can make cure extracts.
You could dump cha and Scaled fist monk and just go with a high Wis instead and normal unchained monk.

Since I am level 3 at the moment, changing my character around like this isn't actually an option. At level 3, my AC is 23 for using mage armor (we don't have treasure yet).


At STR:5 you have to stay at or below 16 lbs or you'll be encumbered.

Monk's Robes: 2 lbs
Headband: 1 lb
Belt: 1 lb
Starknife: 4 lbs
Cloak of Resistance: 1 lb

That's 9 lbs, leaving you 7 lbs to carry anything else you might want.

The lightest bag of holding is 15 lbs, though I guess you can get yourself a handy Haversack, which is only 5 lbs. But that only leaves 2 lbs.

It's a legitimate question, you'll almost certainly want to carry something at some point.


MrCharisma wrote:

At STR:5 you have to stay at or below 16 lbs or you'll be encumbered.

Monk's Robes: 2 lbs
Headband: 1 lb
Belt: 1 lb
Starknife: 4 lbs
Cloak of Resistance: 1 lb

That's 9 lbs, leaving you 7 lbs to carry anything else you might want.

The lightest bag of holding is 15 lbs, though I guess you can get yourself a handy Haversack, which is only 5 lbs. But that only leaves 2 lbs.

It's a legitimate question, you'll almost certainly want to carry something at some point.

Starknife (as mentioned above) is tossed once I get my amulet of might fist: agile -- frees up some weight ... and really, what do I actually need to carry (ok -- some potions -- one ounce each -- yes) ... If I REALLY need to personally carry something (and not just have a party member who isn't as weak) I just cast ant haul on myself for a few hours.

No way would I use a cloak of resistance, with multiclassing and paladin's grace, that would be severe overkill. Monk's robes? 13k for only a +1 to AC and one more stunning fist? Why ever would I use that -- I am a natural attack person and there are cheaper ways to increase AC

Oh -- just thought about it ... you are concerned about the weight of the coins I would be carrying when we get treasure! Valid concern here. When I get to that point in time, I'll buy muleback cords for 1000 gp (light now goes up to 50 pounds) then buy a bag of holding type 3 to hold up to 1000 pounds ... then I'll be able to carry my gold pieces.


Bedroll, clothes, mirror, caltrops, soap, rations, rope, pitons, tool kits, extra canvas cloth, chaulk, alchemical items, random loot that doesn't come in the form of coins or gems...

Your gear... all of it... how do you plan on carrying all the stuff required for adventurering?

What if the party finds loot in the way of expensive magical items, say enchanted armor... there is enough for everyone to have their own piece of expensive enchanted armor, doesn't matter if you wear it or not, this is your prize... your payment... all you get, take it or leave it, wear it or sell it... it's yours.

Everyone else in the party picks up their prize and heads for the door, but you... I can't, meh, ugh... can someone help me?

Silver Crusade

meyerwilliam wrote:
No way would I use a cloak of resistance, with multiclassing and paladin's grace, that would be severe overkill.

Unless you can make your saves on a 2, it's not overkill. You may be underestimating how deadly failed saves can be.


No such thing as overkill on a "tank" build... what, you made your tank too hard to kill?

Could go Half-Orc for Ferocity, one level of Unbreakable Fighter, and split the rest of your levels between Warrior Poet Samurai and Hospitaler Paladin... Fey Foundling, Endurance, Diehard, Fast Healer, Unconquerable Resolve, Greater Mercy, Ultimate Mercy, Ultimate Resolve... there's a tank...


as someone mentioned earlier, there may be quite a few giants in the AP, perhaps the more pertinent question about dumping strength to very small child levels, is what do you do about grapples or really anything vs your CMD?

Personally, I'd kick you around the battlefield like a soccer ball for s++&zngiggles


VoodistMonk wrote:

No such thing as overkill on a "tank" build... what, you made your tank too hard to kill?

Could go Half-Orc for Ferocity, one level of Unbreakable Fighter, and split the rest of your levels between Warrior Poet Samurai and Hospitaler Paladin... Fey Foundling, Endurance, Diehard, Fast Healer, Unconquerable Resolve, Greater Mercy, Ultimate Mercy, Ultimate Resolve... there's a tank...

I disagree to an extent. There is going overboard on a tank build in the sense that if your character is to hard to affect, that the enemy starts to ignore you unless you present some strong reason not to.

If you're efficiently debuffing them than they're likely not to ignore you. If you're capable of dealing good damage they're not likely to ignore you.

Being able to heal the party...it's a maybe. Depends on the ratio of healing to damage dealt, and also if you're capable of doing it at range. If the enemy just needs to keep distance between you and the person you want to heal until they're dead they might prefer to focus on your team mates and save you for last.

If you stand there incapable of doing anything, but also incapable of having anything done to you, you are effectively a big stone and thus inconsequential to the combat.

I've seen too many fighter tanks that focus on having a big AC and hp, but have pathetic damage output and no C/C capabilities and thus might as well not exist (because there is no [well very little] "taunt" or threat mechanics).


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I personally don't think there's a better debuffing tank out there than a Quick Dirty Tricks Master-focused Brawler with Pummeling Charge and Boots of Haste.

At level 11, you could be charging 120ft + Full attack (6 attacks) and one of those attacks is going to be a Quick Dirty Trick to Blind or Sicken-->Nauseate(the following round) that can only be removed with a Standard Action. Without considering Cornugon Smash or a Cruel AoMF in this mix for the Shaken/Sicken combo, this QDT Master + 120ft Charge w/ Full Attack alone is straight lock-down status for anyone the Brawler decides is the highest current threat.

Awhile back, I remember helping theorycraft a level 13 DT Master Brawler for someone in an Advice forums thread for a One-shot specifically designed for a CR 21 Krampus fight (CMD 58), and this Brawler had a host of specific items and buffs that allowed him to: charge 120ft, full attack, and hit 58 CMD on every roll except a nat 1 (with certain items active & flanking) or a 5 roll (with no items/flanking), and a 3 roll while charging (no items/flanking). So he would charge 120ft, Sicken with QDT + Finish his Full attack, and if Krampus doesn't use his Standard Action to clear the Sicken condition, then the following round = Nauseate, so Move Actions only now, and the fight is essentially over; Krampus is now a Loot Piñata because he needs a Standard Action to remove the Nauseate Condition and can only take Move Actions. And if Krampus clears the Sicken condition with a Standard in the 1st round, then you Sicken again the following round. Basically Krampus gets nothing but Move Actions once the Brawler is on him. With a specific item active and also while flanking, that Brawler could make average 71.5 CMB rolls with a DT, and average 63.5 CMB roll without the item, charging, or flanking.

And that style of build doesn't just work on Krampus, it works on anything CR21 and below (avg CMD 56-58 or less) that isn't immune to Blind AND Nauseate conditions, which is pretty rare. Even if a particular enemy is immune to both conditions, that build dealt a truckload of damage because Pummeling Style adds up every hit before subtracting DR.


VoodistMonk wrote:

Bedroll, clothes, mirror, caltrops, soap, rations, rope, pitons, tool kits, extra canvas cloth, chaulk, alchemical items, random loot that doesn't come in the form of coins or gems...

Your gear... all of it... how do you plan on carrying all the stuff required for adventurering?

What if the party finds loot in the way of expensive magical items, say enchanted armor... there is enough for everyone to have their own piece of expensive enchanted armor, doesn't matter if you wear it or not, this is your prize... your payment... all you get, take it or leave it, wear it or sell it... it's yours.

Everyone else in the party picks up their prize and heads for the door, but you... I can't, meh, ugh... can someone help me?

Yes! Yes! 100 times Yes!!

We received horses earlier, so I guess that stuff is on my horse? So far, we haven't received loot (other than the horse I mentioned just now) in levels 1-3, so that hasn't been an issue.

I don't know what types of groups you normally adventure in, but mine normally don't mind carrying something for someone else (particularly if you have a 20 str character in the party). Just never came up. Similarly, the fact that I'm currently the only person in the party with the ability to heal doesn't cause me to ask for payment from other players. It's a team game.

PCScipio wrote:
meyerwilliam wrote:
No way would I use a cloak of resistance, with multiclassing and paladin's grace, that would be severe overkill.
Unless you can make your saves on a 2, it's not overkill. You may be underestimating how deadly failed saves can be.

At level 7, my saves look to be around:

Fort +18, Ref + 23, Will +15

Thats basically saving on a 2 in most cases. So yes, overkill.

VoodistMonk wrote:

No such thing as overkill on a "tank" build... what, you made your tank too hard to kill?

Could go Half-Orc for Ferocity, one level of Unbreakable Fighter, and split the rest of your levels between Warrior Poet Samurai and Hospitaler Paladin... Fey Foundling, Endurance, Diehard, Fast Healer, Unconquerable Resolve, Greater Mercy, Ultimate Mercy, Ultimate Resolve... there's a tank...

Thats a horrible tank.

Ferocity is something I hate even existing ... I would much rather fall unconscious and the enemy usually moves on to another target, than be standing at -9 hps and have the enemy consider me a threat.
Fast healer? To gain 2-3 hps max per heal cast on me? At the level you are routinely going to be taking this feat, thats laughable compared to the damage enemies are doing. Someone mentioned giants. Those do lots of damage.
Warrior poet samurai -- this ... is intriguing. I think I like it -- somehow I missed reading this archetype. Thank you for pointing this out to me. I'll have to look at it for future builds.

The problem with this tank though, is that the enemy will ignore you as you are doing very little damage (every feat is focused on defence or self-heal) and no real non-damage abilities.

yukongil wrote:

as someone mentioned earlier, there may be quite a few giants in the AP, perhaps the more pertinent question about dumping strength to very small child levels, is what do you do about grapples or really anything vs your CMD?

Personally, I'd kick you around the battlefield like a soccer ball for s+*+zngiggles

See, here's the thing ... in a grapple you are allowed to use one handed/light weapons -- like natural attacks. If I get grappled, that is one dead giant. As far as CMD questions ... remember, since I am not wearing armor, my AC is basically my CMD which will be higher than a full-plate wearing tank. And since I am finessing things, I use my Dex instead of my STR for CMB (as explained in earlier posts) so this reduction has no impact on my CMB.

Example: estimated level 9 version of my toon compared to iconic level 12 paladin
CMD: 10 (base) + dex (6) + bab (6) + char (6) + ring (2) = CMD 30 vs CMD 27
An Ash Giant (CR11 -- First giant appearing in a google search for giant) has a CMB of +22
Comparing Smite Evil vs Debuffing (similar role)
(effectively) me: 38 vs 31 (paladin)

Not sure how it would be easy to kick me around the battlefield. Can you post numbers?

Ryze Kuja wrote:

I personally don't think there's a better debuffing tank out there than a Quick Dirty Tricks Master-focused Brawler with Pummeling Charge and Boots of Haste.

At level 11, you could be charging 120ft + Full attack (6 attacks) and one of those attacks is going to be a Quick Dirty Trick to Blind or Sicken-->Nauseate(the following round) that can only be removed with a Standard Action. Without considering Cornugon Smash or a Cruel AoMF in this mix for the Shaken/Sicken combo, this QDT Master + 120ft Charge w/ Full Attack alone is straight lock-down status for anyone the Brawler decides is the highest current threat.

Awhile back, I remember helping theorycraft a level 13 DT Master Brawler for someone in an Advice forums thread for a One-shot specifically designed for a CR 21 Krampus fight (CMD 58), and this Brawler had a host of specific items and buffs that allowed him to: charge 120ft, full attack, and hit 58 CMD on every roll except a nat 1 (with certain items active & flanking) or a 5 roll (with no items/flanking), and a 3 roll while charging (no items/flanking). So he would charge 120ft, Sicken with QDT + Finish his Full attack, and if Krampus doesn't use his Standard Action to clear the Sicken condition, then the following round = Nauseate, so Move Actions only now, and the fight is essentially over; Krampus is now a Loot Piñata because he needs a Standard Action to remove the Nauseate Condition and can only take Move Actions. And if Krampus clears the Sicken condition with a Standard in the 1st round, then you Sicken again the following round. Basically Krampus gets nothing but Move Actions once the Brawler is on him. With a specific item active and also while flanking, that Brawler could make average 71.5 CMB rolls with a DT, and average 63.5 CMB roll without the item, charging, or flanking.

And that style of build doesn't just work on Krampus, it works on anything CR21 and below (avg CMD 56-58 or less) that isn't immune to Blind AND Nauseate conditions, which is pretty rare. Even if a...

Can you explain how you use Pummeling Charge with Quick Dirty Strike (all attacks have to be unarmed strikes ... dirty trick is not an unarmed strike)?

Those numbers are really really really high, I am both impressed and intensely disturbed.
Does this character operate well from level 1, or is there a level it comes online?


Dirty Trick (AoN), wrote:
... hitting a foe in a sensitive spot to make him sickened for a round.

Cannot hitting the foe in a sensitive spot be done with an unarmed strike? Would such a thing still work with Pummeling Style?

Pummeling Style (AoN), wrote:
... This ability works only with unarmed strikes, no matter what other abilities you might possess.

Is Quick Dirty Trick just some "other abilites you might possess"?


Quick Dirty Trick can be used with Flurry of Blows, but it's a combat maneuver that takes the place of your Highest BAB attack, so it's not an attack.


VoodistMonk wrote:

Dirty Trick (AoN), wrote:

... hitting a foe in a sensitive spot to make him sickened for a round.

Cannot hitting the foe in a sensitive spot be done with an unarmed strike? Would such a thing still work with Pummeling Style?

Pummeling Style (AoN), wrote:
... This ability works only with unarmed strikes, no matter what other abilities you might possess.

Is Quick Dirty Trick just some "other abilites you might possess"?

Dirty trick is a combat maneuver (it is listed under "combat maneuvers"). The feat you referenced (quick dirty trick) points out that you are replacing a melee attack with a combat maneuver. This looks cut-and-dry to me that it doesn't work the way you think it should.

Quick Dirty Trick
Benefit: On your turn, you can perform a single dirty trick combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the dirty trick combat maneuver.


Oh, I was just asking. I actually don't have an iron in this fire one way or another.

I seen what meyerwilliam was getting at/asking at the end of his post, and grabbed some quotes from AoN... mainly so nobody else would have to.


Pummeling Style requires that you're not using a Monk Weapon with any of the attacks that you're attempting to qualify for adding all the attacks up before DR reduction. Like, you could be wearing a Cestus, but if you're going to do a Flurry of Blows with Pummeling Style, then all your attacks that round must be made with unarmed strikes and none of them can include the Cestus. QDT isn't an attack, it's a Combat Maneuver in place of an attack, so you could even perform the QDT with the cestus if you wanted, and then make the rest of your Flurry of Blows with unarmed strikes and still qualify for Pummeling Style.

Silver Crusade

meyerwilliam wrote:


At level 7, my saves look to be around:
Fort +18, Ref + 23, Will +15

Thats basically saving on a 2 in most cases. So yes, overkill.

I've seen a DC 17 Fear Aura in Book 1 of a Paizo AP (3rd lvl PCs). Just saying.

EDIT: I've also seen a DC 41 Will save at 8th lvl, although that one's an unusual case.


PCScipio wrote:
meyerwilliam wrote:


At level 7, my saves look to be around:
Fort +18, Ref + 23, Will +15

Thats basically saving on a 2 in most cases. So yes, overkill.

I've seen a DC 17 Fear Aura in Book 1 of a Paizo AP (3rd lvl PCs). Just saying.

That's saving on a 2.

(15+2=17)

Silver Crusade

meyerwilliam wrote:
PCScipio wrote:
meyerwilliam wrote:


At level 7, my saves look to be around:
Fort +18, Ref + 23, Will +15

Thats basically saving on a 2 in most cases. So yes, overkill.

I've seen a DC 17 Fear Aura in Book 1 of a Paizo AP (3rd lvl PCs). Just saying.

That's saving on a 2.

(15+2=17)

I don't think you're saving on a 2 at 3rd lvl.

EDIT: My point is that forgoing a cloak of resistance weakens your PC unnecessarily.


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meyerwilliam wrote:
See, here's the thing ... in a grapple you are allowed to use one handed/light weapons -- like natural attacks. If I get grappled, that is one dead giant. As far as CMD questions ... remember, since I am not wearing armor, my AC is basically my CMD which will be higher than a full-plate wearing tank. And since I am finessing things, I use my Dex instead of my STR for CMB (as explained in earlier posts) so this reduction has no impact on my CMB.

except when grappled you'll take a double hit, the -4 to Dex and then the -2 to attack

Quote:

Example: estimated level 9 version of my toon compared to iconic level 12 paladin

CMD: 10 (base) + dex (6) + bab (6) + char (6) + ring (2) = CMD 30 vs CMD 27
An Ash Giant (CR11 -- First giant appearing in a google search for giant) has a CMB of +22
Comparing Smite Evil vs Debuffing (similar role)
(effectively) me: 38 vs 31 (paladin)

Not sure how it would be easy to kick me around the battlefield. Can you post numbers?

you should still be taking the -3 penalty from your 5 strength, bringing it to 27. Earliest giant one runs into, save troll, is probably the Hill, giant (CR 7) and they still nab you on a 12, Frost Giants are well within your CR (@11) and they are +20. You present as a nice target being rail thin and shuddering under the mountainous weight of *checks notes* your clothes, making you a tempting target. Should you prove burdensome to hold, well, you're much lighter than a rock which they can throw a 1/4 mile...

really your CMD isn't bad, it's about average, meaning anything meant to perform a combat maneuver is going to succeed, but you present too nice a target (you're small and weak, you're a force multiplier with your group with heals and debuffs and are a moderate threat in melee). I mean something could simply trip you and then free action drop a shield or great axe on you and you'd be effectively pinned ;P (as I GM, I'd hit you with tanglefoot bags until the weight of goo was more than you could bear)

at the end of the day, it's not the mechanics you can squeeze out though, compensating however you want, it's that you are barely stronger than an ordinary house cat. Min/maxing aside, that's ridiculous and should be a glaring hole to be exploited at all encounters much to the detriment of yourself and your group.


yukongil wrote:
except when grappled you'll take a double hit, the -4 to Dex and then the -2 to attack

You are correct, the -4 dex and -2 to attack will give me a total of -4 -- since the giant is grappling me, then it loses 2 points of AC due to dex, so that's effectively only a -2 ... meaning, the giant is still dead pretty quickly

yukongil wrote:


you should still be taking the -3 penalty from your 5 strength, bringing it to 27.

Good catch!! Thanks!

yukongil wrote:


Earliest giant one runs into, save troll, is probably the Hill, giant (CR 7) and they still nab you on a 12, Frost Giants are well within your CR (@11) and they are +20. You present as a nice target being rail thin and shuddering under the mountainous weight of *checks notes* your clothes, making you a tempting target. Should you prove burdensome to hold, well, you're much lighter than a rock which they can throw a 1/4 mile...

They nab me on a 12 if I haven't debuffed them ... If I have, they have (-2 shaken, -2 sickened, -4 debilitating injury) so they need a 20 to hit me.

And no, I am not shuddering under the mountainous weight of my clothes. Everything posted showed that at all points in time, I am clearly within lightly encumbered.

yukongil wrote:


really your CMD isn't bad, it's about average, meaning anything meant to perform a combat maneuver is going to succeed, but you present too nice a target (you're small and weak, you're a force multiplier with your group with heals and debuffs and are a moderate threat in melee). I mean something could simply trip you and then free action drop a shield or great axe on you and you'd be effectively pinned ;P (as I GM, I'd hit you with tanglefoot bags until the weight of goo was more than you could bear)

See, here's the thing though ... Giants (at least the one's I've skimmed) aren't grapplers by nature. Sure, they can switch to grappling, but that goes completely against their nature (nature represented by their description in the monster manual and feat selection. At WORST ... my numbers are comparable to the iconic paladin 3 levels higher than I am. I can guarantee you that my numbers will raise with three levels under my belt to higher than the paladins (I keep choosing him as that is closest to what I am running role-wise).

If you attempted to hit me with a tanglefoot bag ... could you really hit me? Remember, this is a high AC build (including touch attack) ... and, unless the AP has tons of tanglefoot bag wielding monsters, then you plan on changing the module to defeat my toon. Is this something done for other characters? Per what was posted earlier, at some point in time if weight is an issue, then muleback cords means that you'd need (checking notes) ... 11 or so to hit me and the entire weight of all 11 would apply before I became medium encumbered.

Please show me the rule that says you can (as a free action), drop an item and cause it to pin a player (or appear in their inventory, or however you think this to be accomplished).

yukongil wrote:


at the end of the day, it's not the mechanics you can squeeze out though, compensating however you want, it's that you are barely stronger than an ordinary house cat. Min/maxing aside, that's ridiculous and should be a glaring hole to be exploited at all encounters much to the detriment of yourself and your group.

Why? If this character is powerful enough that the DM focuses all monsters / encounters / traps on str based attacks on my character (remembering the high AC and high saves) ... the DM will win, but if the other toons are ignored during this debacle, then we are not really playing pathfinder anymore -- we are playing "gank the PC"

My intent is to respond to hyperbole and ask "why is that so" -- this toon is not the end-all-be-all of toons ... however, if complaints on this are equally valid on iconics 3 levels higher, then I have to ask if the complaints are real


PCScipio wrote:


I don't think you're saving on a 2 at 3rd lvl.

EDIT: My point is that forgoing a cloak of resistance weakens your PC unnecessarily.

I missed the level 3 part -- apologies.

Yes, that is totally possible if I encounter that to fail, especially at low levels like that. But ... its always an opportunity cost. Based on the numbers I posted, do you really think a +1 or +2 is more important than whatever else I can spend that gold on?

For instance, a lucky horseshow, or a cracked ioun stone would be better for me than a cloak - neither uses the shoulder slot (which I'm told is crucial for this build, so that I can carry treasure)

Grand Lodge

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meyerwilliam wrote:
*Khan* wrote:

Well your AC is not absurdly high if you are medium loaded.

10 base 3 dex 0 cha and some natural armor, deflection and perhaps mage armor from a wand if you are ready for a fight.

I shouldn't ever be encumbered ... since as I posted above, I won't really be carrying anything ... headband / belt weigh one pound each ... rings, amulet and stones are also pretty light.

*Khan* wrote:

I would focus more on one thing.

Intimidate str/cha paladin build with full plate. Go for a reach weapon and spiked armor. Works from level 1.

With a natural weapon build I would drop intimidate as a debuff.
Something like
1 lev. Urban Salamander Bloodrager, 1 lev. Scaled fist unchained monk, the rest in Beastmorph vivsectionist alchemist and grab feral mutagen.
With rage and mutagen your dex will be 26 early on. Remember to take the extra rage feat.
Alchemist can make cure extracts.
You could dump cha and Scaled fist monk and just go with a high Wis instead and normal unchained monk.

Since I am level 3 at the moment, changing my character around like this isn't actually an option. At level 3, my AC is 23 for using mage armor (we don't have treasure yet).

Sorry didn’t know your character was already in play. Looked like input on a new build for your group.

Regarding equipment:
Cold weather cloth: 7 lbs.
Travellers outfit: 5 lbs.
Holy symbol: 1 lbs
Bedroll: 5 lbs.
Blanket: 3 lbs.
Hammock: 3 lbs.
Belt pouch: 0,5 lbs.
Waterskin: 4 lbs.
Common backpack: 2 lbs. (emty)
Trail rations: 1 lbs. pr. day
Lamp: 1 lbs.
Lamp Oil: 1 lbs.
50 ft. silk rope: 5 lbs.

And then there is all the fun and/or magic stuff you just want to being along because it is cool.

A horse will help you where you can bring it with you, and your compagnions can carry your stuff as well. But do not go anywhere alone...

Edit: Do you have a high str. compagnion in your party?
A Buffing Bard, a twf dex based unchained rogue, a fighter archer, a control/blaster sorcerer, and a magus....


I don't think any of the iconics become moderately encumbered after eating a big meal...this you might take note, is also hyperbole, as was dropping something on you or overloading you with tanglefoot bags, it's a ridiculous example of what your ridiculously low strength would hamper you if it occurred.

a 5 in a stat is pretty ridiculous and brings to mind all sorts of shenanigans in min/maxing. You basic load out is more than half your light load. Swinging a sword is tiring, really really quick, now imagine that sword weight effectively five times as much for a normal person. You'd look like Starvin' Marvin or a fox that has just come out of hibernation, which is weird since they don't hibernate and oh god, is that thing rabid?!?

At that strength you should struggle to open every door, push every chair, you can't even lift your body weight, etc. At 9th level which you want to compare stuff at, you're now in Crippling Strike territory, meaning 1 hit and you become heavy encumbered, two and it's pretty much game over.

As a tank you should be able to shrug off attacks AND effects, as it is now, a pretty common type of ability damage and you're toast. Golarion gods help you should you run into a Shadow...


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A lot of this build relies on assuming things will go the way that you want - you are assuming you can get a specific item, you are assuming that you are using the retraining rules and will have the time to retrain a feat, you are assuming that you can change alignment and religion part way through the campaign.

All of those are very ref- and campaign dependant, so I think you need to be taking your questions to you referee, not the internet.

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