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Really depends on what one of his personalities you want to go with. If you kind of want a catch all, I don't know if its PFS legal, but a Psychic Bloodline Sorcerer could fit pretty well.


I prefer to stick with using Flurry for the build, as it fits the concept for the character better. The style feats have honestly just been a side effect of not being able to find any combat feats that fit the character concept, and they enhance the unarmed strikes. I'm honestly not too worried about running multiples at a time, but whatever is needed for the situation; the sole reason the picking up Boar Style and Pummeling Style is to get around DR/slashing, and DR/-. I view the character as someone who is going to adjust their fighting style on the fly, not one that's focused on mastering multiple styles at once. That being said, I'll look over the MoMs archetype, as I don't want to completely rule anything out, even with my aversion to the base class as a whole. Do monk levels count as brawler levels for figuring unarmed strike damage? Reason I ask is because after looking at what I've chosen, it (obviously) makes it better off for me to just keep taking brawler levels, as been level 11 I'll have the Elemental Fist feat and should have the Bodywraps/Amulet to add more damage or other elemental damage to the attacks, which is the main goal


I haven't looked too much into the Bloodrager due to it being based on the Barbarian class, and Android can't receive morale bonuses, so I skipped over it since normal barbarians are pretty much useless if their androids. I'll check out the kineticist when I get home to see if that suits the flavor I'm going for.

And yeah, I got crazy lucky with my stat rolls this time around, typically I tend to have a highest stat at 15 with the rest between 11 and 13. I kind of want to propose a stat buy system so most people are on even ground from the start, but they've always gone the roll for stats method, partially I'm assuming because it allows for more variety and versatility for an individual character, easily allowing people to play a MAD character if their rolls support it, but that's a completely different topic. So I'm guessing that just by the starting stats alone, without some horrible butchery of the playstyle, the sample build will probably be above average in damage, compared to those with average starting rolls?


I'd probably forego the Feint feats as there's usually more than 1 melee person in the group (we tend to run into the issue of too many being melee, but this one is a smaller group than some of the other games ran). I'll add Power Attack in there for utility, which is the primary reason I picked up Boar Style, in case something has DR/slashing. I'm not exactly sure as to what the wealth of the game is going to be, as the DM tends mix it up quite a bit, but I was figuring most of it would be sunk into the Amulet or Bodywraps. Will definitely get something for Haste if there isn't a reliable method for it otherwise (i.e. a caster for it).

Now, the only question I have, as I tend not to play with many min-maxers (there's only one, and he's not in the campaign), is this damage on the high end, low end, or middle of the pack for typical damage at 9th level? Most of the people are competent with building characters, but they usually pick things that fit the flavor of the character, or the events that have gone on. So I typically expect them to be about average for damage output generally, and I don't want to have a character that just outclasses them completely. Which one of the reasons I kind of like the build thus far is a lot of the stuff can not be done (i.e. not using one of the Styles, not using Power Attack) to temper it. So if the damage it deals at full strength is on the high end, I know to pull back a little bit so its more average; however if the damage is average, and he's still beating out other people that tells me there something else going on with how they're building their characters.


I can't figure out how to edit the original post (or even if I can yet), but if I calculate this right the characters stats at 9th level would be:

BAB +9/+4
To hit: +15/+10
Flurry: +13/+13/+13/+8
Damage: 1d10 + 7
Damage (Flanking): 1d10 + 2d6 + 7
Damage (Flanking + Dragon Style): 1d10 + 2d6 + 9
Damage (Flanking + Dragon Ferocity): 1d10 + 2d6 + 12

And if I read Brawler Fury properly, that's for all 4 attacks. Although, with Ferocity, every attack after the first may only be at +9 rather than +12.

Saves would be:
Fort: 12
Refl: 9
Will: 5

Is all of that correct? And does that damage seem to at least be average for level 9? Adding in Pummeling Style does offer some versatility as well, so that would probably be the 7th level feat.


Could put Pummeling Style in as the 7th level fat, and go between that and Dragon Style depending on whether or not I to deal with the DR or not?

Also this reminded me that I was going to put in the base attack bonus, stats, and damage per attack in there at the end. Will have to do that when I get home and can look everything up again.


I'm looking to build a character for an upcoming game, who is going to be an Android (from the Inner Sea Bestiary). The kind of fluff I'm going with was that they were going to be focused on doing Unarmed Strikes, and eventually get something like the Bodywrap of Mighty Strikes, and/or the Amulet of Mighty Fights, in the long run to be able to deal elemental damage. Point of that being that it's supposed to essentially work that her circuitry channels that energy into her hits. If there's another way to this, I'm open to it. I was thinking about having her wear heavy armor, but this isn't completely necessary; but its the reasoning for the fighter dip (as well as the bonus feat). I'm personally adverse to using the monk, as I'm just not a fan of the class.

Usually, we have a couple other players (tend to have about 6 players in each campaign, don't know for sure yet how many are going to be in this one). For stats, we did the method of rolling 4 dice, taking the highest 3, 6 times; so no point buy system.

This is just a rough build I came up with while at work. I'm not looking for completely min-maxed, but looking for something that'll be viable, and fit the flavor of the character I'm making. So, what I have so far:

Str: 18
Dex: 17 (15 + 2 from Android)
Con: 18
Int: 14 (12 + 2 from Android)
Wis: 17
Cha: 11 (12 - 2 from Android)

Reasoning behind stat placement: Str I figured was going to be main focus for being able to do the most damage with multiple hits. Dex in case any feats I decide to take have it as a prerequisite, and to help with AC until I get heavy armor if I decide to go that route. Con for hp. Wis was for some of the style feats if I take them, and to help with the poor Will save. Cha and Int were dump stats.

Level 1: Brawler (Snakebite Striker)

  • Improved Unarmed Strike
  • Weapon Focus (Unarmed Strike)
Level 2: Brawler
  • Not sure, was thinking Dodge?
Level 3: Fighter
  • Normal: Unsure?
  • Bonus: Boar Style
Level 4: Brawler
  • +1 to Strength
Level 5: Brawler
  • Weapon Specialization
Level 6: Brawler
  • Dragon Style
Level 7: Brawler

Level 8: Brawler

  • +1 to Strength
Level 9: Brawler
  • Normal: Stunning Fist
  • Bonus: Dragon Ferocity (Is this actually okay, can't remember off the top of my head)

Was originally going to stay with Brawler through the rest of the levels. But I am open to suggestions to fit the end goal of the character (Punches dealing elemental damage of some sort). To me, getting that image for the character while not being completely useless in combat is the most important part. I'd thought of doing Magus or something to deal spell damage through Unarmed Strike, but I thought that would be too feat starved to do it effectively, but if there's a way to do that (either with the Magus or another class) I'm down for it. We're starting at level 1, so really, everything from this can be changed. My original thought behind this was that the increasing Sneak Attack Damage, Dragon Style more Strength to attacks, scaling Unarmed Strike damage, and damage from the Bodywrap/Amulet later on would make the character rather effective. Only things really set are the race, and what the end goal is. :)

But, I wanted to post here before planning on just doing all Brawler because I'm sure many of you have good suggestions as to Feats, possibly better class choices, items, etc.

Most official Paizo books are open, although anything not "Core" (So Campaign setting books, and their associated books like the Inner Sea collection) are subject to DM approval. The DM is usually pretty open as long as its not something stupidly overpowered. 3PP are typically forbidden.

Thanks in advance for any help and suggestions.


Thank you guys for the clarification. Kick is completely fine, punching is debatable, but both of which kind contradict the intended use.

Alrighty, I'll probably under up sticking with solely using the scimitar as my only form of attack, just because I personally want to keep it as close to intended, and it would probably give it the best flavor; unless the group ends up getting overpowered damage wise where by not adding in the kicking, I'd be crippling my damage by comparison.


It seems like your miswrote it. It's 3d6 points of damage + 1 per caster level. So, if they make the throw, it caps out at 31 at 13th caster level.


So wait, you'd be able to kick (which I'm assuming there are fewer bonuses that aid in kicking damage) but can't punch while having the benefit of the Dervish Dance feat? But the intent of the feat is that all your attacks should be with the scimitar? Just want to make sure I'm understanding it correctly.


"At 12th level, a dervish dancer can attack more than once as he moves while performing a battle dance. He can combine a full-attack action with a single move, taking the attacks at any point during his movement, but must move at least 5 feet between each attack. This movement provokes attacks of opportunity as normal."

I was under the impression that meant that Dance of Fury could only be done during a battle dance, meaning that dance of Fury was just an effect you can have active during a battle dance, rather than a dance itself.


I was thinking of making a bard with the Dervish Dancer archetype for a campaign that'll be starting up soon. I was hoping I might be able to get some clarification/rulings on some of their abilities.

Do they maintain their normal Bardic Performances in addition to the Battle Dances they receive. I ask because it says they gain the battle dances and that they only effect the dancer, not that it outright replaces them.

The Dance of Fury ability allows them to make attacks while moving, so long as they move 5 feet between each attack. So, the dervish would be able to attack the same creature multiple times (up to their normal amount of attacks per round) so long as they moved at least 5 feet between each attack, correct? Meaning that if Rain of Blows was being used at the same time, the dancer would get at least 2 attacks at full BAB, which could be used on multiple opponents as long as the dervish doesn't exceed their maximum speed?

Using the Dervish Dance feat, would the character be able to make a main-hand Scimitar attack and an off-hand fist attack, both using DEX for attack and damage rolls? If so, I'm assuming that when doing Dance of Fury, off-hand attacks would also be able to be used in conjunction with the main-hand attack?

Thank you guys in advance for clarification/rulings on these. Just wanted to make sure I have a good understanding of the class and their limitations before jumping in. :)