As I finish building my Muay Thai (Or probably better named MMA fighter) build, I ran into a possible snag.
The goal is on a charge to move in and trip someone (using greater trip), and then blind them (quick dirty trick replacing the AOO), followed by repositioning them (ki throw), and then smack them again causing them to be shaken (unarmed strike with enforcer via vicious stomp) and finally grapple them (binding throw).
First off, I feel like this is an awesome use of a non-full attack action (albeit at the cost of many many MANY feats), but I'm unsure of the order of operations here. First let me quote the relevant rules.
Benefit: On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures.
Benefit: After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.
Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
So the conflict that I'm seeing is with when binding throw takes place and when vicious stomp takes place. If the AOO from falling prone is generated before I make the grapple check (or if I get to choose what order to complete these steps) then I can make my vicious stomp attack and then use a swift action to grapple.
However, if I'm forced to make the grapple check prior to the target falling prone, then we gain the grappled condition and i'm no longer able to make an AOO.
So.... I'm stuck, I'm not sure which if any order to apply these rules.
This build seeks to make a Muay Thai fighter that is dangerous and controls whoever their fighting using grapples and trips (clinch and take-downs).
I originally wanted it to be unarmed fighter or brawler, but neither offer the same level of benefits as the lore warden. Brawler loses weapon training, which means that the gloves of dueling make up for the bonus unarmed damage. Unarmed fighter is nice with more tricks, but the raw power of extra cmb from lore warden and free combat expertise is more worth it.
25 point buy Human
24 Str (+2 racial, +1 8th, +1 12th, +4 strength belt)
Level 13: 1 maneuver master monk/ 12 lore warden fighter
The basics of this build are simple. I run up to an opponent and trip them the first round. Later on you can run up trip them and make 2 attacks (greater trip and vicious stomp). After the first round I make a full attack and then attempt a grapple. The best part is that I can now pretty much lockdown an opponent, and on my turn drop the grapple as a free action, full attack and grapple again (maneuver master monk)
CMB bonus trip/grapple = 12 (fighter) + 1 (monk) + 6 (lore warden)+ 2 (weapon focus trip only) + 2 (improved) + 2 (greater) + 1 (bred for war) + 5 (strength)+ 2 (dusty rose prism in wayfinder)= 31 CMB grapple/ 33 CMB trip (-2 if used during full attack)
Attack Bonus: 12 (fighter) + 7 (Strength) + 2 (weapon focus/greater weapon focus) +2 (brawler) + 2 (dueling gloves) + 2 (weapon training) + 3 (amulet of mighty fists)- 2 (twf)+ 1 (haste)-4 (power attack) = 25/25/25/20/20
Damage: 1d8 + 7 (strength) + 3 (dragon ferocity) + 2 (weapon specialization) + 2 (greater weapon specialization) + 3 (amulet of mighty fists) + 2 (dueling gloves) +2 (brawler enchant) + 8 (power attack)+ 1 (heavy hitter) = 1d8 +30 per hit
This build would also benefit greatly from enlarge. It grants an effective +2 to any CMB. My to hit is a little low, but the opponent should be mostly tripped/grappled by then.
Thoughts? comments? room for improvement?
Mounted Combat: if your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).
scout charge: At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
Is receiving the bonus good enough to get the sneak attack from the scouts charge. On the one hand the mounts charging not you, however, you're the one directing the mount.
I was inspired by Lord_Malkov's Meteor punch rogue. So I decided to make myself a punching Ninja, since they get in my opinion better tools to deal massive damage. (such as ki for extra attack, and greater invisibility later on)
First, let me say that you need a 20-25 point buy to make this build work at all, but trust me the end result is totally worth it.
Human Level 10 Scout Ninja/1 master of many styles monk (monk taken first)
25 point buy:
22 strength(16 prior to racial + level 4/8 + belt)
20 point buy:
18 strength(16 prior to racial)
Feats we absolutely need
Sap adept/sap master: this ups are sneak attack so much it helps makes even single hits worth it
Improved Initiative: Going first will help ensure you can hit the flat footed opponent
Dazzling display/shatter defenses: You need the enemy to be flat footed as often as possible
Dragon style/ Dragon Ferocity: upping unarmed damage is always a good sold choice (and why not take advantage of the fact that the monk gives you a free style
Two weapon fighting/improved two weapon fighting: More attacks= more sneak attack
unarmed combat master: This combined with monk robes will make your unarmed strike worthwhile
enforcer: A free intimidate, yes please
knockout artist: not worth it right away, but later adds a significant amount of damage. Especially after sap master
weapon focus: A bonus to hit is vital (especially since my bab is starting to suffer)
Things I want but have to wait until later levels:
Elemental fists: free bonus damage, sure, why not
intimidating prowess rogue trick: only needed if I find that I'm having a hard time reaching the intimidate check
adopted/eleven reflexes- really, with how important going first is, this seems to be a must.
The equipment in this build really helps pile on the damage.
Monk Robes: ups unarmed damage, yes please.
Brawler +2 mithril plate: +2 attack and damage, and a decent armor bonus. I'll take this every day
+2 ring of protection: basic necessity
+3 cloak of resistance: Upping my saves seems really important so yes please.
+2 amulet of mighty fists: yet another way to add in some damage. With a low attack bonus, I'm thinking this is more important then adding elemental damage.
boots of speed: an extra attack, bonus to hit, bonus AC and movement increase. Again seems to be a no-brainer
belt of physical might (strength/dex): bonus damage, bonus to hit, and necessary for improved two weapon fighting.
So how does my feat progression work?
1. improved two weapon fighting (feat), improved unarmed strike (monk), dragon style (monk bonus feat), enforcer (human)
2. 1d6 sneak
3. sap adept (feat), improved initiative (combat trick)
4. 2d6 sneak
5. dazzling display (feat), dragon ferocity (style trick)
6. 3d6 sneak
7. sap master (feat), weapon focus (weapon training)
9. improved two weapon fighting, offensive defense (rogue trick)
10. 5d6 sneak
11. knockout punch, unarmed combat master
8 (armor) + 4 (dex) + 2 (ring)= 24 prior to offensive defense, and haste bonus. Which should skyrocket it versus a single opponent
So how does this attack sequence look?
I charge in on the first round with an attack bonus of 18 (19 if boots activated) and swing for the fences dealing:
5d6 (sneak) + 5d6 (sap master) + 20 (sap adept) + 10 (knockout artist) + 2 (brawler armor) + 2 (amulet) + 6 (strength) + 3 (dragon ferocity) + 3 (dragon style)+ 2d6 (unarmed strike)= 88 damage on the charge + a free intimidate + 10 AC against that target
From there forward I use shatter defenses to continue pile on the damage.
In a party that hands out some combat buffs (bless, bard song, etc. the damage output increases dramatically as well).
Thoughts? ways to improve this build?
Edit: Later if people seem interested I'll look at how this build would perform at lower levels, but I feel confident it holds up ok. there's definitely areas that have significant damage spikes.
I'm a little curious as to the interaction between a few different items.
First, the body slot and armor slot are different so it should be entirely possible to have some light armor on, and the monks robes.
Second, unarmed combat mastery states:
"Unarmed Combat Mastery: A ninja who selects this trick deals damage with her unarmed strikes as if she were a monk of her ninja level –4. If the ninja has levels in monk, this ability stacks with monk levels to determine how much damage she can do with her unarmed strikes. A ninja must have the Improved Unarmed Strike feat before taking this trick."
third the monk robes states:
"When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus."
So if I have 10 levels of ninja, 1 level of monk I should have an effective level of unarmed strike damage of: 6 (from ninja) 1 (monk) 5 (robes)= 11?
I was curious if it is possible at all to have a character overrun a person and then strike that person. Having looked through a ton of feats, I'm not seeing a way to do this, but I'm holding on to a small sliver of hope that I might have missed something.
Basically, I'm trying to make a barbarian who sets up the flank for the rogue by running over the top of the baddies, and then smacking them on the head.
After reading this class I can't help but think that it has some of the best flavor for a prestige class. With that in mind I'm really trying to come up with a way to maximize the potential of this character, and the levels from previous classes that would be used.
Right off the bat I'm thinking 1-2 levels of rogue would be good, and then switching to the lore warden for the rest.
Being small means that my strength will never be top notch, so twf to maximize sneak attack seems like a no brainer. that said, I find going a dex build to be too feat intensive for to little gain. In a 25 point buy I'm thinking that I would have:
From there all further bonuses would go into strength.
I'm at a loss on what to do for feats though. I'm thinking I'm better off avoiding weapon finesse, but what exactly to get I'm unsure.
I know that I'll need to boost my cmb as much as possible to get the most out of the halfling opportunist.
ideas? help? or suggestions would be greatly appreciated.
(on a side note I've considered goinging dawnflower dervish bard 1/ lorewarden 4 to focus solely on dex, but the loss of attacks seems too painful).
Now that I've got my Sub_Zero character down, I want to build a scorpion character to compliment him. To make this guy the best weapon that I'm seeing is the double chained kama.
Unlike Sub-Zero who's all about the elemental damage, I wanted this character to focus on using his weapon to grab, pull, and trip characters while yelling "GET OVER HERE". With that in mind here's the character I've build out to 10th level so far.
The basic idea of this character is to use reposition to pull a character close to me. From there I trip them and provoke 2 aoo. In addition, any character near me will also gets some decent aoo's. Finally, with dirty trick, I'll be able to give them some decent debuff's.
If I only use 1 maneuver my bonus is as high as 31 at 10th level (pre-spell buffs).
If I've calculated it correctly. I can reposition(using monk's maneuver flurry)for (10 bab + 6 (strength) + 4 (trip feats) + 2 (weapon) + 2 (greater/weapon focus)+ 3 (weapon training) + 1 (war bred)- 2 (flurry)- 2 (quick trip)+4 (lore warden)= 28
I can then Trip for 28. That immediately gets me 2 aoo (vicious stomp, falling prone) followed by another strike with my kama. If their CMD is particularly low I could use twf for 1 more strike as well.
How does this build look? Any idea for improvments? Especially ideas that improve my CMB bonus
I'm already think Qinggong monk to pick up some flame spells to flesh out the Scorpion character.
When I looked through the eastern weapons I saw this weapon and was really confused.
"The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack. By swinging the rope, the wielder can whip the kama about to disarm or trip opponents."
Now, when I first read this I thought that it meant I could only make a one attack with it at reach per round, meaning that it wouldn't threaten, and if I had iterative attacks they would be wasted.
However, after looking over all of the threads that I could find on this issue I saw many people state that they thought it meant that it doesn't count as the double weapon when you use it as reach (meaning you could make iterative attacks, just no twf shenanigans).
Is there an official RAW ruling on this that I've missed? I'm building a scorpion character to go with my sub-zero character and I loved the idea of using a re-position action while yelling "GET OVER HERE".
My question is about if you get extra mileage out of Marid style when using an amulet of mighty fists with the front ability.
Marid Style relevant part: While using this style and Elemental Fist to deal cold damage, you gain a bonus on cold damage rolls equal to your Wisdom modifier.
Frost: Upon command, a frost weapon is sheathed in icy cold that deals an extra 1d6 points of cold damage on a successful hit.
Would this mean that all my cold damage rolls would deal my wisdom modifier.
For example assuming 14 wisdom
1d6+2 (from elemental fist) + 1d6+ 2 (frost)?
It seems like this is perfectly valid via RAW, but I also feel like I might be reaching a bit.
So rather then reviving this thread (http://paizo.com/threads/rzs2o1on?SubZero-monkninja-build-advice) that I made a year ago, I figured I start fresh.
So, where I'm at is trying to make MOMS work even with the loss of Flurry, and still be able to kick-ass with a Sub-Zero monk
Currently my build out to lvl 11 looks like:
20 point buy:
Lvl 4 goes into strength, level 8 into con
Human Monk10/ Fighter1
My attacks will not hit as often as a flurry of blows, but they should connect for a ton of solid cold damage. Unlike some builds that I've thought of using, this one seems usable out the gate.
Lvl 1: TWF, Power attack, and Dragon style will have me hitting for 1d6+8 (4 base + 2 Dragon style + 2 Power attack)with my main hand, and 1d6+ 3 with my offhand
Not terrible for 1st level
My first strike will do: 1d6 + 12 (PA, DS, DF, Wisdom (marid style))+ 1d6 (elemental fist) and the offhand will do 1d6+ 5(PA, DF)
If both connect average damage would be= 24
On top of that I'll have a 10 foot reach whenever I'm using elemental fist.
Lvl 6:(assuming no power-ups from gear or party)
average damage if both connect= 37
Finally Lvl 11
- My first strike will do 1d10 + 17 + 3d6 (and have a chance of entangling the opponent) and the offhand will do 1d10 + 10, followed by 2 more strikes dealing 1d10 + 13 and 1d10 + 10 respectively.
so if all 4 attacks hit the average damage output would look like: 82.5 (not that great, but again that's with no power-ups used at all)
However, this build really benefits from stat increase items (belt of giant strength), haste, and (adding an extra strike from Ki. I leave this in paranthesis since it's not allowed by RAW, but me and my GM agree that it seems unfair to deny that Ki ability).
I'll probably take the Quinggon monk and pick up dragons breath (to act as a cold damage of course :)
In further levels I'll pick up Boar style to add 2d6 bleed damage
Anyways, thoughts, comments, questions welcome.
Edit: point buy changed to reflect improved dex for twf
So I will be running the shadow clock tower later this week. So far my group has blown through everything I've thrown at them without breaking a sweat, but I now have a question regarding Xanesha. I've read that she's a TPK machine, and while I don't want to make it harder on the group I feel like they've set her up to be extra ready for them.
After killing everyone at the saw mill they found the ravens and are were ready to follow it back to Xanesha, but last minute they decided that they needed to go back to Sandpoint to sell some gear and rest up before continuing (keeping the raven to follow back later). So, my question becomes, how would you handle Xanesha's reaction to this?
I'm thinking that she'd try her best to track down the PC's or even try to manipulate Magnimar's authorities against the PC's since they've killed her pawns. On the other hand the encounter is going to be tough regardless of if she switches plans on them. Still I feel that treating the encounter the exact same wouldn't make sense as a week will have gone by with everyone in the Skinsaw cult dead.
What would you do?
I'm going to be starting a new pathfinder campaign with some friends in a few weeks. I'm thinking of playing a complete skill monkey rogue. My party is far from optimized, (in fact I tend to usually over-optimize my characters by comparison).
Now with that said, I don't want to be a complete non-factor in combat either, so I'm trying to balance the skill monkey (primary) with the minimum amount of feats necessary to be somewhat useful.
The only combat feats I'm thinking of taking will be weapon finesse, and two weapon fighting. I'll be playing a halfling who duel wields daggers.
My group generates stats very weirdly. We roll 3 sets of 4d6 re-rolling all 1's, so 12 is usually my lowest stat. WIth that in mind I'll probably have really high stats compared to a point buy system.
Thanks in Advance for the advice.
I'm curious what's the level of magic in Golarion typically set at? Our GM says that it's an extremely low-magic world. Were currently in Absalom, and besides a few 1-3rd level scrolls, and a couple +1 trinkets there is nothing that you can buy magic wise. He's GMing so if he wants to set the bar that low it's fine, but I thought that typically you could at least find some decent magical items for sale at the "worlds" capital.
So I'm building a "Hulk" character out of the alchemist class.
My base strength is 20 (18 plus 2 racial).
I'm currently level 3, with the rage chemist and Vivisectionist archetypes. I've taken the feral mutagen ability
I also have power attack feat, and the enlarge person extract.
Would this mean that I'm making 3 attacks at +9/+9/+9 that do 1d8+11/1d8+11/2d6+11 + 1d6 damage? (enlarge person increase the damage dice, and the extra d6 for when I flank?)
Granted this assumes that I spent time taking the mutagen, casting enlarge person on myself and that I'm in base contact with the enemy when I finally attack.
Ok, first off, I know that AC isn't the be all end all of defense. Especially at higher levels, it's spells not attacks that are hugely damaging. However, I have this fighter/duelist/monk build that get's me a insane AC for 20th level. Now I also have the best possible gear to max this out, so it isn't realistic, but I did think it was funny. Ok now that I've acknowledged that this isn't the most effective build, or even a realistic expectation by level 20, here it is.
25 pt buy (18 dex, 14 int, 14 wis) lvl3 monk (Master of many styles, Monk of the Sacred Mountain), lvl 7 fighter (free-hand fighter), lvl 10 duelist. Halfling.
Again, that's an 80 AC without any shield or piece of platemail. This also means my Touch AC is also pretty untouchable.
thoughts? mistakes on my part?
Edit: Alexander has pointed out that I could also permanently reduce myself, take the underfoot racial trait, and add +2 dex via wand of alter self, to an actual total of 83.
Ok, so I have a quick question on how Punishing kick works. I'm making a duelist that has punishing kick and a rapier in hand. Now do I just add the punishing kick to my normal attacks, or do I need to make an unarmed strike in order to use it? the rules don't appear to state that you need to make an unarmed attack to have it work, but I could be wrong.
Warning: this is much longer then I thought it would be upon starting it. If you find yourself prone to TL:DR go ahead and move on, I won't be offended. With that said I think I've come up with a strong build for a small halfling duelist. I'd really appreciate any advice the forum has to improve upon it.
So it won’t be for quite some time before I can place this character, but all this talk of making a duelist has inspired me. My goal is to make a competent duelist who uses no armor, and instead relies on his cunning and wits to take his opponent down. My next GM will most likely start us off at level 11, with a 20 point buy and the equivalent amount of wealth of that level character. With that in mind I’m curious to see what people think of this build. This character is intended to replace the Big Stupid Fighter, so his protection is key, but his damage potential also needed to remain viable. I’ll be using a rapier and my offhand as my main weapons.
Lvl 3 Monk/ lvl 5 fighter/ lvl 3 duelist
Now the monk will have the Master of Many styles (MoMS), Monk of the Sacred Mountain (MotSM), and Hungry Ghost (HG) archetype. The reasons these archetypes are for a few reasons. First, Flurry of Blows will be useless to this character, since I won’t be further leveling as a Monk. Punishing Kick is better than Stunning fist for this same reason. Finally the MotSM gives me toughness and a +1 Natural armor bonus. With this in mind the Monk will allow my off hand to remain a viable source of damage, give my wisdom bonus to AC, and allow me to better utilize the Monks robes I’ll pick up later. Staying in this class till level 3 will give me a 30ft movement speed, and allow me to have an effective Full BAB on my combat maneuver rolls.
Ok, so this one’s more obvious then the monk. The Full BAB, and ton of feats will help flesh out this build, while I wait to get to the duelist prestige class. The One handed fighter archetype will give me a small bonus’s to my damage, disarm and AC.
Well this one should also be obvious. The Full BAB, getting my intelligence to increase my AC, precise strike and the ability to negate an attack (or two when I combine it with the Crane style feats).
Strength- 7 (5 racial)
Ok, so I know many of you are looking at the strength and just cringing (especially since this is supposed to be a front line fighter). There are a few reasons why this will work ok. First, since I’m starting at level 11, I’ll already have both weapon finesse and agile maneuvers, meaning that strength will be mostly irrelevant, and muleback cords and the haversack will take care of my encumbrance issues. I’ll be putting everything level bonus I get into Dex to maximize my damage, reflex, and AC.
So the feats I’ll have by then are.
Skills: these I’ll use to maximize my Intimidate, Bluff, sense motive, perception, and of course acrobatics ton increase my AC on defensive stance. I’ll probably also flush out a few other skills here and there for RP reasons like stealth (why not I'll be great at it).
Ok, so there you have it. So what does all this add up to you might ask. Well first lets look at my Defense. I’ll be fighting defensively almost always and using Combat expertise.
AC = 40 = 10+3 bracers of armor + 2 ring of protection + 2 Amulet of natural armor + 2 monk AC bonus +2 Wisdom + 3 Canny Defense + 7 Dex + 1 Free hand fighter (FHF) dodge bonus + 3 fighting defensively + 3 combat expertise + 1 size + 1 Dodge (against single foe only). Not bad for a small guy with no armor on.
Touch AC = 35= 10 + 2 ring of protection + 2 Monk AC + 2 Wisdom + 3 Canny defense + 7 Dex + 1 FHF + 3 Fighting defensively + 3 combat expertise + 1 size + 1 dodge
CMD = 40: 10 - 3 strength - 1 size +10 BAB + 7 dex+ 1 FHF + 2 Wisdom + 2 Monk AC bonus + 3 Canny Defense + 2 ring of protection + 3 fighting defensively (I think it counts) + 3 combat expertise + dodge
Ok so I got a decent Ac, What about my saves.
Reflex: 16 = 6 base + 7 dex + 2 cloak + 1 racial
Now I’ll also have toughness feat and a 12 constitution, so my HP should be fairly decent for when I do take a hit.
Ok, so I think I’ve shown that he’ll make a decent tank at this level. Don’t forget that I'll also gets to ignore the first attack that hits him, and makes a free AOO against that opponent. So maybe now your thinking, well sure no one can hit you but your DPR is gonna be absolutely terrible. Well, it definitely won’t match a pure DPR build that’s for sure, but it should put up some decent numbers. Lets look at it.
I’ll get 2 attacks a round that will be at
attack: 10 BAB + 2 rapier + 7 dex + 1 Singleton + 1 racial - 1 fighting defensively – 3 combat expertise( – 3 piranha strike)= +17/+12 or (14/9 with piranha strike)
Damage: 1d4 + 2 rapier + 7 dex + 1 singleton + 3 precise strike + (6 piranha strike) = 1d4 +13 per hit (1d4 + 19 w/ piranha strike).
I also will have a 25% chance of threatening a critical on every swing which will also up the damage quite a bit. Damage being 2d4 + 26 (2d4 + 38 w/ piranha strike).
So while I won’t be out damaging the rogue, I will be putting out enough DPR that I’m a viable threat.
To wrap it up, this class won’t be the ultimate min-maxed possible, but it does bring to mind a what I feel a duelist should look like. He’ll be dodging anyone who swings at him, and bringing his small weapon to bear in just the right spot.
Ok, so this is my first big post with a ton of material and coordinating bits. Does this build look viable to you? If not what would you suggest I tweek?
Ok I've seen it posted a few times that enlarge person is a great buff for melee characters. What am I missing? I don't think it's terrible, but it doesn't strike me as great either. You get a +1 damage, size increase to the weapon, reach, but you take a hit on your AC.
I don't know, maybe those benefits alone are great, or maybe I'm just missing something.
I'm curious what peoples opinions are on a party that consists of no divine magic users. We're going to be running an undead heavy campaign starting at level 1-level 10. Our intial group composition was:
-fighter (net and trident user)aka BSF
Now we have a very old fashioned group, and the DM was unhappy that we didn't have a healer (cleric specifically) in our group. I argued that we'd be fine without a cleric, and that we'd eventually just pick up some wands for out of combat damage. however, after much pressure our barbarian player is now playing a general healbot cleric. They're enthusiasm has dropped greatly, and they don't seem to be having any fun with the class.
At this point I really want to convince my DM to let them switch back to their original class, but everyone else including the DM think that the cleric as a healer is absolutely necessary even if the person playing it isn't having as much fun.
How would any of you go about trying to reason with this group (They're all good friends of mine and we all know eachother well, also the DM say's it's not a plot reason for the cleric so that isn't the reason for the push to make them one).
I'm currently playing a campaign with some friends, and I have a buddy who wants to make a duel wielding pistol gunslinger. The problem is that we don't have access to advanced weapons yet.
Now I've come up with some house rules and a new archetype to allow him to play that character if need be, but I don't want to use it if there's a way for him to play this class.
The big problem is reloading needs a free hand which he won't have. He's also very against the idea of doing the vestigial arm or hex hair to accomplish this task.
if anyone has any suggestions on making this build viable let me know.
So I've seen alot of people talk about how great summoning gets around SM3 onward. From what I've seen people find SM1-2 ackward, too short, and creatures lacking. Well I think I may have a build that helps not only makes these first few levels good, but possibly great. Now I'm by no means a master tactician, and I'm sure this has been suggested elsewhere, possibly many times before. With that said here I go.
To start your gonna need to play a human wizard (for the extra feat). Now the first thing you want is to pick up spell focus (conjuration) and augment summoning. In addition you pick up the conjuration specialization school.
Now try as I might, I've tried to find a good monster to summon on the SM1 list, and I keep coming back to the riding Dog. It has decent armor and HP for a 1st level character. On top of that with augment summoning, it'll reliably hit, and you get 2 chances to hit with it. In addition if you summon it on an enemies flank you've effectively buffed your fighter by +2. It's damage won't be too shabby at 1d6+6 (+4 from strength, +2 from smite evil), and it can trip on top of that.
By level 3 you can get SM2. Nothing on this list look particularly great. The wolf seems to be a straight up worse summons, but you can always do the summon d3 riding dogs instead. Now the problem with a d3 is that there's always the chance that you'll roll that 1 meaning that your wasting a level 2 slot on a level 1 spell. This is where your 3rd level feat comes into play. Superior summoning allows you to add a +1 to you summon monster total. This means that'll you'll get a minimum 2 dogs when you cast this spell. That's 2 dogs with 17 hps, and you can potentially put out 2d6+12 damage a turn with them. In addition you can now set up flanks all by yourself, and if you roll 4 dogs you can trap 2 targets at once.
Now the biggest issue I see is that I'm "wasting" a ton of feats to make a sub-optimal spell worth it. This might be true if these spells went out of style later, but they'll scale with you. Summoning 1d3+1 creatures just feels instantly better then 1d3, just because your guaranteed a better effect then a 1d3 alone (where 1/3 of the time you blew a higher level spell on a lower level ability).
From here you can progress down a normal wizard build, picking up feats you might have wanted earlier.
So I'm looking to make a tall brutish half-orc character that wields a giant two-handed greataxe/greatsword. I'm gonna take the titan mauler archetype, and at level six I'll be using an Ogre sized greatweapon at no penalties.
Furthermore, Since he's using a weapon such immense size (and later the weapon will get bigger) I was going to go down the vital strike path, and maximize damage through single massive swings instead of multiple ones.
Now, my question is, after level 6, I was thinking of dipping into 3 levels of fighter with the Two-handed weapon archetype. This allows me to add double my strength bonus to single swings. After which I'd go back to the barbarian class
would that be a worthwhile multi-class?
by level 9 (assuming a 26 strength while raging (18+racial+2 for level 8, +4 for raging), I'd be doing 6d6+16+ 9(powerattack)damage before I add anything else (including belt of strength, magical weapon, ability bonuses ect.), Also with furious focus, this attack would be take 0 penalties.
I'm still at a loss for rage powers (maybe intimidate or sundering abilities), and besides the obvious (powerattack, furious focus, vital strike chain), I don't know where to put the rest of my feats.
So for a campaign I'm going to be running with some friends, I wanted to make a character based off of Sub-Zero from mortal Kombat (cheesy I know :D).
I was thinking that I would take my first two levels as a monk with the Master of many styles archetype. From there I could take Dragon Style and Dragon Ferocity. Then at 3rd level I'd be able to select Elemental fists (cold) as another ability to use. From 3rd level on I'd go straight ninja.
Once I hit level 13 I could take Marid style to add more elemental damage.
I'm curious if anyone has any feat/other suggestions that would suit this character theme, while at the same time being viable?