James Risner
Owner - D20 Hobbies
|
Now the hard work.
Many of the ignored builds could have been fixed, some of them I couldn't decode the build. If the original poster would like to update them or even anyone else in the thread. Please do so.
Try to work them up in a way that all decisions can be decoded. So base stat choices, where to put 4th level and 8th level stat bump. Showing each choice taken at each level (1st level feat, Fighter bonus feat at Fighter 2, which order taken with Cavalier) would help make others reading your build spend less time decoding it.
James Risner
Owner - D20 Hobbies
|
Here are some nice representative numbers for Touch AC and Fort saves of CR 10 to CR 12.
For Fortitude saves, 12.3245453369 is the average bonus of CR 10 to CR 13 monsters.
Fort Saves
10.8307692308 CR 10
12.2242990654 CR 11
12.7362637363 CR 12
13.5068493151 CR 13
Touch AC
12.1923076923 CR 10
11.4392523364 CR 11
11.7912087912 CR 12
11.602739726 CR 13
James Risner
Owner - D20 Hobbies
|
Is this still a viable thread? If so, I've a goblin character that I've always felt was on the massive side of damage output and I'd be interested to see how it stacks up...
I think so. Is there a better thread?
I encourage you to post it, just do so with as much of the details explained so it can be decoded.
| Wiggz |
Wiggz wrote:Is this still a viable thread? If so, I've a goblin character that I've always felt was on the massive side of damage output and I'd be interested to see how it stacks up...I think so. Is there a better thread?
I encourage you to post it, just do so with as much of the details explained so it can be decoded.
Here is the character as it was built and played through Rise of the Runelords, tweaked to take into account the stat array laid out in the OP and reworked to reflect that ridiculous nerf to Crane Wing. It uses Paizo-published materials only.
Goblin 2nd level Monk (Master of Many Styles) / 15th level Fighter (Brawler)
Attributes:
STR 12 (-2 racial modifier)
DEX 15 (+4 racial modifier, +1 at 4th, 8th, 12th & 16th level)
CON 14
INT 13
WIS 10
CHA 8 (-2 racial modifier)
Traits:
Goblin Foolhardiness (+1 melee attack bonus when no allies are adjacent)
Vagabond Child (+1 Disable Device, Disable Device is a class skill)
Feats:
1st - Weapon Finesse
1st - Two-Weapon Fighting
2nd - Improved Unarmed Strike
2nd - Stunning Fist
2nd - Snake Style
3rd - Snake Fang
3rd - Combat Reflexes
4th - Weapon Focus: Unarmed Strike
5th - Piranha Strike
6th - Weapon Specialization: Unarmed Strike
7th - Improved Two-Weapon Fighting
8th - Disruptive
9th - Agile Maneuvers
10th - Greater Weapon Focus: Unarmed Strike
11th - Stand Still
12th - Greater Two-Weapon Fighting
13th - Improved Critical: Unarmed Strike
14th - Critical Focus
15th - Sickening Critical
15th - Staggering Critical
16th - Critical Mastery
17th - Greater Weapon Specialization: Unarmed Strike
Skills:
Acrobatics* 1-17
Climb* 2
Swim* 3
Survival* 2-3
Disable Device* 1-17
Perception* 1-17
Stealth* 1-17
* Class Skills
The Monk levels were taken at 2nd and 3rd. Now I'm going to be officially submitting the character at 12th level as that's generally my benchmark for a character's long-term playability and effectiveness.
Equipment: (108,000)
Brawling Mithril Chain Shirt +4 (26,000), Mithril Heavy Steel Shield +5 (26,000), Agile Amulet of Mighty Fists +1 (16,000), Cloak of Resistance +4 (16,000), Belt of Incredible Dexterity +4 (16,000), Ring of Protection +2 (8,000)
Statistically, this is how the character looks at 12th level:
HP 94 (10d10+2d8+24)
Fort +16, Reflex +17 (w/Evasion), Will +9
Armor Class: 34, w/Menacing Stance -1/-4
10 +6 [Dexterity] +1 [Small size] +8 [Chain Shirt] +7 [Shield] +2 [Ring]
Attack: +23/+23/+18/+18/+13/+13, Snake Fang w/Combat Reflexes
+11/+6/+1 [BAB] +8 [Dex] +1 [Small] -2 [TWF] +1 [Trait] +2 [Brawling armor] +2 [Close Combatant] +2 [Greater Focus] -3 [Piranha Strike] +1 [Amulet]
Damage per attack: 1d6+23
1d6 +2 [Brawling armor] +8 [Dex] +4 [Close Combatant] +6 [Piranha Strike] +2 [Specialization] +1 [Amulet]
Now here is where it gets tricky - in addition to the six or seven attacks per round the character would get on a full attack, he can make as many as 10 additional attacks of opportunity based off of opponents missing him. Obviously its impossible to know, but I'd be fine with an arbitrary number like 4 being used, meaning 4 additional attacks off of three misses, each at full BAB to represent off-turn AoO's. I assume under most circumstances he'd be using Piranha Strike. If I were optimizing him purely for combat, the Vagabond Child trait would be replaced by something that might aid Will saves, but he served as the party's scout so I'm fine leaving that in there for the purposes of calculating DPS (since it likely wouldn't have any effect anyway).
I have to say, this guy was a nightmare for opposing spellcasters. Between Standstill and No Escape making it impossible for casters to disengage and Disruptive and Menacing Stance combining to make casting at all almost impossible, he was devastating in those situations.
If there are any errors made, questions or confusion, just let me know.
James Risner
Owner - D20 Hobbies
|
I've worked up numbers for Hannah v2.0 using the default save bonuses.
Hannah v2.0 could do 111.25034375 DPR while the opponent is flat-foot or while she is invisible and 58.21659375 otherwise.
Noble Born Surtova only works on light or one handed weapons, so it doesn’t help during surprise rounds. Also I conservatively assumed each ray is halved when the Fort is successful including all Sneak Attack damage.
+5(Bard)+2(Rogue)+3(Dex)+1(size)+1(PBS) = +12 to hit
+2 damage on sneak dice (2d6)
1d8+6(Cha)+1(PBS) Fort 21 for half
Hannah v2.0 Surprise 1d8+6(Cha)+1(PBS)+(2d6+4)(Sneak)
.45*7*(.95*(4.5+7+2*3.5+4)+.95*.05*(4.5+7))+.55*7*(.95*(4.5+7+2*3.5+4)/2+.9 5*.05*(4.5+7)/2)
Hannah v2.0 Normal
.45*7*(.95*(4.5+7)+.95*.05*(4.5+7))+.55*7*(.95*(4.5+7)/2+.95*.05*(4.5+7)/2)
I’ve hashed out a new Hannah.
Hannah of the Booming Voice (version 3.0)
Material used: APG, UM, Dwarves of Golarion{DoG}, Inner Sea World Guide{ISWG}, Seeker of Secrets{SoS}
Buffs: Age Resistance, Lesser{UM} (24 hours), Freedom of Movement (100 minutes), Echolocation (100 minutes)
Sing for me Baby: 138.403125 DPR
Haste = useless
+1 to hit = useless
+1 to damage = +7.48125 DPR
Good Hope attack = +14.9625 DPR
All words may strike the same target, which isn’t intended per SKR who planned Errata to limit to 1/target.
Weird Words are ray weapons. SKR said “they should be rays.”
10th level Middle Aged Bard (Magician{APG} /Sound Striker{UM} )
Gnome (Academician/Bond to the Land/Darkvision/Magical Linguist {ARG} )
Ability Scores:
STR: 10 (+0) (12 base, -2 racial -1 Age +1 Age Resist)
DEX: 14 (+2) (14 base, -1 Age +1 Age Resist)
CON: 15 (+2) (13 base, +2 racial, -1 Age +1 Age Resist)
INT: 9 (-1) (8 base, +1 Age)
WIS: 11 (+0) (10 base, +1 Age)
CHA: 26 (+8) (15 base, +2 racial, +2 level, +6 Headband, +1 Age)
Hit dice: 10d8 +20 (Con) (8+4.5*9+20 = 68)
Initiative +10 (+8 Cha +2 trait)
Saving Throws (+2 vs Language-Dependant, glyph, symbol, or writing):
Fort +8 = +3 (bard) + 2 (CON) +2 (Resistance) +1 (Competence)
Reflex +12 = +7 (bard) +2 (DEX) +2 (Resistance) +1 (Competence)
Will +10 = +7 (bard) +0 (WIS) +2 (Resistance) +1 (Competence)
Armor Class: 25 Touch 13
—10 +7 (Elven Chain) +3 (Shield) +2 (Dex) +2 (Natural) +1 (Size)
Class Abilities:
Spells of up to 4th level (7/6/5/3 per day)
(Ear Piercing Scream, Grease, Vanish, Blah {ER=1st Arcane}, Blah, Blah)
(Invisibility, Mirror Image, Blah {ER=2nd Arcane}, Blah, Blah, Blah )
(Haste, Confusion, Good Hope, Blah)
(Lesser Age Resistance {ER=4th Arcane Witch}, Echolocation, Freedom of Movement)
Performances: (Distraction, Dweomercraft +2, Fascinate, Inspire Greatness, Spell Suppression, Wordstrike {1d4+10}, Weird Words) (4 +8 (Cha) +2*9 + 7(AFB) = 40 rounds).
Extended Performance (swift to expend spell to linger “spell level” rounds)
Improved Counterspell (same school to counter)
BAB: +7
Traits:
Adopted -> Zest for Battle {DoG} (+1 damage when have morale to attack)
Reactionary
Feats:
1st Noble Scion of War {ISWG} (Cha 13, 1st only; Cha to Init instead Dex)
3rd Arcane Strike (arcane spells)
5th Point Blank Shot
7th Precise Shot (PBS)
9th Flagbearer{ISWG} (Cha 15)
Skills: UMD +26, Spellcraft +17, Percept +13, Perform (Dance +20, Oratory +21)
Gear (60,057 gp):
+1 Elven Chain (6,150 gp) with Gauntlet attack +10/+5 for 1d2+4
+1 Darkwood Heavy Wooden Shield (1,257 gp)
Headband of Alluring Charisma +6 (36,000 gp)
Cloak of Resistance +2 (4,000 gp)
Cracked Pale Green Prism Ioun Stone{SoS} (+1 Competence to all saves; 4,000 gp)
Cracked Pale Green Prism Ioun Stone{SoS} (+1 Competence to attacks; 4,000 gp)
Tome of the Transmuter {UM} (+2 NAC on Age Resistance for 24 hours; 2,635 gp)
Spell Component Pouch (5 gp)
Handy Haversack (2,000 gp)
Buffs:
Age Resistance, Lesser{UM} (24 hour; Also +2 Natural AC from ToT above)
Freedom of Movement (100 minutes)
Echolocation (100 minutes; Blindsight 40 ft)
Attacks: Weird Words
10x ranged touch attack at +13 (+7 BAB +1 Small +2 Dex +1 PBS +1 Flag +1 comp)
1d8+8(Cha)+1(PBS)+1(ZfB)+3(AS)+1(flag), Fort save DC 23 for 1/2 dmg
Average monster bonus to Fortitude is +12, so that means they need only roll an 11 to make the save. That is 50% of the time.
The failed saves deal full damage:
.50*10*(.95*(4.5+8+1+1+3+1)+.95*.05*(4.5+8+1+1+3+1)) = 92.26875 DPR
The successful saves deal the other half of the damage:
.50*10*(.95*(4.5+8+1+1+3+1)/2+.95*.05*(4.5+8+1+1+3+1)/2) = 46.134375 DPR
The total of the two combine together for actual DPR:
.50*10*(.95*(4.5+8+1+1+3+1)+.95*.05*(4.5+8+1+1+3+1))+.50*10*(.95*(4.5+8+1+1 +3+1)/2+.95*.05*(4.5+8+1+1+3+1)/2) = 138.403125 DPR
Haste = useless
+1 Attack = useless
+1 to hit = useless
+1 to dmg = 7.48125 DPR = .50*10*(.95*(4.5+8+1+1+3+1+1)+.95*.05*(4.5+8+1+1+3+1+1))+.50*10*(.95*(4.5+8 +1+1+3+1+1)/2+.95*.05*(4.5+8+1+1+3+1+1)/2)-138.4031250000
Good Hope = 14.9625 DPR
DoG = Dwarves of Golarion, ISWG = Inner Sea World Guide, SoS = Seeker of Secrets
James Risner
Owner - D20 Hobbies
|
Goblin 2nd level Monk (Master of Many Styles) / 15th level Fighter (Brawler)
He looks awesome, can you shrink him down to 10th level with 60,000 gp of gear plus a haversack? That way we can compare.
I'm not a fan of the "fighting alone" traits/feats, so pick something else?
Also the number of AoO you can gain depends on behavior. So it is best to call out the Full Attack damage and then enumerate the ways you get AoO and how much each one would be.
| Wiggz |
Wiggz wrote:Goblin 2nd level Monk (Master of Many Styles) / 15th level Fighter (Brawler)He looks awesome, can you shrink him down to 10th level with 60,000 gp of gear plus a haversack? That way we can compare.
I'm not a fan of the "fighting alone" traits/feats, so pick something else? ** spoiler omitted **
Also the number of AoO you can gain depends on behavior. So it is best to call out the Full Attack damage and then enumerate the ways you get AoO and how much each one would be.
Heh - you should have seen him before the Crane Wing nerf.
I can refigure and repost the character at 10th level for you, but it might not be until Monday. I would however prefer to keep the Goblin Foolhardiness trait in play. Mechanically speaking it is a unique option for Goblins only and is unlikely to be available to the vast majority of other participants whether they wanted to take it or not and practically speaking, in the game there was almost never a time when it did not apply. I made an effort to stay apart from my party members and they made an effort to stay apart from me.
As far as the AoO's, it really is impossible to fairly figure out and at the same time its such an intrinsic part of how much damage the character deals. I think figuring out the details with no AoO's would be a good idea, then adding in the additional benefits of just two AoO's to see what effect it has. All that would be required for that to apply would be a single miss each round, and with the character's AC and play style, it was a very, very rare occasion when that didn't happen.
If you feel like giving it a go based on the information I've already given you, this is more or less what my gear would look like at 10th level...
Equipment: (59,000)
Agile Amulet of Mighty Fists (5,000), Brawling Mithril Chain Shirt +3 (17,000), Mithril Steel Shield +3 (10,000), Belt of Incredible Dexterity +4 (16,000), Cloak of Resistance +3 (9,000), Ring of Protection +1 (2,000)
As an aside, the original character, after 17th, would have gone 3 levels of Transmutationist, taking Iron Will with his feat at 19 and getting a Hedgehog familiar (that's +7 to Will saves in two levels), using his Physical Enhancement to bump Dex up another point and then maybe keeping a wand of Cat's Grace handy... though by that level, its not often you come across things you can simply punch, bite or claw to death.
| Shakalaka |
Rebuilt using the Elite Array.
The drop to dex effected accuracy, reflex saves and cmd. The increase to chr and con has no effect on dpr.
Otherwise changes for clarity.
Pincushion Pete 1.1, Human Dawnflower Dervish Fighter 10
Material used: APG, ARG, UC, Inner Sea Primer (ISP), Humans of Golarion (HoG), Faiths & Philosophies (F&P)
Race:
Human - Dual Talented (ARG)
Class:
Fighter - Dawnflower Dervish (ISP)
Traits:
Auspicious Tattoo (Race) (HoG), Wendifa Apprentice (Faith) (F&P)
Ability Scores:
STR: 16 (+3) (14 base, +2 racial)
DEX: 21 (+5) (15 base, +2 racial, +2 level, +2 belt)
CON: 13 (+1)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 8 (-1)
HP: 79 HP (10d10+20)(10+5.5*9+10(class)+10(con)
Saving Throws:
Fort: +11 7(fighter) +1(con) +2(resistance) +1(competence)
Ref: +11 3(fighter) +5(dex) +2(resistance) +1(competence)
Will: +8 3(fighter) +1(wis) +2(resistance) +1(competence) +1(trait)
AC: 24 - Touch 16, Flatfooted 19 (+7 +1 Mithral Breastplate, +5 dex, +1 Amulet of Natural Armor, +1 Ring of Protection)
Attacks: +3 composite longbow +23(x2)/+23/+18, d8+12 dmg (20/x3)
10(BAB) +2(greater focus) +5(dex) +3(enhancement) +4(weapon training with gloves) +1(competence) -2(rapid) = 23
3(str) + 3(enhancement) + 4(weapon training with gloves) +2(specialization) = 12
Class Abilities:
Bravery
Burst of Speed
Weapon Training 2 (bows)
Desert Stride
Weapon Training 1 (light blades)
BAB: +10 CMB: +16 CMD: 27
Feats:
1st Point-Blank Shot
1st Precise Shot (bonus)
2nd Rapid Shot (bonus)
3rd Weapon Focus - Longbow
4th Weapon Specialization - Longbow (bonus)
5th Point Blank Master (APG)
6th Manyshot (bonus)
7th Deadly Aim
8th Clustered Shots (bonus) (UC)
9th Arcane Strike (using Wendifa Apprentice to qualify)
10th Greater Weapon Focus - Longbow (bonus)
Gear: (61,700 gp)
+3 adaptive composite longbow (19500 gp)
Belt of +2 Dex (4000 gp)
Gloves of Dueling (15000 gp)
Pale green cracked ioun stone (attack) (4000 gp)
Handy Haversack (2000 gp)
+1 Mithral Breastplate (5200 gp)
Cloak of Resistance +2 (4000 gp)
Pale green cracked ioun stone (saves) (4000 gp)
Amulet of Natural Armor +1 (2000 gp)
Ring of Protection +1 (2000 gp)
Pete's Deadly Aim/Rapidshot/Arcane Strike routine is:
+3 longbow +20(x2)/+20/+15, d8+21 dmg (20/x3)
(normal 23 -3(deadly aim) =20), (normal 12 +6(deadly aim) +3(arcane strike) = 21)
His average damage per round is ~86.19.
An additional +1 to-hit is worth ~5.48 DPR, an additional +1 damage is worth 3.38 DPR, and an additional full-BAB attack is worth ~23.84 DPR. His single-attack damage is ~26.65 DPR
| Miryafa |
It might not be up to high-op standards, but here's a mainly-cleric build I came up with. Note: I made him with society in mind (but using Elite array), so he has 2 traits, of which one affects the build: Heirloom Weapon, granting proficiency with the Falcata. Also, he uses a +1 Keen Falcata instead of a +2 or +3 Falcata because he doesn't have Improved Critical like most other builds but does grant his own enhancements.
Bob Cross
favored class cleric (+9 HP)
Stats:
Str 14 + 2 racial + 2 levels + 4 enh. belt = 22
Dex 12
Con 15
Int 8
Wis 13 + 2 item = 15
Cha 10
HP 1d12+9d8+29 = 86
AC 10 + 9 Breastplate + 2 Dex + 1 Ring = 22
Fort 8 + 2 Con = 10
Ref 3 + 2 Dex = 5
Will 6 + 2 Wis = 8
Class Abilities
Fast Movement, Rage
Aura, Channel Energy 5d6, Domains (Demon & Destruction), Orisons, Spontaneous Casting
Feats
B Power Attack (-2/+6)
1 Raging Vitality (APG)
3 Furious Focus
5 Weapon Focus
7 Quicken Spell
9 Vital Strike
Traits
Heirloom Weapon (Falcata) (AA)
Berserker of Society (+3 rage rounds) (FG)
Items
+1 Keen Falcata (falcata - APG)
+3 Mithral Breastplate
Belt of Str +4
Headband of Wis +2
Handy Haversack
Ring of Defl. +1
Normal:
damage: 1d8 + 9 STR + 1 enhancement + 6 PA = 1d8+16
copied from spreadsheet:
tohit 14 12 7
damage 20.5 20.5 20.5
hit chance 0.5 0.4 0.15
crit chance 0.3 0.3 0.3
crit threat 3 3 3
total 19.475 15.58 5.8425
value in DPR of
-a +1 to hit: 9.7375
-a +1 damage: 6.08
-an additional full-BAB attack: 19.475
Rage (+3/+2), Quickened Divine Favor (+3/+3), Demon Ability (+4/+4), Destruction Ability (+0/+4):
melee: +7 BAB + 8 STR + 4 enhancement +3 luck +1 WF = +23 (-2 on secondary attacks for PA) = +23/+21/+16
damage: 1d8 + 12 STR + 4 enhancement +3 morale +3 luck + 6 PA = 1d8+28
copied from spreadsheet:
tohit 23 21 16
damage 32.5 32.5 32.5
hit chance 0.95 0.85 0.6
crit chance 0.3 0.3 0.3
crit threat 3 3 3
total 58.6625 52.4875 37.05
value in DPR of
-a +1 to hit: 6.175
-a +1 damage: 4.56
-an additional full-BAB attack: 58.6625
Problematically, he only gets 5 Demon/Destruction activations (and they're used up 1 per hit), and 9 rounds of rage, making the lower numbers a 1-round shot. More conservative would be using each Demon/Destruction attack once per round, which lowers the DPR to 107.54
Sources:
APG = Advanced Player's Guide
FG = Pathfinder Chronicles: Faction Guide
By the way, if you use Google Spreadsheet like I did, you might find these useful:
damage #
hit chance =min(max(1-((24-B1)/20), 0.05), 0.95)
crit chance #
crit threat #
total =B2*B3*(1+B4*B5)
| Miryafa |
Sorry, I messed up the calculations there and assumed keen falcata had a 15-20 crit range. Here's them redone with the proper 17-20 (or 20%) crits:
Normal:
damage 20.5 20.5 20.5
hit chance 0.5 0.4 0.15
crit chance 0.2 0.2 0.2
crit threat 3 3 3
total 16.4 13.12 4.92
= 34.44 DPR
value in DPR of
-a +1 to hit: 4.92
-a +1 damage: 1.68
-an additional full-BAB attack: 16.4
Rage, etc:
tohit 23 21 16
damage 32.5 32.5 32.5
hit chance 0.95 0.85 0.6
crit chance 0.2 0.2 0.2
crit threat 3 3 3
total 49.4 44.2 31.2
= 124.8 DR
-a +1 to hit: 5.2
-a +1 damage: 3.84
-an additional full-BAB attack: 49.4
Conservative (as above): 90.56 DPR
| pad300 |
I think I can top you Risner! Hannah V 4.0
Also, a question, if you are using 10 min/lvl buffs (eg Echolocation), why not Heroism?
7th level Bard (Word Striker)/ 3ed Level Rogue
Aasimar (Agathion Blooded) Halfling
Favored Class: Bard
Alternate Favored Class Bonus (ARG): +3 Levels to effective bard level for Weird Words
Ability Scores:
STR: 8 (-1) (8 base, -1 age, +1 Lesser Age Resistance)
DEX: 14 (+2) (12 base, -1 age, +1 Lesser Age Resistance +2 racial )
CON: 14 (+2) (14 Base, -1 age, +1 Lesser Age Resistance
INT: 14 (+2) (13 Base, +1 Age)
WIS: 11 (+0) (10 Base, +1 Age)
CHA: 24 (+7) (15 base, +2 racial, +2 level, +1 Age, +4 Headband)
Hit dice: 10d8 + 20 (Con) + 1 FCB = (8+4.5*9+20 +1) = 69
Saving Throws:
Fort +8 = +2(bard) +1(rogue) + 2(CON) + 2(Resistance) + 1(Competence)
Reflex +13 = +5(bard) +3(rogue) + 2(DEX) + 2(Resistance) + 1(Competence
Will +9 = +5(bard) +1(rogue) + 2(Resistance) + 1(Competence)
Armor Class: 25 (= 10 + 7 (Chain Shirt) +3 (Shield) +2 (Dex) + 1 (small) +2 NA)
Class Abilities:
Cantrips (Detect Magic, Read Magic, Prestigidation, Mending, Mage Hand, Sift)
Spells of up to 3ed level (6/5/2 per day)
(Ear Piercing Scream, Expeditious Retreat, Grease, Vanish, Anticipate Peril)
(Heroism, Invisibility, Mirror Image, Gallant Inspiration)
(Good Hope, Confusion)
Bardic Knowledge
Performance: (Countersong, Distraction, Fascinate, Inspire courage, Wordstrike, Weird Words) (4+7(Cha)+2*6 = 23 rounds).
2 Versatile Performances (Comedy: Bluff & Intimidate . Oratory: Diplomacy & Sense Motive)
Well Versed
Lore Master (1/day)
Sneak Attack (+2d6)
Trap Sense+1
Trap Finding
Rogue Talent (Ninja Trick: Pressure Points)
BAB: +7
Racial Traits:
Darkvision 60
Immortal Spark Immortal Spark Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
(note, I am not using Variant Aasimar Abilities for +2 Cha)
acid resistance 5
cold resistance 5
electricity resistance 5
Traits:
Adopted -> Zest for Battle {DoG} (+1 damage when have morale to attack)
Reactionay (+2 on initiative)
Feats:
1st Flag Bearer (Cha 15)
3ed Arcane Strike (Arcane Spells)
5th Point Blank Shot
7th Precise Shot
9th Ability Focus: Weird Words
Skills:
Stealth(10 Ranks, +3 Trained, +3 Dex, +4 Small+ assorted invisibility spells)
Perception, UMD, Perform (Dance), Perform (Oratory), Disable Device, Perform (Comedy),
All Knowledges (1 rank)
Gear (62,000gp, 60,057 used)
+1 Elven Chain (6,150 gp)
+1 Darkwood Heavy Wooden Shield (1,257 gp)
Headband of Alluring Charisma +4 (16,000 gp)
Cloak of Resistance +2 (4,000 gp)
Cracked Pale Green Prism Ioun Stone{SoS} (+1 Competence to all saves; 4,000 gp)
Cracked Pale Green Prism Ioun Stone{SoS} (+1 Competence to attacks; 4,000 gp)
Sniper Googles (20,000 gp)
Tome of the Transmuter {UM} (+2 NAC on Age Resistance for 24 hours; 2,635 gp)
Spell Component Pouch (5 gp)
Handy Haversack (2,000 gp)
Buffs:
Age Resistance, Lesser{UM} (24 hour; Also +2 Natural AC from ToT above)
Attacks:
Weird Words
Hannah relies on the interpretation that Weird words can dump multiple attacks on a target, if the user chooses.
It is assumed that multiple ray attacks can inflict multiple sneak attacks
Attacks:
Weird Words
10x ranged touch attack at +13 (+7 BAB +1 Small +2 Dex +1 PBS +1 Flag +1 comp)
1d8+7(Cha)+1(PBS)+1(ZfB)+2(AS)+1(flag), Fort save DC 24 for 1/2 dmg
Hannah's preferred attack mode is to sneak up on something using all that stealth she's got...and Wierd words them for 10 touch attacks vs flat footed touch ac at +13 to hit.
Each attack does 1d8+12 fort save for 1/2 + 2d6 sneak +4 for sniper googles.
Assuming a high fort save (+13), the 1d8+12 becomes = ((16.5*10)+(8.25*10))/20 = 12.3775
Assuming a low fort save (+9), the 1d8+7 becomes = ((16.5*14)+(8.25*6))/20 = 14.025
Sneak Attack Damage (per attack) is 2d6 + 4 + 1 Ability damage (Pressure Points) = 11 + 1 Ability damage (Pressure Points)
DPAttack = h(d+s)+ft(cd+cb+r)= 0.95*(d+11)+0.95*0.05*(1*d) = 22.797 or 24.440 + 0.95 Ability damage
h = 0.95
d = 12.3775 or 14.025
s = 11
t = 0.05
f = .95
c = 1
b = 0
r = 0
DPR = 10 * DPA = 228 or 244 respectively + 9.5 Ability damage
Without sneak attack:
DPR = 123 or 140 respectively
| Blakmane |
I know this is only a theorycrafting thread anyway, but I think you'd probably find even in PFS GMs would apply this FAQ to weird words as well.
"Sneak Attack: Can I add sneak attack damage to simultaneous attacks from a spell?
No. For example, scorching ray fires simultaneous rays at one or more targets, and the extra damage is only added once to one ray, chosen by the caster when the spell is cast.
Spell-based attacks which are not simultaneous, such as multiple attacks per round by a 8th-level druid using flame blade, may apply sneak attack damage to each attack so long as each attack qualifies for sneak attack (the target is denied its Dex bonus or the caster is flanking the target)."
As SKR used manyshot as a non-spell example in the FAQ thread.
| Miryafa |
I know this is only a theorycrafting thread anyway, but I think you'd probably find even in PFS GMs would apply this FAQ to weird words as well.
<snip>
As SKR used manyshot as a non-spell example in the FAQ thread.
This would be helpful for a game, but not this thread. While GMs may decide to use it, FAQ is not RAW, and therefore does not apply to a theory-crafting thread. In addition, SKR is well-known for misinterpreting the rules (as in, he draws a conclusion that is different from what the rules actually say), even the ones that he wrote.
In the case of SA + Wierd Words, this is the RAW:
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Weird Words (Su):
At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.
So SA does apply to Weird Words.
All of which is not to discourage you to post here - I personally appreciate any checks on the work posted here. Please continue posting, even if it's just your doubts, because I think more often then not the doubts are well-founded.
| proftobe |
Blakmane wrote:While GMs may decide to use it, FAQ is not RAW, and therefore does not apply to a theory-crafting thread. In addition, SKR is well-known for misinterpreting the rules (as in, he draws a conclusion that is different from what the rules actually say), even the ones that he wrote.I know this is only a theorycrafting thread anyway, but I think you'd probably find even in PFS GMs would apply this FAQ to weird words as well.
<snip>
As SKR used manyshot as a non-spell example in the FAQ thread.
actually FAQ becomes RAW its only when its not done in an FAQ that its just an opinion from one developer.
| proftobe |
here is an old example from a FAQ
Does the ring of continuation (Ultimate Equipment, page 168) allow you to cast time stop with a duration of 24 hours?
This item has had some unintended consequences and needs a fix. Change the second sentence of the description to read as follows: "Whenever the wearer of the ring casts a spell with a range of personal and a duration of 10 minutes per level or greater, that spell remains in effect for 24 hours or until the wearer casts another spell with a range of personal (whichever comes first)."
FAQ's are official changes (that's why JJ never gets involved in the non golarion ones) while anything else is an opinion. Example JJ's hatred of Summoner or disallowing higher plus weapons through DR or anything on the old ask Sean thread.
| Miryafa |
That example doesn't convince me that FAQ, and especially the FAQ that Blakmane posted, is RAW. Unless by FAQ you mean errata (where specifically called errata by Paizo), I can't find any evidence for it. Please show me the evidence if I'm mistaken.
On a side note, Blakmane's post applies to spells and not Su abilities like Weird Words.
I've been looking at Fedwyck the Plain and Mr. Bubbles, and I don't see how he's getting full STR to his secondary (tentacle) attacks, so it should only be 2d6+1d6+2d6+7 each. That would lower his DPR to 40.635 + 4 * 22.015 = 128.695. Also, as far as I can see Mr. Bubbles only has +6 Will (2 Base + 2 Iron Will + 2 Resistance).
On another note, the formula for Google spreadsheet I posted above is wrong, because it has 24-tohit instead of 24-(tohit+1), as it should be to account for dice. The following is correct, and works for additional damage dice as well:
tohit 1
base damage 3
extra dice dam. 1
hit chance =min(max(1-((24-(B1+1))/20), 0.05), 0.95)
crit chance 0.05
crit threat 2
total =(B4*(B2+B3))+(B2*B4*B5*B6)
| Miryafa |
I think this is an improvement on Fedwyck the Plain and Mr. Bubbles, giving up tentacles for claws and weapon focus for power attacks (it still only has +6 will though):
DPR: 201.987
Fedwyck the Plain
Half-elf summoner 10
Stats CHA: 19, others unnecessary
Mr. Bubbles
Stats
Dex 18 (16 see below)
Con 13 (17 see below)
Int 7
Wis 10
Cha 11
Defenses
CMD: 33 (37 see below)
Saves:
Fort +9
Reflex +9
Will +6
Feats
Power Attack
Improved Natural Attack (Tentacle)
Improved Natural Attack (Bite)
Evolutions
Damage Reduction 5/good (3 pts)
Claws x2 (2 pts)
Energy Attack (acid) (2 pts)
Rend (2 pts)
Bite (raises Str Bonus to damage) (1 pt)
Improved Damage (bite) (1 pt)
Improved Damage (claw) (1 pt)
total: 16 of 16 evo points used
Items
Belt of Giant Strength +6
Cloak of Resistance +2
Handy Haversack (on Fewyck)
Headband of Charisma +2 (on Fedwyck)
Math
Fedwyck casts Evolution surge (Large) on Mr. Bubbles, I am technically breaking the rules here but I think it follows the spirit (not taking an action from the full attacker) which as a CG character is appropriate.
Mr. Bubbles takes his full power attack of one bite, and 4 claws. Bite @+18 to hit does 3d6+1d6+2d6+30, claws @+18 to hit do 2d6+1d6+2d6+20 each.
...but now with rend!
The calculation for rend is tough for me to figure out, but there's something like a 99% chance to hit with at least 2 claw attacks. Rend damage is a bit of a foggy area as well, since it's not clear if bonus damage to the claws also applies to the rend, but by RAW rend does claw damage with Str*1.5, so I've calculated in vicious nad energy attacks to put rend at 44.5 average damage.
Calculations done using the formula in my previous post.
Bite: 41.2875
Claws: 30.15 * 4
Rend: 44.055
Total: 205.9425
Krodjin
|
Here's a character I am playing in Carrion Crown right now, adjusted as per the rules in the OP.
Half-Orc (Toothy-Alt. Racial trait) Natural Weapon Warrior
Ranger 8/Monk (Master of Many Styles) 2
Material used: CRB, Ultimate Combat, APG, Carrion Crown Player’s Guide
Ability Scores:
STR: 22 (+6) (15 base, +2 Racial, +1 level, +4 belt)
DEX: 15 (+2) (14 base, +1 level)
CON: 13 (+1)
INT: 10 (0)
WIS: 12 (+1)
CHA: 8 (-1)
HP: 80 HP (8d10, +2d8, +10 Con, +8 FC)
Saving Throws:
Fort: +12 Ref: +13 Will: +9 (+2 vs. Sleep/Stun/Paralysis)
AC: 22 - Touch 12, Flatfooted 20 (+10 +4 mithral breast, +2 dex)
Attacks: +2 Unarmed Strikes +16/+16/+11, d6+17 dmg (20/x2) and +2 Claws +17/+17, d6+ 17 dmg (20/x2) and +2 Bite +16, d4 +8 (20/x2).
Special Attacks:
Power Attack +6 Dmg (-3/+6 to attack factored in above; -3/+3 for Bite)
Favoured Enemy (Undead +4)
Trait: +1 dmg vs. Undead
Class Abilities:
Favoured Enemy +4/+2
Unarmed Strike d6 (no off-hand)
Evasion
Fuse Style
Hunters Bond
Spells
Other non-relevant stuff
BAB: +9, CMB: +15, CMD: 27
Feats/Level:
1st: Power Attack
2nd: BF) Aspect of the Beast (Claws)
3rd: Weapon Focus (Claws), BF: Dragon Style, Stunning Fist.
4th: BF) Dragon Ferocity
5th: Feral Combat Training (w/Claws)
7th: Multiattack
8th: BF) Eldritch Claws
9th: Two-Weapon Fighting
Traits:
+1 Will Save (Faith)
+1 dmg vs. Undead (Campaign)
Skills:
doesn't matter
Gear:
+4 mithral breastplate (20,200gp)
Belt of STR +4 (16,000gp)
Amulet of Mighty Fists +2 (20,000gp)
Cloak of Resistance +2 (4,000gp)
Handy Haversack (2,000gp)
Total: 62,200gp
-----------------------------------------------------------
At level 10 his BAB is +9/+4. His Full-Attack routine is: UAS/UAS/UAS/Claw/Claw/Bite.
Dragon Ferocity + Feral Combat Training give his Unarmed Strikes & Claw attacks 1x STR mod +half STR mod to damage and the claws are upgraded to the base d6 UAS damage. Because of Dragon Style & Dragon Ferocity his first UAS or Claw attack (but not both) on any given round gets a total of 1.5x STR mod +.5 STR mod to damage.
His DPR vs. Non-Favoured Enemies is a paltry 51.55
His DPR vs. Undead is a more respectable 95.62
An extra attack (Claw) vs Undead nets an extra 18.74 DPR.
I'm not sure what an extra +1 to hit or damage nets.
He gets an Animal Companion but I don't know how to factor that in.
He's 200gp over the WBL guidelines, but I am including the price of the Haversack in that. The Amulet of Might Fists is more than the suggested 25% of wealth.
Please feel free to check my math as I had a few beer when I did this...
Also, I'm not much of an optimizer. If anyone can suggest me ways to improve this character I'd appreciate it... One easy way to buff him for Carrion Crown is to get Undead Bane on his Amulet of Mighty Fists.
Right now we're only 1st level so he is attacking with a 2-handed weapon +bite. At level 2 I'll start using my 3 primary natural attacks and I probably won't start combining unarmed strikes & natural attacks until level 7 when I get Multiattack.
Krodjin
|
@James Risner: I'd be pretty stoked if you could audit my submission! Please let me know if there are any corrections I need to make first.
My assumptions on how Feral Combat Training & Dragon Style + Dragon Ferocity all work/interact are based on FAQ's whenever possible. I can post them here if necessary.
| Miryafa |
@James Risner: I'd be pretty stoked if you could audit my submission! Please let me know if there are any corrections I need to make first.
-You can reduce the +2 Cloak to a +1 Cloak of resistance and still have the required saves, which would also save you 3k gp and put your wealth within the required limit.
-TWF requires wielding a weapon in your off-hand*. Interpret that as you will, but it means at least that you can't have "no off-hand" when TWF-ing, which would drop your damage by 3 on the second UAS.-Claws are secondary attacks since you're using a weapon (UAS)**, so you only get -3/+3 power attack for them***.
-It seems to me that you're not applying the -2 for multi-attack to claws or bite and I can't see why not. If I'm calculating correctly, your to-hit looks like this:
UAS: 9 BAB + 6 STR + 2 magic - 3 PA - 2 TWF = +12
Claw: 9 BAB + 6 STR + 2 magic - 3 PA - 2 secondary + 1 WF = +13
Bite: 9 BAB + 6 STR + 2 magic - 3 PA - 2 secondary = +12
* source: http://www.d20pfsrd.com/gamemastering/combat#TOC-Two-Weapon-Fighting
** source: http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Natural-Attacks
*** source: http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final
| Miryafa |
I've readjusted Fedwyck and Mr. Bubbles to make them contest-legal, notably:
-+8 will save
-amulet of mighty fists +1 instead of vicious
Fedwyck the Plain
Half-elf Summoner 10
Build: whatever, as long as he has summoner favored class bonus +1/4 evolution points
Mr. Bubbles
Quadruped Eidolon 10
Stats
Dex 18 (14 base + 4 level bonus) (16 when large)
Con 13 (17 when large)
Int 7
Wis 14 (10 base + 2 levels + 2 item)
Cha 11
Both ability score increases went to Wis.
Defenses
CMD: 33 (37 see below)
Saves:
Fort +9
Reflex +9
Will +8
Feats
Power Attack
Improved Natural Attack (Claw)
Weapon Focus (Claw)
Evolutions
Claws x3 (3 pts)
Limbs (legs) (2 pts)
Energy Attack (acid) (2 pts)
Rend (2 pts)
Bite (raises Str Bonus to damage) (1 pt)
Improved Damage (claw) (1 pt)
Pounce (1 pt)
total: 16 of 16 evo points used
Items
Belt of Giant Strength +6
Headband of Wisdom +2
Cloak of Resistance +2
Handy Haversack (on Fewyck)
Math
Fedwyck casts Evolution surge (Large) on Mr. Bubbles, I am technically breaking the rules here but I think it follows the spirit (not taking an action from the full attacker) which as a CG character is appropriate.
Mr. Bubbles takes his full power attack of one bite, 6 claws, and rend.
Bite to hit = 8 BAB + 13 STR + 1 magic - 1 size - 3 PA + 2 charge = +20
Bite damage increases: 1d6+str -> 1d6+str*1.5 Bite evo. -> 1d8+str*1.5 large evo.
Bite damage = 2d6 + 19.5 STR + + 1 magic 1d6 acid + 9 PA = 34 + 3.5 extra dice
Claw to hit = 8 BAB + 13 STR + 1 magic + 1 WF - 1 size - 3 PA + 2 charge = +21
Claw damage increases: 1d4+str -> 1d6+str INA -> 1d8+str ID evo. -> 2d6+str large evo.
Claw damage = 2d6 + 13 STR + 1 magic + 1d6 acid + 6 PA = 27 + 3.5 extra dice
Chance to rend = 1 - chance of 5 claw attacks missing = 1 - 0.1^5 = 0.99999
Rend damage is a bit of a foggy area since it's not clear if bonus damage to the claws also applies to the rend, but by RAW rend does claw damage with Str*1.5, so I've used that with +1d6 energy attacks but only -3/+6 PA to put rend at 37 average damage.
Bite: 34.765
Claws: 29.88 * 6
Rend: 36.99963
Calculations done using the spreadsheet formula:
tohit 1
base damage 3
extra dice dam. 1
hit chance =min(max(1-((24-(B1+1))/20), 0.05), 0.95)
crit chance 0.05
crit threat 2
total =(B4*(B2+B3))+(B2*B4*B5*B6)
Total DPR: 251.04463
Value of:
+1 to-hit: 12.0053584
+1 damage: 7.87499
an additional attack (bite): 34.765
Krodjin
|
Krodjin wrote:@James Risner: I'd be pretty stoked if you could audit my submission! Please let me know if there are any corrections I need to make first.-You can reduce the +2 Cloak to a +1 Cloak of resistance and still have the required saves, which would also save you 3k gp and put your wealth within the required limit.
-TWF requires wielding a weapon in your off-hand*. Interpret that as you will, but it means at least that you can't have "no off-hand" when TWF-ing, which would drop your damage by 3 on the second UAS.
-Claws are secondary attacks since you're using a weapon (UAS)**, so you only get -3/+3 power attack for them***.
-It seems to me that you're not applying the -2 for multi-attack to claws or bite and I can't see why not. If I'm calculating correctly, your to-hit looks like this:
UAS: 9 BAB + 6 STR + 2 magic - 3 PA - 2 TWF = +12
Claw: 9 BAB + 6 STR + 2 magic - 3 PA - 2 secondary + 1 WF = +13
Bite: 9 BAB + 6 STR + 2 magic - 3 PA - 2 secondary = +12* source: http://www.d20pfsrd.com/gamemastering/combat#TOC-Two-Weapon-Fighting
** source: http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Natural-Attacks
*** source: http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final
Thanks Miryafa.
Re: your points;- Monks can TWF and do not have an off-hand when they Flurry with a Monk weapon or make Unarmed Strikes. The Master of Many Styles sacrifices flurry of blows, but retains the ability to make Unarmed Strikes without an "off-hand".
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
- Claws/Power Attack: I'll go re-read the FAQ's. But you may be correct. I know with Feral Combat Training I can apply the extra STR damage from Dragon Ferocity and the improved Unarmed Strike Damage to the Claw attacks... But Power Attack doesn't have UAS as a pre-requisite so I may have made a mistake...
- Attack Mods: I'm applying the -2 for Multiattack to the claws & bites. What I did in my character sheet was also include the +4 for Favoured Enemy... I took it out for the calculations though. So the math you present for the base attack rolls is correct and it's exactly 4 less than it would be vs. Undead.
| Shakalaka |
Plenty of attacks, a good critical range, and a slight damage boost on criticals due to the killer trait.
But a bare minimum on defenses.
Critical Craig, Human Dawnflower Dervish Fighter
Material used: ARG, Inner Sea Primer (ISP), Ultimate Campaign (UCP), Faiths & Philosophies (F&P)
Race:
Human - Dual Talented (ARG)
Class:
Fighter - Dawnflower Dervish (ISP)
Traits:
Killer (Combat) (UCP), Wendifa Apprentice (Faith) (F&P)
Ability Scores:
STR: 22 (+6) (15 base, +2 racial, +1 level (at 4), +4 belt)
DEX: 17 (+3) (14 base, +2 racial, +1 level (at 8))
CON: 13 (+1)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 8 (-1)
HP: 79 HP (10d10+20)(10+5.5*9+10(class)+10(con)
Saving Throws:
Fort: +10 7(fighter) +1(con) +2(resistance)
Ref: +8 3(fighter) +3(dex) +2(resistance)
Will: +8 3(fighter) +1(wis) +2(resistance) +2(iron will)
AC: 22 - Touch 12, Flatfooted 20 (+10 +1 Full Plate, +1 dex, +1 Dodge)
Attacks: +2 kukri +23/+18, d4+14 dmg (15/x2), +2 kukri +23/+18, d4+14 dmg (15/x2)
10(BAB) +2(greater focus) +6(str) +2(enhancement) +4(weapon training with gloves) +1(competence) -2(two-weapon) = 23
6(str) + 2(enhancement) + 4(weapon training with gloves) +2(specialization) = 14
Class Abilities:
Bravery
Burst of Speed
Weapon Training 2 (light blades)
Desert Stride
Weapon Training 1 (bows)
BAB: +10 CMB: +16 CMD: 29
Feats:
1st Two-Weapon Fighting
1st Arcane Strike (bonus) (using Wendifa Apprentice to qualify)
2nd Double Slice (bonus)
3rd Weapon Focus - Kukri
4th Weapon Specialization - Kukri (bonus)
5th Power Attack
6th Dodge (bonus)
7th Iron Will
8th Greater Weapon Focus - Kukri (bonus) retrain Dodge to Improved Two-Weapon Fighting
9th Improved Critical - Kukri
10th Dodge (bonus)
Gear: (60,266 gp)
+2 Kukri (8308 gp)
+2 Kukri (8308 gp)
Belt of +4 Str (16000 gp)
Gloves of Dueling (15000 gp)
Pale green cracked ioun stone (attack) (4000 gp)
Handy Haversack (2000 gp)
+1 Full Plate (2,650 gp)
Cloak of Resistance +2 (4000 gp)
Craig's Power Attack/Arcane Strike routine is:
+2 kukri +20/+15, d4+23 dmg (15/x2), +2 kukri +20/+15, d4+20 dmg (15/x2)
(normal 23 -3(power attack) =19), (normal 14 +6(power attack) +3(arcane strike) = 23)
(normal 23 -3(power attack) =19), (normal 14 +3(power attack) +3(arcane strike) = 20)
His average damage per round is ~92.22.
An additional +1 to-hit is worth ~6.36 DPR, an additional +1 damage is worth 3.77 DPR, and an additional full-BAB attack is worth ~28.69 DPR. His single-attack damage is ~32.06 DPR
| Shakalaka |
Built around vital strike, but gets very little benefit from buffs by other party members
Vital Vivian, Half-Orc Titan Mauler
Material used: APG, ARG, UC, Ultimate Campaign (UCP), Faction Guide (FG)
Race:
Half-Orc - Sacred Tattoo (ARG), Shaman's Apprentice (ARG)
Class:
Barbarian – Titan Mauler (UC)
Fighter - Weapon Master (APG)
Horizon Walker (APG)
Traits:
Berserker of the Society (Combat) (FG), Fate's Favored (Faith) (UCP)
Ability Scores:
STR: 21 (+5) (15 base, +2 racial, +2 level, +2 belt)
DEX: 12 (+1)
CON: 14 (+2)
INT: 10 (+0)
WIS: 13 (+1)
CHA: 8 (-1)
HP: 92 HP (6d12 +4d10 +26)(12+ 6.5*5 +5.5*4 +6(class) +20(con))
Saving Throws:
Fort: +16 5(barbarian) +2(horizon) +2(fighter) +2(con) +2(resistance) +1(competence) +2(luck (tattoo & fate))
Ref: +9 2(barbarian) +1(horizon) +1(dex) +2(resistance) +1(competence) +2(luck (tattoo & fate))
Will: +9 2(barbarian) +1(horizon) +1(wis) +2(resistance) +1(competence) +2(luck (tattoo & fate))
AC: 27 - Touch 14, Flatfooted 26 (+12 +3 Full Plate, +1 dex, +1 Amulet of Natural Armor, +1 Ring of Protection, +2 Luck(jingasa+fate))
Attacks: +1 impact large bastard sword +18/+13, 3d8+8 dmg (19-20/x2)
10(BAB) +1(focus) +5(str) +1(enhancement) +1(competence) = 18
7(str) + 1(enhancement) = 8
Class Breakdown:
Barbarian x3, Fighter, Barbarian x2, Horizon x3, Barbarian
Class Abilities:
Rage
Big Game Hunter
Jotungrip
Massive Weapons
Evade Reach
Favored Terrain - Urban
Favored Terrain - Desert
Terrain Mastery - Desert
Terrain Dominance - Desert
BAB: +10 CMB: +15 CMD: 26
Feats:
1st Exotic Weapon Profiency - Bastard Sword
1st Endurance (bonus)
3rd Weapon Focus - Bastard Sword
4th Power Attack (bonus)
5th Furious Focus (APG)
7th Vital Strike
9th Furious Finish (UC)
Rage Powers:
2nd Reckless Abandon (APG)
5th Lesser Elemental Rage (APG)
10th Inspire Ferocity (APG)
Gear: (60020 gp)
+1 impact large bastard sword (18370gp)
Belt of +2 Str (4000 gp)
Pale green cracked ioun stone (attack) (4000 gp)
Handy Haversack (2000 gp)
+3 Full Plate (10,650 gp)
Cloak of Resistance +2 (4000 gp)
Pale green cracked ioun stone (saves) (4000 gp)
Amulet of Natural Armor +1 (2000 gp)
Ring of Protection +1 (2000 gp)
Jingasa of the Fortunate Soldier (5000 gp)
Vivian's Rage/Reckless Abandon/Lesser Elemental Rage/Power Attack/Furious Focus/Vital Strike/Furious Finish routine is:
+1 Bastard Sword +22, 68+6 dmg (19-20/x2)
10(BAB) +1(focus) +7(str) +1(enhancement) +1(competence) +2(reckless) = 22
48(max of 6d8) +10(str) + 1(enhancement) +9(Power Attack) +6(max of L.Elemental)= 74
His average damage per round is ~74.48.
An additional +1 to-hit is worth ~0 DPR, an additional +1 damage is worth 1.05 DPR, and an additional full-BAB attack is worth ~0 DPR
His normal attack gets too confusing for me due to furious focus
| Shakalaka |
With a falcata and killer, it has some big criticals. And loads of hit points
Hacker Harry, Human Dawnflower Dervish Fighter 10
Material used: ARG, Inner Sea Primer (ISP), Ultimate Campaign (UCP), People of the North (PotN), Faiths & Philosophies (F&P)
Race:
Human - Dual Talented (ARG)
Class:
Fighter - Dawnflower Dervish (ISP)
Traits:
Killer (Combat) (UCP), Wendifa Apprentice (Faith) (F&P)
Ability Scores:
STR: 23 (+6) (15 base, +2 racial, +2 level, +4 belt)
DEX: 12 (+1)
CON: 16 (+3) (14 base, +2 racial)
INT: 10 (+0)
WIS: 13 (+1)
CHA: 8 (-1)
HP: 115 HP (10d10+56)(10 +5.5*9+ 10(class) +30(con) +10(toughness) +6(tribal scars)
Saving Throws:
Fort: +12 7(fighter) +3(con) +2(resistance)
Ref: +6 3(fighter) +1(dex) +2(resistance)
Will: +9 3(fighter) +1(wis) +2(resistance) +2(iron will) +1(tribal scars)
AC: 22 - Touch 12, Flatfooted 22 (+10 +1 Full Plate, +1 dex, +1 Dodge)
Attacks: +3 Falcata +26/+21, d8+18 dmg (17/x3)
10(BAB) +2(greater focus) +6(str) +3(enhancement) +4(weapon training with gloves) +1(competence)= 26
9(str) + 3(enhancement) + 4(weapon training with gloves) +2(specialization) = 18
Class Abilities:
Bravery
Burst of Speed
Weapon Training 2 (heavy blades)
Desert Stride
Weapon Training 1 (bows)
BAB: +10 CMB: +16 CMD: 27
Feats:
1st Tribal Scars - Slothjaw (PotN)
1st Exotic Weapon Proficiency - Falcata (bonus)
2nd Power Attack (bonus)
3rd Weapon Focus - Falcata
4th Weapon Specialization - Falcata (bonus)
5th Iron Will
6th Arcane Strike (bonus) (using Wendifa Apprentice to qualify)
7th Toughness
8th Improved Critical - Falcata (bonus)
9th Greater Weapon Focus - Falcata
10th Dodge (bonus)
Gear: (59,968 gp)
+3 Falcata (16,318 gp)
Belt of +4 Str (16000 gp)
Gloves of Dueling (15000 gp)
Pale green cracked ioun stone (attack) (4000 gp)
Handy Haversack (2000 gp)
+1 Full Plate (2,650 gp)
Cloak of Resistance +2 (4000 gp)
Harry's Power Attack/Arcane Strike routine is:
+2 Falcata +23/+18, d8+30 dmg (17/x3)
(normal 26 -3(power attack) =23), (normal 18 +9(power attack) +3(arcane strike) = 30)
His average damage per round is ~83.13.
An additional +1 to-hit is worth ~2.44 DPR, an additional +1 damage is worth 2.38 DPR, and an additional full-BAB attack is worth ~46.46 DPR. His single-attack damage is ~46.46 DPR
| SPACEBALL12345 |
With raging and armor proficiency, what is the cutoff point for AC requirements of barbarian builds? We could have potential 20 temporary hp from rage and damage reduction, and I'm not seeing the value of getting a barbarians AC in a respectable place. Anything below 20 is going to get hit, and 22 isn't a realistic goal for a barbarian.
| Miryafa |
Dunno if Man in Black still looks at this thread, but I'm interested in that barbarian question so I did some analysis.
According to the average stats by CR, the average to-hit at level 10 is about 14, and average damage 16.5. Looking at a few monster entries I see 1 attack, 3 attacks, and 6 attacks, which gives a quick and lazy average of about 3 attacks per round. If your AC is 22, that's about 35 DPR.
base damage 16.5 16.5 16.5 16.5 16.5 16.5 16.5
extra dice dam. 0 0 0 0 0 0 0
hit chance 0.65 0.7 0.75 0.8 0.85 0.9 0.95
crit chance 0.05 0.05 0.05 0.05 0.05 0.05 0.05
crit threat 2 2 2 2 2 2 2
total* 35.3925 38.115 40.8375 43.56 46.2825 49.005 51.7275
*total = DPR times 3 to account for 3 attacks, divide this by 3 for a single attack
A level 10 barbarian has DR 2, so you can take 6 off each of those values, meaning if your AC is 22, you'd take about 29 DPR, whereas if it's 16 or less, you'd take about 46. Meaning an extra 17 of that 20 temp HP per round. If your DPR is over 130 (average monster HP), you come out 3 HP ahead by ignoring AC. If it's less, so that combat lasts longer than one round, you lose HP.
OTOH, if your AC is 19, you take about 38 DPR, or an extra 9 of that 20 temp HP. So as long as your DPR is over 65 (2-round KO), you come out 2 HP ahead. And you'd need 21 AC for a 3-round KO to come out ahead.
So I'd say it depends on your DPR, but since I can't nail down a number, I'd be okay with anyone who just says "I'm a barbarian and I'm ignoring AC."
| PaperStSoapCo |
Looking at a new archetype from Advanced Class Guide, here's Lil Man. He is 100% PFS legal.
Details:
Lil Man
Halfling Cavalier (Daring Champion) 10 (Pathfinder RPG Advanced Player's Guide 32)
CG Small humanoid (halfling)
Init +9; Senses Perception +1
--------------------
Defense
--------------------
AC 28, touch 21, flat-footed 19 (+5 armor, +2 shield, +6 Dex, +1 size, +1 deflection, +3 dodge)
hp 84 (10d10+20)
Fort +13, Ref +13, Will +8; +3 Morale bonus vs. fear when beneath banner, +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee +3 falcata +21/+16 (1d6+9/17-20/×3 +10 Precision)
Special Attacks deed: opportune parry and riposte, deed: precise strike, for the king, challenge, low blow, panache
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 14, Int 8, Wis 12, Cha 16
Base Atk +10; CMB +8; CMD 28
Feats Exotic Weapon Proficiency (falcata), Extra Panache, Improved Critical (falcata), Outflank[APG], Precise Strike[APG], Risky Striker[ARG], Slashing Grace, Weapon Focus (falcata)
Traits absalom hotspur, reckless
Skills Acrobatics +22, Bluff +16, Climb +1, Intimidate +16, Knowledge (local) +13; Racial Modifiers +2 Acrobatics, +2 Climb, lion's skills
Languages Common, Halfling
SQ banner, champion's finesse, deed: dodging panache, deed: swashbuckler initiative, tactician, lion's call, orders (order of the lion)
Other Gear +1 champion mithral shirt, +1 buckler, +3 falcata, belt of incredible dexterity +4, champion's banner, cloak of resistance +3, handy haversack, ring of protection +1, 577 gp
--------------------
Special Abilities
--------------------
Absalom Hotspur You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks.
Banner +3/+2 (Ex) Allies who can see your banner gain +3 save vs. fear & +2 to hit while charging.
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Deed: Dodging Panache +3 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +3 to AC vs. attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +20 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Fearless +2 racial bonus vs Fear saves.
For the King +3 (1/combat) (Ex) As a swift action, allies in 30 ft add +3 to att and dam for 1 rd.
Greater Tactician (Outflank or Precise Strike, 8 rds, 3/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Lion's Call +3/+1 (Ex) Grant allies +3 save vs. Fear, +1 to attack, new save vs. fear.
Lion's Challenge +14 (4/day) (Ex) +14 to damage target, -2 AC vs. others when used, +3 Dodge AC vs. the target of your challenge.
Lion's Skills +5 (Ex) +5 to Knowledge (Nobility) checks relating to sovereign.
Low Blow +1 to critical confirmation rolls against larger creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Risky Strike -1/+6 Subtract from your AC to add to damage vs foes 2 sizes larger.
Slashing Grace (Falcata) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Calculations will be made with no challenge, no panache use; challenge only; and both. I will also include a calculation with both vs a Large target for a "stars align" situation. Granted, we have 4 challenges a day, 5 panache points that refresh on crits/kills.
Also of note is that AC increases by 5 against a Challenged Target, making him quite the tank.
DPR:
Baseline - 43.125 DPR
Challenge - 74.065 DPR
Challenge + Panache - 89.565 DPR
Challenge + Panache + Risky Striker - 102.825 DPR
[u]Baseline[/u]
+1 to Attack is worth 2.5 though only from the first bonus given the already high attack, after which it quickly declines.
+1 to Damage is worth 2.21
Extra Attack is worth 25
I have not yet calculated what the various bumps are worth in other circumstances.
I also haven't calculated what his bonuses would be with a prep round for Tactician and Order of the Lion.
I'm sure he could be further optimized with Killer or various other minor damage boosts.
Artanthos
|
That example doesn't convince me that FAQ, and especially the FAQ that Blakmane posted, is RAW. Unless by FAQ you mean errata (where specifically called errata by Paizo), I can't find any evidence for it. Please show me the evidence if I'm mistaken.
FAQ is RAW. You may not agree with it, and are free to ignore it in home games. In organized play, don't even attempt that argument.
| Charender |
Marty the Master Summoner
Master Summoner
Male True Neutral Human
Summoner (Master Summoner) 10
Strength: 8
Dexterity: 18 = 14(base) + 4 enhancement
Constitution: 12
Intelligence: 14 = 13(base) +1 from level
Wisdom: 10
Charisma: 22 = 15 base +1 from level + 4 enhancement + 2 racial
Hit Points: 73 HP
Initiative: +6
Attack Bonus: +7/+2 (melee: +4/-1) (ranged: +11/+6)
Fortitude Save: +9 Reflex Save: +10 Will Save: +10
Armor Class(with barkskin and combat expertise): 28 (touch: 20) (flat-footed: 21) CMB: +6 CMD: 26
Feats & Traits: Arcane Strike, Armor Proficiency (Light), Augment Summoning, Combat Expertise +/-2, Dodge, Extend Spell, Great Fortitude, Simple Weapon Proficiency - All, Superior Summoning, Focused Mind, Reactionary
Special Abilities: Summoning Mastery V (11/day) (Sp), Aspect (Su), Eidolon Link (Ex), Hero Points (1), Lesser Eidolon, Life Link (Su), Maker's Call/Transposition (2/day) (Su), Share Spells with Eidolon (Ex)
+1 Longspear (+5/+0, 1d8 damage, crit 20/x3)
Magic Items: MW Longspear(305 gp), Belt of Incredible Dexterity +4(16000 gp), Cloak of Resistance +3(9000 gp), Headband of Alluring Charisma +4[16000 gp), Ring of Protection +3(18000 gp) = 59305 gp
Spells: Barkskin (2), Bull's Strength, Mass (4), Detect Magic (0), Dimension Door (3), Enlarge Person (1), Glitterdust (2), Guidance (0), Haste (2), Heroism (3), Invisibility (2), Light (0), Mage Armor (1), Mage Hand (0), Magic Fang, Greater (3), Message (0), Overland Flight (4), Read Magic (0), Rejuvenate Eidolon, Lesser (1), See Invisibility (2), Shield (1), Unfetter (1), Wall of Ice (3)
Eidolon
Male True Neutral Serpentine
Strength: 10 (0)
Dexterity: 22 (+6)
Constitution: 12 (+1)
Intelligence: 7 (-2)
Wisdom: 10 (0)
Charisma: 11 (0)
Acrobatics: +10
Escape Artist: +10
Fly: +12
Perception: +15
Stealth: +25
Hit Points: 28 HP
Initiative: +6
Attack Bonus: +5 (melee: +5) (ranged: +11)
Fortitude Save: +2 Reflex Save: +10 Will Save: +4
Armor Class: 23 (touch: 17) (flat-footed: 17) CMB: +9 CMD: 19 (flat-footed: 13)
Feats & Traits: Weapon Finesse
Special Abilities: Darkvision (60 feet), Scent (Ex), Damage Resistance, Fire (10), Climbing (20 feet), Flight (20 feet, Good), Tail (Ex), Evasion (Ex)
•Bite (Bite) (+13, 1d4+2 damage, crit 20/x2)
•Tail Slap (Tail Slap) (+6, 1d4 damage, crit 20/x2)
Augmented Summoned Lion
Male True Neutral Lion
Strength: 25 (+7)
Dexterity: 17 (+3)
Constitution: 19 (+4)
Intelligence: 2 (-4)
Wisdom: 12 (+1)
Charisma: 6 (-2)
Hit Points: 42 HP
Initiative: +7
Attack Bonus: +2 (melee: +9) (ranged: +5)
Fortitude Save: +8 Reflex Save: +7 Will Save: +2
Armor Class: 15 (touch: 12) (flat-footed: 12) CMB: +11 CMD: 24 (flat-footed: 21)
Feats & Traits: Improved Initiative, Run, Skill Focus: Perception
Special Abilities: Low-Light Vision, Scent (Ex), +4 Stealth in undergrowth (Ex), Grab (Medium) (Ex), Pounce (Ex)
•Bite (Lion) (+9, 1d8+7 damage, crit 20/x2)
•Claw x2 (Lion) (+9 x2, 1d4+7 damage, crit 20/x2)
•Rake x2 (Lion) (+9 x2, 1d4+7 damage, crit 20/x2)
Note, I am hedging the rules here. 11 summons per day at 10 minutes per summoning means that the summoner can have 1d3+1 lions following them around for 110 minutes per day which is longer than the duration of a 10 min/level spell, so I am working on the assumption for this scenario that the summoner has 3 lions following them when the fight starts.
Round 1: cast mass's bull's strength, all the lions pounce
With Bull's Strength each lion does 20.8 DPR, a +1 to hit is 5.3 DPR, +1 to damage is 1.75, extra attack is 4.7.
The summoner gets 1d3+1 lions, so with an average of 3 lions, the summoner does 62.5 DPR, +1 to hit is 15.8 DPR, +1 dam is 5.3.
Round 2: Cast haste.
If the lion's can pounce again, they will do 29.2 damage each, +hit gives 6.0 more damage, +damage gives 2 DPR.
If the lion cannot pounce, the will do 10.0 DPR, +hit gives 3.7, +dam gives 1.2
Multiple by 3 for total damage.
Observations
The character is primarily a group support character who can dish out some decent damage. The damage is pretty good, but if you look at the spell list, this character is also a huge asset to the other party members. With 28 AC, and 73 hp, a summoner isn't exactly squishy either, they can hang out near the melee, and give flanking bonuses.
The Eidolon is not a combat creature, but rather is designed to be a group scout with +25 stealth, +15 perception, and the summmoner can make it invisible/unfettered. As such, I have left the pet's damage out of the equation.
Given a round or 2, the summoner can easily summon more lions and their damage multiplies accordingly. This build multiplies it's damage for every round you have to prepare. If given unlimited rounds to prepare, the damage caps out at around 577.4 DPR(11 summons of 3 creatures each with 2 castings of mass bull's strength to buff 20 of them).
Since the damage is based on multiple creatures with lots of attacks, inspire courage really boosts the damage. With a level 10 bard in the picture, the DPR goes up to 93.8 per 3 lions.
Great action economy. Since all of the damage comes from summoned creatures, there is no opportunity cost if the summoner want to UMD a cure critical from a wand on the fighter in round 3. After buffing the summons, the summoner is free to sit back and do whatever the group needs them to.
In a party situation, it would probably be better to cast haste over mass bull's strength on round 1, but that is a loss in the summoner's DPR.
The summoner never attacks enemies directly, so you can do everything in combat with normal invisibility up.
Addendum: All lions have the potential to be celestial, so they could possibly Smite Evil on round 1 for an extra +5 damage on their first attack, and the numbers do not account for the 5% crit chance the lions have.
Edit note: reposting with the magic weapon dropped as the +1 spear is not part of the DPR calculations. Broke out the details of stat allocation.
| Charender |
DPS, Ranger/Alchemist by Charender — DPR — Haste = DPR, +1 Attack =, +1 hit = DPR, +1 dmg = . DPR — Errors: Ignored = 715 gp over; Brew Potion/Craft Magic Arms & Armor useless feats; Need attack break out since Dervish Dance only helps the Scimitar attacks so -1 STR mode for all natural attacks has strange interaction with Power Attack
The wealth by level can be fixed by going to +3 Mithril Breastplate.
The -1 damage from strength can be fixed by swapping Charisma and Strength.
Not going to repost for multiple reasons
1. It uses self cast Heroism
2. There is some controversy on exactly how many attacks an Alchmist can get, this build uses the most liberal interpretation.
3. I can get more DPR using dual wielded agile weapons instead of dervish dance, making this build somewhat obsolete.
4. Vivisectionist is now banned in PFS. When I originally made this build, it wasn't.
That said, it is a nifty trick to use 2 levels of ranger to get power attack and full martial weapon profiency in a pure dex build.
| Regis Athius |
Hey guys just found these forums and its like 2 weeks until 2015, Pathfinder seems to be getting less popular but i am still going to post my current build.
I am currently running a build test game, so what we do is run one class RP an adventure and then the character goes home or they need to go somewhere and so on, we use level 10 for mid level testing.
What im using now is what i call:
Hack'n'slash for hire
Class: Ninja (UC)
Level: 10.
Race: Orc (ARG)
stats:
Str: 22(+6)- +4 race, +2 level(s), base 16.
Dex: 17 (+3)
Con: 14 (+3)
Int: 10 (-)- -2 race, base 12.
Wis: 11 (-)- -2 race, base 13.
Cha: 10 (-)- -2 race, base 12.
Class/Special:
Ki Pool: with this i only use the extra attack for the round to max my DPR.
Sneak Attack: 6d6.
Ninja tricks: i took the rogue talent ninja trick, with this i took:
-3 combat feats
-major magic (for mage armor)
-ghost touch (walking through 50ft of wall good to have in an adventure.)
Gear:
+1 leather lamellar (UE)
+2 ring of protection.
Weapons:
x2 keen +2 wakizashi's (1d6 16-20 x 2)(UE).
BAB: +7/+2
Feats: TWF, ITWF, TWD, PA, Improved critical (wakizashi), bleeding critical, improved initiative, TWR, Critical focus.
AC: 25 = +5 Lamellar, +3 dex, +4 mage armor, +1 TWD, +2 Ring of protection.
MAX DPR: (considering i should have like another 40,000 gp worth of OP gear)= 60.75 (possibly 75.15 with other stuff that i just added in if i had of taken them as magic items.)
BASE DPR: 54.75 ( only PA is altering the damage between max and base.)
Ki Pool + BASE DPR ( only one extra attack from Ki pool.) = 67.35
Ki Pool + MAX DPR = 74.75
Seeing that Ninja has a great skill point pool, this class in Ace for maxing your perfection in most things, good AC, decent DPR, Ki pool, lots of skills. What isnt their to lose?
| Xethik |
Hey guys just found these forums and its like 2 weeks until 2015, Pathfinder seems to be getting less popular but i am still going to post my current build.
I am currently running a build test game, so what we do is run one class RP an adventure and then the character goes home or they need to go somewhere and so on, we use level 10 for mid level testing.
What im using now is what i call:
Hack'n'slash for hire
Class: Ninja (UC)
Level: 10.
Race: Orc (ARG)stats:
Str: 22(+6)- +4 race, +2 level(s), base 16.
Dex: 17 (+3)
Con: 14 (+3)
Int: 10 (-)- -2 race, base 12.
Wis: 11 (-)- -2 race, base 13.
Cha: 10 (-)- -2 race, base 12.Class/Special:
Ki Pool: with this i only use the extra attack for the round to max my DPR.
Sneak Attack: 6d6.
Ninja tricks: i took the rogue talent ninja trick, with this i took:
-3 combat feats
-major magic (for mage armor)
-ghost touch (walking through 50ft of wall good to have in an adventure.)Gear:
+1 leather lamellar (UE)
+2 ring of protection.Weapons:
x2 keen +2 wakizashi's (1d6 16-20 x 2)(UE).BAB: +7/+2
Feats: TWF, ITWF, TWD, PA, Improved critical (wakizashi), bleeding critical, improved initiative, TWR, Critical focus.
AC: 25 = +5 Lamellar, +3 dex, +4 mage armor, +1 TWD, +2 Ring of protection.
MAX DPR: (considering i should have like another 40,000 gp worth of OP gear)= 60.75 (possibly 75.15 with other stuff that i just added in if i had of taken them as magic items.)
BASE DPR: 54.75 ( only PA is altering the damage between max and base.)
Ki Pool + BASE DPR ( only one extra attack from Ki pool.) = 67.35
Ki Pool + MAX DPR = 74.75
Seeing that Ninja has a great skill point pool, this class in Ace for maxing your perfection in most things, good AC, decent DPR, Ki pool, lots of skills. What isnt their to lose?
Your saves are probably very low. Your AC is very low. Mage armor does not stack with normal armor (your lamellar). You do not qualify for improved critical or critical feats. You seem to have taken extra feats, unless I am missing something.
Edit: also, your sneak attack should be 5d6.
| johnnythexxxiv |
Well, seeing as this has been bumped back up to the top, I may as well see how a variant of Badoomdoom fairs.
Busta Doggy Dogg Mixx Doggy Dogg Mixx-E the Immortal "Goblin"
Human Invulnerable Urban Barbarian 10 (12)
Str 13
Dex 15 (17) Level Ups all go into Dex
Con 12
Int 10
Wis 14
Cha 8
Alt Racial Trait: Focused Study
Progression
1 Barbarian 1 // Racial Heritage (Goblin), Skill Focus (Swim) retrained to Roll With It
2 Barbarian 2 (Rage Power (Lesser Beast Totem))
3 Barbarian 3 // Weapon Finesse
4 Barbarian 4 (Rage Power (Superstition))
5 Barbarian 5 // EWP (Dueling Sword)
6 Barbarian 6 (Rage Power (Beast Totem))
7 Barbarian 7 // Weapon Focus (Dueling Sword)
8 Barbarian 8 (Rage Power (Reckless Abandon)) // Skill Focus (Craft - Basketweaving) retrained to Slashing Grace
9 Barbarian 9 // Power Attack
10 Barbarian 10 (Rage Power (Greater Beast Totem))
Equipment: +1 Furious Keen Dueling Sword, Belt of Incredible Dexterity +4, Cracked Thorny Ioun Stone (resonating with Acrobatic feat), Headband of Inspired Wisdom +4, Vermilion Rhomboid
And because there's a significant boost to hit, number of attacks per round and damage within the next two levels I'm going to do add them in as well, but I'm not going to worry about bonus wealth from these levels, just the stuff mentioned above.
11 Barbarian 11 // Combat Reflexes
12 Barbarian 12 (Rage Power (Come and Get Me))
So BIG IMPORTANT POINT: Badoomdoom can get a TON of attacks of opportunities per round so I will be using that for DPR as well for the level 12 version, despite the unlikelihood of getting all of the AoOs in, otherwise it will be pathetically low.
Level 10 Full Attack, power attacking, charging and using reckless abandon while raging: +22/+17 1d8+21 17-20/x2 DPR: 47.43 Wow, that is bad...
A +1 to hit adds +3.06 DPR, a +1 to damage adds +1.86 DPR and an extra full BAB attack adds +27.54 DPR
Let's add in haste (that's a safe buff to assume is on you by 10th level after all): +23/+23/+18 1d8+21 17-20/x2 DPR: 79.56 A +1 to hit adds +1.53 DPR, a +1 to damage adds +3.12 DPR and an extra full BAB attack adds +29.07 DPR
Level 12 Full Attack, power attacking, charging and using reckless abandon while raging: +23/+18/+13 1d8+27 17-20/x2 DPR: 62.37Note: target AC for level 12 is 27
A +1 to hit adds +5.67 DPR, a +1 to damage adds +1.98 DPR and an extra full BAB attack adds +30.24 DPR
Hasted: +24/+24/+19/+13 1d8+27 17-20/x2 DPR: 100.17 A +1 to hit adds +7.56 DPR, a +1 to damage adds +3.18 DPR and an extra full BAB attack adds +32.13 DPR
Level 12, if he can get in all 10 CaGM attacks (extremely unlikely, but Badoomdoom can be flung by whoever he chooses that hits him so that extra movement can result in extra attacks) while power attacking, charging, raging and using reckless abandon: +23/+23/+23/+23/+23/+23/+23/+23/+23/+23/+23/+18/+13 1d8+27 17-20/x2 DPR: 364.77 THERE WE GO! NOW WE'RE STARTING TO LOOK LIKE A BARBARIAN!A +1 to hit adds +3.06 DPR, a +1 to damage adds +1.86 DPR and an extra full BAB attack adds +30.24 DPR
Hasted: +24/+24/+24/+24/+24/+24/+24/+24/+24/+24/+24/+24/+19/+14 1d8+27 17-20/x2 DPR: 421.47 A +1 to hit adds +26.46 DPR, a +1 to damage adds +13.38 DPR and an extra full BAB attack adds +32.13 DPR
So yeah, Badoomdoom needs a SUPER situational set-up in order to get to respectable damage, and he would need to take significant damage in order to do so, but he does have the ability to trade his full attack for the opponent's singular attack thanks to roll with it, so unless the opponent is doing significantly more damage in a single attack he can in his full attack he can still solo pretty much any melee opponent.
Edit: Added in haste benefits
| Mordo the Spaz - Forum Troll |
h(d+s)+tchd
hd(1+tc)
h(d+s)+ft(cd+cb+r)
Flawed.
All assume critical threat auto-hit. Only 20 auto-hit.
Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn't result in a hit is not a threat.
| BigDTBone |
A Man In Black wrote:h(d+s)+tchd
hd(1+tc)
h(d+s)+ft(cd+cb+r)Flawed.
All assume critical threat auto-hit. Only 20 auto-hit.
combat rules wrote:Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn't result in a hit is not a threat.
Not at all, because those numbers are all chances expressed as a percentage. So if you threaten deeper than you hit against a particular AC, then you use the lower percentage for threatening. Easy peasy.
| BigDTBone |
Consider 10% chance to hit and 30% chance to threat.
For critical damage, need roll 19-20 twice. Once to hit. Once to confirm.
Where that in formulas?
General DPR formula:
h(d+s)+tchd
h = Chance to hit, expressed as a percentage
d = Damage per hit. Average damage is assumed.
s = Precision damage per hit (or other damage that isn't multiplied on a crit). Average damage is again assumed.
t = Chance to roll a critical threat, expressed as a percentage.
c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.
In the event that your critical threat range is deeper than your chance to hit then t and h are equal.
| RumpinRufus |
Ok, here's my stab at a Swashbuckler. It looks like DPR should be just shy of 100. (That is with Boots of Speed and without a riposte, with both Boots of Speed and a riposte it is 133.9)
Human Inspired Blade
Str 13, Dex 21 (15 + 2 racial + 4 belt), Con 12, Int 10, Wis 8, Cha 16 (14 + 2 headband)
Gear: +3 adamantine rapier (21K), Boots of Speed (12K), Dex Belt +4 (16K), Cha Headband +2 (4k), +1 mithral shirt (2K), +1 buckler (1K), +2 Cloak of Resistance (4K)
feats: Weapon Focus (rapier) (Inspired Blade 1), Fencing Grace (human 1), Power Attack (1), Combat Reflexes (3), Weapon Specialization (rapier) (swashbuckler 4), Steadfast Personality (5), Battle Cry (7), Greater Weapon Focus (rapier) (swashbuckler 8), Critical Focus (9)
damage = 32.5 = 1d6 + 5 (Dex) + 6 (Power Attack) + 3 (magic weapon) + 2 (Weapon Spec) + 3 (rapier training) + 10 precision (Precise Strike)
DPR = 98.2 = [.9*(22.5 + 10) + .3*1*0.95*22.5]*2 + [.65*(22.5 + 10) + .3*1*0.85*22.5]
damage = 32.5 = 1d6 + 5 (Dex) + 6 (Power Attack) + 3 (magic weapon) + 2 (Weapon Spec) + 3 (rapier training) + 10 precision (Precise Strike)
DPR = 133.9 = [.9*(22.5 + 10) + .3*1*0.95*22.5]*2 + [.65*(22.5 + 10) + .3*1*0.85*22.5]
damage = 32.5 = 1d6 + 5 (Dex) + 6 (Power Attack) + 3 (magic weapon) + 2 (Weapon Spec) + 3 (rapier training) + 10 precision (Precise Strike)
DPR = 58.9 = [.85*(22.5 + 10) + .3*1*0.95*22.5] + [.6*(22.5 + 10) + .3*1*0.8*22.5]
AC = 24 = 10 + 5 (Dex) + 2 (nimble) + 5 (armor) + 2 (buckler)
Fort = +6 (or +9 with Charmed Life) = 3 + 1 (Fort) + 2 (Cloak)
Reflex = +14 = 7 + 5 (Dex) + 2 (Cloak)
Will = +7 (or +10 with Charmed Life, or +11 with Irrepressible instead of Charmed Life) = 3 - 1 (Wis) +2 (Cloak) + 3 (Steadfast Personality)
This is my first entry, let me know if I made any mistakes.
FrodoOf9Fingers
|
Artillery Man
Human Hurler
base: STR:17 DEX:12 CON:14 Int:13 Wis:10 Cha:8
lvl 10+items: STR:20 DEX:12 CON:14 Int:13 Wis:10 Cha:8
+Rage: STR:24 DEX:12 CON:14 Int:13 Wis:10 Cha:8
+enlarge: STR:26 DEX:12 CON:14 Int:13 Wis:10 Cha:8
Items:
Lesser Belt of Hurling 14,000
+1 Titanic Agile Breastplate 16,550
+3 Falchion 18,000
Boots of Speed 12,000
10ish Medium Spears 20ish
10ish Large Metal Spears 20ish
10ish Huge Metal Spears 20ish
= 60,600ish
Feats/Powers
1 Power Attack
1 Far Shot
2 Hurling, lesser
3 Lesser Beast Totem
4 Reckless Abandon
5 Quick Draw
6 Charging Hurler
7 Two Handed Thrower
8 Hurling
9 Beast Totem
10 Greater Beast Totem
Objects that fall upon characters deal damage based on their size and the distance they have fallen. Table: Damage from Falling Objects determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage, subject to GM discretion. For example, a Huge boulder that hits a character deals 6d6 points of damage, whereas a Huge wooden wagon might deal only 3d6 damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals.
Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed. A weapon's size category isn't the same as its size as an object. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Keep in mind we're throwing a large or gargantuan sized object,which occupies multiple spaces, dealing splash damage. Since the tougher encounters often involve lots of smaller guys, this becomes important. Probably good to assume that you hit two targets each hurl, hence the second number.
Hurling within 30ft
(enlarged) +18 vs touch AC, (6d6+12(STR)+9(PA))/2 20x2= 20.9475, 41.895 reflex save 23 for half
+17 vs touch AC, (4d6+10(STR)+9(PA))/2 20x2= 16.45875, 32.9175 reflex save 22 for half
Hurling between 30 and 120ft
(enlarged) +11-15 vs touch AC, (6d6+12(STR)+9(PA)) 20x2= 41.895, 83.79 reflex save 23 for half
+10-14 vs touch AC, (4d6+10(STR)+9(PA)) 20x2= 32.9175, 65.835 reflex save 22 for half
Hurling at 150ft and beyond
(enlarged) +7-11 vs touch AC, (6d6+12(STR)+9(PA)) * 2 20x2= 83.79, 167.58 reflex save 23 for half
+6-10 vs touch AC, (4d6+10(STR)+9(PA)) * 2 20x2= 62.37, 124.74 reflex save 22 for half
Full Attack:
Normal: 17/12 2d4+10(str)+9(pa) 18-20x2= 30.36
Hasted: 18/18/13 2d4+10(str)+9(pa) 18-20x2= 51.06
+enlarged: 19/19/14 2d6+12(str)+9(pa) 18-20x2= 66.01
Charge:
As above (pounce) +
Thrown attack: 20 1d8+10(str) 20x3= 13.5575, 43.9175
+Hasted: 21 1d8+10(str) 20x3= 14.355, 65.415
+Enlaged 22 2d6+12(str) 20x3= 19.855, 85.865
While it certainly doesn't out DPS many builds, it does have uniqueness in increasing in potentcy withmore mobs. There's still quite a bit of scaling left to be done later with magical items too.
Following all rules, his damage depends on the range to his target(s), > 150 he hits for 62.37 in a 2x2 square (splash). Between 60 and 120, he hits for 32.9175 in a 2x2 square (splash). Finally, when an enemy get closer than 60ft (within charge distance), he charges between targets, dealing 65.415 DPR.
EDIT: For clarity, and added name.
| Rerednaw |
Huh came across this thread while looking for advice on my Huberta the Hippo Druid.
Not a top performer, submitted for comparison:
Huberta the Happy Hungry Hippo, human druid 10
Non-Core Material Used: Strong Jaw (from Advanced Player's Guide). Behemoth Hippo(Bestiary 2)
Ability Scores-Behemoth Hippo Form.
STR: 26 (15 base +2 race, +1 4th level, +2 belt, +8 size)
DEX: 12 (13 base, +1 8th level, +2 belt, -4 size)
CON: 14
INT: 10
WIS: 16 (14 base, +2 headband)
CHA: 10
HP: 78 (10d8+30)
Saves: Fort+10 Ref+6 Will+11
AC:10+10(armor)+1(dex)-2(siz)+1(Jingasa)+1(ring)+6(natural)=27
Attack: +15 bite 12d8+14
Special Attacks: NA
Class Abilities
Nature Sense
Nature Bond
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape (Animal, Magical Beast, Plant, Elemental) 4/day
Venom Immunity
BAB:+7 CMB:27 CMD:28
Feats:
01-Heavy Armor Proficiency
1H-Toughness
03-Power Attack
05-Natural Spell
07-Improved Natural Attack
09-Vital Strike
Skills:
Fly+14, Knowledge Nature+14, Handle Animal+10, Perception+16, Profession(Brewer)+15, Spellcraft+4, Survival+10
Combat Gear:
19300 +1 Wild Dragonhide Fullplate (1500 BASE +150 MWx2 Dragonhide 16000 +4)
36000 +3 Amulet of Mighty Fists
10000 Belt of Physical Might (+2 Str, +2 Dex)
05000 Jingasa of the Fortunate Soldier
04000 Headband of Wis +2
04000 +2 Cloak of Resistance
02000 +1 Ring of Protection
02000 Handy Haversack
======
62300 over budget of 62000 (could drop wis headband for -1 to wis skills/will save)
DPR Calc:
The damage formula is h(d+s)+tchd.
atk: +7(bab)+8(st)+2(amf)-2(siz)=+15
hit: 4d8(base bite)->6d8(INA)->12d8(VS)+12(stx1.5)+2(AMF)
+15 vs. AC, 12d8+14 20x2
.60(82+0)+0.05*1*.60*82=49.2+2.46=51.66
With Strong Jaw* (1 min/lvl 3/day)
4d8(base bite)->6d8(INA)->12d8(SJ)->24d8(VS)+12(stx1.5)+2(AMF)
.60(122+0)+0.05*1*.60*122=73.2+3.66=76.86
Long-duration self-buffs not used:
GMF* (+3 at 10th level) increases DPR to 56.6475 and 83.9475 respectively.
Barkskin (+4 AC) raises AC to decent 31.
Notes: doesn’t need a full attack, just a standard. Probably better to drop Amulet of Mighty Fists to +1 and use GMF all day long. Leaves extra cash for 2 cracked Pale Green Ioun Stones for +1 competence to saves and attack rolls.
*GMF violates guidelines for DPR calcs.
*Strong Jaw violates guidelines for DPR calcs.
Does not include an animal companion.
| Shakalaka |
Vital Victor, similar concept to Vital Vivian, but far more confusing.
Vital Victor, Human Titan Fighter
Material used: APG, UC, ACG, UM, Giant Hunter's Handbook (GHH), Faiths & Philosophies (F&P), Blood of the Elements (BotE)
Race:
Human
Class:
Cavalier (APG) – Gendarme (UC)
Cleric - Crusader (UC)
Fighter - Titan Fighter (GHH)
Bloodrager (ACG)- Steelblood
Oracle (APG)- Metal Mystery (UM)
Traits:
Deft Dodger (Combat) (APG), Wendifa Apprentice (Faith) (F&P)
Ability Scores:
STR: 21 (+5) (15 base, +2 racial, +2 level, +2 belt)
DEX: 10 (+0)
CON: 14 (+2)
INT: 8 (-1)
WIS: 13 (+1)
CHA: 12 (+1)
HP: 81 HP (8d10 +2d8 +24)(10+ 5.5*7 +4.5*2 +4(class) +20(con))
Saving Throws:
Fort: +17 4(bloodrager) +2(cavalier) +2(cleric) +3(fighter) +2(oracle) +2(con) +2(resistance)
Ref: +5 1(bloodrager) +1(fighter) +2(resistance) +1(trait)
Will: +9 1(bloodrager) +2(cleric) +1(fighter) +2(oracle) +1(wis) +2(resistance)
AC: 26 - Touch 13, Flatfooted 26 (+12 +3 Full Plate, +1 Amulet of Natural Armor, +1 Ring of Protection, +1 Luck(jingasa), +1 insight(ioun))
Attacks: ++1 impact large greatsword +13/+8, 4d6+8 dmg (19-20/x2)
8(BAB) +1(focus) +5(str) +1(enhancement) +1(competence) -3(oversize) = 13
7(str) + 1(enhancement) = 8
Class Breakdown:
Cavalier, Cleric, Fighter x2, Bloodrager x4, Oracle, Fighter
Class Abilities:
Mount
Challenge
Order of the Flame (BotE)
Giant Weapon Wielder
Bravery
Bloodrage
Bloodline - Abyssal
Claws
Indomitable Stance
Armored Swiftness
Blood Sanctuary
Demonic Bulk
Blood Casting
Curse - Lame
Revelation - Dance of the Blades
Incredible Heft
BAB: +8 CMB: +13 CMD: 23
Feats:
1st Power Attack (bonus)
1st Furious Focus (bonus) (APG)
1st Arcane Strike (using Wendifa Apprentice to qualify)
2nd Weapon Focus - Greatsword (bonus)
3rd Weapon of the Chosen (ACG)
4th Improved Weapon of the Chosen (bonus) (ACG)
5th Greater Weapon of the Chosen (ACG)
7th Vital Strike
8th Eschew Materials (bonus)
9th Furious Finish (UC)
Gear: (57050 gp)
+1 impact large greatsword (18400gp)
Belt of +2 Str (4000 gp)
Pale green cracked ioun stone (attack) (4000 gp)
Handy Haversack (2000 gp)
+3 Full Plate (10,650 gp)
Cloak of Resistance +2 (4000 gp)
Dusty Rose Prism ioun stone (5000 gp)
Amulet of Natural Armor +1 (2000 gp)
Ring of Protection +1 (2000 gp)
Jingasa of the Fortunate Soldier (5000 gp)
Victor's Bloodrage/Enlarged/Power Attack/Furious Focus/Vital Strike/Furious Finish/Arcane Strike/Greater Weapon of the Chosen routine is:
+1 impact large greatsword +15 (roll twice, pick highest), 97 dmg (19-20/x2)
8(BAB) +1(focus) +8(str) +1(enhancement) +1(competence) -1(size) -3(oversize)= 15
72(max of 12d6) +12(str) + 1(enhancement) +9(Power Attack) +3(arcane strike)= 97
His average damage per round is ~91.21.
An additional +1 to-hit is worth ~4.07 DPR, an additional +1 damage is worth 1.00 DPR, and an additional full-BAB attack is worth ~0 DPR
His normal attack gets too confusing for me due to furious focus. I'm not sure I got his vital strike right for that matter.