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Mike Schneider wrote:
I haven't checked to see if anyone is running afoul of this, but note that unarmed strikes and natural weapon attacks are not in the same fighter group for Weapon Training purposes.

Not that I've used it, but the Natural group includes both. Unarmed Strike is in that group and also in the Close group, and in the Monk group too..

Natural

unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing


Elven Curved Blade Lunacy

Build:

Curvey

Race Human

Str 17(+2Racial) (+3 Lvl 4,8,12) = 22 +6 enhancement +4 Size +4 Alchemical +4 Morale = 40
Dex 12 -2 Size = 10
Con 14+4 Morale = 18
Int 10 -2 Alchemical =8
Wis 10
Cha racial = 10

Traits & Drawbacks
Mivoni Duelist, Accelerated Consume

Skills : (4+1 (human) )*5+(2+1)*7
Perception (11), UMD(12), Sense Motive(9), Acrobatics(6), Swim (1) Climb (1)

Medium (1), Relic Channeler: Spirit, Spirit Bonus (+1), Spirit Power (lesser –Elven Curved Blade, ***), Spirit Surge (1d6)
Brawler (1), Mutagenic Mauler : Brawler's cunning, Mutagen, martial training, unarmed strike
Fighter (1), Two Handed Fighter: Bonus feat
Fighter (2), Two Handed Fighter: Bonus feat, bravery +1
Fighter (3), Two Handed Fighter: Overhand Chop
Fighter (4), Two Handed Fighter: Bonus feat
Fighter (5), Two Handed Fighter: Weapon training 1 Heavy Blades
Fighter (6), Two Handed Fighter: Bonus feat, bravery +2
Fighter (7), Two Handed Fighter: Backswing
UnBarb (1): Rage, Fast Movement
BloodRager (1): Bloodrage, Destined Strike, Fast Movement
Swashbuckler (1): Deeds (Derring-Do, ***, Opportune Parry and Riposte), Panache(2), Swashbuckler Finesse

Feats

Spirit Focus (Champion) (1st)
*** Human Bonus Feat
Improved Unarmed Strike (Brawler 1)
Power Attack (3ed)
Martial Focus (Natural Weapons) (Fighter Bonus 1st)
WF (Elven Curved Blade)(5th)
*** (Fighter Bonus 2nd)
Weapon Specialization (Elven Curved Blade) (Fighter Bonus 4th)
*** (7th)
Improved Critical (Elven Curved Blade) (Fighter Bonus 6th)
Greater Weapon Focus (Elven Curved Blade) (9th)
*** (11th)

Knacks (2)
Sift, Guidance

External Buffs: Monstrous Physique II: Vouivre (1 minute Buff, 7 minutes total), Mutagen (10 Minute/level Buff),

Equipment :
Boots of Speed (12000 gp),
Elven Curved Blade +1 Fortuitous Furious (18380 gp),
Helm of the Mammoth Lord (8500 gp)
Belt of Strength +6 (36000)
Cracked Pale Green Prism Ioun Stone (4000)
Scroll of Monstrous Physique II (CL7) (7x4x25=700 gp)
Plume of Panache (1000 gp)
Gloves of Dueling (15000 gp)
Wand Key Ring, Monstrous Physique II (3000gp)
Potion of Long Arm 50
Amulet of Mighty Fists : Furious 4000

BAB +11

Panache: 1 + 1(Plume) = 2

The Fight:

Active buffs: Mutagen (up to 10min/lvl), Monstrous Physique II – Vouivre (up to 7 min).

Prep round: 1) Rapid consume potion of Long Arm (move action), 2) ready action : attack with Elven Curved Blade at first enemy that closes to 15’ (standard action), 3) activate power attack (non-actions) 4) Rage (Free action) 5) Bloodrage (Free Action) 6) Activate Boots of Speed (free Action)

Enemy attack: 1) ready action (attack w/Elven Curved Blade) triggers when they are 15’ away 2) as they close to 10’ they trigger AoO # 1 with a chance to trigger Fortuitous) 3) In response to their attack trigger Opportune Parry and Riposte (1 panache), which if successful allows Riposte Attack (as an immediate action).

Curvey’s turn: 1) Activate Power Attack (non-action) 2) Full attack with Elven Curved Blade (3 attacks +1 haste) and natural weapons: Bite, Gore, 2 Claws, 2 Wings

The Damage:

Readied Attack
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37
Damage : 2d6 + 30 (Strength, overhand chop) +3 (Weapon Training) + (4 Spirit Bonus) + 3 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization)+2 (Rage) +1 (Trait) = 2d6+ 54.
AoO
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37
Damage : 2d6 + 22 (Strength) +3 (Weapon Training) + 4 (Spirit Bonus) + 3 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization)+2 (Rage) +1 (Trait) = 2d6+ 46..
Opportune Parry
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37
Damage : Triggers Riposte by forcing a miss! Probability of success is 95%
Riposte ~95% probable to happen
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37
Damage : 2d6 + 22 (Strength) +3 (Weapon Training) + 4 (Spirit Bonus) + 3 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization)+2 (Rage) +1 (Trait) = 2d6+ 46.
Fortuitous Attack (this is 95% probable to occur)
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37
Damage : 2d6 + 22 (Strength) +3 (Weapon Training) + 4 (Spirit Bonus) + 3 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization)+2 (Rage) +1 (Trait) = 2d6+ 46.
Full Attack with Haste: 4 attacks w/Elven Curved Blade
First Attack
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37
Damage : 2d6 + 22 (Strength) +3 (Weapon Training) + 4 (Spirit Bonus) + 3 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization)+2 (Rage) +1 (Trait) = 2d6+ 46
Extra Attack (haste)
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37
Damage : 2d6 + 30 (Strength, Backswing) +3 (Weapon Training) + 4 (Spirit Bonus) + 3 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization)+2 (Rage) + 2 (Morale) +1 (Trait) = 2d6+ 54.
Second Attack
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) -5 Second Attack+1 (Haste)= +32
Damage : 2d6 + 30 (Strength, Backswing) +3 (Weapon Training) + 4 (Spirit Bonus) + 3 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization)+2 (Rage) + 2 (Morale) +1 (Trait) = 2d6+ 54.
Third Attack
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +2 Morale -10 Third Attack+1 (Haste)= +27
Damage : 2d6 + 30 (Strength, Backswing) +3 (Weapon Training) + 4 (Spirit Bonus) + 3 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization)+2 (Rage) + 2 (Morale) +1 (Trait) = 2d6+ 54.
Spirit surge if necessary to make a miss (a roll of a 2), a hit
And 2 Claws, 2 Wings, 1 Bite and 1 gore as secondary natural attacks
To hit : 11 BAB + 15 Strength + 1 Competence + 2 Spirit Bonus + 2 Rage + 1( Martial Focus) -3 (Power Attack) +2 (Morale) +2 (enhancement) -5 secondary natural attack +1 (Haste)= +28
Gore (1)
Damage : 1d8 + 7 (Strength) + (4 Spirit Bonus) + 2 Rage + 1( Martial Focus) +2 (enhancement) + 6 (Power Attack)+2 (Morale) +1 (Trait)= 1d8+ 23.
Bite (1)
Damage : 3d6 + 7 (Strength) + (4 Spirit Bonus) + 2 Rage + 1( Martial Focus) +2 (enhancement) + 6 (Power Attack)+2 (Morale) +1 (Trait)= 3d6+ 23.
Claws (2)
Damage : 2d6 + 7 (Strength) + (4 Spirit Bonus) + 2 Rage + 1( Martial Focus) +2 (enhancement) + 6 (Power Attack)+2 (Morale) +1 (Trait)= 2d6+ 23.
Wings (2)
Damage : 1d8 + 7 (Strength) + (4 Spirit Bonus) + 2 Rage + 1( Martial Focus) +2 (enhancement) + 6 (Power Attack)+2 (Morale) +1 (Trait)= 1d8+ 23.

Attack h d s t f c b r DMG
Readied 0.95 61 0 0.3 0.95 1 0 0 75.335
AoO 1 0.95 53 0 0.3 0.95 1 0 0 65.455
Riposte 0.95 53 0 0.3 0.95 1 0 0 62.18225
Fortuitous 0.95 53 0 0.3 0.95 1 0 0 62.18225
#1 0.95 53 0 0.3 0.95 1 0 0 65.455
#2 0.95 61 0 0.3 0.95 1 0 0 75.335
#3 0.95 61 0 0.3 0.9 1 0 0 74.42
Haste 0.95 61 0 0.3 0.95 1 0 0 75.335
Gore 0.9 25.5 0 0.05 0.9 1 0 0 24.0975
Bite 0.9 31.5 0 0.05 0.9 1 0 0 29.7675
2 Claws 0.9 28 0 0.05 0.9 1 0 0 52.92
2 Wings 0.9 25.5 0 0.05 0.9 1 0 0 48.195
Total 710.6795

Assuming I have done the math right, 710 dmg. This seems a bit excessive.
Especially as this can be improved. I have 4 feat slots unused, and I couldn't figure out how to get the actions to get a morale bonus (sipping jacket doesn't work with potion of Heroism damnit).
Also, for those going for maximum cheese, the two handed fighter ability backswing says : "At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2."; I have not applied this to the natural weapon attacks, they are at 1/2 strength to damage. If this does apply, +23 to damage on 5 attacks...

Liberty's Edge

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OK, that has to take the cake for the dumbest-looking monster (which has mainly done a decent job fixing D&D's old-school stupid artwork). --How does a normally humanoid fighter, trained with boots-on-the-ground, manage to function jiggling on a tail like that? Do both heads have a brain? Could you cast two spells at once because you have two heads, two brains, and two mouths? ...In a home game, I'd saddle the player with *severe* penalties trying to do his normal humanoid sword-fighting techniques while dangling out, maybe starting him off at -10 to everything and gradually getting slowly better as continues dabbling in the monstrous form for short periods of spell-duration time.

BUT this is a case of where PFS will permit you to get away with something thoroughly ridiculous, and the arena crowd is going wild, so it's in.)

= = = =

BTW, how are you getting the Elven Curve Blade to 2d6?

Liberty's Edge

pad300 wrote:

Readied Attack

To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37
Damage : 2d6 + 30 (Strength, overhand chop) +3 (Weapon Training) + (4 Spirit Bonus) + 3 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization)+2 (Rage) +1 (Trait) = 2d6+ 54.
AoO
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37
Damage : 2d6 + 22 (Strength) +3 (Weapon Training) + 4 (Spirit Bonus) + 3 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization)+2 (Rage) +1 (Trait) = 2d6+ 46.

Opportune Parry
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37
Damage : Triggers Riposte by forcing a miss! Probability of success is 95%

Riposte ~95% probable to happen
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37
Damage : 2d6 + 22 (Strength) +3 (Weapon Training) + 4 (Spirit Bonus) + 3 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization)+2 (Rage) +1 (Trait) = 2d6+ 46.

Fortuitous Attack (this is 95% probable to occur)
To hit : 11 BAB + 15 Strength +3 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -3 (Power Attack) +2 (Rage) +1 (Haste)= +37

While your odds of hitting are very high, they're not quite that high.

First, the Parry/Ripost/Fortuitous line-up is a daisy-chain in which each is dependent upon the former being successful, and a "1" anywhere along spoils the rest. (So you're not 95% consistently because the odds of a "1" accumulate.)

Secondly, you might not be able to apply Fortuitous in this instance because of some *very sneaky* Paizo wording in OP&R:

Quote:
"Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity

...I have *no* idea why they're wording it that way (i.e., instead of simply saying you take an attack of opportunity) unless they are deliberately trying to screw you out of a daisy-chain followup (such as Fortuitous or anything else along those lines). Sounds like a question for Rules.....

Liberty's Edge

Mike Schneider wrote:

OK, that has to take the cake for the dumbest-looking monster (which has mainly done a decent job fixing D&D's old-school stupid artwork). --How does a normally humanoid fighter, trained with boots-on-the-ground, manage to function jiggling on a tail like that? Do both heads have a brain? Could you cast two spells at once because you have two heads, two brains, and two mouths? ...In a home game, I'd saddle the player with *severe* penalties trying to do his normal humanoid sword-fighting techniques while dangling out, maybe starting him off at -10 to everything and gradually getting slowly better as continues dabbling in the monstrous form for short periods of spell-duration time.

BUT this is a case of where PFS will permit you to get away with something thoroughly ridiculous, and the arena crowd is going wild, so it's in.)

= = = =

BTW, how are you getting the Elven Curve Blade to 2d6?

I think he just read the resizing FAQ incorrectly. It should be 2d8. I was actually going to suggest that he should change to a Falcata, even though you average 2 less from the damage dice difference, you gain roughly +5 from increased critical damage. There are a few other problems with the build though. First, you can't be under the effect of multiple instances of rage, including bloodrage, the rage spell, or a skalds raging song. Second, there's a -1 size penalty to attack that seems to be missing. Third is that you only get one attack of opportunity, which means both fortuitous and opportune parry and riposte don't work, because you don't have the attacks or opportunity to use them.

As for Mike's comment, I agree, a viouvre being a monstrous humanoid is really stupid, and in a home game would likely change is to a different monster type, probably magical beast. But in PFS, if someone wanted to use it, I'd just shrug my shoulders and keep rolling, cause there's no reason mechanically why it isn't allowed.

Aside from the Falcata thing, it's probably best to just take Unbarb and swashbuckler and trade it for fighter levels to get the next weapon training. Take Combat Reflexes and trade the plume of panache in, and you should have enough for a deep red sphere ioun stone. That way, you get the fortuitous attack. After that, not really sure what would be best for the feats though.

Liberty's Edge

Mike Schneider wrote:

]While your odds of hitting are very high, they're not quite that high.

First, the Parry/Ripost/Fortuitous line-up is a daisy-chain in which each is dependent upon the former being successful, and a "1" anywhere along spoils the rest. (So you're not 95% consistently because the odds of a "1" accumulate.)

Secondly, you might not be able to apply Fortuitous in this instance because of some *very sneaky* Paizo wording in OP&R:

Quote:
"Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity
...I have *no* idea why they're wording it that way (i.e., instead of simply saying you take an attack of opportunity) unless they are deliberately trying to screw you out of a daisy-chain followup (such as Fortuitous or anything else along those lines). Sounds like a question for Rules.....

He just has the fortuitous attack in the wrong spot under damage. If you go the the fight section, he's only triggering the fortuitous off the attack of opportunity from movement, not the opportune parry and riposte. You're right that you aren't actually making an attack of opportunity with opportune parry and riposte though, just using one up to perform the action. I'm assuming fortuitous is exactly the reason why it's written that way, to avoid unintentional interactions with attacks of opportunity.


Gotta admit, it's a VERY wierd one. For even more brain squiggle, I think about a cavalier (and mount)...

The ECB is 2d6, because it grows with you when you become large, 1d10 > 2d6. Except for the fact that I just looked it up and it's 2d8. Oops...

The probabililty of both Riposte and Fortuitous not occuring is accounted for by multiplying the expected damage by 95%. Note that they are doing 5% less damage than the AoO in the table. Also note they are not actually daisy chained, they are independent. Fortuitous triggers off the AoO, and riposte triggers off the Parry roll... And I think I need to use a feat slot to add Combat Reflexes (And up the dex - which will cost Strength, damn).

So Fixes - 1) buy Combat reflexes with an open feat slot 2) Adjust the starting ability scores to str 15 (from 17), Dex 16 (from 12), Con 12 (from 14). You now have 1 extra pt - do with it what you will...

This leads to a reduced strength to hit (-1), DMG (-2 using either overhand smash or backswing, -1 regular 2 handed swings, -0 natural attacks 15/2 = 14/2 if rounding down).

Fixing the Curve Blade dmg to 2d8 adds 2 pts of dmg for a net dmg gain or neutrality...

Which gives us a revised final damage table :
Attack h d s t f c b r DMG
Readied 0.95 61 0 0.3 0.95 1 0 0 75.335
AoO 1 0.95 54 0 0.3 0.95 1 0 0 66.69
Riposte 0.95 54 0 0.3 0.95 1 0 0 63.3555
Fortuitous 0.95 54 0 0.3 0.95 1 0 0 63.3555
#1 0.95 54 0 0.3 0.95 1 0 0 66.69
#2 0.95 61 0 0.3 0.95 1 0 0 75.335
#3 0.9 61 0 0.3 0.9 1 0 0 71.37
Haste 0.85 61 0 0.3 0.85 1 0 0 67.405
Gore 0.85 25.5 0 0.05 0.85 1 0 0 22.75875
Bite 0.85 31.5 0 0.05 0.85 1 0 0 28.11375
2 Claws 0.85 28 0 0.05 0.85 1 0 0 49.98
2 Wings 0.85 25.5 0 0.05 0.85 1 0 0 45.5175
Total 695.906

Total DMG of 695.

Ok, that was for Mike. Deighton, I will get to yours in a bit...

Liberty's Edge

Monstrous Physique does not enlarge your weapons or other equipment (that's a special gimmick of Enlarge Person).

Liberty's Edge

Okay, so finally got to finish the strength based build to replace the halfling. So, I could have sworn that it was officially stated somewhere that a one handed weapon wielded in two hands satisfied the two handed fighter archetype, but all I could find was a statement from the writer saying he would allow it. Since it's technically a gray area, I went Nodachi instead. This build also assumes we're allowed pets, as per the PFS rules.

Big green guy with a sword

The Build:
Half-orc Blood Conduit Bloodrager 1/ Mutagenic Mauler Brawler 1/Relic Channeler Medium 1/ Two Handed fighter 9

str 17 + 2 racial + 3 level + 6 enhancement + 4 alchemical + 8 morale + 4 size = 44
dex 10
con 10
int 14
wis 07
cha 14

Traits : Mivoni Duelist, Accelerated Drinker

Skills : 17 UMD, Handle Animal 17, rest irrelevant

1 Bloodrager : Elemental Bloodline, Elemental Strikes, Bloodrage, Bonus feat
2 Brawler : Brawler's Cunning, Mutagen, Martial Training, Unarmed Strike
3 Medium : Knacks, Spirit, Spirit Bonus +1, Spirit Power (Lesser), Spirit Surge 1d6
4 Fighter : Bonus Feat
5 Fighter : Bonus Feat, Shattering Strike
6 Fighter : Overhand Chop
7 Fighter : Bonus Feat
8 Fighter : Weapon Training 1 (polearm)
9 Fighter : Bonus Feat
10 Fighter : Backswing
11 Fighter : Bonus Feat,
12 Fighter : Weapon Training 2, Advanced Weapon Training (Knockout Training)

Feats :

1 Amplified Rage
1 Improved Bull Rush (bloodrager bonus feat)
3 Spirit Focus (Champion)
4 Weapon focus (Nodachi)
5 Warleader's rage, Power Attack
7 Weapon Specialization (Nodachi), Rhino Charge
9 Greater Weapon Focus (Nodachi), Advanced Weapon Training (Fighter Tactics)
11 Improved Critical (Nodachi), Martial Focus (polearms)

Equipment :

Belt of Strength +6 36 000
Boots of Speed 12 000
Gloves of Dueling 15 000
+1 vicious, shocking nodachi 18 360
vicious shocking amulet of might fists 16 000
Cracked Pale Green Prism Ioun Stone 4 000
Helm of the Mammoth Lord 8 500
Wand Key Ring (monst. phys.) 3 000
Potion of Heroism 750
Scroll of Monstrous Physique II 700
Ram (combat Trained) 50
104 360

To Hit :

11 BAB, 17 strength, -1 size, 2 weapon focus, 1 haste, 4 weapon training, 2 spirit, 1 competence, 2 morale, 2 charge, 3/2 enhancement, -3 power attack
Nodachi are +41/36/31 on charge, +39/34/29 regular attack
Natural Attack are +29 on charge, +27 regular turn

Damage :
34(25)/8 strength, 2 weapon specialization, 8 weapon training, 4 spirit, 3/2 enhancement, 9/3 power attack, 1 martial focus, 1 trait, 3.5 shock, 3.5 acid, 9 weapon damage nodachi, 4.5 gore, 5 bite, 4.5 hooves
Nodachi 78(69) damage, 71(62) on crit
29.5 on gore/hooves, 22.5 on crit
30 on bite, 23 on crit


The Fight:
So, big scary green guy walks around with a potion of heroism in one hand and the nodachi in the other, with his faithful companion, Arcot Ramathorn, at his side. He's pre-buffed with his mutagen and scroll of monstrous physique to turn into Tikbalang form. At the start of combat he move action drinks the potion of heroism.Free action drop empty potion and grip Nodachi. Free action he activates the boots of speed, and begins bloodrage. Because of fighter's tactics, his ram counts as having the same teamwork feats as he does, so amplified rage kicks in. As a swift action he activates his elemental strikes ability for 1d6 acid damage on all melee attacks. As a standard he readies a charge for when the monster gets within 25 feet.
Monster's turn it moves in and triggers charge. Because of Monstrous Physique we get to pounce on a charge. 4 nodachi attacks, a bite, a gore and 2 hooves on pounce, nodachi attack are dealing non lethal to gain extra damage from knockout training. Also note, because of warleaders rage, amplified rage still applies. Monster attacks us.
Back to our turn, we once again swift action activate our elemental strikes ability and then full attack.

Damage:
first nodachi attack .95 x 69 + (.95 x .3 x 62) = 83.22
Nodachi on Pounce 2.85 x 78 + (2.85 x .3 x 71) = 283
Bite on pounce .95 x 30 + (.95 x .05 x 23) = 29.59
gore/hooves on pounce 2.85 x 29.5 + (2.85 x .05 x 22.5) = 87.28

First Nodachi attack .95 x 69 + (.95 x .3 x 62) = 83.22
Nodachi on regular round 2.85 x 78 + (2.85 x .3 x 71) = 283
Bite on regular round .85 x 30 + (.85 x .05 x 23) = 26.48
gore/hooves on regular round 2.55 x 29.5 + (2.55 x .05 x 22.5) = 78.09
Total = 953.88

So, up to 954 damage, most of it non lethal. Kind of ran out of straight damage feats at the end, everything seems require an action, only applies to certain enemies, or isn't PFS legal. If I find something better than Martial Focus, I might post updated damage, but this is pretty good.

Also, because I just noticed Mike's post, that's just a reminder. Every polymorph spell that doesn't cause your equipment to meld with your body causes your equipment to resize to your new size. It's in the magic section of the core rulebook with stuff like you getting all the new forms natural attacks.

Liberty's Edge

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(*sigh* ... I was worried something like this might happen when I set consumable price limit to 750gp because I wanted to see the interplay of Haste. In retrospect, if I'd wanted that, I should have just said that everybody gets it for free.)

= = = = =

Alright, here's what I'm going to do: For the arena's amusement, I will let this continue until someone reaches 1,000 -- at which point the contest will 'end' with the announcement that Form of 'Giant Monster': Wonder Twin Powers 'Activate' is LOLbroke given that it's fully twice as destructive as any other viable technique seen thus far.

The Challenge will then reboot with the following alterations: [Suggestion Box is currently open]


It'd be interesting if there were a couple of scenarios people could choose from. I know it wouldn't be as standardized, but you could set it up as a best in show and then best overall.

One where the monster makes multiple attacks to facilitate builds that benefit from being attacked (snake style)

One where the enemy is flying or otherwise out of typical reach.

One where there are multiple enemies perhaps? Either make it a race to kill the 5 of them or some such?

Just a thought.


Deighton Thrane wrote:

Okay, so finally got to finish the strength based build to replace the halfling. So, I could have sworn that it was officially stated somewhere that a one handed weapon wielded in two hands satisfied the two handed fighter archetype, but all I could find was a statement from the writer saying he would allow it. Since it's technically a gray area, I went Nodachi instead. This build also assumes we're allowed pets, as per the PFS rules.

Big green guy with a sword

** spoiler omitted **...

That's impressive but I don't see how you can benefit from Amplified Rage and Warleader's Rage in this build. The Ram cannot rage on its own, so even if you share the Teamwork Feat, the prerequisite "Whenever you are raging and adjacent to a raging ally[...]" is not met... or am I missing something here?

You probably could make it work by adding the Wildchild archetype to your brawler level and take a wolverine animal companion. it gets 6 rds of Rage and qualifies for Amplified Rage.

Awesome thread guys, your builds are really fun to read, keep it up!


I agree with DthKnell, it needs to be a badger/wolverine (or Dire versions) for the Rage thing, and you can do this by taking a wolverine animal companion on the Brawler (Mutagenic Mauler, Wild Child).

For Deighton :
I dont' want to kype your build and fiddle around the edges, so;

Are you using Vicious (+2d6 untyped, 1d6 to you) on the weapon/AoMF ? You write vicious in equipment section, but I don't see a +2d6 untyped in the dmg section. That alone should take you over 1000... Also, you might consider Furious over Vicious, the +2 dmg is less than +7, but the +2 to-hit might be useful...Given the tactical suggestion:

Use a potion of Long Arm instead of a potion of Heroism. You are taking 16 attacks so this looses you roughly 32 dmg. Charging to 15' and getting an AoO as he closes to 10' gains you 60 or so, which should put you ahead... Especially as furious should make up the +hi to hit/dmg.

For Mike: Suggestion #1: No polymorph effects except enlarge person...

Suggestion #2: You and the opponent start on opposite sides of a circular 60" diameter arena (flat flagstones, no terrain), behind indestructible transparent gates. After 1 round, the gates open. As you can see each other but cannot attack, there is no surprise round, but there is one round for buffing/starting styles, etc. Opponent wins initiative with a natural 20+X, he closes as previous and attacks... (ps. Mike is this close by the opponent a charge? A brace weapon wants to know...)


Also, maybe you don't want to use vicious. Your "natural" hp are 12+5.5+4.5+(9*5.5) = 72. 16d6 of Untyped dmg from vicious = 54. And the monster smacked you one as per rules. You might die when you stop raging (assuming no healing)...

Another suggestion for Mike: The monster does X dmg when it attacks. You must remain conscious after the end of the fight (and all buffs of less than 10 min/lvl duration have worn off)...


Mike Schneider wrote:

Monstrous Physique does not enlarge your weapons or other equipment (that's a special gimmick of Enlarge Person).

CRB p212 Polymorph Rules wrote:
If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

So yes, Monstrous Physique does enlarge your weapons and other equipment to match your new size.

Liberty's Edge

Okay, yeah. I need to stop doing these really late at night. The vicious was supposed to be furious, I changed ideas half way through and I guess I forgot to change it in the notepad I'm using to create builds. Figured I'd probably end up knocking myself unconscious with vicious, so that wasn't a great option. Also forgot about the rage thing while changing between Eldritch Guardian, and two handed fighter. So Wild Child it is I guess. I mean, you can buy a wolverine or badger, but without directing it I don't know how you could guarantee rage.

So, without rewriting everything, taking wild child for the badger animal companion, free action directing him, and using a potion of long arm for an attack of opportunity instead of heroism, damage looks like this:

Spoiler:
first nodachi attack .95 x 69 + (.95 x .3 x 62) = 83.22
Nodachi on Pounce 2.85 x 78 + (2.85 x .3 x 71) = 283
Bite on pounce .85 x 30 + (.85 x .05 x 23) = 26.47
gore/hooves on pounce 2.55 x 29.5 + (2.55 x .05 x 22.5) = 78.09

Attack of opportunity .95 x 69 + (.95 x .3 x 62) = 83.22

First Nodachi attack .95 x 69 + (.95 x .3 x 62) = 83.22
Nodachi on regular round 2.75 x 78 + (2.75 x .3 x 71) = 274.24
Bite on regular round .75 x 30 + (.75 x .05 x 23) = 23.36
gore/hooves on regular round 2.25 x 29.5 + (2.25 x .05 x 22.5) = 68.90

Total = 1003.72

So we just barely crack 1000, but 1004 average damage should be enough to put the original set up for the challenge to bed.

Outside of setting up a multi fight challenge, not too sure what to change though. The ability to nova on most classes is pretty strong in pathfinder. Keeping it up for longer is a much harder task.

Grand Lodge

Just for perspective, and because I was curious, the ~500 build KO CR 23 greater than 50% in one full attack.

Liberty's Edge

Chromantic Durgon <3 wrote:
It'd be interesting if there were a couple of scenarios people could choose from. I know it wouldn't be as standardized, but you could set it up as a best in show and then best overall.
The reason I had it set up as it is presently is because I specifically wanted it to represent the most dangerous kind of encounter, which is one in which the monster goes first and it's already up in your face. DPR contests elsewhere typically let you buff to the 9s and then unload everything including the kitchen sink with a ridiculous percentage of WBL sunk sunk into consumables.
Quote:
One where the monster makes multiple attacks to facilitate builds that benefit from being attacked (snake style)
My other intent was to portray the problems faced by swift-action reliant mechanisms. If swift-novas always get their bennies, then they're over-weighted.
Quote:
One where the enemy is flying or otherwise out of typical reach. One where there are multiple enemies perhaps? Either make it a race to kill the 5 of them or some such?

Then everyone activates their flying gizmos, then same as before...or more likely it's just a mook-shooting archery contest, and there's plenty of those already. In any event, the number of moving-parts increases exponentially, and guys with Cleave will pester as to how close things are to each other, etc.

Liberty's Edge

Deighton Thrane wrote:
So, without rewriting everything, taking wild child for the badger animal companion, free action directing him, and using a potion of long arm for an attack of opportunity instead of heroism, damage looks like this: ** spoiler omitted ** So we just barely crack 1000, but 1004 average damage should be enough to put the original set up for the challenge to bed.
I've a feeling we're only scratching the surface of polymorph monster, so... Good, and *done*. On to the reboot.
Quote:
Outside of setting up a multi fight challenge, not too sure what to change though. The ability to nova on most classes is pretty strong in pathfinder.

While you can legally do it for the present, I doubt you could afford it even in cash-rich PFS, where even at 12th (and if you've never had to pony cash for Raise Dead) 3000gp dedicated for use activating 700gp scrolls is an out-of-reach extravagance. But banning the key doesn't really solve the problem because it's easy to retool the build for slightly lower STR in order to have INT 14 in bloodrager to trigger without UMD (which is why I'm not even bothering to check and see the key's +10 gets you to the DC27 check to activate the scroll).

= = = =

pad300 wrote:
For Mike: Suggestion #1: No polymorph effects except enlarge person...

You know... I think I'm going to go with that. It satisfies K.I.S.S. and doesn't rely on me lowering consumable limits or starting an item ban-fest.

I'll permit Righteous Might and similar resizings so long as the PC remains in the same form at the end the process and aren't gaining six attacks and pounce. Mutagens are OK.

Quote:
Suggestion #2: You and the opponent start on opposite sides of a circular 60" diameter arena (flat flagstones, no terrain), behind indestructible transparent gates. After 1 round, the gates open. As you can see each other but cannot attack, there is no surprise round, but there is one round for buffing/starting styles, etc. Opponent wins initiative with a natural 20+X, he closes as previous and attacks...

That's overly complicated and crafted solely to enable visual-confirmation-dependent builds to activate goodies like Smite in the prep round. So, no. You hear the sickening sound of a trap going off, and know you're screwed in approximately six seconds. Get ready. Maybe they pop out of the wall or floor, or are dim'd in. You don't know until it happens.

Note that the ongoing contest already granted the contestant the "freebie" of not being surprised (something that is most certainly not a given in actual fights, especially in builds that don't have Uncanny Dodge and end up being Flat-Footed because Paizo devs are lawful-evil fiends for whom the tears of fallen munchkins are delicious gravy. (That's the reason every seemingly overpowered melee archetype forfeits a grade of armor proficiency and/or Uncanny Dodge: they're long-term traps.)

Quote:
(ps. Mike is this close by the opponent a charge? A brace weapon wants to know...)

Not saying it was or wasn't. But it's easy enough to add as a addendum to your damage total since Brace activates like a x2 crit (merely doubling a number you've already calculated). Note that bracing is a readied action.

Liberty's Edge

pad300 wrote:
Another suggestion for Mike: The monster does X dmg when it attacks. You must remain conscious after the end of the fight (and all buffs of less than 10 min/lvl duration have worn off)...

In keeping with the original theme that the monster was supposed to be tough, here's what we'll do:

2nd round (after an opponent turn in which none of your AoOs or readied-actions triggered or connected for one reason or another), you find yourself in the following predicament at the beginning of the next round:

A monster is sitting on top of you, and you feel its jaws beginning to crush the life from you. Armor creaks and pops as serrated teeth ratchet and rend. Barely conscious, you are dimly aware that you still hold your weapon.

-- You are prone, pinned, shaken, sickened, staggered, and at 0hp.

Do the best you can.


Suppose you have a familiar, animal companion, eidolon or whatever - what state is it in on round 2? The same as you or just fine?

Liberty's Edge

A few more alterations:

* The monster is immune to nonlethal.

* In keeping with the "Your allies are 'selfish'; no one buffs you" existing condition, I'm ruling that tactician feats and stuff like shared and amplified rage (etc) don't work in this situation, save for the sole exception that you possess a fully-leveled animal-companion or mount. (Anything weaker the monsters had for lunch.)

* Companions are no longer adjacent to you or within their 5' step of reaching the monster in Round2 but are within a move-action of being so positioned (note that this may provoke an AoO from the monster, which hits AC35, and for the purposes of round2 I'm declaring that if it AoOs your companion, they cannot reach your side).


What's with the nerf to nonlethal damage and animal companion users? If you use your companion as a mount, you need a full round to move to it and get on it?

If anything, I'd nerf the use of consumables. Damage shown in this thread should be something you can consistently pull off, not something you can do if you buy a scroll for each fight, IMHO.

But then again, I guess I just have a problem with spending money on singular battles.


I have to say I don't understand the animal companion and familiar nerfs.

The monster had your familiar for lunch when you can't even see the monster?

What was your familiar doing so far out of your eye line? Why is you animal companion so far from you at the start of the fight?

What is the point of these nerfs?

Liberty's Edge

Quote:
What's with the nerf to nonlethal damage

Honestly, it's just a kludge because otherwise every single build is going to start including the same exploit for doubling weapon-training bonus. (At 12th, regeneration becomes increasingly common anyway, meaning non-lethal is a poor tactic in actual fighting. If you can dish it out all in a single strike, like a sapmaster, then I suppose it would be viable.)

I might also give the monster some DR. (Probably DR:5/-)

But the Suggestion Box is still open.

Quote:
I have to say I don't understand the animal companion and familiar nerfs.

Considering that no one has actually submitted a build with an AC yet, I'm not sure from whence the objection. In any event, getting knocked or dragged out of the saddle (or some such) is a problem one could face.

The purpose of Round2 isn't to give you a whole 'nother full-attack. It's just to see if the same nova builds that trounced Round1 are able to do anything when flat on their can mostly dead.

Quote:
The monster had your familiar for lunch when you can't even see the monster?

It's never been stipulated that there's only one monster in the encounter. For the contest's purposes, you've just had your hands full with the one attacking you. The monster sitting on you in Round2 isn't necessarily the same one.

= = = = =

Put yourselves in the frame of mind that this is not a totally accurate battle simulator, but rather instead the ending of 'Berserk'.

Do the best you can. Acquit yourselves well, for the gods may be watching.


I'm not really worried about how the encounter effects my builds, I'm not making any. I'm not very good at squeezing damage out of martial, I just don't understand why certain builds are being favored by hampering others.

I don't mind post some functioning and perhaps closer to reality less focused on DPS builds just to see how they compare to these knife edge builds. Like I did with the lamp lighter. Not that we actually know his damage score xD.

I can maybe half see the none lethal issue, I can't really see the point of the DR or hampering companion builds though.

If you want to compare builds why make life more difficult for certain ones? The fact that no-one has made one is more of an argument not to nerf, surely? Why nerf something before even seeing it? If it becomes a problem surely then would be the time to change it, as you have done with the polymorph ruling.

Liberty's Edge

What have I nerfed? (aside from Wonder Twin Powers Activate 'Form of Monster', which we have already agreed is already the undisputed winner of any DPR contest in which it participates)?

Nothing prevents you from using an animal companion in Round1 or while exploiting AoOs on monster turn at the end of the prep round. It occurs to me that a halfling lone wolf rider could really rack it up.

Quote:
I don't mind post some functioning and perhaps closer to reality less focused on DPS builds just to see how they compare to these knife edge builds.

Absolutely! (Check the first few pages of the thread where I recurvisely detuned a bowbarian archer to make him more practical.)


I'd suggest that eidolons are tougher and more dangerous than animal companions unless intentionally nerfed, and an eldritch guardian fighters' familiar (& maybe a bloodrager's familiar) is at least equal to an AnC. I was toying with the idea of an eldritch guardian, you see.

Either way this will probably be the last halfling I make for this. Risky Striker is good for racking up the damage but you want to avoid having all the builds look alike.

Liberty's Edge

Some of these conditions are okay, but pinned is a non starter for the majority of builds. So is an animal companion having 36 AC to actually do something. You're not going to see the same builds overcoming these. What you're going to see is other builds that can overcome the new challenges, like Slashy McPaladin, half orc Chosen One:

The Build:
Chosen One Paladin 9/Blood Conduit Bloodrager 1/Mutagenic Mauler Brawler 1/Veiled Blade Swashbuckler 1
Half-Orc with Toothy alternate racial trait

str 17 + 2 race + 3 level + 4 Morale + 4 alchemical + 6 enhancement = 36
dex 14
con 07
int 07
wis 14
cha 14

traits : Mivoni Duelist, Fate's Favored

1 brawler : Brawler's cunning, Martial Training, Unarmed Strike, Mutagen
2 Swashbuckler : Deeds, Panache, Swashbuckler's finesse
3 Bloodrager : Bloodline, Destined Strike, Bloodrage, Bonus Feat
4 Paladin : Aura of Good, Detect Evil, Divine Emmisary, Religious Mentor
5 Paladin : Lay on Hands, Delayed Grace, Lay on Paws, Smite Evil 1/day
6 Paladin : Aura of Courage, Divine Health, Mercy (sickened)
7 Paladin : Channel Positive Energy, Divine Grace, Smite Evil 2/day
8 Paladin :
9 Paladin : Mercy (Staggered)
10 Paladin : Smite Evil 3/day, True Form
11 Swashbuckler : Charmed Life 3/day
12 Swashbuckler : Deeds, Nimble +1

Feats:

1 : Power Attack, Improved Unarmed Strike
3 : Combat Expertise, Improved Trip
5 : Boon Companion
7 : Greater Trip
9 : Combat Reflexes
11 : Vicious Stomp

Skills : UMD +26

Equipment :

Belt of Strength +6 36 000
Rod of Quicken (lesser) 35 000
+1 furious fortuitous nodachi 18 360
Boots of Speed 12 000
Wand Key Ring (freedom of movement) 3 000
Wand Key Ring (good hope) 3 000
Potion of invisibility 300
Scroll of Freedom of Movement 700
Scroll of good hope 525
Cracked Magenta Prism Ioun Stone 800
109 685

Familiar is Arbiter Inevitable

To Hit :

12 BAB, 13 Strength, 3 enhancement, 4 luck, 1 haste, 2 morale, -4 Power Attack (4 to trip)
Trip 38
Nodachi 31/26/21
Unarmed 28
Bite 23

Damage :

19(13/6) str, 3 enhancement, 4 luck, 2 morale, 12(8/4) power attack, 5.5 damage die nodachi, 3.5 unarmed, 2.5 damage die bite
Nodachi 45.5
Unarmed 30.5
Bite 20.5


The Fight:
So we're walking around with freedom of movement and good hope going. Holding rod of quicken in our hands, familiar holding onto potion of invisibility. Prep round familiar drinks potion, we use rod to cast divine favor as a swift action, free action drop rod, standard action drink mutagen.
Monster takes its turn, does whatever its turn entails.
Back to our turn. Because of freedom of movement we can't be grappled, and therefore can't be pinned. We're also immune to fear, and the shaken condition. We still have 0 HP, are sickened, staggered and prone. We delay til our familiar, who is invisible and therefore not provoking for movement, moves of to us and uses lay on paws. 4d6 healing, plus mercies so that we're no longer sickened or staggered. We start our actions by using a panache point to use kip up as a swift action. Free actions we start our bloodrage, and quickdraw our nodachi. We full attack, making a trip combat maneuver in lieu of our first attack, with +39 we trip on a 2. Provided we don't roll a one, we take an attack of opportunity for greater trip followed by fortuitous if we hit. Once the monster actually falls we use visious stomp, once again using fortuitous if possible.

Damage:
Trip .95
AoO 1.8 x 45.5 + (1.8 x 0.15 x 45.5) = 94.18
Stomp .95 x 30.5 + (.95 x .05 x 30.5) = 30.42
.95 x (94.18 + 30.42) = 118.37

Nodachi 2.4 x 45.5 + (2.4 x .15 x 45.5) = 125.58
Bite .65 x 20.5 + (.65 x .05 x 20.5) = 15.07
140.65

Extra damage from prone condition
Nodachi .3 x 45.5 + (.3 x .15 x 45.5) = 15.7
Bite .2 x 20.5 + (.2 x .05 x 20.5) = 4.31
.95 x 19.01 = 18.06

Total = 277.08

So, 277 average damage with no non-lethal. Should be enough to kill an average CR 17 creature, or at least knock it unconscious.

Still think this could use a retooling. With the parameters as is, this isn't so much of a DPR challenge, but a "how do you deal with these automatic no save, no defense debuffs". Because you can only escape from a pin, not take control of the grapple, having freedom of movement or making a DC 35 concentration check to cast spells without somatic components are pretty much the only 2 viable options.

Liberty's Edge

avr wrote:
I'd suggest that eidolons are tougher and more dangerous than animal companions unless intentionally nerfed
I've no doubt of that. (PFS laid the mallet down on summoners pretty hard, so any builds involving it will get extra extra scrutiny at the tables. I don't think anybody minds if you cake-walk, but when you do it looking like an alien monster from another dimension that need fifteen minutes to resolve your turn, yeeeah...)
Deighton Thrane wrote:
...Because of freedom of movement we can't be grappled, and therefore can't be pinned. We're also immune to fear, and the shaken condition. We still have 0 HP, are sickened, staggered and prone. We delay til our familiar, who is invisible and therefore not provoking for movement....

At the beginning of Round2, you are prone, pinned, shaken, sickened, staggered, and at 0hp. -- If you had a spell or supernatural ability previously active which would have prevented any of those, you've been debuffed by one means or another. You will remain Hasted and Enlarged (etc, etc) if you were previously, but anything pertaining to prone, pinned, shaken, sickened, staggered is "off" at that moment. (If you have an extraordinary ability permitting more than a standard action while staggered, odds are a little brighter for you.)

I'm also going to give the Round2 monster See Invisible (not uncommon at that level) as well as Improved Grab and Fast Swallow. In order for your companion to successfully Pounce (if capable and that is its intention), it'll need to have a base AC of 38 prior to charging (AC-2) in other to avoid the monster's attack versus AC35.


mythic maximized empowered fireball on a cross blooded sorc for around 273 dmg(if they fail the save) to each enemy in the area if anyone survives hit them with a quickened mythic fireball for an average 119 dmg if they fail their save, or scorching ray if its a single target then do it again on round 2 after making a 5 foot step

Liberty's Edge

Yay! A squishy!

If you could Quicken that or stuff it into a Spellstoring item and somehow unload two, or that and something else, in one round, it would top 500. Let's see a full build.


Mike Schneider wrote:

Yay! A squishy!

If you could Quicken that or stuff it into a Spellstoring item and somehow unload two, or that and something else, in one round, it would top 500. Let's see a full build.

12 levels of sorc, cross blooded draconic and orc, use blood line mutations, spell specialization, magical lineage with metamagic master for traits and the meta magic feats and what ever mythic ranks the given adventure gives you everything else is arbitrary and not needed as it would all be weaker than my normal builds but you requested pfs legal which hampers things and dis allows many of the other options i would consider for a blasting sorc so that's all the info that is relevant for the build

Liberty's Edge

Minor detail: The challenge does not assert that you are the only person threatening your opponent. This means that the Mivoni Duelist trait (among other, similar things) is not a certainty.

If your build contains such situational benefits, have two score totals, one with and one without.

Liberty's Edge

Lady-J wrote:
Mike Schneider wrote:

Yay! A squishy!

If you could Quicken that or stuff it into a Spellstoring item and somehow unload two, or that and something else, in one round, it would top 500. Let's see a full build.

12 levels of sorc, cross blooded draconic and orc, use blood line mutations, spell specialization, magical lineage with metamagic master for traits and the meta magic feats and what ever mythic ranks the given adventure gives you everything else is arbitrary and not needed as it would all be weaker than my normal builds but you requested pfs legal which hampers things and dis allows many of the other options i would consider for a blasting sorc so that's all the info that is relevant for the build

You would likely need to break the pin first since not only are spells with somatic components impossible to cast while pinned, and those without somatics still requiring 10 + CMB + spell level, so DC 41 concentration check, but in order to direct a fireball, you need to point in the direction it's intended to go, which isn't possible while pinned.


Deighton Thrane wrote:
Lady-J wrote:
Mike Schneider wrote:

Yay! A squishy!

If you could Quicken that or stuff it into a Spellstoring item and somehow unload two, or that and something else, in one round, it would top 500. Let's see a full build.

12 levels of sorc, cross blooded draconic and orc, use blood line mutations, spell specialization, magical lineage with metamagic master for traits and the meta magic feats and what ever mythic ranks the given adventure gives you everything else is arbitrary and not needed as it would all be weaker than my normal builds but you requested pfs legal which hampers things and dis allows many of the other options i would consider for a blasting sorc so that's all the info that is relevant for the build
You would likely need to break the pin first since not only are spells with somatic components impossible to cast while pinned, and those without somatics still requiring 10 + CMB + spell level, so DC 41 concentration check, but in order to direct a fireball, you need to point in the direction it's intended to go, which isn't possible while pinned.

what pin the stipulation of the fight was not supersized by combat and one free full round to prepare for combat which means one free round to cast the spells, the enemy is not in melee range currently and no buffs there is nothing then the enemy goes(if they are still alive) and can make one attack

Liberty's Edge

Well, the goal posts have been moved several times. But currently how it's set up, turn one you can buff. The enemy is nowhere to be seen so can't be targeted. Once your turns over GM fiat happens and somehow you're pinned, prone, shaken, sickened, staggered and at 0 HP. Any spell or supernatural abilities that prevents you from taking one of these conditions is automatically dispelled. Also any readied action to attack, or affect the enemy automatically fail. Turn 2 you do whatever you can with those conditions.


Deighton Thrane wrote:
Well, the goal posts have been moved several times. But currently how it's set up, turn one you can buff. The enemy is nowhere to be seen so can't be targeted. Once your turns over GM fiat happens and somehow you're pinned, prone, shaken, sickened, staggered and at 0 HP. Any spell or supernatural abilities that prevents you from taking one of these conditions is automatically dispelled. Also any readied action to attack, or affect the enemy automatically fail. Turn 2 you do whatever you can with those conditions.

so basically a no win senario due to gm fiat in a pfs senerio ya that's not going to happen and is would even cause an uproar in a home game and is a pointless endever to even entertain such an idea as its equivalent to rocks fall every one dies


I think its one prep round (round zero), then the one round fighting normally, then one round with all the disadvantages to see how your character fares then. It's not a standard scenario, it's a test to see how your character performs in different situations.


Okay so here is another more general build using the Spiritualist, a class typically considered weak.

Build

Spoiler:

Phantom Blade Spiritualist
1) Weapon Focus Scimitar
1) Combat Casting
3) Combat Reflexes
3) Improved Initiative
5) Power Attack
7) Extend Spell
8) Greater Weapon Focus
9) Lunge
11) Dimensional Agility

Traits
Reactionary, Desperate Focus

Str 26 (+2 from level) (+6 from Belt)
Dex 14
Con 14
Int 10
Wis 18 (+1 from level) (+2 from headband)
Cha 8

Gear

+4 Mithril Breastplate -20,200
+2 Ring of Protection - 8000
+2 Amulet of Natural Armour - 8000
Cracked Pale Green Prism - 4000
Dusty Rose Prism - 5000
+6 Belt of Giant Strength - 36,000
Boots of Speed - 12,000
+3 Cloak of Resistance - 9000
+2 Headband of Wisdom
1780 left over

Pre buffs, Heroism and Extended Shield

AC 33 (10 +10 Armor +4 Shield +2 Dex +2 Deflection +2 Natural Armor +2 Insight +1 )

Attack Routine
20/20/15 (9 BAB +8 STR +3 Enhancement +2 Moral +2 Weapon Focus +1 Competence -3 Power Attack -2 Spell Combat)
Damage
1D6+17/18-20

The fight

Spoiler:

Prep round
Swift Action to Manifest the Phantom Blade
Standard - Cast Displacement
Free Action boots of haste

Their Round
They try and hit him.

His Round
5ft Step into melee range

Swift spend 2 ectoplasmic points to make the blade Keen

Free Action spend 2 ectoplasmic points to resolve against touch

Full Attack, use Spell combat and spell strike to cast Vampiric Touch, cast defensively, Center Self to use the sword as a focus as a free action. The DC is 21, Concentration is 22 so auto succeed (12CL +4 Wis +4 Combat Casting +2 Trait)

Attack routine goes
21/21/21/16 (1D6+17/15-20) +6D6 on the first attack which he also gets at temp hit points)

Second Round
Don't think he can do anything if you dispel all his spells and put him to 0 hit points and pin him.

EDIT: I find the equation all too confusing but if someone else can be bothered then by all means.

EDIT EDIT:

just thought I'd make some suggestions for what his spells known might be.

Spoiler:

1) Expeditious Retreat, Chill Touch, Protection from Evil, Burst of Adrenaline, Feather Fall, Shield
2) Stricken Heart, Invisibility, Spiritual Weapon, Pilfering Hand, False Life
3) Heroism, Vampiric Touch, Displacement, Fly (you could replace this for phantom steed once you get Overland Flight), Dispel Magic
4) Dimension Door, Freedom of Movement, Invisibility (Greater), Thoughtsense

EDIT EDIT EDIT: if you wanted to squeeze a bit more out of it I suspect a dip into Mutagenic Mauler might be one route.


I suppose if he was really really bursting which is the point of this he could spend another 5 Ectoplamic points to make it a corrosive burst keen weapon instead of just keen.

I wonder how much damage that would add.

Liberty's Edge

So, the standard damage for that build would be:

Spoiler:
0.95(38 + 3.5) + 0.3x0.95(1x38 + 1x0 + 0) = 50.26
0.95(17 + 3.5) + 0.3 x 0.95(1 x 17) = 24.32
0.95(17 + 3.5) + 0.3 x 0.95(1 x 17) = 24.32
0.95(17 + 3.5) + 0.3 x 0.95(1 x 17) = 24.32
Total = 123

Total of 123 damage per round against touch AC of 15. If you add corrosive burst instead it would look like this :
Spoiler:
0.95(38 + 3.5) + 0.3x0.95(1x38 + 1x5.5 + 0) = 51.82
0.95(17 + 3.5) + 0.3 x 0.95(1 x 17 + 1x5.5) = 25.89
0.95(17 + 3.5) + 0.3 x 0.95(1 x 17 + 1x5.5) = 25.89
0.95(17 + 3.5) + 0.3 x 0.95(1 x 17 + 1x5.5) = 25.89
Total = 129.5

Total of 129.5 damage per round.


lol definitely not worth the corrosive burst investment then.

More than anything it just goes to show how crazy the damage you guys are producing with some of these builds. I'd say 123 damage at level 12 against an opponent with 30AC would be a pretty decent performance.

Yet you guys are producing numbers in the 400-1000 range. Lol.

Liberty's Edge

It's more around the 200-500 range. The 1000 damage build was just one that could turn a prep round into a damage round. It's also not a functional build outside of a single combat.


I think something interesting could be done with Jabbing Style and Jabbing master on an unchained monk 11/Mutagen Mauler 1 using hammer the gap. However it would require they were allowed to enter the style as a free action.

3 attacks from bab
2 attacks from flurry
1 from Ki
1 from Elbow smash

use stunning fist on the first attack, if it procs

2 attacks from Medusa's strike

I don't know if Monk and Brawler levels stack from unarmed damage dice but I am gonna assume they do.

start with an 18 in either dex or str, get a +6 belt, +2 from level (start with an odd number of wis for the extra one, to increase stunning first DC), 4 from mutagen. For me I'm going str, it adds up to a tiny bit more damage but, in a game I'd go dex for benefits to AC, saves and initiative with > a tiny bit of damage.

12 BAB, 10 attack stat, 3 enhancement, competence from an Ioun stone.

attack sequence
26/26/26/26/21/21/16

with Medusa's strike (therefore now against flat footed AC -2)
26/26/26/26/26/26/21/21/16

the first attack does
2D6+13
the second does
4D6+13
all the rest do
6D6+13

dropping back down to 2D6 if one misses.

+thanks to hammer the gap the second attack would +1 the third +2 until the potential ninth does +8, with this bonus again dropping.

I haven't done a full build for this because
A) pretty sure its against the rules to enter a style in the pre round
B) I just got out the shower and I'm about to sleep when this popped into my head
C) I feel like working out the damage for this with the conditionals from both jabbing style and hammer the gap and medusa's wrath would be literally hell.

pretty sure you can do this though, may need the human racial feet for pre-req's not sure.

Bet it would produce some decent numbers though.

Liberty's Edge

Both jabbing style and hammer the gap are really great feats, especially for hyper specialized builds who only miss on a 1. Only problem is trying to calculate the average damage. In fact, outside of creating a program to run the numbers and average the results, I'm really not sure how to calculate it. If somebody does know how, I'd love to hear an explanation.

As far as I know, we're also missing save DCs, which really affects spell and supernatural effects. Considering the benchmark of 30 AC, I would think save DC of +16 (the average of 2 good saves at 18, and a bad save at 13) would be a good idea. So, any damage caused by said effects could be factored in like attacks versus AC.


Nice to see there is no school like the old school.

I have a level 9 PFS character who has a 90% of taking out this Challenge Monster in 1 Round. She is a Half Orc Grappler with Greater Grapple, Expert Captor, and a Full-time GMB of +30.

When she sees the monster approaching, she only has to Ready her actions. The badguy approaches to 10'. She 5' steps in as a Swift Action. She Initiates a Grapple as a Standard Action. She Ties Up the monster as a Move Action. Can she Have Buffed herself before, what, Boiling Blood, Bull Strength, have taken a ST Mutagen, sure.

Olga Blakovitch has got this. When you poison Olga's cup, she keeps drinking.

I'm planning to use this Grapple Feature again in a PFS character now. She isn't taking the Brawling Enchantment any more--too expensive--but Olga never go around to Gauntless of the Skilled Maneuver, the +1 Attack Ioun Stone, nor the Adhesive Armor Enchantment.

She's level 3 now,
Hester Estrella, Human Female

Abilities
st 16
in 12
wis 14
dex 14
con 13
cr 10

1Ranger1: Freebooter, Power Attack, Cleave, BAB+1
2R2: Precise Shot, BAB+2
3R2Monk1: Unarmed 1d6, Weapon Profs, Stunning Fist, Improved Grapple, Blind Fighting

Originally, she was going to take 2 levels in Fighter with the Eldritch Guardian Archetype and take Paired Opportunist so she would have an Attack of Opportunity whenever she was attacked, but they FAQ'd the Bodyguard Feat so it can no longer be used that way. I'm pretty sure I'm the reason why they did that. She will still have a Protector Familiar, but it will be slightly less cool.

4R3M1: Endurance, Con +1, BAB+3
5R3M1Cavalier1 Constable, Tactician, Challenge, Coordinated Maneuvers, Order of the Penitent, Point Blank Shot, BAB+4

She was going to take a 2nd level in Monk and her Teamwork Feat was going to be Broken Wing Gambit, but it turned out her AC is waaaaay too low wearing only nonmagical Lamellar Leather. So she took the 3rd level in Ranger so she can sleep in Medium Armor, and she Traded in her Greatsword for carries a Heavy Throwing Shield and a Long Sword. She won't Throw the Throwing Shield it: she'll just drop it as a Free Action (2 Free Actions actually) when things get too close for her bow, and it's time to Grapple. The reason she took Cleave was to go with her Greatsword, using Lead Blades to make it do 3d6. She also has a Wand of Gravity Bow.

6R3M1C2: Expert Captor, BAB+5
7R3M1C2Fighter1 Greater Grapple Weapon Focus, Grapple, BAB+6

Expert Captor is a must-have for a standard Grappler. Hester at this point will be able to Initiate a Grapple as a Standard Action, then Tie Up someone as a Move Action. Boom, done and dusted.

8R3M1C2F1Alchemist1: Grenadier, Throw Anything, Bombs 1d6, Extra Bombs, Extracts, Mutagens, Ability +1
9R3M1C2F1A2: Alchemal Missile, King Crab Tumor Familiar, Infusion, BAB+7

Since Hester has only the 12 levels PFS allows her, she is making heavy use of the Extra Discovery Feat. She will continue to grow as a Grappler and as an Archer, shooting exploding arrows. Exploding arrows are cool.

10R3M1C2F1A3: Bombs 2d6, Swift Alchemy, BAB+8
11R3M1C2F1A4: Explosive Missile, Tentacle, BAB+9

So, I'm thinking that the round before, Hester will use her Tactician Ability to gift all her allies Coordinated Maneuvers. If none of her Allies closes in to join her in melee against the monster, her Familiar will still be with her and adjacent to the monster, so CO is still in play. After melee begins, Hester will 5' step in as a Swift Action, Initiate a Grapple as a Standard Action, and Tie Up the Monster as a Move Action, done and dusted, like I said. The Monster's CMD is only 35. What does Hester have going on full time at level 11?

BAB+9
ST: +3
Improved Grapple: +2
Greater Grapple: +2
Weapon Focus Grapple: +1
Coordinated Maneuvers: +2
King Crab Tumor Protector Familiar: +2
Tentacle: +4
Armbands of the Brawler: +1
Ioun Stone: +1
Belt of ST: +1
Gaunlets of the Skilled Manever: +2
Adhesive Armor Enchantment: +2

So, that's +32. If she buffs herself with a ST Mutagen, that bumps it up to +34, and that can count as her prior dweomer. She has a lot of other options, too such as getting an extra + on her ST Belt. She is well-under the 100,000 spending limit. She has to roll a 1 to fail to neutralize the challenge in 1 round, so she has a 90% chance of a 1 round knockout. The OP did not specify the Strength of her prisoner, so having strong enough rope might be an issue. Hemp Rope has a Burst DC of 23, Silk Rope 24, Spider Silk Rope 25, Chain, 26, and Mithril Chain 27, iirc. There is no stats given for Adamantine Chain to my knowledge, and it is not available for sale, exactly. She could buy an Adamantine Dwaven Dorn Duergar, a 10' long chain Weapon for 3000 and change. Olga made due with Iron Rope when she Tied Up the Rhemoraz, and used her Robe of Infinite Twine for most of her prisoners.

She has other options, too. Actually, if the CMD of her opponent were 50, she'd still have this. She has a trick with True Strike. If she were facing multiple weaker opponents, she could, Cleave with her Tentacle, grappling both of them, then tying one up with Greater Grapple. I was thinking that would be epic if she took a level in White Haired Witch and then took that Broken Wing Gambit, Great Cleave, and Rapid Grappler. Probably, her last level will be in Alchemist, taking another d6 in Bomb Damage and giving her Familiar the Shield Other Ability, offset by the Tumor's Fast Healing 5, effectively doubling Hester's hit points.

And Exploding Arrows are cool.


Falcata Foolery (yes, this is a revision of the previous Elven Curved Blade stuff with Deighton's suggestions and a few other tweaks)

The Build

The Build:

Franco Falcata

Race Human

Str 15 (2 Racial) (+3 Lvl 4,8,12) = 20 +6 enhancement +4 Alchemical +4 Morale+2 size = 36
Dex 14 -2 size + 2 enhancement = 14
Con 12+4 Morale -2 enhancement= 14
Int 10 -2 Alchemical =8
Wis 10
Cha = 10

Traits & Drawbacks
Mivoni Duelist, Accelerated Consume

Skills : (4+1 (human) )*6+ (6+1(Human))+(2+1(human))*7
Ranks : Perception (12), UMD(12), Intimidate(12) Acrobatics(6), Swim (1) Climb (1)

Medium (1), Relic Channeler: Spirit, Spirit Bonus (+1), Spirit Power (lesser –Falcata, ***), Spirit Surge (1d6)
Brawler (1), Mutagenic Mauler : Brawler's cunning, Mutagen, martial training, unarmed strike
BloodRager (1), Blood Conduit: Bloodrage, Frightful Charger, Contact Specialist
Fighter (1), Two Handed Fighter: Bonus feat
Fighter (2), Two Handed Fighter: Bonus feat, bravery +1
Fighter (3), Two Handed Fighter: Overhand Chop
Fighter (4), Two Handed Fighter: Bonus feat
Fighter (5), Two Handed Fighter: Weapon training 1 Heavy Blades
Fighter (6), Two Handed Fighter: Bonus feat, bravery +2
Fighter (7), Two Handed Fighter: Backswing
Ranger (1), Guide : 1st favored enemy, track, wild empathy
Swashbuckler (1): Deeds (Derring-Do, Dodging Panache, Opportune Parry and Riposte), Panache, Swashbuckler Finesse

Feats

Spirit Focus (Champion) (1st)
Combat Reflexes Human Bonus Feat
Improved Unarmed Strike (Brawler 1)
Power Attack (3ed)
Improved Bull Rush (Contact Specialist)
Martial Focus (Heavy Blades) (Fighter Bonus 1st)
WF (Falcata)(5th)
Rhino Charge (Fighter Bonus 2nd)
Weapon Specialization (Falcata) (Fighter Bonus 4th)
Reckless Rage (7th)
Improved Critical (Falcata) (Fighter Bonus 6th)
*** (9th)
Greater Weapon Focus (Falcata) (11th)

Knacks (2)
Sift, Guidance

External Buffs : Enlarge Person (1min/lvl), Mutagen (10 Minute/level Buff),

Equipment :
Boots of Speed (12000 gp),
Falcata +1 Fortuitous Furious (18380 gp),
Helm of the Mammoth Lord (8500 gp)
Belt of Strength +6 (36000 gp)
Cracked Pale Green Prism Ioun Stone (4000)
Flawed Deep Red Sphere Ioun Stone : +2 to Dex -2 Con (6000 gp)
Scabbard of Vigor (1800)
Gloves of Dueling (15000 gp)
Potion of Long Arm 50 gp
Potion of Enlarge Person 50 gp
Ring of Return 6000 gp
Plume of Panache 1000 gp

BAB +11

Panache: 2

The Fight, Round 1:

Active buffs: Mutagen (up to 10min/lvl, Enlarge Person (up to 7 min).
Prep round: 1) Rapid consume potion of Long Arm (move action), 2) ready action : Rhino Charge and attack with Falcata at first enemy that closes to 25’ (standard action) (need to move 10`for charge, 15`of reach), 3) activate power attack (non-actions) 4) Bloodrage (Free Action) 5) Activate Boots of Speed (free Action)
Enemy attack: 1) ready action (charge) triggers when they are 25’ away 1a) Free action, draw a weapon when moving (charging), bab>1, trigger scabbard of vigor for +3/3rounds enhancement on Falcata 2) as they close to 10’ they trigger AoO # 1 with a chance to trigger Fortuitous) 3) In response to their attack trigger Opportune Parry and Riposte (1 panache), which if successful allows Riposte Attack (as an immediate action). Use Destined strike on the Parry (free action)
Franco’s turn: 1) Activate Power Attack (non-action) 2) Activate Ranger Focus 3) Full attack with Falcata (3 attacks +1 haste + 1 Mammoth Helm), used destined strike on 3ed attack (-10 attack, Free Action), use destined strike Mammoth Helm attack (again, free action). If necessary use a spirit surge on either of the of these attacks.

The Damage:

Readied Charge
To hit : 11 BAB + 13 Strength +5 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -4 (Power Attack) +1 (Haste) + 2 Charging = +36
Damage : 2d6 + 26 (Strength, overhand chop) +3 (Weapon Training) + (4 Spirit Bonus) + 5 (enhancement) + 12 (Power Attack) + 2 (Weapon specialization) + 1 (Trait) = 2d6+ 50 = 60
AoO
To hit : 11 BAB + 13 Strength +5 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -4 (Power Attack) +1 (Haste) = +34
Damage : 2d6 + 19 (Strength) +3 (Weapon Training) + (4 Spirit Bonus) + 5 (enhancement) + 12 (Power Attack) + 2 (Weapon specialization) + 1 (Trait) = 2d6+ 43 = 53

Opportune Parry
To hit 11 BAB + 13 Strength +5 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -4 (Power Attack) +1 (Haste) +1 Destined Strike = +35
Damage : Triggers Riposte by forcing a miss! Probability of success is 95%
Riposte ~95% probable to happen
To hit : 11 BAB + 13 Strength +5 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -4 (Power Attack) +1 (Haste) = +34
Damage : 2d6 + 19 (Strength) +3 (Weapon Training) + (4 Spirit Bonus) + 5 (enhancement) + 12 (Power Attack) + 2 (Weapon specialization) + 1 (Trait) = 2d6+ 43 = 53

Fortuitous Attack (this is 95% probable to occur)
To hit : 11 BAB + 13 Strength +5 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -4 (Power Attack) +1 (Haste) -5 Fortuitous = +29
Damage : 2d6 + 19 (Strength) +3 (Weapon Training) + (4 Spirit Bonus) + 5 (enhancement) + 12 (Power Attack) + 2 (Weapon specialization) + 1 (Trait) = 2d6+ 43 = 53
Full Attack with Haste: 4 attacks w/Falcata
First Attack
To hit : 11 BAB + 13 Strength +5 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -4 (Power Attack) +1 (Haste) + 2 Ranger Focus = +36
Damage : 2d6 + 19 (Strength) +3 (Weapon Training) + (4 Spirit Bonus) + 5 (enhancement) + 12 (Power Attack) + 2 (Weapon specialization) + 1 (Trait) + 2 (ranger Focus) = 2d6+ 48 = 55
Extra Attack (haste)
To hit : 11 BAB + 13 Strength +5 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -4 (Power Attack) +1 (Haste) + 2 Ranger Focus = +36
Damage : 2d6 + 26 (Strength, backswing) +3 (Weapon Training) + (4 Spirit Bonus) + 5 (enhancement) + 12 (Power Attack) + 2 (Weapon specialization) + 1 (Trait) + 2 (ranger Focus) = 2d6+ 45 = 62
Second Attack
To hit : 11 BAB + 13 Strength +5 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -4 (Power Attack) +1 (Haste) + 2 Ranger Focus -5 second attack = +31
Damage : 2d6 + 26 (Strength, backswing) +3 (Weapon Training) + (4 Spirit Bonus) + 5 (enhancement) + 9 (Power Attack) + 2 (Weapon specialization) + 1 (Trait) + 2 (ranger Focus) = 2d6+ 45 = 62
Third Attack
To hit : 11 BAB + 13 Strength +5 (enhancement) + 1 Competence + 2 Spirit Bonus + 3 Weapon Training + 2 (weapon Focus) -4 (Power Attack) +1 (Haste) + 2 Ranger Focus -10 third attack +1 Destined strike = +27
Use a spirit surge if you roll a 2… 95% chance to hit
Damage : 2d6 + 26 (Strength, backswing) +3 (Weapon Training) + (4 Spirit Bonus) + 5 (enhancement) + 12 (Power Attack) + 2 (Weapon specialization) + 1 (Trait) + 2 (ranger Focus) = 2d6+ 45 = 62

Gore
To hit : 11 BAB + 13 Strength +1 Competence + 2 Spirit Bonus -4 (Power Attack) +1 (Haste) + 2 Ranger Focus -5 secondary attack +1 Destined Strike= +22
Again, use a spirit surge if you roll between 2 and 7. This adjusts the Phit to 82.5%
Damage : 1d8 + 6 (Strength, backswing) +(4 Spirit Bonus) + 12 (Power Attack) + 1 (Trait) + 2 (ranger Focus) = 1d8+ 24 = 28.5

Attack h d s t f c b r DMG
Charge 0.95 60 0 0.3 0.95 2 0 0 91.2
AoO 1 0.95 53 0 0.3 0.95 2 0 0 80.56
Riposte 0.95 53 0 0.3 0.95 2 0 0 76.532
Fortuitous 0.95 53 0 0.3 0.95 2 0 0 76.532
#1 0.95 55 0 0.3 0.95 2 0 0 83.6
#2 0.95 62 0 0.3 0.95 2 0 0 94.24
#3 0.95 62 0 0.3 0.95 2 0 0 94.24
Haste 0.95 62 0 0.3 0.9 2 0 0 92.38
Gore 0.825 28.5 0 0.05 0.65 1 0 0 24.43875
Total 713.7228

Assuming I have done the math right, 713 dmg.

The Fight round 2:

Ok, the magic happened, Franco is now “prone, pinned, shaken, sickened, staggered, and at 0hp”

1) Cry like a little girl (free action)
2) Activate his Ring of Return and teleports out of this mess… (standard action)
3) Shout “I Live” and then b+!+$ about the killer GM (Free action)

So Franco did 713 damage, and managed to live through round 2...

Now for the b@*#$ing about the killer GM. Seriously Mike, you need to rethink round 2 a bit, and tone it down. 1 Standard action (staggered) and you start pinned with a 35 CMD critter on top of you (and animal companions/familiars set up to just die), not to mention majorly debuffed ( -4 to basically everything, including your CMB).
You're stuck relying on your allies...

You either have a magic item to get you out, are a serious caster, or a grapple specialist. In each case, unless you have a quickened effect up your sleeve, breaking out is the best you can expect.

Liberty's Edge

When we get to the next page, I'll update the rules for the reboot. In the meantime, Deighton Thrane is awarded the September 2017 Gold medal in PFS-legal cheese for two build-mechanics that are pretty much impossible to top save by derivations in the same theme, and they are:

1) Polymorphing into a multi-attack monster.
2) Exploiting a contest loophole to enjoy two full-attacks.

And with, off the winner's circle they go to reflex and be fed grapes while the struggle in the arena continues.

Builds going forward:

* You may not transform into a monster. (Mutagens and size-changes are otherwise OK.)

* You will not receive a full-attack as a readied action on the monster turn between the Prep round and the Battle round.

Liberty's Edge

I would suggest just having the monster dim door in with dimensional assault. If it starts next to you you can't charge it, so no pounce or pummeling charge. Or any mounted charges for that matter. Should fix the two turns worth of damage builds.

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