Sunder Specialist


Advice

51 to 65 of 65 << first < prev | 1 | 2 | next > last >>

Or, a totally different direction, is an Oracle with the Wrecker curse. Starting at 14th level, the curse can be fully developed with 2 picks of a gnome or halfling's FCB. You can disable traps by simply touching them, you subtract your level from hardness and bypass damage reduction when damaging objects, bypass damage reduction, and anyone who hits you with a weapon has to make a reflex save or the weapon turns to dust.


Damaging Magic Weapons: An attacker cannot damage a magic weapon that has an enhancement bonus unless his weapon has at least as high an enhancement bonus as the weapon struck.

When I searched that on the SRD, the only link I found was to a 3pp page. I didn't find the phrase in the Core Rulebook. I think it's a 3pp change.


Issac Daneil wrote:

Damaging Magic Weapons: An attacker cannot damage a magic weapon that has an enhancement bonus unless his weapon has at least as high an enhancement bonus as the weapon struck.

When I searched that on the SRD, the only link I found was to a 3pp page. I didn't find the phrase in the Core Rulebook. I think it's a 3pp change.

Adamantine can bypass this - it functions as +5 for the purpose of bypassing DR, I believe.

Otherwise, take a Magus kensai with an adamantine Katana/bastard sword. Strength build. Improved sunder, greater sunder etc, weapon spec then take maneuver mastery: sunder. Power attack, of course...
Put your arcane pool point to Max out your weapon enchantment. AT level 9, with a +2 adamantine weapon, you can boost this up to +5 with your arcane pool.

Spell combat: cast true strike. main hand attack: powerattack sunder(as many times as you can that round.

There is no weapon in the game you can't cut to ribbons in one round in the way, unless the critter wielding it is 3 stories tall. In which case, cast Fly on yourself before the combat. (even with an int 13 magus with a Kensai archetype, you'll be able to do this at level 9, and still have another level 3 spell.)

Nobody beats the magus at sundering, if the rules are that you need an equal enchant (and adamantine doesn't count) Otherwise thohanded fighter, because you need the raw damage to go through effectively double the weapon's HP. Even a magus can accomplish this with the enchantment boost, but other classes may come up a few dmg short - and then your enemy's just got a broken weapon, not a fully sundered one.
Still, at that point the damage is done, and your party is mad at you because you had the gall to destroy that +4 weapon the bbeg was wielding. They may even decide that *your* weapon might be good compensation....

Magus: casts invisibility and fly and makes his escape...
Two handed fighter: Kills the party and takes their loot.


Aemesh wrote:

Still, at that point the damage is done, and your party is mad at you because you had the gall to destroy that +4 weapon the bbeg was wielding. They may even decide that *your* weapon might be good compensation....

Magus: casts invisibility and fly and makes his escape...
Two handed fighter: Kills the party and takes their loot.

Soul Forger can do this well, and in many cases, at later levels, even repair the destroyed loot. :-)


Order of the hammer cavaliers are good at sundering because they can do it as a free action.

@repairing destroyed loot: When sundering you can choose to not destroy the item. Giving it the broken condition is good enough to debuff the owner and you still get your loot. From a certain level on even mending can repair broken magical stuff.


I posted implying it's a Third Party idea, not a Paizo idea


Issac Daneil wrote:
I posted implying it's a Third Party idea, not a Paizo idea

ah, gotcha.

Oh, and about the broken trait on a weapon/item; need to be repaired before selling it though, right? Soulfforger could do that on most items, so, true. Really high DC on the higher end but doable. Would you need the craft magic arms and armor feat to fix magical items though? Even if you aren't making it from scratch I'd think once the uber magic sword of doom +3 was all dinged up and bent sideways, it would be impossible to just "polish up" by normal means


11th level Soul Forger can simply touch a broken item, and spend a pool point, and restore his level's worth of hit points to the item. Remaking a destroyed item is much more costly - requiring 1/4 the cost of the item, using up a LOT more pool points, and giving the magus temporary negative levels.

19th level Soul Forger, on the other hand, can simply touch any destroyed item, and restore it to full hitpoints.


Wow, then I take it all back, -- well, at least when it comes to the higher end, where you're always running into some wannaBBeg, with a flaming axe. In such case, Soul Forger is the hands down Sunderboss.


Aemesh wrote:
Would you need the craft magic arms and armor feat to fix magical items though?

Mending works just fine if the CL is high enough.

Mending wrote:
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object.

The weight limit might be a factor, too. It's 1 lb./level. But by mid-level you can mend a lot of stuff.

Shortsword+1 : CL3 (+1 is a CL3 equivalent for weapons and armor)
Longsword+1 : CL4 (4lb weight)
Longsword +2 : CL6
Greatsword +2: CL6
Greataxe up to +4 : CL12

For armors mending is not that good because they soon get too heavy.


Aemesh wrote:
Wow, then I take it all back, -- well, at least when it comes to the higher end, where you're always running into some wannaBBeg, with a flaming axe. In such case, Soul Forger is the hands down Sunderboss.

Well, I'm not attesting that it is the best character to do the sundering, but it sure can help recover the 'costs' of the barbarian breaking everything in sight.

Grand Lodge

Well, this got necro'd. Neat.

A Half-Orc Breaker/Numerian Liberator seems great at this.


Lab_Rat wrote:

hmm...

Two hand fighter/barbarian + power attack + magical adamantine lucern hammer = pissed off party when they find their loot in tiny pieces.

QFT.


Ok you guys are missing the true best build for sunder and damage in general

Level 17 Barbarian

Feats: Vital Strike, Imp Vital Strike, Greater Vital Strike, Furious Finish, Imp Sunder, Greater Sunder, Power Attack.

Weapon: Maul of the Titans
Get the rage power that lets you bypass hardness 1/rage.
Polymorf any object cast on yourself to make you huge. Your weapon now deals 3d8. Greater vital strike them for 12d8 plus strength. Furious Finish to maxamize dmg dice but end rage. You are now dealing 96 plus around 25 str cuz power attack. So 121 dmg to there weapon but a Maul of the Titans states that it is times three. So thats 363 to their weapon and is bypassing hardness. The highest weapon health in the game is like 15 and because greater sunder says left over damage goes the wielder they take 348 damage flat out. You can do this every round because you are immune to fatigue.


XX_ORCUS_SLAYER_XX wrote:

Ok you guys are missing the true best build for sunder and damage in general

Level 17 Barbarian

Feats: Vital Strike, Imp Vital Strike, Greater Vital Strike, Furious Finish, Imp Sunder, Greater Sunder, Power Attack.

Weapon: Maul of the Titans
Get the rage power that lets you bypass hardness 1/rage.
Polymorf any object cast on yourself to make you huge. Your weapon now deals 3d8. Greater vital strike them for 12d8 plus strength. Furious Finish to maxamize dmg dice but end rage. You are now dealing 96 plus around 25 str cuz power attack. So 121 dmg to there weapon but a Maul of the Titans states that it is times three. So thats 363 to their weapon and is bypassing hardness. The highest weapon health in the game is like 15 and because greater sunder says left over damage goes the wielder they take 348 damage flat out. You can do this every round because you are immune to fatigue.

This thread has been dead for 3 years.

Anyways, people making sunder-monkeys without 2H Weapon Trick for Crush Armor are doing themselves a disservice.

The Cleave feats are nice because you can go again if you reduce your target to 0hp.

Your target can be their weapon, greater sunder imparts excess damage to them. Then sunder their armor, more damage to them, if you reduce the armor to 0hp in one hit, you can finally hit them.

2H Weapon Trick also allows Vital Strike to be applied on successive hits when using Cleave.

You're welcome.

51 to 65 of 65 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Sunder Specialist All Messageboards

Want to post a reply? Sign in.