My PFS Lavode De'Morcaine
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{ If anyone has noticed, yes I am making a bunch of new PFS characters. Some friends are going to try PFS and asked me to help with first PC's for them. }
In home game sundreres are only NPC's cause everyone gets mad if you break all the loot. However, going all metagamey, that doesn't apply in PFS. Since everything ends up on the chronicle sheet anyway and you just buy off that, it doesn't matter too much. I suppose you do lose the use of it during the scenario, but that doesn't seem too huge of a loss. So this guy wants to try a build that sunders weapons and/or armor, wands, staves, foci, spell pouch, etc... before pounding opponents into oblivion.
Ok, I've never built one of these before and haven't run a barbarian since 3.x, but some of it seems obvious.
High strength, 2-hand weapon, power attack, improved sunder, and greater sunder.
It also seems made for the breaker barbarian archtype.
Possible powers: powerful blow, ground breaker, smasher, spell sunder, sunder enchanment, and strength surge.
Is the breaker archtype any good?
Are those good powers for the build what order should they go in?
I will throw up a build just for someplace to start.
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Half-Orc (to me this type of a build just screams 1/2-O)
Alternate race trait, gatecrasher (+2 to sunder)
Faction: don't know yet, maybe Sczarni
Str: 20 (18+2), Dex: 12, Con: 14, Int: 8, Wis: 10, Cha: 8
Traits:
Bad Reputation, Sczarni (+2 intimidate)
History of Heresy (+1 save vs divine spells)
Breaker barbarian archtype
1 feat: power attack
2 rage power: powerful blow
3 feat: improved sunder
4 rage power: ground breaker
5 feat: improved bull rush
6 rage power: smasher
7 feat: weapon focus: earthbreaker
8 rage power: sunder enchantment
9 feat: greater sunder
10 rage power: spell sunder
11 feat: greater bull rush
I expect this one will need lots of tearing apart. So have at it.
thistledown
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We've got a pair of them going around together in my local PFS group. They both have a bit of monk. One of them has some fighter, the other has some barbar. I don't know the exact builds. They mix it up with sundering and disarming.
They slow down combat a lot (more due to the fighter's snake stance than the actual sundering), but they do a good job of getting rid of people's weapons.
There's plenty of fights against unarmed monsters though, so be prepared to deal with them too (That earthbreaker is a good start).
TheSideKick
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PFs is made for low power level characters. you can play a crb character with no crazy broken combos or archetypes and be perfectly fine.
with that being said i think the best barbarian you can play in PFS is a supersitious barbarian (rage power tree), with power attack, step up chain, improved sunder and disruptive rage power chain.
with the invulnerable rager archetype.
you are basically a wreckin ball for any target that has spells/SLA/SU abilities. and since VERY few npc's that are deadly in PFS are pure mundane, you would do very well playing that character.
now im not trying to tell you not to play a sunder build, they are fun to play. you may just notice that you could have just hit the target and done more good then a sundering would accomplish.
sory i dont have time to post the full build, but you should be able to finda barbarian using the superstitious rage power tree.
My PFS Lavode De'Morcaine
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Ok, it's been suggested that I don't concentrate too much on the sunder aspect except for taking the sunder feats. So how sould I do the rest of the build for a guy that hasn't much time into PF so far. I dont want to make it too complicated so that he has to learn the corner conditions of some dozen obscure rule combinations in umpteen books.
Human (I really prefer Half-Orc for this concept but I also really like having both feats at first level)
Alternat race traits: ?Any good ones for this nebulous build?
Faction: don't know yet, maybe Sczarni
Str: 20 (18+2), Dex: 12, Con: 14, Int: 8, Wis: 10, Cha: 8
Traits:
Bad Reputation, Sczarni (+2 intimidate)
History of Heresy (+1 save vs divine spells)
Barbarian, archtype ?!? or none
1 feats: power attack & improved sunder
2 rage power: ?
3 feat: improved bull rush
4 rage power: ?
5 feat: weapon focus: earthbreaker
6 rage power: ?
7 feat: greater sunder
8 rage power: ?
9 feat: greater bull rush
10 rage power: ?
11 feat: ?
My PFS Lavode De'Morcaine
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... i think the best barbarian you can play in PFS is a supersitious barbarian (rage power tree), with power attack, step up chain, improved sunder and disruptive rage power chain.
with the invulnerable rager archetype.
...
sory i dont have time to post the full build, but you should be able to finda barbarian using the superstitious rage power tree.
Ok, thanks. I will do a search when I get home tonight. (There is a limit to what I have access to and can look up on the sly at work.)
... now im not trying to tell you not to play a sunder build, they are fun to play. you may just notice that you could have just hit the target and done more good then a sundering would accomplish...
Yeah, we talked about that. He just thinks it would be fun.
Psion-Psycho
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Human
Fighter (Weapon Master Scimitar)
-Stats-
STR 14 (+4 Leveling)(+6 Magic item)
DEX 17 (+2 Racial)(+1 Leveling)
CON 11
INT 14
WIS 10
CHA 07
-Feats-
01 Two-Weapon Fighting, Improved Shield Bash, Weapon Focus Scimitar
02 Combat Expertise
03 Power Attack
04 Weapon Specialization Scimitar
05 Improved Sunder
06 Greater Sunder
07 Improved Two-Weapon Fighting
08 Improved Critical
09 Critical Focus
10 Shield Slam
11 Shield Master
12 Bashing Finish
13 Greater Two-Weapon Fighting
14 Sundering Strike
15 Tiring Critical
16 Exhausting Critical
17 Sickening Critical
18 Critical Mastery
19 Greater Weapon Focus Scimitar
20 Greater Weapon Specialization Scimitar
-Method-
Use a Heavy Spiked Shield enchanted with +4 for defense and enchanted with Bashing, Holy, and Speed for offense so when u are shield bashing ur shield counts as a +5 holy weapon that does 1d10+str that also does not take the two-weapon fighting penalty and keeping shield bonus to AC. When ever u score a crit with ur Scimitar, on a 15-20 dice roll, u get a free shield bash and sunder while also giving the target the Exhausted and Sickened condition. Scimitar should also be enchanted with Speed to give u 5 attempts to get a free shield bash on those crits. If ur lucky u can get 14 attacks in a single round.
Also other builds ive made can be found in the following link it may help.
paizo.com/threads/rzs2phof?Builds-for-high-levels
| TGMaxMaxer |
THF archetype for double Str is also a good starter... grab an adamantine weapon by level 3/4 at least, and hack away.
I built one ... the stats listed are no items/buffs just straight character build. I like the Vital Strike Chain (I know most ppl don't) for sundering/mobile fights. You could also dip out to breaker Barbarian 4 after level 8(might as well get the feats and the double str to all attacks before you go, along with weapon training) and get even more bonuses.
With the desire to be a good sunder build, you really end up doing massive damage, so it's a good backup build for just killing things too.
Level / Feats Taken / Attack Bonus* / Damage** / CMB Sunder Bonus
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1THF/Power Attack, Furious Focus/ +6 / 2d6 +10 / 8
2THF/Cleave / +7 /2d6 +10 / 10
3THF/Imp Sunder/ +8 / 2d6 +13 / 13
4THF/Cleaving Finish / +8 / 2d6 +16 / 15 (swap Fur Foc for Wpn Foc)
5THF/Wpn Spec/ +10 / 2d6 +19 / 17
6THF/Fur Focus again / +13/5 / 2d6+19/2d6+14 / 19
7THF/Gr Sunder / +14/6 / 2d6+19 / 22
8Barb/ +16/7 / 2d6+24 / 24
9THF /Gr Wpn Focus +15/9 / 2d6+24 / 26 (swap Furious Focus for +9BAB feat)
10Barb/none / +16/11 / 2d6 +25 / 27
11Barb/Whatever feat / +17/12 / 2d6 +25 / 28
12Barb/none / +18/13 /2d6 +25 / 29
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*Attack bonus includes power attack.
** Damage is for normal greatsword, masterwork/magic will add to attack/damage
When Raging after level 8, add 2 to attack/6 damage.
Damage on a Sunder has an additional +1 at 2nd level, +2 6th, which is multiplied on a crit.
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Hardness:: 10 steel; 5 wood; 15 mithril; 20 adamantine; +2 hardness/+1 magic 1h wooden handle wpns use hardness 5, 2h also 5. special mats add HP
Ave item HP: 1h wpn 5hp; 2h wpn 10hp; armor: Hp = ACx5; shields: light 10hp heavy/tower 20hp; +10 hp/+1 for magic (listed for steel, wood 1/2 listed HP)
This means that my build basically sunders pretty much anything that is equally or less enchanted than his weapon. I built it using a greatsword for the crit range when not sundering, but an earthbreaker just makes the sunder better and the threat range smaller.
------------------------------------------------------------------------H-O rc 2h fighter Str 20 Dex 12 Con 14 int 10 Wis 10 Cha 7
traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks
Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, it increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result
Mult options from factions that make perception a class skill... good choices.
Adv races:
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision
Gatecrasher: Many half-orcs revel in acts of wanton destruction. Half-orcs with this racial trait gain a +2 bonus on Strength checks to break objects and a +2 bonus on sunder attempts. This racial trait replaces the orc ferocity racial trait.
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Archetype for fighter class from advanced players guide
Two-Handed Fighter (weapon mastery first one in large swords, 2nd axes, or vice versa if u pref 1d12/x3 to 2d6/19-20x2 crits)
Some fighters focus their efforts on finding the biggest, heaviest, most imposing weapon they can find and training to manage and harness the weight of their massive weapons for maximum impact. These fighting school benefits only apply when using two-handed weapons.
Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.
Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
Weapon Training (Ex): As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.
Backswing (Ex): 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.
Piledriver (Ex): At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces armor training 3.
Feats used by book:
Base book
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Power Attack (Combat) Cleave (Combat) Great Cleave (Combat) 4+ Weapon Focus Weapon spec 4+ Gr wpn Focus 8+ Gr wpn Spec 12+ Imp Sunder Gr Sunder 6+ Vital Strike 6+ imp vital strike 11+
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Adv Pl Guide
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Furious Focus 1+ (power attack) give up at 4th or 8th for something else
Sundering strike 9+
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Ult Combat
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Cleaving finish (cleave, power attack)
Imp Cleaving Finish 6+
Psion-Psycho
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Uhmm... Please remember, PFS only goes to level 11.
I will check out the link tonight, but a build that only gets good in the high levels not going to help much.
We need builds that are at least decently effective right at level 01 up through level 11.
The character is very effective from levels 1-11 as a sword and board, 2 weapon fighter that sunders. Also there are APs for players that go beyond level 11. The thing is most DMs dont do them since the game changes quite a bit at that level and dont have the experience or skill to cope with the changes. Believe it or not but mid level play and high level play are very different from each other and even more so in comparison to low level play.
My PFS Lavode De'Morcaine
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Yes there are AP's that go higher. We use them in our home Pathfinder games.
But this is for Pathfinder Society, PFS gaming. It basically retires when you advance to level 12. There are occasional special events for characters at level 12+. But they don't happen often. I don't think ever at our local. You have to wait for a convention and hope you get in.
And yes I know Low, Mid, and High level play is different. That is why I am very leery whenever I see a level 20 build. Usually when I see a level 20 build and what it can do at level 20, I find that it doesn't work until it gets to high level. But not always, that's why I also said I'd check it out.