prototype00 |
I have a mini-conqueror-ooze build that gives some new options to a casting druid.
Cave Druid 5/Bbn1/Druid X
07 natural spell
09 Vital Srike
11 Furious Finish
15 Improved Vital Strike
Taking the cave domain will give you the ability to give yourself darkvision in 1 hour increments and tremorsense at 6th(7th).
The conqueror ooze (much as I would hate to admit it), works just as well without monk levels as it does with. If you find some other way to rage-cycle, then more power to you.
The monk just happens to allow you to flurry with the 21d8 slam attack, (which isn't nothing) and adds some base land speed.
prototype00
Just a Mort |
http://paizo.com/threads/rzs2ql1q?Stacking-EnlargeLead-BladesImproved-Natur al#1
Apparently improved natural attacks amd strongjaw do stack.
Which gives incentive to take 2 levels of ranger unarmed style.
Funny thought, but with a ring of eloquence, could a carnivorous crystal give freebooters bane and disarm traps?
Another idea might be to take growth domain, use the half elf fcb to give extra uses of the enlarge person from growth domain.
The lack of vision could be compensated by dipping 1 lv lunar/dark tapestry oracle (personally think dark tapestry is more thematic for this) with their respective revelations giving 60 ft darkvision - does nothing for the build, its just to satisfy the gm and save you the costs of a ring of continuation. Curse: wasting. You're already an ooze, you don't get creepier then that!
Monk bonus feat can be used for combat reflexes since you get reach in your enlarged domain form.
I am not very good at maths. Could someone help me calculate what improved natural attack would give, then what strongjaw would give, and what improved natural attack, strongjaw and enlarge person (from growth domain) would give? Thanks.
Rorrix |
Sorry to dredge up an old thread, but I'm working on a build like this and either I'm missing something or everyone else is. You would need 10 levels of Cave Druid to wildshape into the ooze, not just 10 character levels. So if you wanted to mix Monk in at all, you'd need 11 levels to pull it off with Monk1/Druid10.
Edit: Scratch that, Shaping Focus does it. Reading comprehension is fun! :'D
Rorrix |
Since I'm here, I might as well post my take on the build. This is for PFS, so it's a bit different than what you'd probably run in a home game.
Point Buy before racial mods
Str: 7, Dex 18, Con 14, Int 7, Wis 16, Cha 7
Monk1: Weapon Finesse, Combat Reflexes
Monk1/Druid2: Weapon Focus
Monk1/Druid4: (Any feat, it'll be retrained later)
Monk1/Druid6: Natural Spell
Monk1/Druid6/Slayer2: Shaping Focus, Natural Weapon Combat Style: Improved Natural Weapon
Monk1/Druid6/Slayer2/Barb1/Oracle1: Vital Strike, retrain level 5 feat into Furious Finish for 5 Prestige
For archetypes, you can pick just about anything for Monk (I like Kata Master), Druid is Cave obviously, Slayer is vanilla and could be substituted for Ranger if you want, Barbarian is either Urban or Savage Technologist (if it's legal), and Oracle is Dual Cursed with the Lame and Tongues curses, with Lame progressing.
Reasons for these choices: Lame oracle makes you immune to fatigue. I know the wording on Furious Finish, but that pertains to things like Barbarians not getting fatigued after a rage. Immunity is immunity, otherwise Constructs could get fatigued and that would just be silly. Dual Cursed so you can Misfortune yourself in case you roll a natural 1 on your attack. The reason for Slayer or Ranger is that you can't normally select monster feats in PFS, meaning no Improved Natural Weapon. It's the only way to get it in PFS.
Your damage will suck until you can get an Agile amulet of Mighty Fists, but it's only 4k for one and you'll be casting mostly early on anyway. I would just GM credit past the first level though.
Covert Operator |
"Rise, I say, rise from your grave, awesome thread. Muahahaha!" spake the necromancer.
Congratulations, guys, on winning (or close to) the highest DPR award.
Anyway, I found a new way for you to add even MORE damage to dat ooze.
if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike’s damage dice twice and add the results together
As far as I can tell, the Conqueror Ooze doesn't use any other style, so try and fit this in with the whole Vital Strike cheese.
Also, I have read that prototype00, doesn't let virtual size increases stack, but here's the reason that methinks some do: they're not all worded the same way, so we don't clump them together.
Blakmane |
As far as I can tell, the Conqueror Ooze doesn't use any other style, so try and fit this in with the whole Vital Strike cheese.
Neat find, but it certainly begs the question: can an ooze jump? ;-)
RAW I think, no problems. Rule of cool, no problems from me either! I'm sure there'll be some DMs out there who object though. Also, no vital strike on a charge. :-(.
*edit*
ninja'd
prototype00 |
As voideternal says, you can't charge and vital strike at the same time.
An outcome of the new faq on standardizing increasing damage dice is that the 7d8 base of the carnivorous crystal actually becomes 16d6 with 2 size increases, not 14d8. (16d6 is roughly equivalent to 12d8).
So while the Conqueror Ooze is still the best DPR, it shares that slot with every other build to get 12d8 unarmed strike/natural attck damage.
Its advantage is it gets there quick, basically lvl 10 to be flurrying with 12d8 strikes, as opposed to the lvl 20 most other builds have to be.
Plus ca change...
prototype00
Sideslip |
Polymorph: A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.
In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.
If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.
Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.
If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell.
I'm very confused as to how this build is even a thing? All of your monk abilities, including FOB are Extraordinary abilities....
Extraordinary abilities are non-magical. They are, however, not something that just anyone can do or even learn to do without extensive training
All of the monks abilities are learned through extensive training.....therefore this build is not legal. Same goes for the Barbarians abilities as well.
Avoron |
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.
Emphasis mine.
The key phrase here is "that depend on your original form." Flurry of blows, rage, etc. do not depend on your original form, they are just things you can do because you have levels in a particular class.
Some abilities do depend on your original form - for example, if you are a half-orc, you have darkvision. If you use Wild Shape, then you lose your darkvision, because it depends on your original body, not on the abilities you have learned.
prototype00 |
So you wouldn't be able to use power attack when you are polymorphed? Or finesse your natural attacks? Both of these are extraordinary abilities that require training too, by the rules. (The answer is of course not, there is nothing in the rules that prevents the Conqueror Ooze, the blind thing may suck, but that applies to all of the Cabe Druids wild shapes, so I think that may be editorial mistake.)
Boyd Kleen |
I love this build more for the flavor than the damage! I do have one question that I can't answer with my limited Pathfinder experience:
Do the extra 5 levels of Barbarian really add anything that can't be duplicated with a higher CON and Boots of Haste?
I was thinking that (Psionics being legal) starting with a Psionic Race (Xeph) allows us an extra 30' movement 3 times per day. If my math is correct that would be 70' with the Boots for a 140' charge if necessary. If we swap 5 levels of Fighter for 5 of Barb we get 3 extra combat feats. Using those to replace 3 of the current Bonus Feats lets us buy Psionic Weapon (useless), Psionic Meditation and wait for it...Deep Impact. Now our 400 damage Slam attack targets Touch AC any round we don't have to move plus we gain a 6th attack if we flurry.
Boyd Kleen |
I know most GMs won't use Psionics, but it would be a silly enhancement to the build if legal (as I noted above).
My question was really "what do we get for the Barbarian levels 2-6?"
1. We get 15' of movement when raging (Boots of Haste give us 30' and an extra attack).
2. +1 dodge bonus to AC and +1 save vs. Fear (Exploit Weakness gives us a +3AC bonus if we can make the roll).
3. Uncanny Dodge (We're immune to Sneak Attack most of he time and not really relying on DEX for AC).
4. 10 extra rounds of Rage
Only the last one is really significant and can be offset by using 2 of the extra feats to take Extra Rage for +2 total rounds and an extra feat.
What I'd love to be able to do is increase Druid spellcasting while keeping that +16 BAB. There are not many options to do that:
Sun seeker is a Dwarf/Adopted (+ Favored Enemy) only PC that would give 3/4 progression (so +1 Savage Warrior or Barb level), commune 1/week and limited know direction. Blah.
Scar Seeker is interesting although it requires LG or NG. We would get 2 levels of spellcasting, 3d6 Lay on hands a few times per day (if we boost our CHA), Smite Evil 1/day (nice bonuses to hit/damage and bypass DR!) and 3 other abilities chosen from a decent list.
Both add 1 casting of Strong Jaw plus 5th and/or 6th level spells, but require us to give up one or 2 of the Effect strike feats for Extra Rage. If we could convince our GM to let us use an Eldritch Knight variant, 5 levels would give us 2 extra rounds of Rage and 4 levels of casting.
Someguywhocantdance |
I really want to know how you guys are getting ooze before level 10 cave druid?
Shaping Focus only gives you druid wild shape effective levels it does not change your Cave Druid Level. and even if it did go off of your wild shape level you would need to be at least level 8 in cave druid and 2 levels in something else with the Shaping Focus feat Because of that -2 to your effective wild shape level for cave druids. Shaping Focus can give you up to a +4 to your effective wild shape level but it cant go past your total level.