What do you think of this feat and magic combo...


Advice

Shadow Lodge

Enlarge, lead blades, improved vital strike, greater trip, felling smash, ficious stomp, stunning fist.


Vital strike will not add to your AoO but it works quite well despite that. Since you will be getting to AoO if you trip with you swift action this might actually be better then a full attack that gives up it first attack to trip something.

Lantern Lodge

Would be a great combo but i dont thin lead blades stacks with enlarge for increase the dice category of a weapon.

Shadow Lodge

Psion-Psycho wrote:
Would be a great combo but i dont thin lead blades stacks with enlarge for increase the dice category of a weapon.

Lead blades says it only increases the momentum and density of the weapon just before impact so I dont see why it wouldnt stack.


Lead blades and Enlarge Person stack. One increases the size of the item, the other causes it to be treated as a larger size than it is.


With that laundry list of feats you may be better off combining your lead blades and enlarge person with dazing assault for a similar effect and more damage...

Shadow Lodge

Halfling Barbarian wrote:
With that laundry list of feats you may be better off combining your lead blades and enlarge person with dazing assault for a similar effect and more damage...

Lets compare our chance to hit and damage potential. Base it off the great sword with str 20 and bab of 11, and a +3 weapon.

Shadow Lodge

To hit:
First attack; bab 11, str 5, weapon training 2, magic weapon 3, weapon focus/greater 2, power attack -3 = 19.

Trip attack; bab 11, str 5, greater trip 4, magic weapon 3, weapon training 2, weapon focus/greater 2, power attack -3 = 24

First AoA; bab 11, str 5, weapon training 2, magic weapon 3, weapon focus/greater 2, power attack -3 = 19

Second AoA; bab11, str 5, prone 4, power attack -3 = 16

Damage:
First attack; weapon 4d6, vital strike 8d6, weapon training 2, power attack 9, str 7, magic weapon 3 = 12d6 + 21

First AoA; weapon 4d6, weapon training 2, magic weapon 3, power attack 9, str 7 = 4d6 + 21

Second AoA; weapon 1d3, power attack 9, str 7. Plus stunning fist.

Not sure about the unarmed strike damage, or if it can be 1.5 damage.

I think my number are right for the first 2 attacks.

This doesnt include furious focus.


Just to clarify this build takes 11 feats to use:
Improved Unarmed Strike-> Stunning Fist
Vital Strike -> Improved Vital Strike
Improved Trip & Combat Expertise -> Greater Trip
Power Attack -> Felling Smash
Combat Reflexes -> Vicious Stomp

Quite a feat intensive build, probably only achievable with a monk or a fighter (without knowing all the possible bonus feats classes get). So if you plan on doing it with one of those classes your good, if not...then not so much.

Also of note is that to qualify for the feats, assuming you must meet the stat requirements you would need a Strength of 13, Dexterity of 13, Intelligence of 13, and a Wisdom of 13 to qualify. Which on it's own is a 12 point buy (without factoring in race adjustments). Which isn't necessarily a problem, but such a diversification of stats could be problem depending on the point buy amount you're using and what you would like to do with your character.

Shadow Lodge

Yes its a feat intensive build and pretty near a one trick pony. Would need dangerously curious for UMD. Lore Warden would probably be best, would increase the CMB/CMD alot.

Shadow Lodge

Human Lore Warden you can add weapon focus and greater weapon focus. Plus furious focus and improved critical for 15 feats at 11th level.

Edit: ok maybe 14 is the max.

A crit with this combo would be 16d + 42.

Shadow Lodge

I know the unsrmed strike is incorrect as I fotgot to tske into account the enlarge spell.
Actually I forgot to account for the enlarge spell for everything but the great sword damage.

Shadow Lodge

Halfling Barbarian wrote:
With that laundry list of feats you may be better off combining your lead blades and enlarge person with dazing assault for a similar effect and more damage...

How would you get 'more damage'?

Shadow Lodge

..


If you're trying to front load your damage, take a look into the blood reservoir of physical prowess.
Out of combat take 4 temporary con hit (200 gold bandages of rapid recovery help get this back fast), but it'll store it until you use it.

The benefit? 1. Heal physical ability damage 1-1 by use of the 4 charges.
2. Gain an enhancement bonus equal to double the charges to a physical stat for 2 rounds.

The cost? 2000 gold.

The drawback?
Refilling it in back to back combats, and that it doesn't stack with belts of physical stats.

RPG Superstar 2012 Top 32

i see that this thread is nearly dead... but since it's still hanging on (lol)- a lore warden with a 2 level dip in maneuver master gets 2 more bonus feats than a standard fighter (one at 2nd level lore warden, and one from back to back monk bonuses at 1+2, compared to just 1 from 2 more fighter levels), and that's not even taking into account getting IUS and stunning fist for free! plus they don't need to meet the stat requirements for stunning fist, combat expertise, or improved trip, and they get bonuses to CMB. that's probably the way to go if you want to do this.

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