Sunder Summer Olympics


Advice


(preemptively, let me remind everyone that make whole does exist and so sundering generally should have a minimal effect on loot.)

This thread is to post your best ideas for how best to break your enemies' favorite toys. I'd love to see traits, feats, items, archetypes, etc. that are great for sundering, and even better if you have a complete build!

Here are four builds to start off (w/o gear due to time constraint for now.) *Asterisk represents a choice not related to sundering.

The Beast:
Barbarian (Breaker)
Half-Orc (Gatecrasher)
strength 18, dexterity 14, constitution 14, intelligence 10, wisdom 10, charisma 10
human FCBs: *Superstitious
1: Power Attack
2: *Superstitious
3: Improved Sunder
4: Strength Surge
5: Furious Focus
6: *Lesser Beast Totem
7: Greater Sunder
8: *Beast Totem
9: Exotic Weapon Proficiency (flambard)
10: *Greater Beast Totem

lvl5: sunder +20 (5 BAB, 6 raging Str, 2 Imp Sunder, 5 Strength Surge, 2 Gatecrasher), damage 24 (2d6 greatsword, 9 raging Str, 6 Power Attack, 2 Breaker)
lvl10: sunder +35/+17 (10 BAB, 7 raging Str, 4 Greater Sunder, 10 Strength Surge, 2 flambard, 2 Gatecrasher), damage 29.5 (1d10 flambard, 10 raging Str, 9 Power Attack, 5 Breaker)

The Mystic Masher:
Battle Oracle
Half-Elf (Ancestral Arms (flambard))
strength 18, dexterity 12, constitution 12, intelligence 10, wisdom 8, charisma 15
elf FCBs: Maneuver Mastery
1: Power Attack, Maneuver Mastery
2:
3: *Extra Revelation (Skill at Arms), Weapon Mastery (flambard)
4:
5: Furious Focus
6:
7: *Extra Revelation (Combat Healer), *War Sight
8:
9: Undermining Exploit
10:

lvl5: sunder +16 (7 BAB w/Maneuver Mastery+FCB, 4 Str, 2 Imp Sunder, 1 Weapon Focus, 2 flambard), damage 14.5 (1d10 flambard, 6 Str, 3 Power Attack)
lvl10: sunder +26/+19 (15 BAB w/Maneuver Mastery+FCB, 4 Str, 4 Greater Sunder, 1 Weapon Focus, 2 flambard), damage 17.5 (1d10 flambard, 6 Str, 6 Power Attack)
(note: this is w/o any buffs - Righteous Might, Divine Favor, Weapon of Awe etc. could boost this significantly)

The Professional:
Fighter (Two-Handed Fighter)
Half-Orc (Gatecrasher)
strength 18, dexterity 14, constitution 14, intelligence 10, wisdom 10, charisma 10
1: Power Attack, Improved Sunder
2: Exotic Weapon Proficiency (flambard)
3: Weapon Focus (flambard)
4: Weapon Specialization (flambard)
5: Furious Focus
6: Greater Sunder
7: Grudge Fighter
8: Greater Weapon Focus (flambard)
9: *Improved Critical (flambard)
10: Sundering Strike

lvl5: sunder +18 (5 BAB, 4 Str, 2 Imp Sunder, 1 Weapon Focus, 2 flambard, 1 Weapon Training, 1 Two-Handed Fighter, 2 Gatecrasher), damage 21.5 (1d10 flambard, 6 Str, 6 Power Attack, 1 Weapon Training, 2 Weapon Specialization, 1 Two-Handed Fighter)
lvl10: sunder +30/+23 (10 BAB, 5 Str, 4 Greater Sunder, 2 Greater Weapon Focus, 2 flambard, 2 Weapon Training, 3 Two-Handed Fighter, 2 Gatecrasher), damage 28.5/31.5 (1d10 flambard, 7 Str, 9 Power Attack, 2 Weapon Training, 2 Weapon Specialization, 3 Two-Handed Fighter)

These could also dip one level into Order of the Hammer cavalier for an extra sunder attempt per round, unless the oracle wants to keep full casting.

I'm sure all of these could be improved - what have I missed?


One addition to the mystic masher could be a dual cursed oracle for his fortune revelation when you need a self reroll. A minor change I admit and limited in use but could be a real life saver. There is also a human race feat chain for rerolls and bonuses in such cases. Add those together and you will not have the raw numbers of true masters of sunder but can definitely succeed at a key moment where dice will have screwed over his competition.

Finally I wouldn't take maneuver mastery until the third level. The modest +2 to sunder at level 2 compared to being without it isn't as big as other possibilities IMO. But it's not a big gain in either direction.


1 person marked this as a favorite.

Magus for true strike spell combat?

Smasher rage power?


Breaker Barbarian obviously


Renegadeshepherd wrote:

One addition to the mystic masher could be a dual cursed oracle for his fortune revelation when you need a self reroll. A minor change I admit and limited in use but could be a real life saver. There is also a human race feat chain for rerolls and bonuses in such cases. Add those together and you will not have the raw numbers of true masters of sunder but can definitely succeed at a key moment where dice will have screwed over his competition.

Finally I wouldn't take maneuver mastery until the third level. The modest +2 to sunder at level 2 compared to being without it isn't as big as other possibilities IMO. But it's not a big gain in either direction.

I like the dual-cursed idea, it adds versatility as well as power. (I still need to figure out if the Wrecker curse is worth it - it might be largely redundant with an adamantine weapon, and the -2 to hit is unfortunate. And I suppose it's all bad when making regular attacks, unless you face a lot of constructs.) For the other curse, I was thinking Tongues.

As for Maneuver Mastery, the main reason to take it at level 1 is to start using your FCBs to get 150% BAB ASAP. Taking it at level 3 would permanently set you back a +1, which isn't too terrible I guess but not ideal.


I'm trying to figure out how to optimize the the Apocalypse Mystery's Dust to Dust revelation.

Dust to Dust (Su):

Once per day as a standard action, you can cause the weapons around you to shatter in their wielders' hands. When you use this ability, attempt a single sunder combat maneuver, using your caster level in place of your base attack bonus and your Charisma modifier in place of Strength. Every creature except you in a 10-foot radius that is wielding a manufactured weapon is targeted by the same attempt. You deal an amount of damage to each weapon affected equal to 1d4 × your Charisma modifier (minimum 1d4). At 11th level, this damage increases to 1d6 × your Charisma modifier (minimum 1d6). At 10th level, you can use this ability twice per day.

So far I've found Abundant Revelations, half-elf for the elf favored class bonus, and Ancient Lorekeeper for true strike. And obviously, Charisma would need to be pumped as high as possible. But my main concerns are damage and range. Is there any way to raise either of those? Could this be made into an effective strategy of mass sundering a few times per day?


You could also use ancester mystery's spirit of the warrior. While your possesed you get 150% BAB and strength bonuses. Not as good as even battle oracle but I figure its worth a mention.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Sunder Summer Olympics All Messageboards

Want to post a reply? Sign in.