Help me roll the most d20's!


Advice


Again, google-fu failed me on this one. So, feel free to post a link if it's already been discussed.

I love rolling d20's! Preferably, a handful of them. Please help me come up with a character that gives me every opportunity as early as possible to grab my favorite five, six, or more d20's at once.

Preferably, the most d20's at the earliest levels possible (I don't want to wait forever before I gain the ability).

Preferably, no companion or familiar to worry about.

Preferably, not a summoner.

Doesn't necessarily need to be combat focused (but I don't really see any other way).

I don't really care if every die roll is like -8 to hit. I just wanna roll!

The only thing I could really come up with is some sort of natural attack focused character, but not sure how to get it above 3ish attacks without going synthesis summoner.

Let's have fun with this. Thanks!


You can get 4 natural attacks as a Lunar Oracle at level 1 by grabbing a race with claws, a curse with a bite, and gift of claw and horn to get a horn, and you might be able to get more later with form of the beast. Just note that both curses that give you a bite have a bit of a catch. One gives you a 20% spell failure if the spell has vocal components while the other makes you sickened at the start of every battle.


Wild Shape into an octopus, tentacle all who oppose you?


bab 16+ 4 attacks
greater 2wf with armor spikes, 3 attacks
haste 1 attack
alter self to turn into the one skinwalker that gets 2 hoof attacks
feral mutagen for bite and 2 claws (you'd lose a claw to wield your main weapon)
various items like helm of the mammoth lords, cloak of the manta ray, etc give additional natural attacks
tentacle discovery

At low levels, a ninja with rapid shot, 2wf, and flurry of stars can launch upwards of 5 shuriken as a full attack (at like -6 each).


Have a witch in the party hex you with misfortune, fail the save. Boom double the d20's!


Glutton wrote:
Have a witch in the party hex you with misfortune, fail the save. Boom double the d20's!

And have your Luck cleric use the domain power on you. Varisian Pilgrim can do this more efficiently than other Clerics.

Oh, and don't forget to ask your Witch to cast Ill Omen on you. Maybe also take the Perfect Strike feat. You'll be rolling in so many D20s that your GM will beg you to play something different.


Be a throwing based character. That way you can legally use both two weapon fighting and rapid shot together when you throw weapons with both hands.

If you go that way you can get like three attacks by level 2 if your a fighter with Rapid Shot, Quick Draw and Two Weapon Fighting. Just keep up with the TWF chain and you should be at 4 attacks by level 6.

By level 16 you should be able to throw at least 8 attacks a round with a full attack. That does not include haste effects either.

The real problem is having enough throwing weapons on you to sustain it. A blink back belt will be mandatory I think as would some returning weapons.

Unless I am mistaken if you use small weapons you penalties should only be a -4 on each attack if you TWF and Rapid Shot.

Gets even crazier if your GM allows you to be a multiarmed race and you can use multiweapon fighting instead.


Gilfalas wrote:

Be a throwing based character. That way you can legally use both two weapon fighting and rapid shot together when you throw weapons with both hands.

If you go that way you can get like three attacks by level 2 if your a fighter with Rapid Shot, Quick Draw and Two Weapon Fighting. Just keep up with the TWF chain and you should be at 4 attacks by level 6.

By level 16 you should be able to throw at least 8 attacks a round with a full attack. That does not include haste effects either.

The real problem is having enough throwing weapons on you to sustain it. A blink back belt will be mandatory I think as would some returning weapons.

Unless I am mistaken if you use small weapons you penalties should only be a -4 on each attack if you TWF and Rapid Shot.

Gets even crazier if your GM allows you to be a multiarmed race and you can use multiweapon fighting instead.

Get Close-Quarters Thrower so you can mix in natural attacks. If you want to unnecessarily roll the dice even more, get Circling Mongoose, so you can roll acrobatics to roll yourself around in your opponent's threatened zone during a full attack.

As mentioned by Darigaaz, 2 levels in Ninja will net you 2 attacks as part of Flurry of Stars, or just 1 free attack when using a ki pool. 6 levels in Medium with the Champion Spirit nets you Sudden Attack, which is another free attack that stacks with all aforementioned forms of attacks. If you can daze, flat-foot, stagger, stun, paralyze, or knock out an enemy and make an unarmed strike, Medusa's Wrath will grant you two more unarmed strikes against the same enemy.


Unchained Monk VMC Cleric with Luck Domain and Quickened spell-like Ability (Bit of Luck) and Medusa's Wrath. Preferably a race with three natural attacks.


Ellioti wrote:
Unchained Monk VMC Cleric with Luck Domain and Quickened spell-like Ability (Bit of Luck) and Medusa's Wrath. Preferably a race with three natural attacks.

Unchained Monk bonus attacks cap at 2 (3, including ki pool), at level 11. 2 levels in Ninja increase your 3 to 4 (using flurry of stars). 6 levels in Medium get you to 5, or 4 bonus untyped attacks. This doesn't include attacks from BAB or Haste, which stack with aforementioned boosts.

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A Tengu brawler/fighter could, at level 3, be attacking 6 times in a full attack, assuming you got the range to work out.

Brawler1: Quick Draw
Brawler2: Point Blank Shot, brawler's flurry
Fighter3: Rapid Shot, Lunge
Fighter4: Weapon Focus (wooden dagger)
Fighter5: Outslug Style
Fighter6: ITWF
Fighter7: Outslug Weave
Fighter8: Outslug Sprint
Fighter9: Weapon Specialization
Fighter10: Deadly Aim
Fighter11: GTWF

There's a helmet that can give you a gore attack, and I think a magical cloak that can give you either a tail slap or sting attack. So at level 11, you'd have 7 weapon attacks and 5 natural attacks. Lunge and Outslug Sprint help you make sure you can use all of them (by extending reach and letting take 10-foot steps instead of 5).

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