Kevroth |
I am sorry for the delay. I am dealing with a work crisis and a heating emergency at home. Please bot Kevroth as needed for the next couple of days if I am too slow to post.
Sven the Mazebreaker |
So...was thinking. Given that this is gestalt and mythic, a pretty fun build idea.
Gestalt: Fist of the Gods Warpriest / Two Handed Fighter.
"Devoted to the divine control of law above all else, these zealots seek to establish absolute order. Disciplined and precise, they lead their allies against the chaotic hordes."
Why? Well...at lvl 6:
Race: Half-Orc
- Darkvision
- Intimidating (+2 intimidate)
- Sacred Tattoos (+1 luck bonus to saving throws)
- Weapon Familiarity (doesn't do much, but hey, it's fluffy)
Traits:
- Ancestral Weapon (weapon proficiency butchering axe)
- Fate's Favored (+1 all luck bonuses)
Feats:
Lvl 1: Weapon of the Chosen
Lvl 1 Warpriest: Weapon Focus (butchering axe)
Lvl 1 Fighter: Power Attack
Lvl 2 Fighter: Furious Focus
Lvl 3: Improved Weapon of the Chosen
Lvl 3 Warpriest: Detect Chaos
Lvl 4 Fighter: Weapon Specialization
Lvl 5: Greater Weapon of the Chosen
Lvl 6 Fighter: Vital Strike
Lvl 6 Warpriest: Alignment Channel
So...at lvl 6...assuming Str20, +1 butchering axe, and after a swift action divine favor:
To Hit: +17 (+6 BaB, +5 Str, +1 WF, +1 Enchant, +3 DF, +1 WT)
(roll twice and pick better)
Damage: 6d6+21
---
The ultimate one-shot. Almost guaranteed to hit with the re-roll. And when it does hit, he doubles his weapon damage and strength bonus. And if combat lasts more than 1 round, he can swift action to get more enchantment bonuses to his axe, and can swift action to get other spells (like bull's strength).
And when mythic gets involved? Well...besides of course having mythic power attack, this build grabs a legendary weapon. Why?
Mythic Tier 1....Returning (can summon the item to your hand. Never be unarmed again)
Mythic Tier 3...Foe Biting. (When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled. This ability can be applied only to weapons. An item must be a minor or major artifact to have this ability.)
----
Assuming Mythic Tier 3 happens around lvl 11...when he gets improved vital strike...
Str 22, +2 weapon, divine favor, mythic power attack
To Hit: +25 (roll twice, pick best)
Damage: 9d6+29 (x2!)
----
And best of all? It uses the Godfist Blessing. Which is just fluffy as hell.
Math might be a bit off, did this quickly. Just a thought experiment...but man, would be fun to splatter chaotic outsiders with an oversized axe, no?
Samnell |
So hi. I'm currently going through some relatively serious issues in my personal life and may be unavailable for a while. I also might not be. One of those things where I have no idea how it's going to shake out or when I'm going to be capable of posting. It sucks and I'm sorry, but it's unavoidable. I'll do what I can.
Sven the Mazebreaker |
I’m here as well! Will get character updated after digesting the gameplay post
Sven the Mazebreaker |
Ok, level 6. Trickster Path.
ABP
+2 Wisdom
Mythic Trait
The PC gains a +2 trait bonus on Reflex saves. By expending one use of mythic power, the PC can take 2 0 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.
Slayer
+10 HP
+1 BaB (iterative attack)
+6 Skill Points
+ Slayer Talent (Manyshot)
+1d6 sneak attack damage
Inquisitor
+1 use of bane
+1 lvl 2 spell slot
+lookout (If any ally can act in a surprise round, so can I)
Mythic Tier 1
* Hard to Kill (Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.)
* Surge (You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.)
* Mythic Feat: Mythic Manyshot (When making a full-attack action with a bow and using Manyshot, you fire two arrows with both your first and second attacks, instead of just your first attack.)
Trickster
* +4 bonus hit points
* Surprise Strike (As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.)
* Sniper’s Riposte (You’re an expert at defending yourself while aiming a ranged weapon. You don’t provoke attacks of opportunity from making ranged attacks. As a swift action, you can expend one use of mythic power to negate the Stealth check penalty for sniping for 1 round.)
Sven the Mazebreaker |
Character Updated. Sven is now a beast.
(1) No longer provokes when shooting in close combat
(2) If he has Studied Target, Divine Favor and bane up (1 round of buffing) his modifiers look like this...if he has sneak attack
To Hit: +16+16+11
Damage: 6d6+14 (I had forgotten that sniper slayer means his sneak attack adds his level to damage as well)
To break down the damage...
2d6 (hornbow)
2d6 (bane)
2d6 (sneak attack)
+2 (strength)
+3 (divine favor)
+2 (studied target)
+6 (sniper slayer sneak attack)
+1 (enchantment
And both of the +16s hit twice due to mythic many shot.
(3) Sneak attack is usually really hard to pull off. But he is on the trickster path. With 5 uses of mythic power, I have 5/day surprise strikes, which make the enemy flat footed.
(3a) Bane takes a swift action to start. Surprise strike takes a swift action. So I can't start both on the same turn, unfortunately.
(example)
Round 1: Standard Action-Divine Favor. Move Action-Studied Target. Swift Action-Bane (wastes 1 round...)
Round 2: Swift Action Surprise Strike. All vs flat footed AC
Hit 1 with surge: 1d20 + 16 + 1d6 ⇒ (5) + 16 + (5) = 26
Manyshot Damage: 6d6 + 14 + 6d6 + 14 ⇒ (2, 3, 4, 5, 3, 3) + 14 + (3, 5, 6, 3, 3, 5) + 14 = 73
Hit 2: 1d20 + 16 ⇒ (12) + 16 = 28
Manyshot Damage: 6d6 + 14 + 6d6 + 14 ⇒ (4, 1, 4, 5, 6, 5) + 14 + (5, 4, 1, 2, 4, 3) + 14 = 72
Iterative Hit: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 6d6 + 14 ⇒ (3, 4, 6, 4, 2, 2) + 14 = 35
180 damage after 1 round of buffing. Costs 2 uses of mythic power (surprise attack and surge), 1 lvl 1 spell, 2 uses of bane.
----
So yeah. Mythic has replaced his M6 with an M249.
It's just too bad that he can only do this trick a few times per day.
----
After this mythic/bane trick runs out...the best he can do is fall back on this:
Divine Favor (+3 hit +3 damage)
Studied Target (+2 hit +2 damage)
Judgement (+2 Damage)
Flames of the Faithful (flaming burst for +1d6 fire damage)
Not nearly as good. Damage goes down to...
+14
6d6+18
+14
6d6+18
+9
3d6+9
Sven the Mazebreaker |
Bump?
Sven the Mazebreaker |
For what it is worth, my lvl2 spell is going to be “holy ice weapon.”
Costs 25 gold to cast. Creates for 6 minutes a returning, holy water spear. It will further do +6 cold damage.
Taking the spell as a backup in case Sven is ever without his bow.
Paranoid? Yes. But sometimes it is worth being paranoid.
Sven the Mazebreaker |
Long post just got lost. Cue sadness...ah well. :(
Kevroth |
I got leveling and tier done.
Unchained Rogue(Bandit)/Warpriest level 6. Trickster Path.
Mythic Trait
The PC gains a +2 trait bonus on Reflex saves. By expending one use of mythic power, the PC can take 2 0 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.
Unchained Rogue(Bandit)
+10 HP
+1 BaB
+8 Skill Points
+ Rogue Talent (Trapspotter)
+1 to danger sense (total is +2)
Warpriest
+1 use of fervor
+1 use of blessing
+1 lvl 0 spell slot
+1 lvl 1 spell slot
+1 lvl 2 spell slot
+ Bonus Feat (I moved double slice to this spot. explanation below.)
Leve-Dependent Bonus
ABP: +2 Wisdom (+1 use of fervor)
Level 3 feat (I want to move double slice to Warpriest Bonus to free up a general feat) - Angelic Blood
Level 5 feat (I forgot to take this feat.) - Angelic Flesh (Steel)
(The surge of Mythic Power awakened something in Kevroth's angelic heritage. I plan on taking Angel Wings and Metallic wings soon next.)
Mythic Tier 1
* Hard to Kill (Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.)
* Surge (You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.)
* Mythic Feat: Mythic Two-Weapon Fighting (As an immediate action, you can expend one use of mythic power to negate the penalties on attack rolls for two-weapon fighting for a number of rounds equal to your tier.)
Trickster
* +4 bonus hit points
* Fleet Charge (As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.)
* Path Dabbling - Impossible Speed (Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.)
Sven the Mazebreaker |
Thoughts
* Impossible speed! Nice! I didn’t see that one. It sounds like it will really come in handy. Especially with fleet charge.
* It’s really fluffy to get the Aasimar racial feats.
* Yay for another trickster. :)
Kevroth |
I am really hoping that the impossible speed and fleet charge, combined with his underhanded will work out really well.
If I can pull it off, he will be dishing out a lot of damage in the surprise round. Right now with just two-weapon fighting he will have three attacks that are doing 1d8+22 damage .. that is pretty good.
Though I am seriously considering taking him along the natural attacks route.
The Aasimar racials are lots of fluff, but I think the fly speed will come in handy. And the metal wing attacks kind of go along with his maw and claw thing ..
Sven the Mazebreaker |
Maw and claw is claws or bite attack. Let’s say you have 2x claws
Skill Focus Diplomacy then Eldritch Heritage Serpentine Bloodline gives bite
Aasimar Wings gives 2x wing attacks
Helm of Mammoth lord gives a gore attack
That’s 6x primary natural attacks
Kevroth |
Well, 4 primary and two secondary. The wings are secondary. But I think Multiattack will make that no more onerous than two-weapon fighting.
Kevroth |
Only if I gain Haste. Then I go Plaid!
OMG! I need to take Run and Mythic Run. Then I can get Haste and move at 630 feet per round!!!
YEAH!!!
Oh, I wanted to ask: According to RAW, Impossible Speed refers to base land speed, and Angel Wings simple gives a set fly speed. Would you be willing to allow the Impossible Speed to apply to flight as well? When that happens, that is...
Dragonofashandflame |
Only if I gain Haste. Then I go Plaid!
OMG! I need to take Run and Mythic Run. Then I can get Haste and move at 630 feet per round!!!
YEAH!!!
Oh, I wanted to ask: According to RAW, Impossible Speed refers to base land speed, and Angel Wings simple gives a set fly speed. Would you be willing to allow the Impossible Speed to apply to flight as well? When that happens, that is...
Ya. that sounds like awesome.
You got a taste of the kinds of things that final battles will be like from now on......
so sure. I can always increase the threat in an arms race :_D
Sven the Mazebreaker |
Is it time to recruit another Hellknight or two?
Dragonofashandflame |
You can retool if you want, Kevroth.
@Sven:
Let's see we have
Giosue
D'hara
Sven
Kevroth
Technically that is enough. I like the idea of having 7 corpses running around, but that proved a bit much, and, really, a bit overpowered for an already beefy party. The one traditional role the party lacks is a tank. So if you want, I can open up recruitment for a tank.
Sven the Mazebreaker |
D’Hara, any way you can get mythic guided hand?
Wis to Hit and Damage could be huge for your dps
Giosue Rhigetti |
My experience with army combat, and the whole army subplot, was that it was dull and just slowed things down. Find with going commando here.
Kevroth |
Commando works for me. I did the army thing last time, and basically one person got to do things.
Sven the Mazebreaker |
Speaking of which have national guard training all week
So can’t access maps, and posting will be spotty. Bot me if needed
Sven the Mazebreaker |
Is the guided enchantment allowed?
Looking forward I was thinking of getting it at lvl9, due to ABP. Would be Wis to Hit and Damage with his bow.
Sven the Mazebreaker |
Can we dip outside of our two gestalt classes? Such as...
Lvl 8: Slayer (7) Constable Cavalier (1) Inquisitor (8)
Lvl 9: Slayer (7) Constable Cavalier (1) Hellknight (1) Inquisitor (8)
Figure that with mithril hellknight armor, Sven can walk around in style. Would look both very dwarven and like a hellknight.
Would also mean that he could eventually get fullplate with 0ACP that he can summon.
Kevroth |
is there a hellknight PrC for either a Signifier or whatever would be the right kind of hellknight for a rogue type?
Sven the Mazebreaker |
Just throwing the idea out there, but...
* Hellknight. The armor is +9 AC, -5 ACP, +1 max dex.
* Mithril makes it +9 AC, -3 ACP, +3 max dex (your current dex modifier)
* Hellknight 2 makes it +9 AC, -2 ACP, +4 max dex (your modifier at lvl 8)
* Nimble Armor Modification (1k gold) makes it +8 AC, -0 ACP, +5 max dex
- You can take the armor adept feat to ignore the -1 AC penalty from this modification
-------------
The only issue would be the -10ft movement speed...but you're already fast enough that it probably won't matter. Plus, it is full BaB and d10HP, something which both your classes currently lack.
I, for one, would think that Kevroth would look quite cool in a suit of mithril hellknight armor. :)
Dragonofashandflame |
is there a hellknight PrC for either a Signifier or whatever would be the right kind of hellknight for a rogue type?
Lemme check:
Hellknight Signifier (casting class) PrC
Hmm.. do either of these work, maybe with Sven's work around?
Dragonofashandflame |
Just throwing the idea out there, but...
* Hellknight. The armor is +9 AC, -5 ACP, +1 max dex.
* Mithril makes it +9 AC, -3 ACP, +3 max dex (your current dex modifier)
* Hellknight 2 makes it +9 AC, -2 ACP, +4 max dex (your modifier at lvl 8)
* Nimble Armor Modification (1k gold) makes it +8 AC, -0 ACP, +5 max dex
- You can take the armor adept feat to ignore the -1 AC penalty from this modification-------------
The only issue would be the -10ft movement speed...but you're already fast enough that it probably won't matter. Plus, it is full BaB and d10HP, something which both your classes currently lack.
I, for one, would think that Kevroth would look quite cool in a suit of mithril hellknight armor. :)
Kind of agree with Sven on that point :)
Kevroth |
Well .. I kind of like both of those PrC. And sneaking in past an enemy while wearing full plate would be pretty boss.