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*** Venture-Agent, Australia—SA—Adelaide 12 posts. No reviews. No lists. No wishlists. 16 Organized Play characters.


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1/5 5/5 Venture-Agent, Australia—SA—Adelaide

Want: Aasimar, Tiefling, Grippli

Have: Gift Certificates


I have a few ideas I wish to throw into the ring.

Alianak The Just, a self assured knife thrower.
(Aasimar, Paladin (Holy Guide/Virtuous Bravo)). (Prestige to Scar Seeker)
He's been charged to explore the lands of Numeria and surrounding Torch to see what exactly this establish God is, and stamp out the Heresy if needed.

Annorian The Lucky, an embattled old gambling addict that just wants to forget his past.
(Aasimar, Oracle). (Prestige to Stargazer OR spec into Oradin)
His quiet and gentle nature has seen him befriend others easily and explore the world with gypsies, caravans and merchants. His adventures have led him to Torch where he has embedded himself in the community and established a home here. He heals the sick, helps the needy, and drinks and gambles in the local inns.

Ulterine, Iomedean idealist and all round sceptic.
(Aasimar, Inquisitor (Royal Accuser, Secret Seeker)) (Prestige to Inheritor's Crusader)
Not satisfied with disrupting the lives in Absolom by seeking out the truth, he now ventures to Torch to undermine it's populace and get to the roots of the Technic League.

https://www.dropbox.com/sh/euwcx0k4fgo45pm/AACROhDW4TRE_97fvGQCa4cfa?dl=0


Speed doesn't enhance all natural attacks individually, similar to what would happen with a TWF build?


No worries. Thanks for the input all. I was mostly trying to ascertain optimum full round attack actions, and how power attack is handled with natural attacks, namely with two claws and one bite.

The info regarding the amulet is most useful. :)


So I am clear:
For a full round attack action currently, declaring power attack, and using only Natural Weapons it looks like:

Bite: +12, 1d6+18
Claws X2: +13/+13, 1d6+12

So Claws and Bite maintain Full BAB and strength bonus, and only the bite gains the 1.5x benefit from Power Attack, with Claws at 1x. This is also the optimum move as it currently stands, until as Ascalaphus said, benefiting from a 2H Adamantine Weapon. (I currently have a +1 Amulet of Mighty Fists and was tossing up between Speed and Furious; you've saved me the headache of choosing.)

To clarify also: Does adding a +1 enhancement to an Amulet of Mighty Fists treat it's base properties for the purposes of DR scaling as an overall +1? So a +1 Speed Evil Outsider Bane Amulet have the same DR potential as a +3 Scimitar, that being cold iron and silver/mithral? Or is it the enhancement of Furious in the above instance that is doing all the legwork?


Consider the following:

Human
Bloodrager - 5 Levels
Dragon Disciple - 2 Levels

Stats:
Str: 22
Dex: 15
Con: 14
Int: 10
Wis: 10
Cha: 14

BAB: +6
Initiative: +2
Speed: 40ft
CMB: +12
CMD: 24

Feats:
Armor Proficiency (Light)
Armor Proficiency (Medium)
Eschew Materials
Following Step
Martial Weapon Proficiency - All
Power Attack -2/+4
Quicken Spell
Shield Proficiency
Simple Weapon Proficiency - All
Step Up
Step Up and Strike
Weapon Focus (Claws)

Traits:
Indomitable Faith
Adopted (Tusked)

Non-raging:
Bite (Tusked): +13, 1d4+10
Dagger: +12/+7, 1d4+6

Raging:
Stats:
Str: 26
Dex: 15
Con: 18
Int: 10
Wis: 10
Cha: 14

Bite (Tusked): +15, 1d4+9
Claws x2: +16/+16, 1d6+9
Dagger: +14/+9, 1d4+8

Assume primarily I wish to do a full round attack action, making use of Bite+Claw+Claw and using Power Attack while bloodraging, how is the damage scaled as well as to hit for those attacks?

Similarly if I use the special ability of the Dragon Disciple to grow Claws and Bite attack what is changed also?

Following further if I have no claws due to not raging or using the DD special, and wish to use bite and dagger with power attack, what modifiers for to hit and damage would I be looking at in the given round?

Finally now that BAB has hit 6 and would otherwise give an iterative attack, how does this work in a full attack action with Bite+Claw+Claw? If I am able to gain an iterative attack can I opt to use a dagger for it and take negs to hit, or does it have to be an unarmed strike with say a gauntlet if available?

If you're able to break it down into each allotment it would help immensely.


The Brawler's Flurry really only adds versatility in melee combat full attacks to allow for a substitution of an unarmed strike for a trip attempt.


I currently have a Bloodraging Brawler that has now made it to BAB +6 and I am wanting clarification how natural attacks work for a full round attack action. Currently the build is as follows:
Str: 18 (22 raging)
Dex: 13
Con: 14 (18 while raging)
Int: 10
Wis: 10
Cha: 14

Traits:
Adopted: Tusked (1d4 Bite Attack)
Indomitable Faith

Feats:
Eschew Materials
Feral Combat Training (Claw)
Improved Trip
Improved Unarmed Strike
Martial Weapon Proficiency - All
Power Attack
Press to the Wall
Shield Proficiency
Simple Weapon Proficiency - All
Step Up
Weapon Focus (Claw)

I have calculated the following while raging:
Bite: +12, 1d4+6
Claws x2: +13/+13, 1d6+6
Unarmed: +12/+7, 1d6+6
Brawler Flurry: +10/+10/+5, 1d6+6

Assuming I wish to only use Bite and Claw in a full attack round action, how many attacks do I get? Similarly assuming I move and only have a standard action again only using Bite and Claw, how many attacks do I have? I know things get odd and complicated for multiple natural attacks that PCs have so wanting to clarify maximum and minimum attacks on this basis. Thanks in advance.


So while raging I can opt to use unarmed strikes or claws; if using claws I can't use Brawler's Flurry with them.

Out of raging I can use Brawler's Flurry with unarmed strikes, with a -2/-2, and bite attack at -5 1/2 STR.

While raging I can use a full attack of Bite/Claw/Claw. Does it work that Bite is at full BAB, and Claws are at -5 but still apply full STR?


Howdy. I am seeking some clarification if I may as to this build, how it interacts with unarmed combat, how attacks work and calculating bonuses or penalties to damage and to hit.

Currently I have a level 3 Human Bloodrager (1)/Brawler (2). The Bloodrager has a Blood Conduit Archetype, and the Brawler has the Snakebite Striker Archetype. Other details outlined below:
1 Level Bloodrager
2 Levels Brawler

Abilities:
17 (21)
12
14 (18)
10
11
14

Traits:
Adopted (Tusked): Bite attack 1d4
Indomitable Faith: +1 Will Save

Feats:
Feral Combat Training (Claw)
Weapon Focus (Claw)
Improved Bull Rush
Improved Unarmed Strike
Step Up
Press The Wall

Class Abilities:
Bloodrage (+4 Str / +4 Con while raging)
Claws (while raged)
Brawler's Flurry +1/+1 (Two Weapon Fighting)
Brawler's Cunning
Martial Training
Sneak Attack 1d6
Unarmed Strike 1d6

I am trying to clarify what combinations of attacks can be done in a full round, after a 5 foot step, after moving, what can be used with Brawler's Flurry and what can't, as well as adjusted bonuses or penalties. Bite and Claws would be the primary damage dealers while bloodraging.

The intent is to continue this as an unarmed melee striker. Any suggestions or help would be most welcome, as well as pitfalls I may encounter.

Thanks in advance.

1/5 5/5 Venture-Agent, Australia—SA—Adelaide

Thanks for the info. I have no intention of switching from The Exchange unless something occurs story wise retiring the faction. I was more curious as to what the license did, and if I was able to purchase them after the first one in every city of 5k+ I encounter. If it is a flat 10% off mundanes then it is of less value compared to the license costs.

1/5 5/5 Venture-Agent, Australia—SA—Adelaide

Howdy. I am attempting to find some more information in regard to The Exchange Faction Card, in particular regarding the Merchant's License.

What exactly does the license do, and if it has a positive character impact, am I able to purchase one in any city over 5K population or is it a one off item?

Thanks in advance.