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Hi William,

I too would love to see your conversion info.

oracleboyd@yahoo.com

Thank you!


The full discussion about it is here:

http://paizo.com/threads/rzs2pz40?The-Conquerer-Ooze#1

And the writeup I was trying to link to is on this site:

http://paizo.com/threads/paizo.com/threads/rzs2p6ts&page=3?Guide-to-the -Builds

If those don't work, just search for Conquerer Ooze on the advice page. That's the linked discussion and the link to a nice Build is on page 2.


So after several Ooze encounters the PCs discover that all of them have been "controlled" by:

https://docs.google.com/documentd/1Q9ndnKFdR8WWrgkP6fVbCtFvjE8zhMHStexwZ4-x s4Q/edit

At maybe lvl. 15. With Rage, Bulls Strength and the Wild shape Bonus she's only +22 to hit with her 24d8 Slam (202 damage w/Furious Finish) before any enhancement via Items. That's a 25% chance of hitting already. Add a potion of Magic Fang +5 (or Gloves of Mighty Fist if you really want to make your Monk Happy) and she's 50/50. Immunity to Sneak, Crits and Fatigue (Rage Cycling) plus DR3 if you go with Invulnerable Barbarian. Go ahead and give her the Oozes Natural Armor for AC31 and giggle a lot.


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I've been thinking about some version of this build:

http://paizo.com/threads/rzs2pz40?The-Conquerer-Ooze#1

16d8 Slam at 10th level with Vital Strike and Strong Jaw. Adding a level of Barbarian and 3 of Horizon Walker gets you to 196+Str by level 12.

Fantasty wrote:

Hey everyone,

I'm planning on playing a wildshaping melee druid in an upcoming campaign. I know that summoner druids are generally stronger, but I like the wildshaping one more from a role-playing perspective. I'm not entirely sure what would be a good build for one though, so I was hoping to get some advice from you guys. Below is a sample build I've been working on for level 7 (we're going to be doing a one shot in the near future to test our characters, and that will be held at level 7, just in case the level seemed rather random). I have listed the feats I plan on taking even after level 7 and all ability score increases from level 8 onwards will go in Strength.

Human Menhir Savant Druid 6 / Flowing Monk 1
N medium humanoid (human)
Init +3

Defense
AC: 16, touch 16, flat-footed 15 (+1 Dex, +4 Wis, +1 Deflection)
HP: 58 (1d10 + 6d8 + 7 + 7 + 7)
Fortitude +10, Reflex +7, Will +11

Offense
Melee: +1 scimitar +11 (1d6+8/18-20/x2)

Spells
0th (4/day) Detect Magic, Create Water, Light, Guidance
1st (4/day) Longstrider, Faerie Fire, Entangle, Bristle
2nd (4/day) Barkskin, Eagle Eye, Warp Wood, Cat's Grace
3rd (3/day) Greater Magic Fang (2), Aqueous Orb

Stats
STR 20, DEX 12, CON 12, INT 8, WIS 18, CHA 7 (+2 STR racial, +1 WIS at level 4; +2 STR, +2 WIS due to equipment)
BAB +5, CMB +10, CMD 25
Abilities: Nature Bond, Spirit Sense, Place Magic (7/day), Wild shape (2/day)
Traits: Reactive, Eye for Talent
Skills: Perception (+14), Sense Motive (+10), Swim (+9), Acrobatics (+5), Climb (+9), Fly (+5), Stealth (+7), Handle Animal (+4), Survival (+10), Knowledge (nature) (+7)
Feats: Monk) Improved Unarmed Strike, Monk) Stunning Fist, Monk 1) Improved Trip, Human) Dirty Fighting, 1) Power Attack, 3) Toughness, 5) Natural Spell, 7) Improved Natural Attack, 9) Greater Grapple, 11) Vital Strike, 13) Extend Spell, 15 Improved Vital Strike
Gear:...


I know most GMs won't use Psionics, but it would be a silly enhancement to the build if legal (as I noted above).

My question was really "what do we get for the Barbarian levels 2-6?"

1. We get 15' of movement when raging (Boots of Haste give us 30' and an extra attack).
2. +1 dodge bonus to AC and +1 save vs. Fear (Exploit Weakness gives us a +3AC bonus if we can make the roll).
3. Uncanny Dodge (We're immune to Sneak Attack most of he time and not really relying on DEX for AC).
4. 10 extra rounds of Rage

Only the last one is really significant and can be offset by using 2 of the extra feats to take Extra Rage for +2 total rounds and an extra feat.

What I'd love to be able to do is increase Druid spellcasting while keeping that +16 BAB. There are not many options to do that:

Sun seeker is a Dwarf/Adopted (+ Favored Enemy) only PC that would give 3/4 progression (so +1 Savage Warrior or Barb level), commune 1/week and limited know direction. Blah.

Scar Seeker is interesting although it requires LG or NG. We would get 2 levels of spellcasting, 3d6 Lay on hands a few times per day (if we boost our CHA), Smite Evil 1/day (nice bonuses to hit/damage and bypass DR!) and 3 other abilities chosen from a decent list.

Both add 1 casting of Strong Jaw plus 5th and/or 6th level spells, but require us to give up one or 2 of the Effect strike feats for Extra Rage. If we could convince our GM to let us use an Eldritch Knight variant, 5 levels would give us 2 extra rounds of Rage and 4 levels of casting.


I love this build more for the flavor than the damage! I do have one question that I can't answer with my limited Pathfinder experience:

Do the extra 5 levels of Barbarian really add anything that can't be duplicated with a higher CON and Boots of Haste?

I was thinking that (Psionics being legal) starting with a Psionic Race (Xeph) allows us an extra 30' movement 3 times per day. If my math is correct that would be 70' with the Boots for a 140' charge if necessary. If we swap 5 levels of Fighter for 5 of Barb we get 3 extra combat feats. Using those to replace 3 of the current Bonus Feats lets us buy Psionic Weapon (useless), Psionic Meditation and wait for it...Deep Impact. Now our 400 damage Slam attack targets Touch AC any round we don't have to move plus we gain a 6th attack if we flurry.