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6 posts. Alias of Cards.
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Anyone have this that can email it to me or share on google docs? Email is crwsales@hotmail.com
Thank you!
Sah wrote: I didn't go over your build too much, but you can't have a brawling boulder helmet. Brawling can only be on light armor and the helmet is a weapon (and even has a specific clause stating you cannot enhance it as armor) Not true.
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abil ities/brawling

Sah wrote: It is a 3 year old topic, so I don't know if the original poster is still around, but I see at least one attack you are missing, none of the attacks you posted used the two weapon fighting(full bab at level 11 gives 3, two weapon fighting gives another) , and maybe he was counting spiked destroyer giving a bonus attack? Or perhaps he thought he only needed one two weapon fighting feat?
I'm really glad you brought this post up, because I was just thinking about how to make Pwent.
Yeah I don't know how to read HeroLab's attack output. I THINK the attacks should be +18/+13/+8 main hand and then +18/+13 off hand for 5 total attacks. You're right he may just be throwing in a free helmet spike, why I'm not sure.
I've tweaked a few things to get Pwent under the gold limit for equipment or at least closer to it.
I also realized that dropping critical focus and impaling critical for greater grapple and rapid grappler was a much better way. I will be adding Throat Slicer to that which means I can grapple, pin, tie up and then cou de gras with all move actions.
Thibbledworf Pwent
Dwarf barbarian (unchained, invulnerable rager) 7/fighter (brawler) 4 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 44, Pathfinder Unchained 8)
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 18, touch 11, flat-footed 15 (+7 armor, +3 Dex, -2 untyped penalty)
hp 204 (11 HD; 4d10+7d12+95)
Fort +15, Ref +6, Will +4 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; DR 3/—, 6/lethal; Resist cold 1, extreme endurance
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Offense
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Speed 30 ft.
Melee +1 brawling dwarven boulder helmet +19/+14/+9 (1d4+8) or
. . +1 keen spiked gauntlet +19/+14/+9 (1d4+13/19-20) or
. . +1 keen spiked gauntlet +19/+14 (1d4+10/19-20) or
. . +2 keen wounding adamantine armor spikes +21/+16/+11 (1d6+12/19-20 plus 1 bleed) or
. . unarmed strike +19/+14/+9 (1d6+10) or
. . unarmed strike +19/+14/+9 (1d6+10 nonlethal)
Special Attacks rage (22 rounds/day), close combatant, hatred, rage powers (brawler[APG], brawler, greater[APG], knockback)
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Statistics
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Str 20, Dex 17, Con 22, Int 8, Wis 8, Cha 8
Base Atk +11; CMB +19 (+20 bull rush, +20 drag, +23 grapple, +20 reposition); CMD 27 (32 vs. bull rush, 28 vs. drag, 29 vs. grapple, 28 vs. reposition, 31 vs. trip)
Feats Greater Grapple, Improved Grapple, Improved Two-weapon Fighting, Improved Unarmed Strike, Rapid Grappler[UC], Two-weapon Fighting, Weapon Focus (spiked gauntlet), Weapon Specialization (spiked gauntlet)
Skills Appraise -1 (+1 to assess nonmagical metals or gemstones), Climb +6, Intimidate +10, Perception +9 (+11 to notice unusual stonework), Stealth +1, Survival +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement
Other Gear +1 armor spikes breastplate, +1 brawling dwarven boulder helmet[ARG], +1 keen spiked gauntlet, +1 keen spiked gauntlet, cord of stubborn resolve[UE], 150 gp
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Special Abilities
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Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Close Combatant +1/+3 (Ex) +1 to hit and +3 damage with close weapons.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Energy Resistance, Cold (1) You have the specified Energy Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam.
Rage (Unchained, 22 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Rapid Grappler Swift action: make combat maneuver check to grapple while using Greater Grapple w/-5 penalty.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

xDemoquinx wrote: Flurry and TWF? Can you explain further? I already have TWF. Here is the full build
Thibbledworf Pwent
Dwarf barbarian (unchained, invulnerable rager) 7/fighter (brawler) 4 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 44, Pathfinder Unchained 8)
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 182 (11 HD; 4d10+7d12+73)
Fort +15, Ref +6, Will +2 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; DR 3/—, 6/lethal; Resist cold 1, extreme endurance
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Offense
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Speed 30 ft.
Melee +2 dwarven boulder helmet +16/+11/+6 (1d4+9) or
. . +2 keen spiked gauntlet +19/+14/+9 (1d4+10/19-20) or
. . +2 keen spiked gauntlet +17/+12 (1d4+10/19-20) or
. . +2 wounding adamantine armor spikes +18/+13 (1d6+12 plus 1 bleed) or
. . unarmed strike +17/+12/+7 (1d3+8)
Special Attacks rage (22 rounds/day), close combatant, hatred, rage powers (brawler[APG], brawler, greater[APG], knockback)
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Statistics
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Str 20, Dex 17, Con 22, Int 8, Wis 8, Cha 8
Base Atk +11; CMB +16 (+17 bull rush, +17 drag, +18 grapple, +17 reposition); CMD 29 (34 vs. bull rush, 30 vs. drag, 31 vs. grapple, 30 vs. reposition, 33 vs. trip)
Feats Critical Focus, Double Slice, Impaling Critical[UC], Improved Grapple, Improved Two-weapon Fighting, Improved Unarmed Strike, Two-weapon Fighting, Weapon Focus (armor spikes), Weapon Specialization (armor spikes)
Skills Appraise -1 (+1 to assess nonmagical metals or gemstones), Climb +6, Intimidate +10, Perception +9 (+11 to notice unusual stonework), Stealth +1, Survival +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement
Other Gear +1 armor spikes breastplate, +2 dwarven boulder helmet[ARG], +2 keen spiked gauntlet, +2 keen spiked gauntlet, cord of stubborn resolve[UE], 150 gp
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Special Abilities
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Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Close Combatant +1/+3 (Ex) +1 to hit and +3 damage with close weapons.
Critical Focus +4 to confirm critical hits.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Energy Resistance, Cold (1) You have the specified Energy Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Impaling Critical (Armor spikes) May impale and deal extra damage to opponent with a critical hit
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam.
Rage (Unchained, 22 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

SteelDraco wrote: Dwarf Fighter (Brawler) 4 / Barbarian (Invulnerable Rager) 7
Basic plan of the build - you're fighting with four weapons - two spiked gauntlets, armor spikes, and a dwarven boulder helm. Your full attack at 11th level is six attacks (I would do armor/armor/armor/gauntlet/gauntlet/helm). They all do your full Strength bonus due to Double Slice, +3 more from the Brawler archetype. If you hit with the armor spikes or gauntlets you can immediately make a grapple check due to Hamatula Strike. Once per round you can do a bull rush instead of an attack, probably the helm. If you succeed you get an extra armor spikes attack due to Spiked Destroyer.
If you ever crit with the armor spikes (on a 19-20) you impale your opponent with Impaling Critical. Each turn on their turn they take damage from your weapon. Your opponent can spend a move action to pull you off, which deals damage again.
Strength Surge allows you to, once per rage, gain a +7 bonus on a combat maneuver check, usually either grapple or bull rush. You can then end your rage as a free action and start it again the next round.
The big limitation is the lack of pounce, which you can only get at Barbarian 10. As it is though, you can shred one enemy at a time pretty effectively.
Stats
Str 18
Dex 15
Con 13+2+2 from cord of stubborn resolve
Int 8
Wis 7+2
Cha 9-2
Feats
Two-Weapon Fighting
Double Slice
Improved Unarmed Strike (while raging, from Brawler)
Improved Grapple
Weapon Focus (armor spikes)
Spiked Destroyer
Hamatula Strike
Weapon Specialization (armor spikes)
Critical Focus
Impaling Critical
Rage Powers
Brawler
Knockback
Strength Surge
Equipment
- cord of resolve from Ultimate Equipment, the most crazy broken item for a barbarian ever. Take 1d6 nonlethal damage instead of becoming fatigued at the end of the a rage. Due to Invulnerable Rager, this character has DR 6 against nonlethal, meaning he can end his rage every round, and thus use 1/rage powers every turn)
- 2 magical
...
How are you coming up with 6 attacks with this? Herolab shows the attacks as only 3?
Melee +2 dwarven boulder helmet +18/+13/+8 (1d4+7) or
+2 keen spiked gauntlet +17/+12/+7 (1d4+10/19-20) or
+2 keen spiked gauntlet +17 (1d4+10/19-20) or
+2 wounding adamantine armor spikes +20/+15/+10 (1d6+12/19-20 plus 1 bleed) or
unarmed strike +17/+12/+7 (1d3+8)
Any ideas? What am I not seeing to get 6 attacks? thanks
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Just wanted to post my support for this amazing project. I always knew the memory issue would be a deal breaker at some point.
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You are an OUTSTANDING developer, and not just for Pathfinder. You're so fast to address nearly every ticket. That cannot be understated.
We support your excellent work, and more importantly GMs/DMs use it EVERY DAY and you make our lives easier. You allow DMs to focus more on their content, and less on the work/number crunch!!
If you need support, be it financial or otherwise, I'm sure there are hundreds of us that would step up to help you and your team.
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