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shaventalz wrote:

A couple points:

1) Courageous was errata'd to only apply its bonus to saves vs. fear. You might be thinking of the old courageous.
2) Are you sure Furious would let you break the +5 enhancement bonus cap?
3) Is everyone else going to be able to take advantage of those AoOs? It's fine to generate lots of opportunities, but if nobody else takes Combat Reflexes...
4) Your CMB is high, yes, but you've invested everything into trip. Larger foes, or ones with more than two legs, quickly become absurdly difficult to trip. I don't know what you're fighting, but you might well end up needing that high of a score.

This is for my Cohort so yes, the AAOs will very much be taken advantage of. My PC is built around bull-rushing and our Inquisitor has the same teamwork feats and so far it's been rather devastating. We killed an ancient dragon in one turn, actually. I am playing a Tactician cavalier and gave everyone Outflank and I landed one bull-rush that started an insane chain of AAO because of synergy between me bull-rushing and allies critting and Outflank giving more AAO that way.

From what I've seen, yes Furious breaks the normal +5 enhancement cap.


Java Man wrote:

A courageous weapon was meant to help only on saves against fear (either adding its enhancement bonus as a morale bonus on saves against fear, or adding half its enhancement bonus to your existing morale bonus on saves against fear, whichever is best for you). However, the wording is in error. The last sentence should say “on saves against fear” after “any morale bonus.” This change will be reflected in the next errata.

posted June 2015

Ultimate Equipment faq.

Thanks! I mostly use d20pfsrd since all of our books are at where we play so I don't have access to them and that was rather confusing. But other than that, +54 to Trip seems legit?


Java Man wrote:
Check the faq on courageous, the increase to morale bonuses is only to saves vs fear. Dirty foghting is an alternate pq for these manuevers, much better deal.

From what I've seen, there were a lot of people saying Furious/Courageous was a popular combo for Barbarians. Is the FAQ for it on this site?? I just checked Dirty Fighting and that is a great feat especially since I'll be taking Outflank and Gang Up which my PC already has. Would Outflank and Dirty Fighting stack for a +6 bonus for flanking and using a combat maneuver, then?


Java Man wrote:

Not quite, your str and dex bonuses are wrong, they should all be 1 higher. So 54.

I do see that you are lacking the pq for improved and greater trip, you need either combat expertise or dirty fighting in there.

And I have to ask, can your cohort really afford a 98,000 gp weapon?

Yeah, thanks. I do have some errors in there that I'm realizing and I did forget about Combat Expertise. It's such a wasted feat. :(

I actually kept searching around and found that Courageous is a super strong enchant for Barbarians so I'm gonna add that as well and then I think it takes the Trip modifier to +57.

For the money question, yeah I can afford it. The DM was very lenient with letting our Alchemist craft tons of tech and gear for sale on down time. With the help of our Android Inquisitor of Brigh, we've enlisted the villages, towns, and cities that we helped in Numeria to craft and gain income and interest for us. :)


I'm retraining a feat into Leadership right now and I have a pretty good idea on what I want my cohort to do. I think I got how it'll work but I just wanna get some input and make sure I'm not just adding stuff willy-nilly.

We're playing the Iron Gods campaign right now so my cohort is going to be a Savage Technologist (Barbarian archetype) and since his DEX goes up in Rage instead of CON, I came up with this fun idea. (my DM is gonna f%$~ing hate me)

My cohort will be Lvl 14 using a +5 Furious, Dueling flail in his main hand and tripping to provide as many AAO as possible.

My STR is 20, +4 (26, +7 Rage) and DEX is 18, +3 (24, +6 Rage)
Feats: Imp. Trip, Grt. Trip, Fury's Fall, Lunge, Combat Reflexes, Outflank, Gang Up

So now to the maths;

BAB (14) =14
+STR (4) =18
+DEX[from Fury's Fall] (3) =21
+Imp. Trip (2) =23
+Grt. Trip (2) =25
+Weapon Enhancement (5) =30
+Dueling (10) =40

Now for maths while in Rage;

BAB (14) =14
+STR (7) =21
+DEX[from Fury's Fall] (6) =27
+Imp. Trip (2) =29
+Grt. Trip (2) =31
+Weapon Enhancement[Furious] (7) =38
+Dueling (14) =52

As I understand, these are all different types of bonuses so I should be good. Just looking for second opinions and inspections because +52 to trip seems kinda insane... Thanks!


Gauss wrote:

1) You are only allowed one size increase and one effective size increase.

So, going up a size to large is your size increase and then you can either have the effect of Impact or the effect of Belt of Thunderous Charging, but not both.

2) You cannot combine Vital Strike with charging.

Ok, got it. So while charging I could do 9d6 and I would be better off vital striking with a different weapon if I wanted to go down that route. But here's the real kicker then, can you vital strike on an attack of opportunity and can you vital strike using speed or haste?


Vidmaster7 wrote:

I am not totally sure if i'm right but I think multipliers add together instead of applying individually. so if you had x 3 from x and x 2 from y you wouldn't do x 6 (2 x 3) you would do x 5 (3+2)

also I don't think impact, juggernauts pauldrons, and thunderous charge will stack their all size increases right?

So here's how that breaks down from my interpretation of their wording in the books:

Juggernaut Pauldrons make me large 1d8>2d6
Impact deals damage as if a size category larger 2d6>3d6
Belt of Thunderous Charging makes charge attacks deal damage as a size category larger 3d6>4d6
Greater Vital Strikes deals x4 weapon damage 4d6>16d6
Spirited Charge makes a charge attack do triple damage 16d6>48d6

Looking back, the belt and impact sound similar so if we take out one of those, the final damage would still be 36d6.

Applying all the multipliers additively instead of multiplicatively would make it 21d6 if you still take away impact.


So, I was just trying to plan out my character into some of the later levels and this is something I came up with that makes sense to me but sounds too good to be true so I want some second opinions.

Let's say you play a full BAB class, are Character Level 16, and have at least one mythic tier.

Lance 1d8
Juggernaut's Pauldrons 1d8>2d6
Impact 2d6>3d6
Thunderous Charge Belt 3d6>4d6
Greater Vital Strike 4d6>16d6
Spirited Charge 16d6>48d6
Mounted Marshal 48d6>144d6

Sounds like pure insanity for damage and I know it might seem like some things should clash but judging by the way the different items and feats are worded, this build sounded possible to me. Comments to have a discussion about if it's legit are what I'm looking for.

Edit: Initial talk with GM came out to 16d6 x 3 rather than 48d6 but it's the same thing right?