Vinroot the Drunken Treant

Fitz_Wolf's page

12 posts. No reviews. No lists. No wishlists.


RSS


Xenocrat wrote:
But you CAN meet the requirements of the benefit - it requires the target be the "subject" of the hypnotic (not bold) stare. It doesn't say the stare has to be actually be doing anything effective.

Hypnotic stare is a mind affecting effect.

If you cant get the stare off, how do you feint?


1 person marked this as a favorite.
Fitz_Wolf wrote:

I am attempting to build the strawhats for theory crafting. Keep in mind that I am willing to forgo effectiveness for flavor but lets get it as close as we can.

This is a link to my Luffy.
https://paizo.com/threads/rzs431zl?Monkey-D-Luffy-build-help-to-polish

To start we a choosing halfling. This for Dex and Cha bonus, halfling luck, slingstaff racial trait, and slipslinger style feat.

Heirloom weapon racial trait for the halfling sling staff.

3 levels of grenadier alchemist. This gets us bombs, ability
Alchemical Weapon (Su), and fast alchemy.
(Considering dimentional excavator archetype for pit traps)
Level 3 feat: slipslinger grenadier. Like god ussop put those alchemical items in your slingstaff.

From then on he is a underground chemist unchained rogue. Potentially charlatan and trapsmith archetypes.

Underground chemist pairs with this because of precise splash at 3rd and this ability:

Chemical Weapons (Ex)
At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.

You would also grab bomber rogue talent.

Charlatan provides the bluff/liar mechanics.

Feats: Sap adept, expert sniper, pointblank shot, prone slinger.

It would be less thematic but 1 level of veiled blade swashbuckler and weapon versatility would improve melee with the sling staff.

I am struggling with level placements and shortcuts I may have missed. I think this will end up a very decent build.

The build so far. Thanks for the help!

USSOP 5 BOLT ACE 15 GRENADIER

Neutral Small Halfling Alchemist 15; Gunslinger 5;

Init 5; Senses Perception: +25

DEFENSE

AC 17, touch 17, flat-footed 10

hp 103

Fort 13, Ref 19, Will 8

OFFENSE

Speed 20 ft.

STATISTICS

Str 8, Dex 20, Con 10, Int 16, Wis 14, Cha 12

Base Atk + +16; CMB +14; CMD 30

Feats Arc Slinger; Clustered Shots; Critical Focus; Expert Sniper; Point-Blank Shot; Precise Shot; Prone Slinger; Rapid Shot; Sliding Dash; Slipslinger Grenadier; Slipslinger Style; Throw Anything;

SQ Alchemical Weapon; Alchemy; Bomb +8d6; Crossbow Maven; Crossbow Training; Directed Blast; Extradimensional Extract; Grit; Gunslinger Initiative; Gunslinger's Dodge; Martial Weapon Proficiency; Mutagen; Nimble +1 Dodge AC; Persistent Mutagen; Pistol-Whip; Precipitous Discoveries; Precise Bombs; Sharp Shoot; Shooter's Resolve; Staggering Blast; Swift Alchemy; Vigilant Loading; Discoveries: Additional Pit Spell; Combine Extracts; Explosive Bomb; Explosive Missile; Inspired Bomb; Precise Bombs;

Skills Acrobatics +27; Bluff +18; Craft (a) +25; Craft (b) +25; Escape Artist +18; Knowledge (engineering) +20; Perception +25; Sleight of Hand +16; Stealth +25;

Traits:
Heirloom Weapon:Halfling Slingstaff.
Crowd dodger.

Weapon: Halfling Slingstaff +versatile design(crossbow).


JiCi wrote:
The only thing you guys need to remeber is that a lot of new feats, skills and other stuff from the Ranged Tactics Toolbox aren't compatible with alchemical bombs.

You would be right normally but this cimbo gets around that.


ErichAD wrote:

If you went with a crossbow like sling shot, you could go with "volatile arrows" through vigilante. That also gives you the ability to strongly define Ussop versus "Sniper King" through a vigilante identity and pick up some distraction and bluffing abilities.

volatile arrows lets you add an alchemist bomb to arrows, plus any bomb modifying abilities you have. That and the vigilante's "sniper" ability to ignore range requirements on sneak attack, really sells the sniper concept.

His later abilities, the bug stuff and such, I'm not so sure on.

Im also at a loss for his plant summons.

Preservationist archetype would be close but its natures ally and not plant ally. It would also nit stack with grenadier.


ErichAD wrote:

If you went with a crossbow like sling shot, you could go with "volatile arrows" through vigilante. That also gives you the ability to strongly define Ussop versus "Sniper King" through a vigilante identity and pick up some distraction and bluffing abilities.

volatile arrows lets you add an alchemist bomb to arrows, plus any bomb modifying abilities you have. That and the vigilante's "sniper" ability to ignore range requirements on sneak attack, really sells the sniper concept.

His later abilities, the bug stuff and such, I'm not so sure on.

Explosive missle for the alchemist does the same.

The 5 levels of bolt ace give dex to damage with crossbows. The slingstaff qualifies for this with versitile design.

Combo these with slipslinger grenadier and you can modify your bombs further with alchemical powders/liquids.


Fitz_Wolf wrote:
ErichAD wrote:
Ussop uses something that has very little in common with the pathfinder slingstaff. Wouldn't you be better off basing the weapon on the stonebow or pellet bow?

Ussop basically uses a slingstaff.

The only difference is that sling is elastic making it a giant slingshot.

To address this take crafting skills.
Craft a sling staff for Versatile Design.
And then a way to get dex to damage on crossbows/firearms.

maybe 5 levels bolt ace gunslinger/15 alchemist.

Slipslinger grenadier would actually make the underground chemists abilities redundant.

Although he wont have those thematic bluff abilities with 5bolt ace/15 grenadier alchemist.


ErichAD wrote:
Ussop uses something that has very little in common with the pathfinder slingstaff. Wouldn't you be better off basing the weapon on the stonebow or pellet bow?

Ussop basically uses a slingstaff.

The only difference is that sling is elastic making it a giant slingshot.

To address this take crafting skills.
Craft a sling staff for Versatile Design.
And then a way to get dex to damage on crossbows/firearms.


Scavion wrote:
Alchemist Throw Anything doesn't stack with Chemical Weapons. Honestly, straight alchemist might be a better fit.

I can conceed the INT modifier doesnt stack, but I dont see the conflict with the other parts of the abilities.

Throw anything provides the feat and alchemical weapons allows you to pull your stored items as if they were weapons.
With quickdraw this is a free action.

This also complimented by the slipslinger grenadier feat.
It wont work with bombs but will work with all other splash items.

Ussop will just need to settle for firestar instead of phoenix star.


I am attempting to build the strawhats for theory crafting. Keep in mind that I am willing to forgo effectiveness for flavor but lets get it as close as we can.

This is a link to my Luffy.
https://paizo.com/threads/rzs431zl?Monkey-D-Luffy-build-help-to-polish

To start we a choosing halfling. This for Dex and Cha bonus, halfling luck, slingstaff racial trait, and slipslinger style feat.

Heirloom weapon racial trait for the halfling sling staff.

3 levels of grenadier alchemist. This gets us bombs, ability
Alchemical Weapon (Su), and fast alchemy.
(Considering dimentional excavator archetype for pit traps)
Level 3 feat: slipslinger grenadier. Like god ussop put those alchemical items in your slingstaff.

From then on he is a underground chemist unchained rogue. Potentially charlatan and trapsmith archetypes.

Underground chemist pairs with this because of precise splash at 3rd and this ability:

Chemical Weapons (Ex)
At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.

You would also grab bomber rogue talent.

Charlatan provides the bluff/liar mechanics.

Feats: Sap adept, expert sniper, pointblank shot, prone slinger.

It would be less thematic but 1 level of veiled blade swashbuckler and weapon versatility would improve melee with the sling staff.

I am struggling with level placements and shortcuts I may have missed. I think this will end up a very decent build.


I have a different build for luffy its a crossblooded bloodrager with abberrant and verdant bloodlines and eldritch heritage for shapechanger sorcerer bloodline.

The "verdant" is reflavored as rubber from trees.

https://paizo.com/threads/rzs431zl?Monkey-D-Luffy-build-help-to-polish


Long arm bracers and Pliant gloves for equipment.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

I am building Monkey D Luffy from One Piece. Current build brings everything he needs so far online at level 11.

Human

1 esoteric magic - for spellcombat and unarmed
Level 1 feats dodge and skill focus disguise.

2,3 unchained monk- flurry of blows, combat reflex (bonus feat) improved grapple bonus feat.

Level 3 feat eldritch heritage shapechanger.

4-11 crossbloody/bloody knuckle roudy bloodrager.
This is the main focus.
Abberant 1st bloodline. 4th level power at level 7. (Permanent +5 reach)
Verdant the 2nd. 1st power at level 4. 8th power at level 11 (2 rounds of extra +5 reach.

level 5 Feats mobility and jabbing style

Combat patrol at level 7.

Level 9 toughness and lunge
Level 11 improved eldritch heritage

Verdant path because rubber comes froms trees ;).
Spell combat long arm spell.
Verdant bloodline ability we have at level 8 changes the transmutation spell from minutes to hours.

If someone can find a way to get me this combo earlier or without the monk I would appreciate. Maybe by losimg magus and taking spellcombat feat?

This build also only loses a few BAB but keep all attacks.

Help with background traits needed.

20 point buy.