Vinroot the Drunken Treant

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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.


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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.