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6 posts. Organized Play character for heyyon.


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The Exchange

IF you want builds that do crazy damage via Vital Strike, much akin to Raving Dork's Hippo, the Goliath Druid can break the feat open. Esp when stacked with a level of Titan Fighter. You can be Huge sized and carry a weapon that is Gargantuan, but it's got Impact so it counts as Colossal. Goliath Druid also has access to the Rage Domain, so you can pull off Furious Finish to maximize all those d6s. I'm pretty sure that walking up to something and smacking them for literal hundreds of damage is going to leave it with the Dead status condition. Very few things come back from having that condition applied to them.

The Exchange

Sir Thugsalot wrote:
Quote:

"....you are fatigued (even if you would not normally be)."

Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

This is what Furious Focus is referring to. If you have Tireless Rage (or equivalent) that makes Rage no longer make you fatigued, Furious Focus disregards it and you become fatigued anyway. But if you are immune to fatigue, that immunity isn't suppressed.

What's "normal"?

-- There ARE precedents in this game for immunities being overridden; and Paizo is infamous for arbitrariness in not defining things clearly, thereby leaving it up to your GM. (And Tireless doesn't come up 17th anyway...are you waiting to take Furious Finish until then? I doubt it.)

Quote:
everybody seems to be missing one of the best/most important uses for vital strike... it works as a readied action! everyone is focusing on max damage output, but VS is great for actually thinking/playing strategically. everyone knows that high level casters can be devastating in combat; you know what really levels that playing field- readying an action to interrupt casting... i made a crossbowman a while back who was a anti-caster specialist; every round he would ready a vital strike to interrupt and the caster would have to make a concentration check to actually cast. he got up to 11th level (with Imp VS) and even without gravity bow or oversized weapons or anything i think his average damage was like 33 or so, and most casters he'd only miss on a natural 1. you know who's good at making a DC [43+spell level] concentration check- nobody (even if you're fighting a 13th level caster with a +9 casting stat, its still literally impossible for him to make the check, for a 0th level spell).
Bingo.

Would a belt that just turns fatigue into a 1d6 of non-lethal damage make you happy? Here, if you play with a bunch of GMs that are being absolute fools about it, this item is a +2 Con buff and makes you equally unable to get fatigued. Rage cycle your way to dumping hundreds of damage each round.

Cord of Stubborn Resolve:
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cord- of-stubborn-resolve

The Exchange

Oh, yeah, you've got to be a Staff Magus or take the feat Quarterstaff Master.

The Exchange

Why not just wield the Staff of the Master? Free metamagic with no increased time! You lose that crit range, though, which kinda sucks.

The Exchange

Yeah, it's the combination of the two teamwork feats that opens the game up.

By the time I have Coordinated Effort, I should also have Swift Aid on this build. That means that for the first round of combat, I can neutralize one attacker. On the second round of combat, I can neutralize two attackers.

The leveling progression isn't terrible, when you think about how the game works. When I hit level 4, I still have a few levels until things regularly have multiple attacks. Even at that, the iterative attacks are often at a steep penalty and shouldn't be counted on to hit. Taking away the first attack, at full BAB, is harsh enough. Once I can share Covering Fire, I can remove an enemy attacker from combat effectively. As enemies develop an ability to hit multiple times, I'll be getting Harrying Partners and they're out for the entire round.

I think my main concern is hitting the AC 10 of aid another while using ranged combat while shooting into cover and into melee combat.

The Exchange

Hello!

So... this build is a little bit odd, so I'm looking for advice on rounding it out.

Human Bard X (potential 2 level dip into Cavalier for Order of the Dragon's Aid Allies)

Stats:
Str - 11
Dex - 14
Con - 12
Int - 15 (first level bump here)
Wis - 10
Cha - 16 (other bumps go here)

Traits:
Adopted (Halfling - Helpful)
Vagabond Child (Disable Device)

Feats:
H - Point Blank Shot
1 - Covering Fire (could retrain at 4th for Arcane Strike)
3 - Precise Shot (could retrain when +16 attack is reached)
5 - Collective Recollection
7 - Combat Expertise
9 - Harrying Partners
11 - Swift Aid

Other tricks:
Song of the People's Revolt - Masterpiece that shares a teamwork feat (Covering Fire)
Coordinated Effort - Spell that effectively shares a teamwork feat (Harrying Partners)

Gear:
Gloves of Arcane Striking (bumps Aid Another bonuses)
Benevolent Armor (bumps Aid Another bonuses)
+X Bow (to increase hit)

How it all works:
Covering Fire allows for aid another to be used at range. It also bestows the bonus to anyone with the teamwork feat. This can be accomplished by sharing it via Song of the People's Revolt. Coordinated Effort shares Harrying Partners withe the party, which makes every aid another performed count for an entire round, not just the first attack.

The bonuses for Aid Another can get rather high. 4 base from Helpful, +1-5 from the Gloves of Arcane Strike, +1-5 from Benevolent Armor and +3 from Aid Allies.

At first level, you aid one person against an attack and offer a +4 AC bump. By 4th level, you aid the entire party and can afford a +1 Benevolent Armor (+5 AC total). At 9th level, you can dump +7 AC (or more with Arcane Strike) on the whole party for the entire round.

Effectively, when you do Aid Another against an enemy, they are unable to hit with an attack that round. Aid Another should work against touch AC as well, so many of the particularly nasty effects are diminished.

What I am looking to gain here:
Advice on spells for a Bard. I'm not looking to dump out damage or control the battlefield, but I do like the idea of solving problems and buffing the party.

I'd like to sneak in buffs to my allies' saves. I do like the idea of Saving Finale, but I feel like it only works if I can get Lingering Performance into the build.

Any other thoughts?

Thanks!