Feral Halfling

Halfling Barbarian's page

Organized Play Member. 393 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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I've just been informed our game is going mythic. I have an oath of vengeance paladin, two-handing a falchion and focused on smiting and diplomacy. I'm pretty certain I want to go the champion route and dual-path marshal, and I kinda want a legendary weapon. Any suggestions beyond (or in spite of) that?


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Noireve wrote:
A level 20 wizard is only really matched by another lvl 20 full caster. To suggest otherwise is stupid.

AM Barbarian.


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I had a gm who got so fed up with long turns that he started breaking out a sand timer. Know what you're doing ahead of time and you get one minute to execute it. It encouraged players to know the rules for their characters and think ahead.


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Out of the mouth of SKR: Please stop trying to break the game


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My next favorite is fun, and you won't like him when he's angry...

Barbarian 1/Ragechemist Alchemist 7/Master Chymist 2

Dr. Jenkins/Mr. Hydra:
Human

Stats: Str 38 (20 base + 4 rage + 6 belt + 2 levels + 6 mutagen

1: Rage; Power Attack, weapon focus
2: Mutagen
3: Rage Mutagen, Feral Mutagen, Iron Will (you want this to avoid the downside of rage mutagen).
5: Multiattack
7:Extra Discovery (Wings)

Equipment: Belt of Giant Strength +6, Amulet of Mighty Fists +2

Notes: If the DM allows the tentacle to be used in the natural attack progression, get it, and by the gods have haste.

Attack progression: 2 Bites +22 1d8+16, 2 Claws +22 1d6+16, Tentacle +20 1d4+9

DPR (no crit figured in/negligable) = 81.2

This isn't as impressive, except that you pick up brutality at level 11, which adds +2 - +6 damage to all natural attacks, and the build continues to go up in strength and caps at 50. It's one of the best damaging gish builds I've come up with.


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CZERNOBOG. You get the best of a dualistic religion, with a dark god whose name is only spoken in whispers to scare children. I second Anubis (for the serious magic and death aspect), and also submit the celtic god Dagda (fun loving god of life and death), the aztec god Mictlantecuhtli (a very day of the dead type god, for fun theatrics), and of course Baron Samedi (add some style to your necromancy).


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Feather Tokens!


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You could instead look at the beast rider archtype of the cavalier. And then read order of the sword. And then watch a GM cry when he has to make massive damage rolls for everything.


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I fail to see how eliminating 5% - 25% of the dice rolls speeds up the game. Teaching the players to have their bonuses added up speeds up combat, giving them a time limit to make decisions speeds up combat, but two seconds of dice clatter doesn't really make an impact, especially when it mucks with so many combat builds...


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As a new father I have to weigh in: Babies are chaotic nuetral. Their statblock is: Str 2, Dex 2, Con 2, Int 2, Wis 2, Cha 20. Their human starting feat is weapon focus (spit up).


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Ender730 wrote:
Halfling Barbarian wrote:
Ragechemist/Barbarian going into master chemist. Doing it right can get your strength over 50. Hulk Smash.

Build, please! :D

One of these days I'll have to take the time to understand how the alchemist class works.

20 pt. Buy

Human

Str 18 + 2
Dex 10
Con 12
Int 14
Wis 10
Cha 7

Titan Mauler Barbarian 1/ Ragechemist Alchemist 7/ Master Chymist 10/You pick 2

Abilities/ Feats by level:

1: Rage (+4 Str/Con; -2 AC; 10 rounds); Big Game Hunter (+1 on attack rolls and +1 dodge to AC vs creatures larger than you); Extra Rage; Power Attack

2: Alchemy; Bomb (1d6, reskin as rocks if you like); Brew Potion; Mutagen (+2 AC, +4 physical ability score – usually strength; -2 corresponding mental ability score – usually intel); Throw anything

3: Discovery (Feral Mutagen, Gain Two claw attacks and a Bite, reskin as Slams and a Headbutt if you like); Poison Resistance +2; Rage Mutagen (Strength Mutagens increase potency by +2, must make cumulative will saves to avoid penalties); Iron Will

4: Bomb (2d6); Swift Alchemy

5: Discovery (I like Lingering Spirit here); extra rage or extra rage power (strength surge)

6: Bomb (3d6), Poison Resistance +4

7: Discovery (wings, reskin as a jump, or dispelling bomb); Extra rage or whatever

8: Bomb (4d6)

9: Mutagenic Form (You’re personality when using mutagen is completely different from you); Mutate 2/day; Pick a feat

10: Bomb (5d6); Advanced mutagen (Burly or Dual Mind)

11: Brutality (+2 Damage with natural attacks or simple weapons); Pick a feat

12: Advanced Mutagen (Furious mutagen is nice here); Bomb (6d6)

13: Mutate 3/day; Pick a feat

14: Advanced Mutagen (Greater Mutagen; +8 Str, +4 Con, -2 Int and Cha); Bomb (7d6)

15:Brutality +4, Pick a feat

16: Advanced Mutagen (Burly or Dual Mind); Mutate 4/day; Bomb (8d6)

17: Brutality +6; pick a feat (extra discovery, grand mutagen +10 str, +6 con, +4 Dex, -2 All Mental)

18: Advanced Mutagen (growth mutagen); Mutate 5/day; Bomb (9d6)

19 and 20: Finish with Alchemist or Barbarian ( I like alchemist and picking up eternal potion)

Breakdown of Str by level

1: 24 (Rage)
2: 28 (Mutagen)
3: 30 (Rage Mutagen)
4: 33 (Ability Increase, Belt 2)
6/7: 35 (Belt 4)
8: 36 (Ability Increase)
9: 38 (Belt 6)
11: 39 (Manual 1)
12: 41 (Ability Increase, Manual 2)
13: 42 (Manual 3)
14: 45 (Mutagen, Manual 4)
15: 46 (Manual 5)
16: 47 (Ability Increase)
17: 49 (Mutagen)
20: 50 (Ability Increase)

I originally planned to use eldritch heritage, but it only gets you up to 51, and you can't dump Cha. So Manuals it is, and 50 it hits.


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"You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack."

I never realised there was an issue with this wording. It seems pretty clear cut.


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I just take a common, vanilla class and then make them a small race everyone hates.


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"Stuff doesn't weigh as much when you only have to lift it half as high." ~Conner Hairfoot, halfling barbarian.


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Munchkin, huh? Suli oath of vengence paladin/gendarme beast rider cavalier (order of the sword).

Choose an elephant mount and make your sacred bond with a lance (Put all the points into straight enhancement).

Starting stats Str 20, Dex 10, Con 13, Int 8, Wis 10, Cha 18

Put all points into str. (23)

Feats:
1st Mounted combat
1st Bonus Ride By Attack
3rd Spirited Charge
5th Weapon Focus
5th Bonus Power attack
7th Trample
8th Bonus Improved Bull Rush
Order of the sword 8th Skill focus: ride
9th Trick Riding
11th Pick anything you like.
11th Bonus Unseat

So at level 12 without figuring in any bought magic items...

Charging Suli on the elephant with = +23 to hit, 3d8 + 81 (19-20 x 3 crit)

You may also challenge 4/day and smite evil 4/day (+1 if you use 2 lay on hands)

This makes your charge attack...

+31 to hit, 3d8 + 153 (19-20 x 3 crit). And I'm not even adding in the extra bonus you'd get against evil dragons, undead, etc.

In addition, your saves are awesome, you can wear heavy armor with very few penalties, and you have tons of party buffs that are always on.


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The limited resources actually make casters very easy to play and understand at early levels, imo. It also teaches players to think in rounds and actions, and gives them an introduction to all the basic rolls like saves, skill checks, and so on instead of just attack and damage. It's more important for someone to like the concept of their first character than to KISS system it. This game has a lot of rules no matter how you slice it, so learning them comes with time. Love of that first character and a sense of discovery and a good time with friends is far more likely to be a motivation to come back to the table every week.


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This is what.

This is how

This is why:
An old witch lives in the house. A DC 15(?) knowledge local check will tell of her legend. She will either reveal a secret, give an item, or apply a curse depending on what the PCs do or say.

I hope this is a fun idea based on a fun legend.


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No. It counts as being mounted and has no affect on AC. The mount is a seperate target and has it's own AC.


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NG Demagogue Bard with lots of Performance: Oration. It's a class custom built to inspire large groups of people, which is what leaders should do.


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It wouldn't make sense to nerf one of the core race abilities of humans just because they're dumb. Since anyone gets 1 skill point regardless of Int score, and humans are skilled (they get an extra skill point) it would be added after the the neagative modifiers have been applied. Same with the favored class, for the same thematic reasons.

The mechanics behind this theory also support it. If these modifiers applied after the fact then all low Int characters would take an alternate racial trait and a bonus hit point. Paizo seems to have tried to avoid shoehorning characters like that.

Besides, I've known many people who were dumb as a sack of bricks but still had impressive talents.


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Belle Mythix wrote:
Hama wrote:
Yeah, i allow core races only in my games...and to be honest, it is a little difficult to have my players play anything else then humans...sigh...i want to see a dwarf in one of my games...i love dwarves...

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Humans have 3 advantages; bonus Feat, Bonus Skill point and no negative racial ability modifier... only reason to play other races (in some cases) is for special abilities/senses.

And maybe, just possibly, roleplaying flavor.