Dragon-Charming Bard

Khazia Nyrazim's page

89 posts. Alias of HotLanta.




I'm playing the Shattered Star AP with a monk in a party of 7. At level 8, We have: Sorcerer; Rogue/SD; Ranger/Sorc/AA; Cleric; Paladin; Barbarian. We've not all been in at the same time since the first few sessions, but we've got 5-6 players in a session consistently, between the 8 of us.

Spoiler:
In our last session, while ascending a staircase to the top of a broken tower, we were attacked by three wyverns. I jumped from the staircase and grappled one of the wyverns, which then (to my surprise), flew up and out of the tower, and out over the wilderness we had barely explored, taking full-round move actions each round, going higher and further from the party. I maintained my grapple check, but my GM wouldn't allow me to even attempt a second grapple check to try and pin one of its wings, or even attack it (which wouldn't under normal circumstances require a grapple check). He said, when I asked:

1) Because it's a large flying creature, it could move even after I grappled it (I didn't expect it to be able to, looking at grapple RAW, but I'll take it).

2) Because it was flying at 120 ft/round (whatever that equates to in normal speed), I couldn't do anything but hold on for dear life. - I expected to at least be able to make another grapple check to do something (pin a wing, make an attack; effectively grapple my way around the creature). I'm also somewhat curious as to why 120 ft/round would be so debilitating when my monk has a 50 ft base speed, for 200 ft/round at a flat out run.

I haven't seen anything in the mechanics (and I am fairly familiar with the rules for grappling) that deal with this situation, and I'm curious about what you all think about how the situation was handled.


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To preface; This is my second campaign in Pathfinder (same group), but I've been playing DnD for some time, and have a very solid grasp of the rules for combat, adventuring, etc. This character is for the Rise of the Rune Lords Adventure Path, specifically.

I recently happened upon the Master Chymist page on the SRD, and was immediately taken in. I want to build a monster.

My ability scores rolled out really shitty, here they are, as well as my thoughts for how to distribute them.

15 - INT
14 - STR(+2 racial for 16)
12 - CON
12 - DEX
12 - WIS
8 - CHA

Being as competitive as I am, I wanted to argue for a reroll (or something), but only one other player in the group has any idea of how to optimize their character at all, so I won't be useless with a bit of proper planning. And overcoming challenges is fun.

My rough concept is this:

With the Feral Mutagen discovery and Ragechemist archetype, you gain +6 STR; +2 Nat AC; 2 1d6 claw attacks; and 1 1d8 bite attack from the mutagen. These are all primary attacks, and using Enlarge Person increases the damage die one step for each attack, and gives you reach.

The Drunken Brute barbarian archetype allows you to, while raging, drink a potion (or similar quantity of liquid) as a non-AoO-provoking move action (in exchange for barbarian fast movement). You also get rage for +4 STR; +4 CON; and +2 Will Saves.

Additionally, taking 2 lvls of barbarian grants you a rage power. Lesser Beast Totem allows you to make 2 primary claw attacks, 1d6 each. This obviously doesn't stack with feral mutagen's 2 existing claw attacks. Alchemists, however, can get the vestigial arm discovery, up to two times, which gives them two additional arms for holding things (or mincing faces). Normally, these arms grant no additional attacks, but the natural attacks from beast totem are supernatural(?), and you don't normally get claw attacks from your hands anyways.

All told, this nets:
+12 Str (+6 mutagen, +4 rage, +2 englarge person)
-1 AC (+2 mutage, -2 Rage, -1 Size)
+4 Con (rage)
Motherf#~~ing FOUR Primary claw attacks at 1d8 +10 and one primary bite attack at 2d6 +10. Assuming a base str of 16 and no other modifiers.

Also reach and other stuff. This is gained in one round (rage as a free action, mutagen as a move action, enlarge person as a move action); or forgo enlarge person to make a single attack right after more than doubling your strength bonus.

Moving single-mindedly toward the goal of 5 primary natural attacks/round, using all feats as extra discoveries, this could be attained by lvl 4 (2 alchemist, 2 barbarian). As you can see below, I will be going about it in a more casual manner.

Thoughts?

My rough map for that starts off like this:

:
Human, CG
Traits: Deft Dodger (+1 Ref); Auspicious Tattoo (+1 Will).

LVL 1 - Ragechemist(1)
Feats: Iron Will; Extra Discovery (Feral Mutagen)

LVL 2 - Drunken Brute(1)

LVL 3 - Chemist(2)
Discovery: Spontaneous Healing (Fast heal 5 per 2 chemist lvls)
Feat: Extra Rage

LVL 4 - Chemist(3)

LVL 5 - Chemist(4)
Discovery: Vestigial Arm
Feat: Extra Rage, Imp Iron Will, or Extra Discovery

LVL 6 - Barb(2)
Rage Power: Lesser Beast Totem

LVL 7 - Chemist(5)
Feat: Something Cool

This continues on til 9, after which I'll start taking Master Chymist, which synergizes with mutagen use and natural attacks and whatnot.

My second concern is being OP. I'm sure most of you will scoff at that fear, with this build, but let me explain:

:
In our other campaign, the DM got rather flustered when my level 6 monk tripped the BBEG's lieutenant, who got wailed on in AoOs from our party while trying to stand, and surrendered before even getting to act.

He claimed my monk's CMB to trip is OP. That CMB is:
+6 from combat maneuver training (use monk lvl instead of BAB)
+4 from 18 Str (natural)
+2 from Imp trip

I rolled a 14, netting me a 26, and he went on for a bit about having to adjust all the monsters now to account for my OP ability.

If either of the other melee characters (paladin and barbarian) took improved trip, they would have the exact same bonuses (having 18 Str as well, and a natural full-BAB). SMH.

While I really want to be the guy with four arms that just rips everything to pieces, I don't want to be the guy with four arms that just rips everything into pieces, if you catch my drift.

So, Should I RP my ass off to make everybody else feel less butt-hurt about my multi-limb destruction? Or should I be happy with 3 primary natural attacks/round and just try to throw bombs with my 12 Dex and shrug when everybody gets splashed with acid?