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Organized Play Member. 159 posts. No reviews. No lists. No wishlists. 11 Organized Play characters.




First: I'm Min/maxing a lot in the initial array

Stats:

18 Str 16+2 (human)
11 Dex (+1?) +1/12?
20 Con 18+2(+2?) (human) +1/4? +1/8?
10 Wis
7 Int
7 Car
No extra feat+skillpoint

He is dumb and ugly, but hits hard, they asked for muscle and not a nice face, they got it.

Lvl Progresion:
Barb 2/Fight 4/Hor. Walk 3/Fighter 3
Archetype: Unbreakable Fighter.

Feats:

Feat Chain:
1.-P.Atk
2.-X
3.-EWP Bastard Sword
3.-BF Archetype: Endurance (prereq)+Diehard
4.-Furious Focus
5.-X
6.-Vital Strike
6.-BF Furious Finish
6.-Retrain Diehard into....?? Lvl 4 Fighter
9.-Imp.Crit??
11.-Imp. Vit. Strike
12.-??

I'd like help with the feats, open to changes in archetypes for the fighter.
Fighter to take VS at 6 an IVS at 11.
Hor. Walker for Rage ciclyng.
Human for the +2/+2 at cost of the feat/Bonus SP
Try to keep it in Core, APG, UC. I'm open to other sources EXCEPT any ACG-related.


Build:

Points buy: 16/16/12/10/10/8
Distribution//mod by race:
Str 12//10
Dex 16//18
Con 12
Int 8
Wis 10
Cha 16//18
Skills: 1 Diplomacy
well...Int took a hit, maybe lowering Cha for that
Traits:
Magical Knack (Paladin)/Helpful
Fate's Favored
Alt.Race Traits:
Fleet footed (30' move)
Adaptable Luck
Feats:
Lvl 1: Weapon Finesse/Fey Foundling

I want this one to be a little prick that annoys the monsters, making trips/disarm, provoking AoO with High AC so my mates can move around.
Do you have any feat or chain feats that I should be looking at?
Magical Knack or Helpful?
Magical Knack is useful for a spike power at lvl 4 with the spells.
Helpful is interesting with bodyguard chain feat.

That's all, I'm interested to know what is your insight in this build and some ways to improve or just add some cool things.


This is my Barb/Alch/? Felaron
Drunken brute/Beastmotph
The Class progression I've planned so far is this:
1-Barb (Power Attack)
2-Alch
3-Alch (Feral Mutagen Extra discovery: vestig. arm) (currently he is here)
4-Barb (Fiend Totem Lesser)
5-Alch (Extra discovery: vestig. arm)
6-Alch (Spontaneous healing/tentacle)
7-from here i don't know exactly what to do.
Options:
-continue to level 10 Alchemist for pounce ending
-continue barb for more hp/BA and rage powers
-start fighter (weapon master), four levels for weapon spec.
-start ranger and focus on natural attack combat style.

Accept critics and advice I have 3,5k gold unspent I'd like to know what to do.
Was saving for AoMF but not enough fame and probably will have enough at lvl 5. (15Fame points)

1/5

What happens if I find a ioun stone in a chronicle sheet and buy a wayfinder and put it in?
Since I don't own Seeker of secrets I can't buy neither the wayfinder nor the Ioun Stone and won't resonate?


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This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

AoMF:

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

Furyborn (+2)
Furyborn:

This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.

So... We have a Furyborn AoMF (+2)
We make 3 attacks and it's already +3 (+5) with the fourth attack increases to +4? Or it stops only giving you a +3 bonus?

What happens if you have a Flaming Furyborn AoMF(+3)? It stops at +2 ench bonus (+5)?


I'm going to build a mega sword:
First: Exotic profiency (BS)
Second: 2-Handed Large BS I think it's Miri barb
Third : Enlarge Person
Fourth: Lead Blades
Fifth: +1 Impact
so.... this ends as
1D10>2D8>3D8>4D8>6D8
Am I wrong? Missing anything?


The spell is Personal/Touch but if it's in a wand... it says to point and use...then you can designate another objective?
Mage armor or similar spells, same case, same doubt.
It's PFS related for helping the party, a simple wand can improve the overall fighting capabilities of everyone.

Another question related:
If you have the spell in your class but you aren't high enough to cast it, can you activate the wand?
Ex: Mage lvl 1 using a wand of Bull's Strength


You can have a +3 A. Kilt in a +2 Fullplate?
Then how this works?


Well I've found out that this particular class goes EXTREMELY well multiclassing.

-You dip in 2 levels and you got or 3 naturals attacks or 1 extra arm or BOTH with feat (other discoveries are nice for spellcasters just didn't analized them)
-You gain acces to extracts that are spells that can be drinked with 1 move action with Fast drinker trait and you will have them in hand with that extra arm...
-You gain the mutagen boosting your primary stat to an incredebly new whole level and gaining nat armor. I know the drawback but the benefit is too much. You get the bombs, not too OP but really nice.
-You can make your mutagen go to your "spirit" stats with archetype.

With the rewards froms esoteric training and the other one (don't remember now) a spellcaster doesn't lose effective levels.

A mele class can dip in 4 levels, get 2 discoveries, 2nd lvl extracts for the drink and spit (I love this one) and only losing 1 BA in the progress.

And a ranged one... well, more dex or more str can't hurt, pick the one you want precision or more damage with your comp. bow (adaptative)

Probably the ones who don't get that much are the utility PC but since they are utility they don't need to exploit it since it's they shine in another way. But still, +4 dex while disarming a trap or +4 wis if you're going to scout looks nices for me (remember you need to pick which one to prepare beforehand)

I'm not ranting in fact I'm working in a barb/alch and it just rocks.
I'm the only one who thinks that or is just some kind of misconcept and I'm blinded by the mutagen and the charms of this class?


Time to twist the rules again....
Barbarian 2/Alchemist 2
Feral Mutagen (discoverie) 2 claws (primary) 1 bite (secondary)
Here, everything is ok, now......
Fiend Totem,Lesser (rage power) 1 gore primary OR secondary while using weapons.
What happens?
A)I get claw/claw/gore(primary) then bite as secondary?
B)I get claw/claw(primary) then bite/gore as secondary?
C)Does my enemie start running away from me for being an aberration? Oh, and my allies try to kill me?

What do you think? I think it's the first if I play it (PFS,) I think the DM will try to make me use the second....probably will happen the third, coz at this point I'll enlarge myself and have a Corrosive Amulet of Mighty Fist....Imagine a Barbarian growing like an ogre, growing claws, horns and fangs... ozing acid from them....

LET THE DOGS OUT!!!!


Hi, I've found a problem and it's that I don't know about what magic items are interesting to buy for barbarian/alchemist

Felaron WRAAAGH
Male C/N Human Barbarian1/Alchemist1, Level 2, Init +0, HP 23/23, Speed 30
AC 10, Touch 10, Flat-footed 10, CMD 16, Fort +6, Ref +2, Will +1, CMB +6, Base Attack Bonus +1
Scythe MW +7 (2d4+7, x4)
reach Lance MW +7 (1d8+7, x3)

Abilities Str 20, Dex 10, Con 14, Int 14, Wis 10, Cha 7

when in battle mode takes 1 full round:
St: Drink mut. (can't be reduced to mov.)
Move: drink enlarge pers extract (works like a pot)
it works like a potion so with fast drinker/drunk rager works pretty well
and rage
This is the Hulk/Mr Hyde transformation into a massive destruction machine.

I plan on going through 4 lvls in alchemist before resuming barbarian taking:
extra discovery (lvl 3) I want feral mutagen PLUS the extra arm I know I can't gain more attacks, but a shield works well and I want an extract in my hands sometimes.

So, this leaves me with 3 options:
-Purchase weapon related magic items (advice required)
-Purchase natural attack magic items (advice required)
-Purchase hybrid magic items (advice required)
I'll buy a light horse just for the charges with a lance, that's crystal clear.
I'll leave the data on lvl 3 (it's when i can start buying things) of my posible attack patterns:

Lance/scythe +1 MW +2BA -1PA +2Mut +2 Rage +0 Enlarge +5Base str (don't enlarge if I intend to mount charge) total: +12 2d6+18 //+12 2d8+32 if mounted charge.
I don't want to make a charger it's just an option, I already know that's it's nearly impossible to make a mounted charge if you aren't a halfling in PFS.

Nat Attack pattern:
+11/+11/+6 claw/claw/bite (enlarged and mut+rage)
1d8+10/1d8+10/2d6+5

In the short, the natural attack pattern looks nice but in the long it kinda loses after gaining +6/+1

Well, the numbers are here, any tips about what items are interesting for this "little one"?


A weird idea came to my mind checking the Titan Mauler.... what would happen if I wield a reeeaaaally big weapon, it's not in the weapon progression table.

At level 3 you remove a -1 penalty, level 6 -2...level 9-3, and level 12 -4,.... because it only says that it can only be reduced to 0 not that there is a maxium penalty cap.

You can wield an inapropiated size weapon for a -2 penalty/size
then... I can wield a Huge weapon with 0 penalty at lvl 12?
and what's worse.... can I wield a colossal weapon (Correct me if the progression is wrong) with only a -2 penalty?
Let's make it worse....enlarge person.
As you can see the dice go offchart...

So, can I wield that weapon?
What is the die progression when you go Huge/Colossal/....Gargantuan
It's a broken rule?

Remember I stopped at lvl 12 (PFS), in a campaign u can wield a megahugecrossbow and use trees as bolts...