Newt

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That's the question I'm interested in knowing the answer to. With the d20pfsrd site that has all the core books plus many expansions (Ultimate Magic, Unchained, Occult Adventures, etc.), why bother paying for the books that are there? Is there content in those books that are not OGL, and therefore not on the d20pfsrd?

I ask because I bought Ultimate Intrigue (it's not on d20pfsrd) and thought about possibly buying a few more, but I don't want to pay for what is freely available. Yes, I understand that buying freely available things helps support the creators (in this case Paizo or third-party publishers), but my money is limited and I'd like to have the most content to choose from for my games, so I'd rather buy things that are not freely available.

This is an honest question and I look forward to hearing honest answers. Thank you!


If anyone could glance over this and let me know if they spot any problems, I would appreciate it.

Taddol race with the Monstrous Physique (talent) feat with the Titan Mauler Barbarian archetype and the Abyssal Blood rage power, dual wielding two Earth Breakers with the Impact weapon property.

The Taddol race has the Superior Two-Weapon Fighting feat which says in part, "You do not take a penalty on attack rolls for fighting with two weapons."

Superior Two-Weapon Fighting:
Superior Two-Weapon Fighting

Each head can control a melee attack independently, eliminating penalties for attacking with a weapon in each hand.

Prerequisite: Taddol, Big Hands, Two-Weapon Fighting

Benefit: You do not take a penalty on attack rolls for fighting with two weapons.

Combined with the Titan Mauler's Jotungrip ability to wield a two-handed weapon in one hand...

Jotungrip (Ex):
At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.

...and the Monstrous Physique talent that increases my size category by one...

Monstrous Physique (talent):
Monstrous Physique (Talent)

You are an unusually big specimen of your race.

Prerequisite: Con 13, Str 13, character level 1st

Benefit: Increase your size category by one, apply the size advancements for reach, armor class, and attack rolls; do not apply the remaining normal size advancements, such as Strength and Constitution increases.

...and the Abyssal Blood rage power that also increases my size by one while I rage...

Abyssal Blood (Su):
Abyssal Blood (Su)

Prerequisite(s): Barbarian 10, abyssal blood (lesser)

Benefit(s): Once per day when the barbarian enters a rage, she can choose to grow one size category larger than her base size (as enlarge person, even if the barbarian isn't humanoid).

...and finally the Impact weapon property that treats my weapon damage as though it were one size larger...

Impact:
This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon's enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.

So, after I qualify for all the feats, abilities, rage power, etc., and can afford two Earth Breakers with the Impact property, this is what I get:

While raging, once per day, I will be Huge size (Monstrous Physique + Abyssal Blood) wielding two Huge Earth Breakers that do damage as though they were Gargantuan sized, and only be taking a -2 penalty to my attacks with each weapon (from the Jotungrip ability; the Superior Two-Weapon Fighting negates the two-weapon fighting penalties).

A Medium Earth Breaker does 2d6 damage. If my weapon progression is correct (as per the progression listed under the Improved Natural Attack feat, which is the only weapon progression that I can find that goes high enough), a Large Earth Breaker does 3d6 damage, a Huge Earth breaker does 4d6 damage, and a Gargantuan Earth Breaker does 6d6 damage.

Does all this look right?


Guided Hand, as it is written, prevents Inquisitors from taking the feat unless they dip into Cleric or Life Oracle.

How can the prerequisites for this feat be changed with house rules to allow Inquisitors to take it, while still maintaining whatever balance the developers originally intended?

Specifically, removing the Channel Energy class feature requirement entirely is fine as that is something that the classes get automatically anyhow. However, what would be an appropriate feat to replace the Channel Smite feat prerequisite, considering Channel Smite is one of those feats that people either like and make use of, or hate and never use. (Somewhat like Combat Expertise where some people find it useful while others think it's a waste of a feat and only get it because it's a requirement for more useful feats.)


My friends and I have decided to do a for-fun-only gladiatorial combat challenge. There will be no Role-Play. This is simply a way of building the biggest, baddest team and annihilate each other. The rules are relatively simple:

*No 3rd Party Materials
*Teams of 2 (one team per player)
*Character Level 13
*Any race with an RP of 15 or less
*Any class, any archetype
*20 point buy, no stat lower than 7 before racial bonuses
*Max HP per HD

There will be anywhere from 2 - 6 teams in the very large arena at once.Starting gold of 531,000gp (appropriate for a level 13 character). No single item can be more than 50% of this, but otherwise there are no restrictions on how items are bought. Team members cannot share gold or items; each character is responsible for outfitting themself.

***

So, with that in mind I decided early on that I wanted a Drow (haven't decided on class yet) who could cast deeper darkness at will (with the Drow Nobility feat chain) and use an elixir of darksight to see through the supernatural darkness. This is my base tactic. If my opponents can't see me, it'll be hard to hit me without using an AOO spell.

The other character I have decided on is an Orc Titan Mauler Barbarian 12 / Fighter 1 (using the elixir of darksight, of course). (Starting stats of 24, 14, 16, 5, 7, 5, after racial bonuses and a +2 str and +1 con increase from level progression). With the Titan Mauler I have decided to use Jason Nelson's "unofficial" rewrite of Massive Weapons, as it makes sense and more accurately describes what a Titan Mauler should be able to do:

Jason Nelson wrote:
Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.

I am also using giant-hide armor, storm giant. This allows me to do some pretty wicked things. While using the giant form II property of the armor, I can wield a colossal weapon without penalty. My weapon of choice is a Colossal Transformative Impact Keen Furious Greatsword +3. The impact ability makes my base weapon damage 12d6 (according to the progression listed under Improved Natural Attack, which is the only progression I could find).

Now, take all that and combine it with Improved Vital Strike, Furious Finish, and Deadly Finish, and I'm doing a minimum 216 damage, and that's just the weapon dice. Throw in all the other damage bonuses and the total damage is (an estimated) 261 damage (rage, giant form, belt of strength +6, manual of strength +4, power attack). My total raging HP will be (an estimated) 375 points. A caster on the other hand will have (an estimated) 117 HP (and that's giving them a generous +3 Con mod). It's enough to two-shot a hardened warrior like myself, and easily enough to one-shot a squishy caster (and most others in between). Deadly Finish just adds insult to injury.

Something about this seems way too good to be true. Granted, the whole point of this combat is to create an uber powerful team, but seriously, this is just disgusting.

The biggest downside to this build is going to be a disgustingly low will save, a very low reflex save, and a relatively low AC. The AC I'm not too worried about because of the deeper darkness. However, the low saves will put me in jeopardy of AOO spells.

Can anyone find any flaws in my calculations? Or advice in improving the damage? (Keep in mind that I haven't chosen all my items yet so these numbers are only rough estimates.)


Benevolent GM

A homebrew campaign set in the world of Kythmor. The world is the size of the earth, so the adventures will actually only take place in a very small portion of it, but I am leaving the whole world open for possible future adventures. It is my hope to carry this campaign, or series of campaigns, into the highest levels.

This world is entirely of my own creation. This will also be my first PbP experience, so I'll be figuring things out as I go.

More to come soon as I get all the details worked out. The adventure will start sometime in January 2014.