Nefariis Darkspell's page

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Hah - just noticed the "descent" .... please ignore that, there isn't an edit button.


Hey guys, I'm currently playing in a game and where I'm a level 11 unarmed TWF fighter/barb.

After all bonuses, my attacks are +20/+20/+15/+15/+10/+10.

Does that seem alright for level 11 or does that seem a little low? I've never played a character this high before and I have no context to where my fighter should be.

Also, I thought I remembered reading somewhere that there is a rough equation to figuring out the average baddie AC per your level - or did I just make that up?

Thanks,
Nef


Am I not understanding the twf rules correctly?

is twf/itwf at bab +6

+10/+10/+5/+5/+0/+0 or is it just +10/+10/+5/+5?


By homebrew I mean that the DM has 12 Gestalt classes in his game that you can take, but its a mandatory two level dip. For this barbarian gestalt class he has reckless rage and IUS as class feats.

Yeah, and that's why I said that the feats might not be in the right order, but I still should qualify for all of them if I did arrange them correctly.

Any opinions about the build though? are there ways to improve it? and will I struggle to hit since I am effectively taking -6 to hit on all my attacks?


Hey I think I finally figured out what I want to play and I just want to check in to make sure its optimized effectively and that I'm doing the to hit/damage correctly

Ok its starting lvl 6 and I rolled these stats -

str - 16 + 2 racial bonus = 18
dex - 16 + 1 for lvl4 bonus = 17
con - 16
cha - 13
wis - 12
int - 11

I am playing a human variant so I get an extra feat.

So the feats would look like this:

1 - JotunRage(Barb), Reckless Rage(Homebrew), PA(lvl1), WF(Racial), IAS(Homebrew)
2 - Brawler(Barb), Uncanny Dodge(Barb)
3 - TWF(lvl3), BoarStyle (fighter)
4 - ITWF (Fighter), Close Combat(Brawler)
5 - Close Combatant (Brawler)
6 - WS(lvl6), Boar Ferocity (Fighter)

That might not be the exact order, but those would be the feats.

The reason I chose Boar over Dragon is because I qualify for Dragon right now. My DM allows retraining so I will probably switch later on (this is a maybe as it kind of depends on how i like the Demoralize mechanic)

for equipment I have two +1 fire gauntlets

So here is my attempt at yer boi math:

With Jotun/Reckless my str jumps up to 24 (+7)

With brawler rage power and IAS my attacks are 1d6, then with JotunRage they are 1d8

With ITWF I should get 6 attacks (2 main, 2 off, 2 off -5).

My main attack will be (7str + 6BAB + 1WF + 1EB + 1CC -2 PA - 2TWF -2 Size) = +10, my offhand would then be +5, and my second offhand would be +0.

So +10/+10/+5/+5/+0/+0

for damage it would be 1d8 + 2WS + 4PA + 3CC + 7Str +1 EB + 1d6fire

So 1d8+17 + 1d6 per attack and add an extra 2d6 bleed damage if two or more attacks hit.

Ok - so how did I do on the build? and how did I do on my math? Also, with dragon style this looks like it could turn into a fairly brutal build (especially with some str enchantments or monk items).


Ok a little back story to how my thought process came together...

The campaign I am jumping into has been running for 10 years with all roughly the same people, and each person has taken 4 characters up to level 20. So we are on the 5th campaign with the 5th set of characters. What I am trying to do is create an Alchemist/Barbarian archetype that's balanced and fits in with my back story - so I would love to hear and get some thoughts from you guys about my archetype.

I had an idea for a Alchemist/Barbarian/Fighter and created a back story for him that kind of went like this: When I was young my father was a great alchemist, we lived on these isles where magic was forbidden, he would regularly practice his alchemy on me, eventually he was arrested and killed but before then I had escaped out into the woods, I was picked up by a tribe of savages where I learned how to fight.

Well as it turns out (unbeknownst to me) this very thing happened in his game 2 years ago. A guy was adopting kids, practicing magic on them, eventually was caught by the players and killed. This actually gives me a pretty cool plot hook that I'm hoping the DM plays up later because eventually I am going to run into a few of these players that killed my father.

In his game he has quite a few homebrew archetypes. One of them looks like this (Has to take two levels in it)

1st - Jotunrage, Reckless Rage
2nd - Brawler, Uncanny Dodge

As for the alchemist, I am probably going to do vivisectionist. I was trying to fix the RageChemist but it is so far broken that it doesnt seem worth the effort.

Anyways, so my thought was that my father was experimenting on me so why couldn't the rage result from the experimentation and not necessarily be something I can control or as a cause of something I drink (think Bruce Banner).

Rage: Mutagen/Rage are always activated together so with this build the barbarian can only rage twice in one a day (infuse Mutagen for the alchemist discovery = 2 Mutagens) and not whenever he wants. It takes a move action and a minor action to become enraged (to make up for not having a potion, plus it should take at least a second or two to bulk up). When dealt physical damage, the player has to make a DC 15 Will save to not automatically go into a rage (If he fails he goes into a rage as a immediate reaction). If the player has already used both of his rages for the day and gets hit again and fails his will save, the player becomes fatigued for 1d4 rounds. The player gains a 3rd rage per day at level 12.

As you can see I am trying to build somewhat of a hulk type. I thought it would be corny though if after I raged I quaffed a mutagen potion (I just can't picture the hulk drinking a potion). I added the DC 15 save because at the end of Avengers, Bruce Banner does start gaining control of his powers. It seemed fitting that this guy should be able to do the same once he gains more control over it. And by limiting the barbarian to only two rages a day, I thought it might be more fair to give him a 3rd at level 12.

So what do you guys think and is there something that you would change?


yeah I dont think Im a big fan of the feral stuff, it just seems a little too weird for me.

and enlarge person and Jotun wouldnt stack.

I think the character concept kind of has a Bruce Banner feel to it, alchemist doing experiments, does testing on himself, and ends up turning himself into a monster when he gets pissed.

The dramatic display then would be like at the end of Avengers when he is jumping from building to building being terrifying.

Does anyone have any thoughts, possibly better feats, or weapon suggestions since I get a free weapon proficiency?

Would it be better just to do Barbarian/Alch and cut out the fighter even though he adds 3 extra feats in 4 levels?


Hey guys, I wanted to try something new but I thought I would get some feedback on what I have come up with so far.

This is a homebrew world/campaign and everyone is the same race.

The Race (humanoid) gets this - +2 in any two stats, 1 bonus feat, 1 free weapon proficiency, starting level is 6

So what I am thinking is this:

1 - Jotunkin Barbarian
2 - Vivisectionist Alchemist
3 - THF Fighter
4 - THF Fighter
5 - THF Fighter
6 - THF Fighter

Feats:

1 - JotunRage(Barb), Fast Movement(Barb), Power Attack(Bonus), Furious Foucus(Level 1), Weapon Proficiency(Not Sure yet)
2 - Alchemy, SneakAttack, Brew Potion, Mutagen, Throw Anything (All Alchemist)
3 - Weapon Focus (Fighter), Stepup (Level 3)
4 - *Bonus Feat*, Shattering Strike
5 - Overhand Chop (Fighter)
6 - Weapon Specialization (Bonus), *Level 6 Feat*

For the extra feats I was thinking about dazzling display and dramatic display for some flavor (but if you guys think there are better, let me know).

The method behind the madness.

This is going to be a str/con build with str as the primary stat

At level 6 I believe the str should look like this:
18 (base) +2 (race) +1 (level 4) +2 (Giant's Belt) = 23

Now when you drink a Mutagen and Rage you get +8 for a total of 31

I think dipping into alchemist is worth the -1 bab because for a few rounds you get +2 to hit and +2 to damage plus you get sneak attack damage.

Then use a large weapon which would turn into a huge weapon.

Which is why I was thinking dazzling display and dramatic display, because witnessing a man wield a huge anything with 31 str would be absolutely terrifying.

I haven't decided yet on which weapon yet though, maybe the crit route maybe the damage route. Anyone know which is better later levels?

So what do you guys think?