dunelord3001 wrote:
This might work. I was only taking Combat expertise as a Preq for Felling Smash AND quick Dirty Trick. So if I forget Combat exp for Jaguars Grace at 5.
8-Slayer Talent-Rogue Trick(Combat Trick) Combat Expertise instead of Slow Reactions.
So he loses Slow Reactions and Felling Smash. Slow Reactions is nice but I don't draw alot of AOO's as a melee char via smart positioning, withdrawing and wearing a Cestus that can't be disarmed. So gaining Skill with Subdual =/= Felling Smash is limited to Standard attacks (free action). Vs Jaguar Pounce which allows a trip attempt once per round when using SA as an immediate action. This I am not so sure about.
A besides the Initial check to get studied target on, do Slayers need alot of Swift's? Otherwise we might be good.
[spoiler=Proposed Slayer Build]Heat of the Fey Human, +1 Ref, Will saves
This is what he currently looks like
Scott Wilhelm wrote:
I dropped vicious stomp. It needed IMP Unarmed strike and I couldn't see anything I was happy to drop. Besides, If he trips he gets 2 AOO's from the Fortuitious weapon when the foe falls and two more when he stands up. 4 AOO attacks will get the job done on most foes. I am currently Playing a Tripper in another game and Find Greater Trip+ Gauntlets of Skilled Manuvere to be enough that the trip is usually successful. Plus in this build the Trip is not the Main Schtick.
Lastly, I don't want this build to be tied to a particular weapon.
I don't actually have to dedicate much to Crit Fishing when I take Blinding Critical at 16, because at 18 I get senaking precision which allows me to Auto layer the effect as long as I hit them 2x with an SA (Easy as I should have 5-7 attacks at this level)
*Khan* wrote:
Retraining is Game and GM dependent. If it is allowed I'd definately consider it.However my GM tries to acknowledge the rarity of high level chars and so we still encounter a fair few Mid-level humanoids in our games. Hence we do have a number of semi-easy-mid fights against humaniods (he likes high level foes to play smart to wear us down). I counter this by using Trip (when enlarged) at high levels to preseve resources (like spells) till we reach the BBEG when the casters go nova.
Exhausting Critical is nice but it has an extra preq feat that I can't fit in. So the routine will be:
Then when Sneaking Precision comes online (forcing the save every attack until Permanently Blinded for free as long as they are flanked or denied a Dex Bonus) , I'll switch the Dirty Trick to Sickened (Then Nauseated when Dirty trick Master comes online) I rank BLinding as most important since Blind targets can be Sneak Attacked.
My Vision is this guy is not only SA TWF'ing on FUll attacks, but constantly laying negative conditions on his opponets, via Quick Dirty Trick.
Scavion wrote: If we're considering different feat chains, the Cornugon Smash/Shatter Defenses line is really really strong for Slayers. I agree. I LOVE that chain. But I run with the Same GM in all my games and I am playing a Dwarven Warpriest at 16 that has the Conrugan Smash/Shatter Defences plus Trip chain W/Cruel/Fortuitous Weapon and he truly is a Melee beast.Don't want to use the same schtick over and over so I dropped intimidate and added Dirty Tricks.
*Khan* wrote: At the later levels you could think about taking critical focus and some of the crit feats like stunning, blinding or exhausting (no save!). This works really well with Sneaking Precision. Only way I can think to do that is to drop felling smash and that would only get it one level earlier. All the other lower level feats are too important.Now if I do that I could take
Not sure if it's worth Dropping felling smash (at a level where Tripping is still viable as long as I am enlarged. And there are spells for that.)
Surprise Maneuver might be better since I would still have to drop felling smash from the build to add an additional +4 to the CMB at 12 and it scales up (and every +5 buy which your beat for opponents CMD adds another round to the duration) so adding a decent percentage chance to win the CM roll.
*Khan* wrote: At the later levels you could think about taking critical focus and some of the crit feats like stunning, blinding or exhausting (no save!). This works really well with Sneaking Precision. Yes! This is freaking awesome. I never knew about sneaking precision.We the build already has Blinding Critical Via Blinding Strike Talent at 16. Because of the SA Preq. the earliest he qualifies for Sneaking Precision is 18. So it would have to go
This version basically Auto Blinds on an SA Full Attack. Misses out on Kitsune Vengeance and Armored Swiftness
Thanks for that I missed the list when clicking back and forth on the SRD. Here is the Build with your suggestions.
Heat of the Fey Human, +1 Ref, Will saves
Really happy with how this guy is turning out. ;)
avr wrote:
I am going Human because they get An alternate Favored Class Option for Slayer: 1/6 per level which grants an additional Slayer talent at Level 6, 12, 18. I think this is pretty powerful. You are right about the TWF. Facepalm. At 1st level I'd only get my 1st level Char feat and 1 human feat. Heat of the Fey Human, +1 Ref, Will saves
How's This then.
Not dependant on a Particular weapon.
Add a Fortuitous Weapon on the Main hand and this guy is even scairer
Ok, How about now?
I thought about one of the later slots but you can see I have 3 more tablets at 18, 19 and 20 and I don't see anything on the list that actually looks powerful. Human Feat: Two-Weapon Fighting
*Khan* wrote:
Thanks for pointing out my shoddy editing. I actually had TWF and Greater Trip in there 2x. Now I have 2 more open feat slots. I think he does the whole GTR Trip, Blind, TWF, Heaps of AOO's quite well. A blinded opponent auto triggers SA.
Are there any awesome status effects I can later onto the SA?
I considered Dodge and Mobility, maybe even that feat that gives you +2 Circumstance bonus to attack when you successfully use mobility? Not sure.
Hi Guys, Got a Build here but not sure if I am missing something awesome that needs to be in here.
He doesn't fight fair.
Human- Took Slayer Favored bonus for extra Talents. Human Bonus Feat:Iron Will
Also, consider some weapon properties: Keen - Well, duh...
Male Human Ranger 1
Definitely a good idea to hold onto your buffs. We are going in pretty pumped but other than Literally dropping into the center of the lair (which I am not opposed to if the rest of the party is ok with that) the perfect scenario is to be just outside the entrance so we arrive with at least 1-2mins left on buffs running.
This is a CR+4 creature afterall. (Actually kinda crazy we are doing this but I am having a ball.) Other than summoning a bunch of Dinos' I'll be trying to Swift Buff and Full attack to try an keep it busy. Somebody (maybe me) will need to be casting Dimensional Anchor if the Opportunity arises so it can't teleport. Karnog, Freedom of Movt will be essential as none of us can resist it's grab CMB. (Duncan can swift this on Himself, which is why he hasn't cast it yet.) Nym and Kalim will need to shut it down/counter/dispel if they can. Please avoid the antimagic fields guys as we don't have a true FULL BAB char in this party anymore. I did just have a thought. We don't have to leave immediately.
We could promise Half the horde to the Silver as incentive.
Please sound off if you want to see if we can tempt the silver?
Male Human Ranger 1
Guys, based on the description do you want me to cast my party 10min/level and 1min/level spells BEFORE we port in? Resist Energy, Communal As well as
Good Hope- +2 Morale bonus to attacks, saves, ability checks, skill checks and damage rolls. Blood rage- Scaling morale bonus to STR for every -5 damage you have. This is mostly so the melees have a decent chance of hitting the dragon hard. You only get one shot each of moment of Greatness so make it count. I can cast right before we port. (So would take 4 rounds) the last 3 spells would only give us 16 mins to find the creature before they expire.
Male Human Ranger 1
baldwin the merciful wrote:
I literally do this every time we rest. I almost prepped Flaming Steed for Nym cause Batman needs a Flaming, Flying Horse, but decided it was probably too fragile.
"You Merely adopted the dark, I was born in it, Moulded by it" Help Me make BANE my first Bloodrager
Wonderstell wrote:
Well Crap. Ok, Have rejigged the Build to make it legal (No extra rage power feats) And no Ihave no Idead what to do with my
and
Any awesome options?
"You Merely adopted the dark, I was born in it, Moulded by it" Help Me make BANE my first Bloodrager
Cavall wrote: Funny I've always thought of the mutagenic brawler as Bane. I see that. I'm more focused on the Movie version who doesn't take elixir but is just a brutally strong dirty fighing badass. Think of the KO punch when he fights Batman in the sewers as Dazing Assault.
"You Merely adopted the dark, I was born in it, Moulded by it" Help Me make BANE my first Bloodrager
avr wrote:
How about this. Dumps Dirty Tricks in Favor of Dazing Assault 1- Heavy Armor Prof Indomitable Stance, Blood Rage, , Feat - Blind fight, Disruptive Bloodrage (+2 Cast Defensively)
Lost- Imp Dirty Trick, Gtr Dirty Trick, Quick Dirty Trick, Savage Dirty Trick, Gained- Raging Vitality, Extra Rage Power- Reckless Abandon, Dazing Assault, Witch Hunter
"You Merely adopted the dark, I was born in it, Moulded by it" Help Me make BANE my first Bloodrager
Secret Wizard wrote:
How is it too much investment? Plus it's auto On whenever I rage when I get it at level5 due to Arcane Bloodrage -Blur) The bonus is equivalent to weapon focs, Gtr Weapon Focus and Wpn Spec.I am taking nearly all the preqs anyway (Since I need Combat exp for Manoeuvres) and Blind fight is a situationally very powerful feat.
Only thing I'd love to squeeze in is Reckless Abandon since my Heavy Armour, Dex Boosters Armour Training, Plus Blur and a Jingasa of the fortunate soldier should have a nice AC for a 2 hander.
So you have a High AC, Pouncing, Come and Get Me Char
The Savage dirty trick effectively Blinds and Staggers most things and lasts multiple rounds. The question is Is the Quick Dirty Trick Route better than just going with Dazing Assault at Level 11 instead? The effect is very similiar But dirty tricks can last multiple rounds and be stacked. Doing so sucks 1 attack off your full attack. Going the Dazing assault route frees up 3 feat - Improved Dirty Trick, Greater Dirty Trick and Savage dirty trick but costs -5 to ALL attacks. If I went with Dazing Assault what 3 feats or Rage Powers should go in?
"You Merely adopted the dark, I was born in it, Moulded by it" Help Me make BANE my first Bloodrager
avr wrote:
Swapped things around in the post above so that savage dirty trick is taken via extra rage power at the appropriate level. Agree on the other spell effects (spider climb is useful out of combat) but blur for free when activating Rage is nice, especially with the +2 to attack and damage.
"You Merely adopted the dark, I was born in it, Moulded by it" Help Me make BANE my first Bloodrager
For the Bloodline power swaps, how about this 1- Heavy Armor Prof Indomitable Stance, Blood Rage, , Feat - Blind fight, Disruptive Bloodrage (+2 Cast Defensively)
"You Merely adopted the dark, I was born in it, Moulded by it" Help Me make BANE my first Bloodrager
Hi Guys, So the concept here is simple.
So help me with this.
At later levels He'll be crippling foes by dropping Savage Dirty Tricks (Blinded and Staggered mostly) and later included as part of a full attack when Quick Dirty Trick Comes online. Much Later Raging Brutality is just an awesome damage boost. Not looked in on the level 17+ progression. Finally, Being a Primalist lets me swap Bloodline Powers for 2 Rage Powers. What synergises with this theme. The only power I NEED is the BLUR bloodline power. Racial Traits:
Ability Score Modifiers: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes. Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Half-orcs have a base speed of 30 feet. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages. Alt Racial Trait-Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Alt Behind the Veil (1 RP): Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Half-orcs can take this trait in place of intimidating, also gaining the shadow blending fetchling racial trait. (50% Miss Chance in Dim Light) Ability Scores:
Ability Scores: 20pts STR 16 (14+2 Racial) DEX 12 CON 14 INT 13 WIS 12 CHA 13 Lvl20 Concept Build: Name: Olgen Breakjaw
Build: Primalist Steel Blood Blood Rager 20 Race: Half-Orc Alignment: Chaotic Neutral Theme- Bane- "You Merely Adopted the Dark. I was Born in it. Moulded by it." Skills= 4+1(INT)= 5 per level
2 traits- Fates Favored (+1 to all luck bonuses, effectively doubles sacred Tattoo),
Steel blood Bloodrager 1- Heavy Armor Prof Indomitable Stance, Blood Rage, Disruptive Bloodrage (+2 Cast Defensively)Feat - Blind fight,
Item :Cord or Stubborn resolve (Rage Cycling)
Male Human Ranger 1
I know this might bite the party in the rear, but I'm figuring Duncan is familiar with the Greed of Dragon's. With its lair compromised, the Dwarf figures we can teleport there buff up, kick in the door and go to work. At least we could count on the dragon to stay and fight instead of these hit and run tactics to bleed our resources.
Male Human Ranger 1
Thanks, Didn't read up on the banner so was unaware of the overlap. No need to prep it then. As for the Second Teamwork feat, I would definitely recommend Broken Wind Gambit. It's a poor man's version of the Barbarian Rage Power Come and Get me (I ALWAYS take this as a Inquisitor) If you are dogpileing an enemy this is WAY better than Outflank. See Outflank merely increases Attack bonus.
Our AC's are Crazy High already. And our HP is good (Duncan can swift heal) If an enemy uses the free +2 to attack Duncan or Grungsdi (which they won't care about) then EVERYBODY who threatens gets a free AOO.
Oh, and don't forget you count as your own Ally for teamwork feats as well.
Male Human Ranger 1
I am guessing because the rider enchant is considered not worth an actual +1 cost? I mean there is no Inheritors Smite weapon ability listed (probably because it's in a Splat book), but certain additions to weapons, such as Impervious, have a fixed price rather than a +1 or +2 listing. I am guessing the light is a play on the 30% random light emission from the Players Guide. Happy to forgo that part as Duncan has darkvision and can cast light anyway. The other abilities some might question the value. The "Smite" ability is really just a 1/day +4 Bullrush attempt, layered on an attack. There is zero bonus damage in the spells description
There is a feat that actually grants +2 per die that Paladins LOVE. Forget the name.... Here is the link for your reference.
Since the ability description is not called out seperately I thought it would be a fixed price item, otherwise the listing should read Price: +1 enchant I don't want another sword.
Your call on the price, IF you deem it available.
If you think it's overpowered, I'm cool with that and I'll drop it.
Male Human Ranger 1
baldwin the merciful wrote:
Ok So No go on the starmetal. What about the other 2 things? Would the inheritor's Light enchant I spoiler-ed before be allowed if Duncan pays the full price to add it to his current LS? $6,655 Is Good Hope Allowed for Imoedaen Clerics/Warpriest? If not I'll just prep Blessing of Fervour (since it's also awesome) and ask Bellar to consider learning it later. Cheers.
Male Human Ranger 1
Post Edit- Damn website too took long to refresh Unless, Baldwin would this enchantment be available?
Look here:
PFS Legal Inheritor's Light Source Inner Sea Gods pg. 256 Aura faint conjuration and transmutation CL 3rd Slot none; [/b]Price 6,555 gp[/b]; Weight 4 lbs. Description This +1 longsword sheds light as a torch and when drawn emits a shining starburst around the hilt, similar to Iomedae’s holy symbol. Any cure spells or lay on hands effects used to heal the wielder of this blade heal an additional 1 point of damage per die, up to the effect’s normal maximum healing amount. Once per day, the wielder can use inheritor’s smite. Construction Requirements Craft Magic Arms and Armor, cure light wounds, inheritor's smite; Price 3,435 gp What are my intentions?
EDIT: And can someone PLEASE tell me why the Hell Inquisitors get Litany of Righteousness (when they don't have an Aura) but cleric's and warpriest's don't? Spell Loadout for level16
Tactics- Since Iomedaen Warpriests and Cleric can cast GOOD HOPE as a 4th level Ref, Inner Sea Gods, P83 spell I'm gonna prep it. +2 to everything for 18mins for whole party is awesome.
Chains of Light is the one Ref save or do nothing spell clerics get that is actually great at this level so hopefully that can pindown a BBEG
Male Human Ranger 1
I just saw this weapon enchant from Weapon Masters Hand book and nearly backflipped, until I saw it only works with Bludgeoning weapons. Quaking
The wielder of a quaking weapon can strike the ground as a standard action to perform a trip combat maneuver that applies to all foes within a 5-foot-radius spread, a 10- foot cone, or a 20-foot line along the ground. The wielder can trip creatures of any size this way. This trip maneuver attempt provokes attacks of opportunity unless the wielder has some feat or ability that prevents it, and the wielder can never be knocked prone as a result of failing this special trip combat maneuver check.
I have 2 builds planned for this:
Human Warpriest of Gorum:
This build is a Melee Smasher, Built around Tripping, Cleaving, Big hits and AOO by level 7.
By level 9 he prefers to charge a pair of foes, tripping one, hitting it with Felling Smash, then 2x on the ground, Due to Greater trip and probably killing it, (because of 3 2 handed power attacks) then Cleaving Finish into the adjacent foe. 13-15 he is adding Auto Intimidates foes he power attacks, Making them Shaken, Flat-footed and Sickened with his first strike. Via Cornugan Smash and a Fortuitous/Sickening Weapon.[/b] Later levels, through this isn't central to the build, he can First shaken everyone in 30ft and do it again in round 2 making them all frightened. 1.Weapon Focus: Greatsword, H-, Feat- Combat Reflexes, Combat Expertise
And Here is a Dwarven Inquisitor Version:
Inquisitor:
1-Combat Relexes,Domain, judgement 1/day, spell sage, orisons, stern gaze
2- Cunning initiative, Knowledgeable Defense, track 3- Power Attack, Solo tactics,Paired Opportunists- Teamwork feat 4-Judgement 2/day 5-Bane, discern lies,Combat Expertise 6-Spell ScentTandem Trip- Teamwork Feat 7- Judgement 3/day, Improved Trip 8- Second judgement 9- Cleave,Broken Wing Gambit- Teamwork feat 10- Judgement 4/day 11- Stalwart,Greater Trip 12- Greater bane,Outflank, RAGE POWER- Guarded Stance +2 Dodge to AC 13- Judgement 5/day, Cleaving Finish 14- Witch’s Bane Judgement (Ex) 15-Cleave Through, Teamwork Feat- Wild Flanking 16- Judgement 6/day, third judgement, RAGE POWER- Reckless Abandon (-3 to AC, +3 to attack) This Build can still run up and trip a dude (Standard to trip but no felling Smash so no damage), he still hits 2x because of GTR Trip and a Fortuitous Weapon. If he kills (via the 2x 2 handed Raging Power Attacks) he Cleaving Finishes into the next dude. (He can 5ft step because of Cleave through) One less damaging attack than the Warpriest but hits way harder and generates more AOO's for himself in general play due to his teamwork feats.
Actually you could still get 5 Attacks if you had Hurtful. The description for Cleaving Finish:
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat. So cleaving Finish is not actually a special action. It's just a free attack.
To do this you need:
Feat heavy but let's you do 3 things:
Intimidate anyone you power attack. Generate heaps of AOO's when either full attacking moving. A Sickening and Fortuitous weapon is needed to amke this awesome but the combo is brutal
Male Human Ranger 1
baldwin the merciful wrote:
Totally down. I'd like to try a 2 hander Bloodrager (if allowed, I have never played one) or Just some other kind of Full BAB class (probably ranger)
Ok, so cleave on the move to attack might not work but Cleaving Finish Would. That makes Cleave just a preq feat. So you could move +Felling Smash Bad Dude 1, taking 2 AOO'S from Greater Trip.
Most opponents will die after 3 hits from a 2 handed fighter. That would trigger Cleaving Finish letting you hit dude no 2 That's 4 Attacks vs 2 dudes off a standard action.
Hi, Do we think a Cleave Attack (which must be declared) can trigger felling Smash? I know alot of people think Cleave is subpar but having two adjacent enemies is not that uncommon in the games I play. I am thinking of making a Trip Monkey Two Handed Smasher. Using Cleave, GTR Trip, Felling Smash and Cleaving Finish and maybe later Cleave through.Also a Fortuitous Weapon Basic trick is to run up to paired opponents and Declare a Cleave.(using power attack) 1st attack Hits (with a Trip as a rider effect)
Now take your 2 AOO'S on the 1st dude you tripped (for a total of 3 attacks on dude 1) IF you kill dude 1 with the 3 attacks, Cleaving Finish (which can trigger of an AOO) let's you hit the 2nd dude Again. This would be 5 attacks (4 of 5 at your highest BAB) If Dude on Doesn't Die of the 1st 3 hits you will get 2 AOO next round when
Does this scenario work?
Necro'd but I have finally had a chance to play my Warpriest through to level 16 and he's a monster. I am currently Retraining out Steel soul to put in either Weapon Specialisation or Deadly Stroke. The idea was to build around the Cruel and later the Fortuitous weapon enchantments to Debuff enemies and gain extra AOO's from tripping foes. The tripping comes online at 5 with the Auto Intimidates at level 7. (Around the time (+1 Cruel Weapons start being affordable) Now your first hit is dropping Demoralised and Sickened.
At 9- Greater Trip doubles the AOO opportunitites and you need to buy Fortuitous on your weapon for 2 AOO's per opportunity. Felling Smash lets you drop the trip attempt in concert with your first Move +PA Cornugon Smash (Wrathful Aura cast prebattle is also worth considering.) Shatter defences at 11 has you dropping Shaken, Sickened, Flat-footed, Tripped on the initial Move+Cornugon smash combo. Follow up with Trips/AOO's as long as the target is not overly large or flying.
At higher levels,the Trip Combo destroys mooks but hasn't been as useful on the BBEG's and Mini Bosses as they usually are too big (unless you are enlarged) or flying. The Big Demoralised Cornugon smash portion still works on most things. So I needed to come up with a 3rd Trick. The Question is do I just add Weapon Specialisation and call it a day? I generally get alot of AOO attack rolls from the trips but don't end up full attacking alot UNLESS the enemy is flying or too big for me to trip. Mostly we fight outsiders or high CL undead as Bosses.
When I drop Righteous Might I trip the giants no problem but the Outsider/Undead Bosses (examples are Nightshades or advanced Vrocks) I can't trip these but since they are Team evil SMITE works fine. (I am Champion of Faith version) So I am unsure if DEADLY STROKE would be better than Wpn Spl? Deadly Stroke DOUBLES all flat bonuses as well as the normal weapon damage dice.(Which Would include my Smite bonus) Also, Maybe just retrain out Felling Smash for Hurtful?
1-Weapon Focus: Longsword, Combat Reflexes Minor Blessings-Holy Strike (Good), Iomedae's Inspiring Word, Aura, Sacred Weapon- Longsword, Chosen Alignment-Good
Male Human Ranger 1
I have been having a great time but man, not having the Summon Battle Companion ability working reliably has been a major drawback. Summoning in general is awesome (but so awesome I full support banning the broodmaster summoner archetype) and Quicken Spell like ability is usually a really strong feat for Warpriests and Summoners. However, I don't think I would considerating this place and Duncan is pretty busy with using his swift actions already. Totally see why a Paladin would be hard pressed in this game. Not unplayable but would likely get his party killed at early levels. Daniel Arrisen would have LOVED to come here, however I wrote him as dying in Battle at the worldwound after we finished the Cheliax game. He actually was the one who converted Duncan from following Ragathiel and took him to an Imoedaen temple to heal and train after Grimm nearly killed him following and argument when Duncan saw the path he was on.
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