Magma Dragon

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I have a Sunderer Barbarian at level 6, she just hit 7, and I find myself bored with merely doing damage and finding creative uses for Sunder against the non-humanoid targets we seem to always be fighting; I'm looking to multi-class as we could use some battlefield control. The party consists of a Blaster Sorceror, 2H Fighter in Medium Armor apparently determined to tank, and a Cleric who switched out to a Gunslinger.

My build is as follows:
Race: Kobold
Racial Traits: Dragonmaw, Dayrider , Wild-Forest Kobold
Traits: Dangerously Curious, Berseker of the Society, Adopted: Elven Reflexes
Class: Armored Hulk Barbarian
Base Stats: Str 15 Dex 18 Con 16 Int 14 Wis 14 Cha 12
Feats/Rage Powers:
Power Attack
Lesser Beast Totem
Rage Power: Reckless Abandon
Superstition
Improved Sunder
Beast Totem

All of the above cannot be changed. My DM is locking me to my choices made after I was forced into this class, which is what's most disheartening and frustrating - this is my first PnP and thus PF game, and he knows that.

Equipment: +1 Adamantine Earthbreaker, 5 Throwing Axes, +2 Stoneplate, +2 Con necklace w/ +2 atk 6 uses/day (DM made this as part of the plot), Belt of Giant's Strength; Very Recent Acquisitions: +2 Int headband, Lesser Belt of Mighty Hurling

I thought an Oracle might be fun despite my 12 CHA. After doing my research into the spell list, mystery options, and Rage Prophet PRC, and even creating prior topics on the matter, not so much anymore.

I'm considering Witch (maybe Hedge Witch?), Wizard (BF control spells, most character-fitting as she was a Magus before the class change), and Alchemist (cognatogen/mutagen, status-inducing bombs, etc.). Swapping out the Stoneplate for a Breastplate and grabbing Arcane Armor Training and later Arcane Armor Mastery would help lower the spell failure chance. I guess I'd consider staying straight Barbarian if it could be made more interesting, but I don't see how. The way my DM plays out enemies, a CAGM build is worthless.

All that said, I just want to find some way to have fun with this. I'm stressed to the point I'm about to quit the group since it's affecting the rest of my life, except they're friends and I do enjoy playing with them apart from this issue. I'd appreciate any help you could give me. Thank you.


Things went alright last time, Sunderer looking good. Twist: We're now rotating GMs. This time, we lost our Cleric healer. I'm thinking of MCing into Oracle to make up for that. While the cleric's gone, I can play support AND healer via rage-cycling/Moment of Clarity, and drop to back-up healer, main support when he's back.

Proposed continuous build, focusing on Sunders via Natural Attacks. Rolled 4 kept best 3 for stat gen so they're a bit high despite the race.

Race: Kobold
Racial Traits: Dragonmaw, Wild-Forest Kobold, Dayraider
Stats: Str 15 Dex 18 Con 18 (necklace loot, 16 base; maybe AoMF later) Int 14 Wis 14 Cha 12 (Yes, Cha is low. I was originally under the impression I was being forced to single-class.. Long story.)
Traits: Berserker of the Society, Adopted: Elven Reflexes, Dangerously Curious; Drawback: Pride

Class: Armored Hulk Lvl 5 (Locked out of Urban, unfortunately via GM. Would've been awesome for this.)

1 Barb 1 - Power Attack
2 Barb 2 - Lesser Beast Totem
3 Barb 3 - Improved Sunder
4 Barb 4 - Superstition
5 Barb 5 - ERP: Reckless Abandon
--Set in stone before this--
6 Barb 6 - Beast Totem
7 Barb 6/Oracle 1 - Tail Terror, Battle Mystery, Lame Curse. Maneuver Mastery - Disarm
8 Barb 7/Oracle 1 - Greater Beast Totem
9 Barb 7/Oracle 2 - Combat Reflexes, Enlarge Person
10 Barb 8/Oracle 2 - Witch Hunter
11 Barb 8/Oracle 3 - Dazing Assault, War Sight
12 Barb 9/Oracle 3 - Come and Get Me
13 Barb 9/Oracle 4 - Extra Rage Power: Spell Sunder, Fog Cloud
14 Barb 10/Oracle 4 - Strength Surge
15 Barb 10/Oracle 5 - Greater Sunder

Since I'm focused on sundering via Natural Attacks (bite, claws x2, tail terror) and rage, BAB doesn't need to be focused on as much for iteratives, and considering how quickly our group focuses spellcasters down, I'm thinking Spell Sunder can wait. I could also just drop Beast Totem and Greater BT til later (since my +2 Stoneplate and 91 raging HP is serving me well), say 10/11, and pick up the Spell Sunder line sooner, grabbing an earlier start on Oracle...maybe even just switching straight to Oracle up to 15. Though if I do stay Barb one more level, I get that rage power though I don't gain anything from the archetype.

Also considering Dual-Cursed Metal Oracle instead with Lame, paired with Tongues as the non-improving curse. Or maybe Clouded Vision for fun RP - she'll be close-up anyway for CAGM and Oracle's Burden would be sweet. Would be a great counter to BBEGs and Mages too. If I drop the DC archetype, Lead Blades + Enlarge would rock (the former I could enchant armor with), and the Sorceror seems to be going blaster. Before she was killed by a 300-esque rain of javelin-sized scorpion arrows, this character did use a katana, so Iron Weapon could be a nice throwback.

Thanks for reading! Thoughts, suggestions? :)


So that Magus was deemed too OP, the class was banned, and she died after slaying a fleeing enemy and failing to make an impossible reflex save. She was true revived, but came back as a dragon-heritage (my choice) Kobold Barbarian. due to a flawed stone. (Race/Class was rolled.) I was given a choice of one of the 1st party archetypes that replace Fast Movement, and settled on Armored Hulk.

I'm looking to effectively NOT be an OP Barbarian, but I do want to do more than hit things in combat, and maybe set enemies up for my teammates a bit. I have the option of trading Human racial bonuses and the bonus feat for all the Kobold bonuses and penalties. Can shift stat values around, but not adjust them. I'm considering the two builds below – Sunderer and Tormentor/Intimidator

Kobold Stats

Build One - Sunderer
Stats STR 20 DEX 16 CON 18 INT 12 WIS 14 CHA 14

Traits Reactionary, Dangerously Curious, Princess (+1 to Intd, Diplo Class Skill), Considering Highlander for Stealth CS instead despite high armor pen.
Drawback Cruel

1 Power Attack, Improved Sunder
2 Superstition
3 Extra Rage Power: L. Beast Totem
4 Witch Hunter
5 Extra Rage Power: Reckless Abandon
6 Beast Totem
7 Greater Sunder
8 Spell Sunder
9 Combat Reflexes
10 Greater Beast Totem
11 Extra Rage Power: Surprise Accuracy
12 Come and Get Me
13 Dazing Assault
14 Unexpected Strike
15 Extra Rage Power: Strength Surge
16 Eater of Magic

Weapons: +2 Furious Dueling Courageous Greatsword/Battleaxe/Earthbreaker Small/Med/Small Size; Dragon Breath 1d8 per 2HD x2 Crit, Fire Dmg, 15ft cone, DC 15 Reflex to halve; Claws x 2 1d3 x 2 Crit
Defense: AC: 25 (10 + 11 (+2 Mail of the Dead/Stonecoat) +4 Dex ) Touch AC:14

+18/16 CMB to Sunder Item/Spell by Level 7 with Bracers of Maneuver Mastery, not counting stat bonuses.

Running Sunder build since there’s no size penalty, and DM likes constructs. If the DM rules against Spell Sunder, I can just pick up Surprise Accuracy earlier. AC will be increased with a Ring of Deflection. Debating between Amulet of Nat. Armor or Mighty Fists. 17 Modifier to Intimidate if I want to cause Shaken for fun. Here’s hoping the DM let’s me trade in my Blackblade for a +1 Furious weapon..

Build Two - Tormentor
Stats STR 20 DEX 14 CON 18 INT 12 WIS 16 CHA 14
Traits Reactionary, Dangerously Curious, Princess (+1 to Intd, Diplo Class Skill), Considering Highlander for Stealth CS instead despite high armor pen.
Drawback Cruel

1 Power Attack, Improved Sunder
2 Reckless Abandon
3 Extra Rage Power: Dazzling Display
4 Animal Fury
5 Intimidating Prowess
6 Intimidating Glare
7 Cornugnon Smash (If DM allows.)
8 Terrifying Howl
9 Shatter Defenses
10 Surprise Accuracy
11 Furious Focus
12 Come and Get Me
13 Dreadful Carnage
14 Increased DR
15 Skill Focus: Intimidate
16 Increased DR

Weapons: +2 Furious Courageous Greatsword/Battleaxe/Falchion Small/Med/Small Size; Dragon Breath 1d8 per 2HD x2 Crit, Fire Dmg, 15ft cone, DC 15 Reflex to halve
Defense: AC: 25 (10 + 11 (+2 Mail of the Dead/Stonecoat) +4 Dex ) Touch AC:14

+22 to Intimidate at Level 5, +27 at level 10

Guarantees Shaken against anything not stackin Wisdom from level 5 onward, guarantees it to anything at 10. All this assumes I don’t raise the +4 bonus to Intimidate from gloves any higher.

I recall that after +27 static dmg, crit range matters more, but a suboptimal weapon would help my goal. How can I improve/make worse? Too good? Just right? Thanks for reading and for any help you can give! ^__^

Edit: Formatting


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Hello Paizo Advice forums!! Nice to meet you~ I'd like your help, if you're willing.

So, my DM made my life just a little more difficult today~ He ruled that Enforcer would not work as-is with a lethal weapon (the spell is dealing the damage, not the weapon), which outlaws my BlackBlade unless I take the standard -4 penalty.

My question is thus: What seems the best course of action to achieve non-lethal damage on a lethal weapon in order to use the Rime+Frostbite+Enforcer combo to its full potential?

I'm limited to PG I/II, Advanced Series, and Ultimate Series sourcebooks, sadly. That 3rd party feat accomplished my goals perfectly... I am allowed to attempt to make a case for 1st-party feats outside the above scope.

Character: Ayame
Race: Human
Class: Bladebound Hexcrafter Magus Lvl 5

Stat Spread: 18 STR, 16 DEX, 14 CON, 20(+1) INT, 12 WIS, 14 CHA
We went heroic on stat rolls and I got lucky. Racial bonus given to INT because of Hex's DC formula. Considering I'm looking to eventually run Heavy Armor and a Transmog. Build, I may see if my GM won't let me move 2 points from Dex into Con.

Traits: Magical Lineage (Shocking Grasp), Reactionary, Student of Philosophy
Drawback: Cruel
Drawback for extra trait plus flavor since there's a fair bit of RPing done, ML on SG instead of FB for versatility. I also don't see where I could gain much from multiple Metamagics that I couldn't use a rod for.

Feats:
1 - Enforcer, Rime Spell
3 - EWP: Katana
4 - Hex Arcana: Slumber
5 - Craft Wondrous Item, Extra Hex: Flight

Skills: Fly, Knowledge (Arcana), Spellcraft, Intimidate (+4 roll bonus via crafted item for +14 total to roll; looking to get that roll bonus even higher when I have more gold)

Weapons
Black Blade Katana, Katana, Sap, Comp. Shortbow +3 (Wondering if it's necessary with Fly but sometimes it's good to keep your distance, yeah?)

She was originally a ninja/magus multi-class char. (hence the name and katana) but I was forced to single-class due to over-complicating things and slowing the game down due to my inexperience. I still liked the ninja feel, and wanted to retain it. I'm considering a dip into CB Sorc later for the Moonlight Stalker tree..

Loot is random to a degree (no paladin loot for instance, since we have none) but it's given to another if it's more useful to someone else. This has left me with a pretty low WBL atm and I've been a little unlucky on loot drops (Nothing overly amazing for any of us, honestly.), so I picked up Craft Wondrous Item to alleviate that. Also, with such a high Spellcraft and a Ring of Sustenance (2/7 days so far..) and eventually a Wand of Rope Trick (or if I can get my Sorcerer to always prepare it..) it will allow me access to useful and appropriate gear with minimal downtime sacrificed.

Proposed Solutions
Weapon Focus and Stage Combatant allow me to get around the aforementioned -4 penalty and use my BlackBlade to deliver Frostbite Intimidates. I'd have to wait a couple more levels (Thanks for the +0 BAB at lvl 1. :< ) or just keep it a "katana" for flavor but effectively a scimitar.. The katana just seems better for a STR build, however.

Not fully obtainable 'til Level 7, when I get the +5 BAB. This also assumes I drop a current feat for Weapon Focus. I'd have to use the Sap til then.

A Merciful weapon, say her back-up Katana, would also allow me to bypass it. However, I don't like the action economy loss of switching/dropping and switching weapons. Teleport Blade doesn't seem worth losing the AP point either - I'd rather use it for Arcane Accuracy (I'll get that at 6) or a similar Arcana.

My intentions were to make the back-up an Adamantite weapon, and add Spell-Storing to it later, but Merciful could work too/in addition. For now, I'd most likely have to use the Sap for my N/L attacks unless I dropped the early extra Hex in favor of the two feats. I've thought about picking up Craft Magic Arms and Armor but that seems like too many craft feats on a non-crafter-themed character. (Arguably, one is too many.)

I'd love to hear your thoughts on this, and if you've found another, maybe even better, way to solve my situation. Thanks for reading, and I hope for responses~