Thunderbird

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Organized Play Member. 102 posts. No reviews. 2 lists. 1 wishlist. 8 Organized Play characters.


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from a logical stand pint you can also say that there is oxygen in the blood and therefor you would not automatically suffocate you just cant breathe like holding your breath after you forced out your breath.


You can go skald into Rage prophet might be an interesting way to go.


Scaled Fist 1, Iroran Paladin X with aesthetic style and chain will let you do that


What this feat lets you do is move 10 feet back and charge again it lets you get lanceing damage every round


Grom Kranock wrote:
Would the Cavaliers Aid Allies and the Halflings Helpful Halfling stack or would they both just increase the base?
d20pfsrd wrote:
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

The way it is written (it is written in the book the same) it says it doesn't replace anything so it adds a whole +3


LVL 15 Aid for +14AC Can do it as a standard, move, and AoO.
Animal companion that can intimidate and Aid for +5 using bodyguard
Gives +5 Luck to adjacent with Blundering Defence
Can give +11 Nat with draconic defender.
Can give +2AC for a negative -1AC with a swift
And a bunch of other stuff that has users per day

BUILD:

Race: Halfling
Alt Race Traits: Fleet-footed
Traits: Helpful, Cautious Warrior
Global level: 1| Class level: Monk 1| Class abilities: Advice (Inspire courage)| Feats: Improved unarmed strike, Dodge, Toughness

Global level: 2| Class level: M1 Cavalier 1| Class abilities: Sworn Defence, Challenge 1/day, Order (Order of the dragon), Tactician| Feats: Escape route

Global level: 3| Class level: M1 C2| Class abilities: Order ability (Aid Allies)| Feats: Cautious Fighter

Global level: 4| Class level: M1 C3| Class abilities: Intercept | Feats: Body Guard

Global level: 5| Class level: M1 C4| Class abilities: Challenge 2/day, Expert Trainer| Feats: Blundering Defence

Global level: 6| Class level: M1 C4 Paladin 1| Class abilities: Weal's champion, Detect evil, Aura of Good

Global level: 7| Class level: M1 C4 P2| Class abilities: Divine Grace, Lay on Hands| Feats: Horse Master

Global level: 8| Class level: M1 C4 P3| Class abilities: Tactical Acumen, Battle Field Presence| Feats: Harrying Partners

Global level: 9| Class level: M1 C4 P3 Investigator 1| Class abilities: Alchemy, inspiration, Trapfinding| Feats: Combat Reflexes

Global level: 10| Class level: M1 C4 P3 I2| Class abilities: Ceaseless Observation

Global level: 11| Class level: M1 C4 P3 I3| Class abilities: Keen recollection, Trap sense, Investigators Talent (Effortless Aid)| Feats: Crane Style

Global level: 12| Class level: M1 C4 P3 I3 Golden legionnaire| Class abilities: Authoritative Command, Defy Danger +2

Global level: 13| Class level: M1 C4 P3 I3 GL 2| Class abilities: Intercept, Unified Defence +2| Feats: Stand Still, Crane Wing

Global level: 14| Class level: M1 C4 P3 I3 GL 3| Class abilities: Allied Retribution

Global level: 15| Class level: M1 C4 P3 I3 GL4| Class abilities: Improved Aid| Feats: Swift Aid, Draconic Defender

Items
+2 benevolent shield
+2 benevolent armour
Ring of tactical presence

Fighting defensively bonus: +11 AC [2 (bace) +1 (Cautious Warrior) +2 (Cautious Fighter) +1 (Acrobatics) +4 (Crane Wing) +1 (Crane Style)]
Aid another bonus: +14 [4 (Helpful) +1 (Improved Aid) +3 (Aid Allies) +1 (Allied Retribution) + 2 (Benevolent shield) + 2 (Benevolent Armour) +1 (Ring of tactical presence)]


Other:

Draconic Defender: +11 Natural
Blundering Defence: +5 luck (adjacent)
Advice: +1 Hit, +1 Dmg Competence (standard start, free) (all allies)
Challenge +2 attack circumstance (all allies), +1 AC
Weal's champion +1 DMG Competence +½ Cha Hit

Animal Companion
Boar
Bodyguard Archetype
Size Medium; Speed 40 ft.; AC +6 natural armor; Attack gore (1d8); Ability Scores Str 22, Dex 15, Con 19, Int 3, Wis 13, Cha 4; Special Qualities low-light vision, scent, ferocity. Feats Additional traits (Adopted (helpful), Fools for friends), Bodyguard, Intimidating Powerness, Dazzling Display, Weapon Focus (Gore), Skill Focus (Intimidate)

[edit:] I forgot the archetypes Holy tactician Paladin, Honor Guard Cavalier, Empiricist Investigator, Sensi Monk


Take Knowledge is Power and make a Reach Trip build, Smart people know that there is more than just BARBARIAN SMASH!


Dragonskin grip is an easy and cheap way to get +2
Tunic of Deadly Might is a little weirder way to get +2


Is this question about the largest number of dice or the largest weapon possible


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Using the custom weapon creation rules from Weapon masters handbook and the custom magic item creation rules it would be:
Weapon:
simple (4 Max DP)
One handed (+2 Max DP)
Improved Critical Multiplier (3DP)
x3 Improved Damage (3DP)
tool (musical instrument) (0, +3x Price of guitar (15)
Cost of weapon: 21GP
Ghost sound 900GP (spell level (1/2) x CL(1) X 2000 x skill based(.9))
Total cost 921 GP for This weapon


I would go with the Dragonheir Scion fighter archetype. The flight is delayed and gets less feats but there are some nice abilities, especially the arcane strike which would allow extra damage without the arcane pool. If you are concerned with flight, you can get the Animal Totem Tattoo with the dragon totem. It would give you 5 min of flight a day.


I would have it cast spells that do energy damage (EX: fireball) modified by an ability that works like Versatile Evocation of the Admixture school of wizard but have it activate every time and you roll a d4 with it to determine what the damage type becomes


I would look at the Storm Kindler prestige class (called Master of Storms on d20pfsrd) I think it is vary thematic and adds a couple cool features but there is some overlap with the Storm Druid archetype. Remember you can cast spells while in your whirlwind form.


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He cannot use a bukckler


I would Go Ranger 2 instead of Swash with the combat style Faithful (Desna) Which would let you get Weapon Finesse


There is a fighter arcatype that gives more than one style called virisan free style fighter


What is the feat that gives your wings natural attacks would like to know for my own builds :)


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Oxylepy wrote:
That would drop my bab, though. If you know of any classes with a +1 bab, +1d6 sneak attack on first level, though. Plus there is resistance and +3 natural armor with the DD

Snake Bite Brawler

And I do not see the benefit of Str When You Get Dex to damage


Blake's Tiger wrote:
Um... 8th level.

The reason I thought It might be first is because it replaces the 4th level hex with a first level ability

Quote:

At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.

This replaces the witch’s hex gained at 4th level.


In particular I am talking about the gravewalker witch ability: Possess Undead

Possess Undead wrote:

A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability.

This replaces the witch’s hex gained at 8th level.


if an archetype does not say when you get an ability when do you get it?


Skald 3 Oracle of life 4 Rage Prophet X
With the Lesser celestial rage power and take extra rage power (moment of clarity) Link every one and heal them 5+lvl-3


Any class that gets access to fighter feats and two feats from the Weapon master handbook

Martial Focus (Combat):

You have honed your skills with a group of related weapons.
Prerequisite: Base attack bonus +5.
Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls.
Special: The Martial Focus feat counts as the weapon training class feature with the chosen fighter weapon group for the purpose of weapon mastery feat prerequisites and what weapons you can use with weapon mastery feats.

Advanced Weapon Training (Combat):

You are specially trained to use your weapon skills in new ways.Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature. Special: This feat can be taken more than once, but at most once per 5 fighter levels.
Special: Fighters that have the weapon masterAPG archetype can select this feat beginning at 4th level. The benefits of a weapon master’s advanced weapon training options apply only to his selected weapon rather than all weapons in the same fighter weapon group, and he can’t select the weapon specialist advanced weapon training option. A weapon master can select this feat as a bonus feat; if he does so, it doesn’t count for the purpose of the requirement that it can be taken at most once per 5 fighter levels.

With the Fighter’s Finesse option

Fighter’s Finesse (Ex):

The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to the associated fighter weapon group (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat before choosing this option.


Seth Dresari wrote:
I do not believe Heroes of the Streets or Dirty Tactics Toolbox are allowed for PFS yet, and I think they recently banned the creation of new Kitsune characters. Which sucks because I wanted to try out the Wrecking Mysticism curse.

the books were added and Accomplished sneak attacker feat is allowed

and you can still make a Kitsune


How about the unchained monk of the mantis.
Full bab -check
Sneak attack -check
abundant step or ddoor -check

I think that would work well.


Cult Leader warpriest of pharasma would do that


That is cheep for what it dose so I would suggest to make it cost 500 GP and have it so it can change from the shield mode and the axe mode with it enchant as a double weapon (one for the sword and axe and the other for the shield) changing modes is a free action chosen at the beginning of your turn

and then add the enchant of
Charge: when you hit with this weapon it gains one charge point to the maximum of 1. as a swift action you can spent a charge point to do one of the following :
when welding a shield your shield gets a +2 enhancement bonus this stacks with any existing bonuses up to a maximum of +10
when wielding a weapon in two hands
your weapon gets a +2 enhancement bonus this stacks with any existing bonuses up to a maximum of +10

alternatively you can spend all renaming points to do massive damage

your blade lets of immense power if your attack roll is higher than the opponents touch ac then your blade deals 1d10 + 2 force damage per point spent the sword has no need to hit your opponent for this to activate

at the end of the round all points left in the blade are reset to 0

Faint conjuration; CL 7th; Craft Magic Arms and Armor, rage, shield, ; Price +2 bonus.

Greater Charge
this dose what Charge dose but the Charge pool increases to a maximum of 3
Faint conjuration; CL 7th; Craft Magic Arms and Armor, rage, shield, ; Price +3 bonus.

this would make it more reasonable for the things that it gives


Magical Knack, Sorcerer dose not work for eldritch heritage it improves caster level not sorrier level

remember you only can trip a certain amount a day with the eldritch
your trip will be pretty low on both builds
and the net is only effective vs 1 creature

if you like less magic you can use this build
16
10
14
10
10
16
Class – (Cavalier Daring Champion, Order of the Cockatrice) 1 then Bard 4, Battle Herald 6
Race Half-Orc, Sacred Tattoo alt trait
1- combat expertise
3 - improved trip
5 - weapon focus (guisarme)
7 - Greater Trip
9 - dazzling display
11 - intimidating Prowess

the builds have nothing wrong with them i just don't see how the would deal with a high str baddy


Avoron wrote:

Here it is: the new and improved Vital Strike build

** spoiler omitted **
** spoiler omitted **...

you forgot the monk of the four winds..but i am guessing u meant to put it there


Avoron wrote:

For all of my adoring fans out there wondering if this build is mythic, it is not. Hence the lack of mythic abilities. It's just a martial who gets nice things.

Some of you seem to be wondering how this build makes 5 vital strike attacks in a single round. You may also be wondering why a gun-based vital strike build took twelve levels in Monk of the Four Winds.

Both questions are answered by a single ability: Slow Time

Slow Time (Su) wrote:
At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.

At least in the theorycrafting universe, Slow Time is often used for Vital Strike. But by default it only works with melee attacks, which is the reason behind some of the contingent action shenanigans.

The first Vital Strike comes from triggering the contingent action that was used before combat to buff.
The second Vital Strike comes from drinking (but not expending) a potion of contingent action as a move action with Raging Drunk, then triggering it.
Then the Gunner uses slow time as a swift action by spending his 5 temporary ki points, gaining three extra standard actions. His options are limited, but one of those options is taking a move action. As a move action, he drinks his potion again and triggers it for a third Vital Strike. He does this again for a fourth Vital Strike. He does this again for a...

Aww I was about to make my build do the I guess I still will though


alexd1976 wrote:
I wasn't paying close enough attention, there were THREE vital strikes? Yeah, you can't do that... can you?

not 3 not 4 but 5


Avoron wrote:

Here's a build that is absolutely ridiculous and would never, ever be used in an actual game.

But hey, that's why we're here.
Blood of Angels wrote:
Not all aasimar are descended from humans. Aasimars can be born of any intelligent race, though human aasimars are the most common....It should be noted that while any creature that breeds with a celestial may give birth to half-celestial offspring, only humanoids can give birth to aasimars....Non-human aasimars have the same statistics as human aasimars with the exception of size. Thus a halfling aasimar is Small but otherwise possesses the same statistics and abilities as a human aasimar—the difference is purely cosmetic.

The following aasimar character is descended from rune giants, and therefore has a starting size of gargantuan, increased to colossal by permanencied enlarge person.

** spoiler omitted **
** spoiler omitted **...

so first you get knocked down with every use of the gun

second he still is fatigued because of the wording of furious finish and the ioun stone
the ioun stone states when you would become fatigued you are sickened and Furious Finish states you are fatigued even if normally not possible
since it dose not say when you are fatigued you become sickened and remove the fatigued
but you are instead sickened you are fatigued
third in the calculations you show you do not account for DR


chbgraphicarts wrote:

Unfortunately, without Feral Combat Training, Pummeling Charge only works with Unarmed Strikes.

Even WITH FCT, Natural Attacks working with Pummeling Strike/Charge was always a little suspect, and really up to DM discretion.

I do have faral combat training


Carla the Profane wrote:
You might want to look at this build and this post for inspiration (spoilers!)

I was thinking of that earlier and thought it would just be a little more damage for a lot more time but you convinced me to try and well it worked...

I reworked my build a little
take away weapon focus unarmed strike, natural spell and Multiattack replace with Pummeling Charge, Reckless rage and raging brutality
give the barbarian the Wild Rager archetype
change form mega raptor to Octopus, Giant Lake
NEW DPR 1996.115
a 811.735 Dmg difference


Avoron wrote:

Here's the highest damage sneak attack natural weapon build I can come up with off of the top of my head; a bit unoptimized, and it might have a few errors, but it will suffice for this purpose, as long as it steers clear of effects requiring Will saves.

** spoiler omitted **
I'm assuming you are not counting alchemists as spellcasters because of the simple fact that they are not. But if it makes a difference, the character could get by fine forgoing all extracts and just UMDing wands of the necessary buff spells (which is really only one, but I never say no to a free AC boost).

With his buffs up and his boots or armor activated, this character has the following attack routine an a charge:
Bite +47 (1d8+25+22d6+44) average 150.5
Claw +48 (1d6+25+22d8+66) average 193.5
Claw +48 (1d6+25+22d8+66) average...

Ok first you never qualify for Nimble Striker, Or Vicious Claws Because you do not have the claws or sprinter rascal trait

Second you have to grapple the thing for 2 of your attacks With the cmd of 60 (that is what I am guessing because everything else is from The Tarrasque) and you don't even have a grapple attempt in this
and on you should only get 20 sneak attack dice with sap master
So it should be 20d6 +60
And my I ask how you got that strength
Sorry if I am forgetting something this is just what I got from looking at the build


Secret Wizard wrote:
You cannot combine Brawler's Flurry with natural attacks, not even with FCT.

good thing i am not this is just a normal attack


with the Errata the new overall is
OVERALL 1184.38 (95.3325*4 + 80.28 + 80.7975*5 + 84.36*3 + 80.7025 -15)
i lost 68.9225 points of damage
at least I am still over


Wild Barbarian Mauler
Human mutagen-mauler 14 Brawler/4 Druid/2 Barbarian
Domain (Travel)

Gear:

Mammoth hide 11,665
Helm of the mammoth 8,500
Cloak of the Wyvern 78,600
Amulet of mighty fists 36,000
monks robes 13,000
belt of strength and con 90000
headband of cha 6 90000
tome of strength 137,500
tome of con 137,500
tome of cha 2 55,500
Amulet of mighty fists 5 125,000
2x Boots of Speed 12,000
758573
defense
rest of the money

Feats:

improved unarmed strike
power attack
Weapon Focus (bite)
edit this is before returning natural attacks to original die
Pummeling Style
skill focus Knowledge (planes)
eldritch heritage (abyssal)
extra rage
weapon focus (unarmed strike)
Improved Critical (unarmed strike)
improved eldritch heritage (strength of the abyss)
Horn of the Criosphinx
Feral combat style (Bite)
Martial Versatility (Feral combat style)
shaping focus
racial heritage kobold
Natural Spell
tail terror
traits
berzerker of the society
reactionary

Damage Calc:

9 of (1 fore-claw mega-raptor +1 tail slap, 2 claws Feral Mutagen + 2 talons mega-raptor + 1 gore helm of the mammoth lord + 1 sting cloak of the Wyvern+ 1 bite mega raptor)
h = .95 (19 Bab + 22 str + 6 enhancement + 3 mutagen +1 haste - 1 size - 5 power attack + 5 reckless abandon - 2 secondary = 48) hits on all but nat 1
d = 73.5 (12.5 average roll of 3d8 + 46 str + 5 power attack + 3 mutagen + 6 enhancement)
s = 14(14 average of 4d6)
t = 1 (19-20 critical focus feat)
c = 1
total 89.6325
2 of (first unarmed strike and haste)
h = .95 (19 Bab + 22 str + 6 enhancement + 3 mutagen +1 haste - 1 size - 5 power attack + 5 reckless abandon +1 Weapon Focus = 51) hits on all but nat 1
d = 78.5 (12.5 average roll of 3d8 + 46 str + 10 power attack + 3 mutagen + 6 enhancement)
s = 14(14 average of 4d6)
t = 1 (19-20 critical focus feat)
total 95.3325
1 of (second unarmed strike)
h = .95 (14 Bab + 22 str + 6 enhancement + 3 mutagen +1 haste - 1 size - 5 power attack + 5 reckless abandon +1 Weapon Focus = 46) hits on all but nat 1
d = 78.5 (12.5 average roll of 3d8 + 46 str + 10 power attack + 3 mutagen + 6 enhancement)
s = 14(14 average of 4d6)
t = 1 (19-20 critical focus feat)
total 95.3325
1 of (third unarmed strike)
h = .95 (9 Bab + 22 str + 6 enhancement + 3 mutagen +1 haste - 1 size - 5 power attack + 5 reckless abandon +1 Weapon Focus = 41) hits on all but nat 1
d = 78.5 (12.5 average roll of 3d8 + 46 str + 10 power attack + 3 mutagen + 6 enhancement)
s = 14(14 average of 4d6)
t = 1 (19-20 critical focus feat)
total 95.3325
1 of (fourth unarmed strike)
h = .80 (4 Bab + 22 str + 6 enhancement + 3 mutagen +1 haste - 1 size - 5 power attack + 5 reckless abandon +1 Weapon Focus = 36) hits on a 4 or higher
d = 78.5 (12.5 average roll of 3d8 + 46 str + 10 power attack + 3 mutagen + 6 enhancement)
s = 14(14 average of 4d6)
t = 1 (19-20 critical focus feat)
total 80.28

rest of math and stats:

speed 85 without armor 60 with.
HP 290 (2d12 + 14d10 + 4d8 + 174)
with mutagen and rage 380
stats
str 43 dex 13 con 27 int 7 wis 14 cha 15

Strength 43 +16 (26 Base (start 20 plus all level-ups) + 6 Belt of Str, +6 Arcane Heritage, +5 Manual of Gainful Exercise)
can add +6 Mutagen +4 rage +4 Wild Shape
ending with 57 + 23

Con 27 +8 (16 base (start) + 6 belt of con + 5 Manual of Bodily Health)
can add +4 Mutagen +4 rage
ending with 35 + 12


OVERALL 1253.3025 (95.3325*4 + 80.28 + 89.6325*9-15)
every thing is before the Errata
and every thing is mega raptor size


claudekennilol wrote:

I've seen dev posts that say this is not possible. I'm sure some PFS gms have seen those same posts. Look at like this. Vestigial Arms says you can't get extra attacks.

So be a normal human with two arms and pick up two greatswords. How many attacks do you get with those greatswords? 0. Now you have Vestigial Arms. How many attacks do you think you should get? 2? Well, 2 is more than 0 so it's extra attacks so you can't actually attack with them.

Can I see a link to that form I have never seen one like that and I have been looking


Zedorland wrote:

Attack Bonus is your main problem. You are going to miss a lot, which will make you very sad.

Also, two weapon fighting has a Minimum Dex, how are you dealing with that?

Two extra arms are great, but TWF if commonly not worth it, and two weapon fighting with over sized swords is an extra dose of not worth it.

I am dealing with that because of the artful doge feat

d20pfsrd wrote:


Benefit: If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent.
Special: The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge.
You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite.

I do not care how optimized it is it is just a fun build

But when I do hit I like to see the jaws drop as all the dice are rolled


I am making a caricature for PFS and wanted it to be with 2 giant swords so I made a back story
So the caricature needs to wield two giant swords and anything else can change any advice?
his hit is low at the start and gets a little bit better but is never amazing
he takes a round to get ready
but he has good damage
he wares a breastplate with a lowish AC
his fort is good but will and reflex are bad
thank you for reading if you did

Backstory:

He was part of a rich family until he accidentally burned one of their houses, at that point he was kicked out. He became desperate to rejoin his family, he tried and tried again to do something to rejoin them. He became an alcoholic and in his drunk state he consumed tons of weird chemicals and grew an extra pair arm. Desperate to hide this he got a magical hat that changed his look he decided to look like a normal half-elf. He acted as a new person and he lived life normally, but one in a while he accidentally lifted up a big object with "one hand" and every one thought he had a talent. Amazed with this he became a gladiator known for his ability to wield huge swords with one hand. He became quite skilled at this and was able to lift larger swords. After a Year or two he thought with this new power he could destroy his family for revenge. So he joined the society to get stronger. He became mad with wanting to kill his kin and with it got stronger. His anger became so strong that the chemicals in his body reacted and expanded and became huge.
the alchemist hated the chemicals and wanted nobody to know of this so in battle he changes his hat to make him appear as a giant with no skin showing only mussels and blood

today he travels and people ask him why he has two swords the size of giants on his back. he just looks at them and says they are not that big and grabs one with one hand and chuckles as everyones jaws drop

Level Progression:

Stats
Human
18 Str, 10 Dex, 14 Con, 15 Int, 12 Wis, 7 Cha
traits Clever Wordplay, reactionary

Level 1 -- Class: Alchemist 1 -- Feats: Two-Weapon-Fighting, Artful-Dodge -- Abilities: Alchemy, Bomb 1d6, Brew potion, Mutagen, Throw-Anything
Level 2 -- Class: Alchemist 2 -- Feats: N/A -- Abilities: Discovery (Vigital Arm), Poison-Resistance +2, Poison-Use
Level 3 -- Class: Alchemist 2 Fighter 1 -- Feats: Extra-Discovery-(Vigital Arm) -- Abilities : Giant Weapon Wielder
Level 4 -- Class: Alchemist 2 Fighter 1 Bloodrager 1 -- Feats: N/A -- Abilities: Bloodline (Abyssal), Bloodline-Power (Claws), Bloodrager, Fast-Movement
Level 5 -- Alchemist 2 Fighter 1 Bloodrager 2 -- Feats: Power-Attack -- Abilities: Uncanny-Dodge
Level 6 -- Alchemist 2 Fighter 1 Bloodrager 3 -- Feats: N/A -- Abilities: Blood-Sanctuary
Level 7 -- Alchemist 2 Fighter 1 Bloodrager 4 -- Feats: Improved-Two-Weapon-Fighting -- Abilities: Blood-Casting, Bloodline-Power(Demonic Bulk), Eschew-Materials
Level 8 -- Alchemist 3 Fighter 1 Bloodrager 4 -- Feats: N/A -- Abilities: Bomb 2d6, Swift-Alchemy
Level 9 -- Alchemist 4 Fighter 1 Bloodrager 4 -- Feats: Weapon-Focus (Greatsword) -- Abilities: Discovery-(Lingering Spirit)
Level 10 -- Alchemist 5 Fighter 1 Bloodrager 4 -- Feats: N/A -- Abilities: Bomb 3d6, Poison Resistance +4


Attack Routine Level 1:

Weapons = 2 Sickles
To hit +2 (0 bab + 4 Str -2 TWF)
with Mutagen +4 (0 bab + 6 Str - 2 TWF)
Damage 1d6 + 4/ 1d6 + 2
with Mutagen 1d6 + 6 / 1d6 + 3

Attack Routine Level 2:

Weapons = 2 Sickles
To hit +3 (1 bab + 4 Str -2 TWF)
with Mutagen +6 (1 bab + 6 Str - 2 TWF)
Damage 1d6 + 4 / 1d6 + 2
with Mutagen 1d6 + 6/ 1d6 + 3

Attack Routine Level 3:

Weapons = 2 Large Masterwork Greatswords
To hit +1 (2 bab + 4 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Mutagen +2 (2 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
Damage 3d6 + 6 / 3d6 + 6
with Mutagen 3d6 + 9 / 3d6 + 9

Attack Routine Level 4:

Weapons = 2 Large Masterwork Greatswords
To hit +2 (3 bab + 4 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Mutagen +4 (3 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Rage +4 (3 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Rage and Mutagen +6 (3 bab + 8 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
Damage 3d6 + 6 / 3d6 + 6
with Mutagen 3d6 + 9 / 3d6 + 9
with Rage 3d6 + 9 / 3d6 + 9
with rage and Mutagen 3d6 + 14 / 3d6 + 14

Attack Routine Level 5:

Weapons = 2 Large +1 Greatswords
To hit +3 (4 bab + 4 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Mutagen +5 (4 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Rage +5 (4 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Rage and Mutagen +7 (4 bab + 8 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
Damage 3d6 + 7 / 3d6 + 7
with Mutagen 3d6 + 10 / 3d6 + 10
with Rage 3d6 + 10 / 3d6 + 10
with rage and Mutagen 3d6 + 15 / 3d6 + 15

Attack Routine Level 6:

Weapons = 2 Large +1 Greatswords
To hit +4 (5 bab + 4 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Mutagen +6 (5 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Rage +6 (5 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Rage and Mutagen +8 (5 bab + 8 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
Damage 3d6 + 7 / 3d6 + 7
with Mutagen 3d6 + 10 / 3d6 + 10
with Rage 3d6 + 10 / 3d6 + 10
with rage and Mutagen 3d6 + 15

Attack Routine Level 7:

Weapons = 2 Large +1 Furious Greatswords
To hit +5 (6 bab + 4 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Mutagen +7 (6 bab + 6 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Rage +9 (6 bab + 7 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size)
with Rage and Mutagen +11 (6 bab + 9 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size)
Damage 3d6 + 7 / 3d6 + 7
with Mutagen 3d6 + 10 / 3d6 + 10
with Rage 4d6 + 13 / 4d6 + 13
with rage and Mutagen 4d6 + 16 / 4d6 + 16

Attack Routine Level 8:

Weapons = 2 Large +1 Furious Greatswords
To hit +7 (7 bab + 5 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Mutagen +9 (7 bab + 7 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Rage +11 (7 bab + 8 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size)
with Rage and Mutagen +13 (7 bab + 10 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size)
Damage 3d6 + 8 / 3d6 + 8
with Mutagen 3d6 + 11 / 3d6 + 11
with Rage 4d6 + 15 / 4d6 + 15
with rage and Mutagen 4d6 + 17 / 4d6 + 17

Attack Routine Level 9:

Weapons = 2 Large +1 Furious Greatswords
To hit +8 (8 bab + 5 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Mutagen +10 (8 bab + 7 Str - 4 twf - 2 Weapon Size + 1 Enhancement)
with Rage +12 (8 bab + 8 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size)
with Rage and Mutagen +14 (8 bab + 10 Str - 4 twf - 2 Weapon Size + 3 Enhancement - 1 Size)
Damage 3d6 + 8 / 3d6 + 8
with Mutagen 3d6 + 11 / 3d6 + 11
with Rage 4d6 + 15 / 4d6 + 15
with rage and Mutagen 4d6 + 17 / 4d6 + 17

Attack Routine Level 10:

Weapons = 2 Large +2 Furious Greatswords
To hit +10 (9 bab + 5 Str - 4 twf - 2 Weapon Size + 2 Enhancement)
with Mutagen +11 (9 bab + 7 Str - 4 twf - 2 Weapon Size + 2 Enhancement)
with Rage +14 (9 bab + 8 Str - 4 twf - 2 Weapon Size + 4 Enhancement - 1 Size)
with Rage and Mutagen +16 (9 bab + 10 Str - 4 twf - 2 Weapon Size + 4 Enhancement - 1 Size)
Damage 3d6 + 9 / 3d6 + 9
with Mutagen 3d6 + 12 / 3d6 + 12
with Rage 4d6 + 16 / 4d6 + 16
with rage and Mutagen 4d6 + 18 / 4d6 + 18


first you need to be level 10 to join.
second depends on you
do you want to charge for massive damage be a cavalier
do you want to use team work and focus on the mammoth be a hunter
and many different things can be achieved
I like Mounted Fury barbarian the best
what do you want to do with your mammoth rider


it is sad that the Giant Hunter's Handbook is not allowed it is a great book for this campaign.


chaoseffect wrote:
peep_delta wrote:
Abraham spalding wrote:
In the case of the invulnerable rager DR 13/- is the best he can do.

Actually...

A Halfling Invulnerable Rager, with Endurance (1), Die Hard (3), Stalwart (5), Cautious Fighter (7), and Improved Stalwart (11)...fighting defensively all the time...with at least 3 ranks in Acrobatics...while raging:

DR 23/- is the best he can do.

It seems to me that Improved Stalwart flat caps you at 10 DR period, not just from each source it mentions (i.e. no stacking Fighting Defensively and Combat Expertise for an amount over 10), so I'm not sure how you are calculating 23. I guess it could be read multiple ways though, which could open the way for more DR fun if you go with the lenient reading.

That said, Invulnerable Rager 20 (10) + Improved Stalwart (10) + Dragon Totem line (6) + x3 Increased Damge Reduction (3) = 29 DR.

Nice necromancy btw :P

I am pretty sure the numbers where the levels he took them at

and he did not go over 10 form stalwart
he got 10 stalwart + 10 barbarian + 3 rage powers


can some one give me a link to the errata because i can not find if at all for some reason


Ravingdork wrote:
If extracts work like potions, then the subject of skinsend is treated as the caster of the spell effect. Thus, they could have their skin back on, ending the entire effect, with a simple standard action by dismissing the spell.

But the problem is that

1 if you call it back you at half health
2 if a ally acts before that they can kill the body and then they cannot go back


I would suggest a cleric with the protection and animal domain
With a spell storing called heavy shield with petarmancy shrink item on it
Who is the stone elemental kin race with Christine feature


Dave Justus wrote:

first, I don't believe you have accounted for the swift action necessary to enter Kirin style.

second, the alchemical weapon special ability of the grenadier would add acid and fire damage to your attacks, but they are not separate attacks, so they wouldn't get sneak attack damage. I also don't believe they get throw anything bonus int damage.

it is questionable whether explosive missile is bonus damage or a bonus attack (like manyshot) but in either case it doesn't seem like you could add sneak attack damage.

Of course I'm not exactly sure on how you are planning on getting sneak attack to begin with with.

I do know that activating a style is a swift and because of that he always has it active. My excuse for having it on at all times is that, he is always on guard because he is paranoid so he thinks that every one is after him.

You are right about not getting sneak attack to the fire and acid because it states it is bonus damage, sorry I forgot about that part.
but for the int to damage I am using the underground rouge archetype that states

Quote:
She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage
and it has no trowing shenanigans that the throw anything ability has. Also the grenadier states that
Quote:
The alchemical item takes full effect on the next creature struck by the weapon

and the int to damage is part of the effect so it would be added

I do get sneak attack in the bombs because.
1. It is not bonus damage because explosive missile doesn't say it is bonus damage, therefore it is a separate attack,
2. It is not like manyshot. manyshot has a line that says no sneak attack. That line is not in the explosive missile text therefore I do get sneak attack

I do get to sneak attack with splash weapons because of Precise Splash Weapons part of the underground-chemist rouge archetype. Which lets you do sneak attack with splash weapons

sorry for the mistakes
Thunder_TBT


So I made a int focused alchemist rouge that can out put alot of damage
he is supposed to be a mercenary for hire that sates up his shot makes a huge blast then leaves with his victim a pile of ashes
I like the build so far but i think it is missing something
the build so far is

Spoiler:

Human
7 str 20 dex 11 con 26 int 10 wis 7 cha
class and archetypes fighter (Unarmed Fighter) Rouge (Sniper, Underground Chemist) Alchemist (Grenadier, Vivisectionist)

Global Level: 1 -- Level: Rogue 1 -- Feats Point-Blank Shot, Precise Shot -- Class Abilities Sneak attack 1d6, Accuracy,
Global Level: 2 -- Level: Rogue 2 -- Feats N/A -- Class Abilities Rogue Talent (Bombs) Chemical Weapons
Global Level: 3 -- Level: Rogue 2, Alchemist 1 -- Feats Exsotic Weapon Proficancy (Double Crossbow) -- Class Abilities Alchemy, brew potion, mutagen, throw anything Sneak attack 2d6
Global Level: 4 -- Level: Rogue 2, Alchemist 1, Fighter 1 -- Feats Improved Unarmed Strike Kirin Style -- Class Abilities N/A
Global Level: 5 -- Level: Rogue 2, Alchemist 2, Fighter 1 -- Feats N/A -- Class Abilities Discovery (Tumor Familiar), Precise Bombs, Alchemical Weapon, Torturer’s Eye
Global Level: 6 -- Level: Rogue 2, Alchemist 3, Fighter 1 -- Feats Rapid Reload-- Class Abilities Sneak attack 3d6, swift alchemy, Cruel Anatomist
Global Level: 7 -- Level: Rogue 2, Alchemist 4, Fighter 1 -- Feats N/A -- Class Abilities Discovery (Explosive Missile)
Global Level: 8 -- Level: Rogue 3, Alchemist 4, Fighter 1 -- Feats weapon focus (Double Crossbow) -- Class Abilities Sneak attack +4d6, Deadly Range uncanny dodge
Global Level: 9 -- Level: Rogue 4, Alchemist 4, Fighter 1 -- Feats N/A-- Class Abilities Precise Splash Weapons uncanny dodge
Global Level: 10 -- Level: Rogue 5, Alchemist 4, Fighter 1 -- Feats Kirin Strike-- Class Abilities Sneak attack +5d6

Magic items:
Hybridization Funnel
Asid flasks x100
alchemist fire x100
bolt x100
+2 Conductive double crossbow
+2 chain shirt
+4 int headband
+4 dex belt


He has an attack routine of
Spoiler:

first turn: he casts Targeted Bomb Admixture, uses his Alchemical Weapon to add a flask to one bolt and studies with Kirin style
second turn he uses uses his Alchemical Weapon to add a flask to the other bolt and then loads a bolt then uses his discovery explosive missile to attack

+11 (5 dex+2 enhancement +1 weapon focus +7 bab -4 x-bow) for
2d8+18 + 12d6+48 fire +2d6 acid and 5d6+20d6 fire +10d6 acid
(2d8 Two bolts + (2x1d6+8) + alchemist fires (2x1d6+8) + acids + (2x5d6+16) bombs +16 Kirin style) and with sneak attack of 35d6 (1 bolt +2 alchemist flask +2 acid +2 bombs)
for at total of 2d8 +14d6 + 35d6 sneak attack


so what do you think of the build?
please give me some help

Thanks
Thunder_TBT


Redelia wrote:
I know. The point is, do I take the necessary feat and exploit at level 1 and make due with a lizard familiar until level 7, or wait to take the feat and exploit at level 7.

you could get the exploit soon but hold off on the feat because the feat dose nothing but the exploit dose give you a familiar

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