Zasril

Vellis's page

Organized Play Member. 24 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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HWalsh wrote:
By level 10 which still lets you pass on a roll of 10. So It is only slightly more problematic. It does mean that I need to move Great Fortitude and Iron Will to Gold as they are now 100% required.

I'm not sure this is true. Two feats is a pretty large opportunity cost to go from subpar at something to average at it, when you could use those feats to just get better at what you're already good at. For example, your proposed build delays getting Step Up for one of the +2 saving throw bonuses. However, Step Up gives you the ability to interrupt spell casts with opportunity attacks if you threaten the caster, in addition to being useful in all situations where saving throws aren't a factor. You can make the same argument for the Improved Feint line. You're giving up higher accuracy in all encounters to go from a 40 to 50% chance to save in some encounters.

All of the save feats probably deserve that gold rating, because sometimes those saving throw effects are extremely bad, but I'm not sure they're 100% required. It's going to be largely campaign/GM dependent.


Hiruma Kai wrote:

I'm using Stellar rush for standard action charge. As noted, I play a light armor Solar Armor Solarian with the Fleet feat. At level 2 I spent 1,200 credits on climbing suckers, which provide 20 foot climb speed (on vertical and horizontal surfaces). Climbing suckers require you to have bare feat or using custom clothing, and must be in light or no armor, in order to benefit from the climb speed.

Climb is restricted from using the run action, but the charge action is not forbidden.

Given climbing vertically with a climb speed is not difficult terrain, I can't see any reason why you can't charge up a 40 foot wall or cliff by using your sucker feet as a Standard action using Stellar Rush.

Sounds legit (and awesome) to me.


Hiruma Kai wrote:
HWalsh wrote:
Mine just absolutely rocks. It feels like a dominating engine of destruction. I have made the GMs jaw hit the table when I moved 75 feet (25 normal, then a 50 ft charge) at level 2 and still attacked.
At level 2, I like being able to moving 40 feet on the ground over to a cliff wall, then being able to charge vertically up the cliff 40 feet to hit people at the top shooting down at us.

How is this possible at level 2? Wouldn't you need Gravity Boost and Stellar Rush?


Matt2VK wrote:
Vellis wrote:
Matt2VK wrote:
Zombie Jesus wrote:


But yes, I do think the 1d6 base dmg is indeed a problem at low levels. Clearly when a level 5 Solarian with weapon manifestation can ignore a primary feature of their class by picking up a Pike or Doshko, and do more damage... That's a problem.

The Solarian weapon damage die is plenty and scales well (if not better) then the other 1 handed weapons.

Little fact people seem to keep missing. Paizo wanted to try and change the Pathfinder system where combat was over in 1 to 3 rounds. This change looks like they reduced weapon damage dice, the static modifier, & the crit damage. While upping every beings health.
Now if Paizo succeeded with this change, is still unknown but from what I've seen it's been a partial success. Your SF characters output damage is less compared to PF character and health seems to be a lot higher.

He's specifically talking about low levels though, and he's correct. If you wanted to optimize a Solarian from level 1 to 5, the best way to do it is to drop 375/475 to pick up a Long Sword or Pike and use it until weapon crystals become available at level 5. There's an argument to be made that it isn't an efficient use of your WBL, but by level 2 or 3 that's a pittance to increase your damage die to 1d8 and gain reach for your next 4-10 gameplay sessions.

I don't plan to do it on my Solarian cause the Solar Weapon has way cooler flavor, but he's not wrong when he says its a problem that the optimal way to play a low level Solarian is to not use your Solar Weapon.

Think someone has already ran the numbers and proven that the Solarian Solar weapon is not the best in the slot. It's not even the cheapest once you factor in Weapon crystals and weapon fusions.

It is the best in the slot for it's "coolness" features ^_^

It depends on the level range actually. At 20 it lags 3 points behind the best two hander in the game, but at 7 and 13, for example, it's actually slightly ahead of the best two handers at those levels. Seven and Thirteen are also much more relevant levels than twenty :)


Matt2VK wrote:
Zombie Jesus wrote:


But yes, I do think the 1d6 base dmg is indeed a problem at low levels. Clearly when a level 5 Solarian with weapon manifestation can ignore a primary feature of their class by picking up a Pike or Doshko, and do more damage... That's a problem.

The Solarian weapon damage die is plenty and scales well (if not better) then the other 1 handed weapons.

Little fact people seem to keep missing. Paizo wanted to try and change the Pathfinder system where combat was over in 1 to 3 rounds. This change looks like they reduced weapon damage dice, the static modifier, & the crit damage. While upping every beings health.
Now if Paizo succeeded with this change, is still unknown but from what I've seen it's been a partial success. Your SF characters output damage is less compared to PF character and health seems to be a lot higher.

He's specifically talking about low levels though, and he's correct. If you wanted to optimize a Solarian from level 1 to 5, the best way to do it is to drop 375/475 to pick up a Long Sword or Pike and use it until weapon crystals become available at level 5. There's an argument to be made that it isn't an efficient use of your WBL, but by level 2 or 3 that's a pittance to increase your damage die to 1d8 and gain reach for your next 4-10 gameplay sessions.

I don't plan to do it on my Solarian cause the Solar Weapon has way cooler flavor, but he's not wrong when he says its a problem that the optimal way to play a low level Solarian is to not use your Solar Weapon.


So, fun little interaction with the Mercenary theme I just noticed. If you don't have an Envoy, there's a good chance you're acting as Captain in starship combat, as one of only three classes with both Diplomacy and Intimidate, the other being Mystic who likely dumped Charisma.

This is the bread and butter Captain action:

Quote:

Encourage (Any Phase)

You can encourage another member of the crew to give her a bonus to her action. This works like aid another, granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a Diplomacy check (DC = 15 + your Starship’s tier). You can’t encourage yourself.

Mercenary gives you this ability at level 12:

Quote:

Squad Leader (12th)

You are extremely skilled at coordinating with your squad, both because of your Tactical efficiency and because of the respect that you command. If you are able to attempt the check in question, you automatically succeed at a skill check to aid another when assisting a squad member or other longtime ally (such as a fellow PC).

Am I correct in interpreting that, with one rank in Computers and Engineering, you can always auto succeed at Encourage for those PCs? It's still not the best Theme, but between this and the +1 Str allowing you to get 13 Dex for feat pre-reqs, I do think it's better than most others outside of Icon and Ace Pilot. If it works how I think it does anyway.


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HWalsh wrote:
Vellis wrote:

But as energy weapons, they also hit more often, and can lead to more PC deaths from sustained damage. You said so yourself they're your go to.

The numbers aren't even the point I was trying to make though, it's more a matter of world building. Plasma weapons are strong because they target EAC and can sever limbs. They're cool because they're freaking lightsabers. Strong and cool weapons aren't generally used by your average mook. In fact, your average trash mob is generally using low end equipment compared to the PCs. All of the early, unnamed NPCs in Dead Suns are using Laser Pistols and Clubs, not Laser Rifles and Long Swords. Foot soldiers carrying Plasma Swords isn't something that I would expect to be common until very late in a campaign.

Furthermore, losing a limb is a narratively significant event. All wounding weapons are flashy, narratively exciting weapons. If every encounter carried that risk because every trash pack in your campaign contains wounding weapons, that event and those weapons lose a lot of impact. Ignoring the numbers all together, it just seems like an odd choice in terms of world building to make wounding weapons as common as you're suggesting.

You can't use the intro levels of an intro module to justify these things.

You're talking about level 1-3. That really isn't a good level to make judgement calls. If, and I say if, I find down the road that the devs took a different direction than seems likely based on all of my past experience with Paizo products then I'll amend the guide.

If that isn't acceptable to you, I don't know what else to tell you. If you think you can do a better job than I have done, then please, by all means, write your own guide. I am sure the community could stand to have multiple views.

I'm not using the intro levels of an intro module to justify these things. If I'd never even seen Dead Suns, I'd say the same thing due to past experiences in other RPGs. Common mooks just don't use special weapons, they don't even commonly carry +1 weapons until well into the mid game of a campaign in Pathfinder. Those flashy, effective weapons with on hit effects are generally reserved for named NPCs and not mooks. That's not a Dead Suns specific thing, that's just normal campaign building.

We seem to disagree on just how to categorize Plasma Weapons and the like. I think they're a special kind of equipment and will be treated as such, you think they're just a common item that any old NPC will use. That's fine, no harm no foul.

I apologize if I came across as hostile, that certainly wasn't my intent. I think the content of your guide is excellent, I simply disagree with the assertions you've made about wounding weapons in this thread. I don't expect this conversation would have any impact at all on your guide, since I don't expect a Solar Weapon Solarian to be using a 2-handed Advanced Weapon any time soon =p


HWalsh wrote:


One-Handed Advanced Weapons:

7/38 have Severe Wound
Burn 1d8
Burn 4d2
Arc 1d4
Arc 2d4
Arc 3d4
Arc 6d4
4/38 have Knockdown
Injection DC+2
Bleed 1d8
Bleed 2d6
Bleed 2d8
Bleed 6d6

Making it the most common critical event of all 1 handed melee weapons by almost 2:1 over any other option.

-------

18.42% of all 1 handed advanced melee weapons possess wound or severe wound.

-------

Two-Handed Advanced Weapons:

Staggered
Wound 3/33
Severe Wound 5/33
Bleed 1d6
Knockdown 6/33
Bleed 1d8
Bleed 2d6
Bleed 3d8
Bleed 5d6
Bleed 6d6

Making Severe Wound the second most common of the two handed advanced melee weapon critical events, and once combined with wound, the most common.

-------

27.27% of all 2 handed advanced melee weapons have wound or severe wound.

-------

I actually am thinking like a designer, and as a designer if I were Paizo, I would use wounding weapons more commonly than any other type simply because they don't compound damage and thus result in less outright PC deaths from a critical hit.

But as energy weapons, they also hit more often, and can lead to more PC deaths from sustained damage. You said so yourself they're your go to.

The numbers aren't even the point I was trying to make though, it's more a matter of world building. Plasma weapons are strong because they target EAC and can sever limbs. They're cool because they're freaking lightsabers. Strong and cool weapons aren't generally used by your average mook. In fact, your average trash mob is generally using low end equipment compared to the PCs. All of the early, unnamed NPCs in Dead Suns are using Laser Pistols and Clubs, not Laser Rifles and Long Swords. Foot soldiers carrying Plasma Swords isn't something that I would expect to be common until very late in a campaign.

Furthermore, losing a limb is a narratively significant event. All wounding weapons are flashy, narratively exciting weapons. If every encounter carried that risk because every trash pack in your campaign contains wounding weapons, that event and those weapons lose a lot of impact. Ignoring the numbers all together, it just seems like an odd choice in terms of world building to make wounding weapons as common as you're suggesting.


HWalsh wrote:

It was stated in the section right above where you started the quote:

Quote:
Then I ran through a lot of simulated encounters, which, granted were against humanoids with book weapons because that is what I had available at the time. I added some simulated encounters later once I had some examples of enemies from the AP/SFS scenario.

So, yes, assumptions had to be made based on what was available. However since this is the most common melee weapon effect it is not unreasonable for it to be the most common melee effect to appear.

Right, but you're looking at it from a statistical perspective and not a design perspective (though even at that, wounding melee weapons make up 20% of the advanced melee weapons in the game, so from a purely statistical perspective 30% is still high). You cite that plasma weapons are the best in the game because they target EAC. Generally speaking, every third mook in an RPG doesn't carry the best tier of weapon in the game. Most often, those kinds of weapons are only used by named NPCs, and the very best by a minority of named NPCs. I'd argue that 5-10% of NPCs using wounding weapons is much more realistic, and 10 might honestly still be high.


HWalsh wrote:


The reason why wounding comes up - primarily because plasma weapons target EAC over KAC which are more likely to be used as they are easier to hit with (which is also my go-to for advanced melee weapons) - Then the number of rounds typically in melee (3) with 2 of those being full attacks - With the average encounter length being 8 rounds - This meant on average I assumed 2 melee enemies in those periods - So the melee'er is likely to eat a total of 5-7 melee attacks per opponent.

Meaning typically an average of 14 per encounter. Critical hits came up an average of 1/Encounter - Wounding/Severe Wounding was about 30% of those times.

I also deduced that Wounding was preferable to Bleed or Burn damage for the capability to inflict greater hindrance on an enemy based on the large amounts of health.

On Wounding weapons there is a 10% chance of losing a hand.
There is a 20% chance of losing a hand on a Severe Wounding weapon.

In both cases there is only a 50% chance on average for that to stick.

It happened enough times that I was typically seeing it 4-5 times over a character's lifepsan between 1-12.

Of the times it happened about 50% of the time it ended in the character's death in a vacuum.

Thus, I extrapolated that it is a significant risk that, while easily recoverable after the fact, can result in the permanent loss of the character before that point.

In short: A heavy drop in combat effectiveness, forcing of a backup melee weapon which impacted WBL significantly, in addition to a heavy loss in HP/SP from the crit itself made losing a hand very bad. Not that the other wounding results are a picnic either, save for the Bleed (which is the most common, happening on a 1-10) and the Con Damage ones which were little more than a nuisance.

Basically - It isn't going to happen every session. It is going to happen to you more than once or twice in the course of a career. If one isn't ready for it, when it does happen, it can cripple a character.

The Solar Weapon route was the easiest way I found to nullify this. Hence, even though it does lag by 3 damage on average it still ended up ranking as the best option.

I've got to ask, where are you getting that wounding weapons account for 30% of the critical hits in a series of encounters? Wounding weapons don't start to show up until level 5 or so, and we don't have any examples of APs or Society modules of that level that I'm aware of. At this point we have no idea how common plasma weapons and powered doshkos are going to be in official content, but something tells me you're only going to see named NPCs carrying hardware like that while the mooks just pack longswords. If your DM loves to try and constantly wound his players, sure it might be a problem. Given what we know now, though, it seems like you're making a lot of assumptions in this argument.

Furthermore, outside of Society play, it's not hard to keep a backup weapon up to date without impacting WBL by looting upgrades whenever they come along, and similarly leveled one handers typically do 80-90% of the damage of a two hander. That puts you back in the fight at the cost of a move action. It's a downgrade for the remainder of that one encounter, but it's certainly not insurmountable (though this is admittedly more of a problem in Society play).


Hi, a little over a week ago I sent an email to customer.service@paizo.com about my Starfinder CRB displaying the issue where the pages are coming lose from the binding. I included photos with the email, but haven't heard back from customer service yet. Is there any way I can check the status of my ticket? Thanks for your time.


Something that hasn't been mentioned is that there's also wildlife in space in Starfinder. We don't have the Alien Archive yet, but the CRB mentions that there are giant beasts roaming space that are very dangerous. You could even take it a bit farther, have space vermin that will sabotage your players' ship and strand them in space to kick off a survival adventure (make them space rust monsters if you're feeling really cruel).

Also, while space is pretty much a tamed frontier in Starfinder, the Drift is still plenty dangerous with random chunks of planes floating around in it and what have you.


Are you running Dead Suns or home brewing your campaign? If you're willing to put the work in to homebrew something, you could get his input for a Starfinder campaign idea that excites him. Maybe something like exploring the depths of Drow-controlled Apostae, or a campaign centered around the Drift and it's impact on the outer planes. Maybe something that looks into what happened to all the missing Pathfinder God's or even Golarion itself.

If he's not interested in the setting maybe you can get him interested in the story.


See topic. Character is a front line, tank/dps Fighter hybrid who will be partied with a hard hitting Rogue, Summoning focused Sorceror, and Shaman. I only have room for one of them in my planned build, has anyone played a Marshall and used both? Which did you find you used more often/was more useful? Thanks for any advice.


It's not difficult to figure out, but you should detail the meaning of your ranking color scheme in the intro for user friendliness.


Feragore wrote:

Would it still work with the Cestus?

Quote:
...While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage. Monks are proficient with the cestus...
That weapon has almost the same text as Improved Unarmed Strike with the exception of dealing nonlethal.

If you go strictly by RAW, I don't think so. It specifies you have to use an unarmed strike and you'd be attacking with a Cestus. I imagine most GMs wouldn't have a problem house ruling it though.


Bah so much for Pummeling Style shield bashes. Foiled by the FAQ =p


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Babbling Bazzar wrote:

Check out this thread about the furious weapon enchant. Near the end they talk about the bane enchantments too. It might require a house ruling from your gm though:

http://paizo.com/threads/rzs2mssu?APG-Does-the-Furious-weapon-ability-count s

Impervious Body is okay, but it isn't great. I would recommend looking at Mythic Shield Focus. Your fists and shield only crit on nat 20s and even with Improved Crit, that gets you 19-20/x3 for 1 normal feat and 1 mythic feat, and another normal and a mythic feat for automatic confirms on non-mythic creatures and a passive +4 bonus to your confirmation rolls.

Another feat chain to look at is the Dodge/Mobility feat chains for things like Spring Attack.

I was going more for a tanky based brawler and just be the shield for my group but it looks like you are going for more damage and relying on the guardian path to keep you alive.

So far, I am at mythic tier 2 and level 7 in my current campaign and my gm has been scaling up encounters to be CR +2 for us to keep regular encounters somewhat difficult. The mythic fights have almost been deadly and we have a pretty solid group. I don't know how your gm is going to handle it, but just a warning, mythic is a huge power surge and if your gm doesn't know how to handle it, your group is going to start rolling through encounters with ease until the mythic fights.

Thanks for the feedback. So am I correctly understanding that a +5 Bane Weapon would be able to beat DR/epic then? I'll probably drop Impervious Body and fight almost exclusively with the shield if that's the case. Heck, I could probably drop the human Martial Versatility feats to free up a few more feat spots for that matter.

The crit line is a little expensive, but you've also gotta keep in mind how it works with Pummeling Style. I only need one of my 3-7 rolls to crit for the entire attack to crit. If you're making 6 attacks with a 10% chance to crit, then the odds of NOT critting are .9^6 or roughly 53%.

I do think I'll drop mythic critical focus though if it's the mythic fights that have been putting you in danger. I thought about Mythic Shield Focus, but I'm not sure on it. My touch AC is already going to be very high since I'm planning to drop absolutely everything into Dex. Maybe pick up Mythic Iron Will for more mind insurance in its place. Same deal with Mobility/Spring Attack, my Dex/Acrobatics should be enough to keep me safe from AoOs.

As for our group, our Sorc is playing largely buffing and utility so far, the Oracle is new so I'm not entirely sure what his play style is going to be. Our Rogue is our main damage source, with my former sword and board ranger being supplemental. I see my Brawler being in a similar role, where I get in front of the big things and keep them there to set up flanks for the Rogue, while doing enough damage to make sure they consider me enough of a threat to not try and walk off to smash the Rogue. Though Retributive Reach + Pin Down + Cage Enemy should be more than enough to keep monsters from getting away once I'm in range.

We're level 6 and mythic 1. Our GM bumped the last encounter against a solo Nebasu up to CR+2 by adding four gargoyles, and it resulted in my Ranger dying from level drain, so it sounds like we're not quite as effective as you guys =p

Thanks for the feedback, I appreciate it.


One more question. If I make my shield a Legendary Upgradable item, is it considered to be +6 for the purposes of DR/Epic if I get it up to say, a +5 Bane weapon? Impervious body for damage reduction ignoring (and unarmed strikes in general) gets a lot less useful if it is.


There's a post somewhere from a designer saying that the RAI for shield champion is that they can use shields as weapons. Even without the post, just house rule it. This is one of those cases where it's silly to go by strict RAW.


I'm not actually getting two weapon fighting. That was just sloppy work on my part. Got the levels wrong for when Brawler gets it for free.


Hey folks, after the unceremonious death of my ranger in our Wrath of the Righteous campaign, I'm replacing him with a Shield Champion. Our party is a Sorceror, Oracle, and Rogue, so I'm the front line guy who needs to be able to take a hit. Here's what I have so far, I'm coming in at level 6 so the feat order doesn't matter up until then:

Stats (Roll 4d6)
Str: 13
Dex: 21
Con: 16
Int: 10
Wis: 14
Cha: 8

Feats
1: Unarmed Strike, Improved Shield Bash, Shield Focus
2: Dodge, Two-Weapon Fighting
3: Combat Expertise
4:
5: Weapon Finesse, Combat Reflexes
6:
7: Martial Versatility(Weapon Focus), Weapon Focus(Close Weapons)
8: Greater Shield Focus, Improved Two-Weapon Fighting, Pummeling Style
9: Improved Critical (Unarmed Strike)
10:
11: Shield Master, Shield Slam, Pin Down
12:
13: Pummeling Charge
14: Critical Focus
15: Greater Two-Weapon Fighting, Weapon Spec (Unarmed Strike)
16:
17: Iron Will, Martial Mastery
18:
19: Greater Weapon Focus (Close Weapons)
20: Greater Weapon Spec (Close Weapons)

Guardian Path Abilities
1: Retributive Reach
2: Adamantine Mind
3: Impervious Body
4: Ever Ready
5: Legendary Light Shield (Legendary Fortification, Upgradable, Powerful)
6: Irrepressible Soul
7: Supreme Tracker
8: Sacrificial Shield/Cage Enemy
9: Legendary Shield (Rejuvenating, Unstoppable Strike, Unyielding/Powerful)
10: Impassable/Legendary Shield (Returning, Perfect Surge, Everlasting/Powerful)

Mythic Feats
1: Weapon Finesse
2: Mythic Paragon
3: Improved Unarmed Strike
4: Improved Critical
5: Critical Focus

Little explanation. I'm leaning hard on Weapon Finesse and Mythic Weapon Finesse so that I can dump everything in Dex to beef up my AC and damage at the same time, since Unarmed Strikes and Light Shields are both in the light weapon group. Pummeling style and the crit improving feats are self explanatory as my main damage source, and the Human Versatility feats will allow all my Fighter feats to apply to both Unarmed Strikes and Light Shields (as part of the close weapon group). Our Sorc is going heavy into crafting, so I'll have no trouble getting Stoneskin Gloves to let me skip getting the Mythic Titan Strike feat. I plan to use Martial Flexibility to pick up feats for Combat Maneuvers as needed, Shield throwing feats to attack into or out of melee as needed, and for Iron Will/Improved Iron Will when enchantments are a problem.

Things I'm looking for feedback on.

1) I was thinking hard about doing a heavy Trip/AoO build due to Retributive Reach and Ever Ready. With Improved Trip, Greater Trip, Vicious Stomp, and Ki Throw I could get two AoO on any creature that tries to approach me without reach, but since it's a demon heavy campaign we're going to be fighting lots of flying and huge monsters as the game goes on, so I went with the Fighter Focus/Spec feats instead. Good idea, bad idea?

2) In the same vein, I was also looking at the Snake Style feat chain, due to the last feat giving me AoOs and free attacks when I'm missed (which I intend to happen often). However, the feats leading into it are of very mediocre use, so I'm not sold on that idea. Also related, do I meet the requirements of having my hands free to pick up Counterpunch if I'm using a light shield? This feat line is also iffy because if monsters are getting creamed every time they try and hit me, they'll be more likely to go after our squishy Rogue instead.

3) For my Guardian path abilities, the universal monster rules state:

Quote:
A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

Does this apply to PCs as well if I pick up Impervious Body? Meaning my fists beat all damage reduction as a +6 weapon?

4) I'm on the fence between going Sacrificial Shield with a Major Artifact shield to let me negate one hit every round for sure, or going with Cage Enemy/Impassable to give me more control (Seems a little redundant with the Fighter feat Pin Down?). I wouldn't mind working in Armor Master (Light) so that I can wear Elven Chain without a Dex max for more AC either.

5) Is Mythic Critical Focus a good idea? It will let my Pummeling Style auto confirm against non-mythic creatures, but it won't help me at all against mythic monsters. Might be better off picking up something that will help in the hard fights. Maybe Mythic Iron Will for more mind insurance?

Any other feedback I'm missing would be awesome. Thanks for taking the time to read my novel :)


Babbling Bazzar wrote:
To add a twist to the situation, the campaign is a mythic campaign, but I would like to be able to use this character in a non-mythic campaign if the opportunity arises for me to use it in another campaign

Why hello there fellow Mythic Brawler! I'm currently building a Brawler for the Wrath of the Righteous adventure path (after my ranger died an unceremonious death). A few things I'm looking at that you might want to consider.

Weapon finesse and mythic weapon finesse. Unarmed strike and light shields both fall under the weapon finesse umbrella, so you can drop all those stat points in Dex to crank up your AC and damage at the same time. It's a little muddy if you apply your Dex mod to the damage rolls of your shield throws, but my DM agreed that it would apply.

If you're going Guardian, look at Retributive Reach and Everready. Increases your range for threatening AoO and adds your tier to all AoOs. Now look at Improved Trip, Greater Trip, Vicious Stomp, and Ki Throw. Anything without reach that approaches you, you can trip with the AoO, get an AoO for the trip, throw it into an adjacent square, and get another AoO for Vicious Stomp.

Here's my problem though, a lot of demons have wings, which makes them immune to trip. So while this build will be devastating against ground opponents, it'll be useless against a lot of demons, especially later in the game as they get bigger and more flying demons show up. The alternative I'm looking at it is using the human Martial Versatility feats to get Focus/Spec/Critical etc. to apply to Shield attacks and unarmed strikes to just make my attacks more threatening in general.

One other thing I'm looking at is the epic damage reduction Tier 3 ability. The SRD says this in the monster abilities section:

Quote:
A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

Question for the room, does this rule also apply to PCs? Meaning if my Mythic Brawler has epic damage reduction, do his fists count as +6 weapons for the purpose of overcoming damage reduction?


Fairly straight forward question. Adamantine Mind says that if the caster fails their will saving throw in response to my successful save, they're stunned for one round. Since the stun happens during their turn, does that mean they're stunned until the end of their next turn or the beginning of their next turn?