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Hi,

Quick rules question: Can I use the ready action, to cast a spell that deals damage, in order to force an enemy caster a spellcraft check to avoid loosing the spell being cast?

The SRD states that:
Distracting Spellcasters

You can ready an attack against a spellcaster with the trigger "if she starts casting a spell." If you damage the spellcaster, she may lose the spell she was trying to cast (as determined by her Spellcraft check result).

Although the word used is "ready an attack", I believe that any source of damage inflicted on a ready action, triggered by "casting", is enough to impose the check, but I want to be sure, so I can point it to my DM.

Thanks in advance


Hi,

I'm currently playing a Wizard/Hell Knight Enforcer and want to know if I take levels on HKE, will I receive new spells to my spellbook?

Thanks


Greetings,

I'm building an "Iron Man" type of character and am in dire need of free attacks, even if they are a 1d6.

Do you know any options for making such attacks?

The character is a 5th level Aasimar (Scion of Humanity) Bard (Archeologist), and he is making wondrous items to fit the theme.

Currently he has a gauntlet that shoots magic missiles, but I'd like to make melee/ranged attacks AND use the gauntlet.

Any help is welcome!

Thanks in advance.


Greetings,

I am wondering about creating a fireball "grenade" using Craft Wondrous Items.

It will cost 3 (spell level) x 5 (minimum caster level) x 750 (spell trigger 50 charges) = 11.250 gp.

As it is a "grenade" it's supposed to be used once, so this is question: can I divide the market cost above by 50 (charges) so I can make the item with just 1 charge?

Thanks for reading.


Greetings,

Although I have some kind of answer for the topic's question, I'd like to hear from the fellow collegues: Can Rejuvenate Eidolon be used to harm an undead creature?

PRO: It's Conjuration (Healing)
CON: Targets EIDOLON

Thanks for answering.


Greetings,

Just a quick question: Can I use Eidolon Surge to grant my Eidolon Fast Healing, although I'm level 7?

Thanks for answering!


Greetings,

I'm preparing a Synthesist and got stuck in a simple rules question: Considering a level 1 Summoner, with 6HP and a fused eidolon with 6HP, his total HP would be 6 + 6 Temp HP. So far so good.

Now, by the rule Fused Link, I can prevent my eidolon dying by sacrificing my own HP. Rule here.

Spoiler:
Fused Link (Su)

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

So, considering the PC get attacked and hit for 15 dmg, can he give away 10 HP of his own (going -4) and still be active with 1 Temp HP?

Here are the rules for Temp HP

Spoiler:
Temporary Hit Points

Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character's current hit points.

Here the rules regarding Injury and Death

Spoiler:
Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character isn't hindered in any way until your hit points drop to 0 or lower.

Disabled (0 Hit Points)

When your current hit point total drops to exactly 0, you are disabled.

You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying.

Thanks in advance.


Greetings,

Back in the days of 3.5, I had a good build regarding counterspelling, but those days are gone....

I've read the rules, but can't see much info regarding counters and ways to boost it.

Can you halp me pointing out how to optimize counterspelling?

Anything helps!

Thanks in advance.


Hi!

I'm trying an Iron Man build using a Synthesist Summoner (although I'd prefer to use a Wizard with a Mithral Mechanus Gear).

Is it viable to exchange the Summon Monster feature for the spellcasting of a Sorcerer (Spells known / Spells per day)?

I just don't like Summoning that much.

Thanks for reading!

EDIT: I'll be using this post so I can post the build and aks for suggestions.


Greetings!

I've made a particular build for a possible game coming soon, so I'd like the opinions of more experienced forum users regarding it.

The Build

Spoiler:

Human Monk (Flowing Monk, Monk of the Sacred Mountain)

Attributes (20 pts)
STR 10 00
DEX 19 04
CON 10 00
INT 13 01
WIS 14 02
CHR 09 -01

Weapons
Kama, double-chained 1d6/1d6 Reach 10ft. 20/x2

Traits

Desert Shadow (You move with a quick and quiet grace and your enemies are often taken unawares by your silent speed. When using the Stealth skill to move at full speed you no longer suffer a -5 penalty on your Stealth skill check.)

Adopted (Perseverance - In time, any obstacle can be endured and overcome. When you have more than 1 Will saving throw to overcome an effect (such as greater command, hold person, or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra Will saves against that effect.)

FEATS and Habilities

1- FEAT (Dodge), FEAT (Crane Style), FEAT (Weapon Finesse)*, Flurry of Blows, Redirection*, Unarmed Strike
2- Unbalancing Counter*, FEAT (Toughness)*, AC +1 Natural
3- FEAT (Improved Trip), Flowing Dodge*, Maneuver Training4- Ki Pool (magic), Bastion Stance*
5- FEAT (Crane Wing), Elusive Target*, Iron Limb Defense AC +2/+4 Shield*
6- FEAT (Combat Reflexes)*
7- FEAT (Combat Expertise), Wholeness of Body
8-
9- FEAT (Greater Trip), Adamantine Monk DR 1/-*
10- FEAT (Spring Attack)*, Ki Pool (Lawful)

So this is another tripping variant, making AoOs to trip foes, and hit them in the ground. Thats basic.

The turning point is that Redirection gives me a +2 or +4 bonus to Trip, if the foe is Power Attacking or Charging (or both), just noting that a charging enemy looses -2 to his CMD. In addition, Improved and Greater Trip nets another +4 bonus to Trip, but that is basic.

Another strategy is not getting hit.

My defense lines are:

1- AoO due to reach weapon;
2- Redirection (before attacker rolls)
3- High AC (during attack)
4- Block (after hit) with Crane Wing
5- Roll REF for half damage
6- Apply DR

So, this build is a battlefield controller, that can not be Tripped back (Bastion Stance), has Reach, has Multiple Attacks (including AoO), can negate many attacks and heal himself.

Am I missing something?

Thanks for reading!


Hi!

This is a question about feats that let's you ignore automaticaly a hit.

In this case, the Feat is Crane Wing, added bellow for simplification.

Spoiler:
Crane Wing (Combat)

You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.

Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.

Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.

So, on a natural 20 what takes priority, the natural 20 or the Feat?

Assuming that, in general, the specific rule overrules the generic, AND that the rule that supports natural 20's is a generic rule, I can conclude that the Feat takes precedence.

What is the game conclusion?

Thanks!


Hi everybody!

Standing idle in the work can have it's usefulness!

By now I'm just organizing some ideas regarding Iron Man and how could I make it in Pathfinder.

My general idea is (probably) a Sorcerer/Wizard with Craft Feats (Arms and Armor, Woundrous and Constructs), focused in healing constructs and more general spells.

Spoiler:

Construct Armor

Requirements: Craft Construct, Craft Magic Arms and Armor, animate objects, the construct modified must be the same size as the creator

CR Increase: +1

Cost: 35,000 gp

This modification allows the construct to be worn like armor by its creator. So long as the creator wears it, the construct performs no independent actions, remaining under the control of the creator, and any attacks directed at the wearer damage the construct. When a construct is destroyed while serving as armor, the wearer loses all the benefits, but regains all the hindrances until the armor is removed, which takes the same amount of time that removing breastplate armor does. If the construct is still active, the creator can order the removal of the armor with a swift action, at which point the construct leaves the creator's space and enters a space adjacent to the creator. Donning construct armor takes a full-round action if the construct is still active. The creator cannot don a construct with this modification if the construct has been destroyed.

The construct's wearer retains his base attacks and saves. Construct armor counts as breastplate armor for purposes of determining AC, weight, Dexterity modifiers to AC, and chance of arcane spell failure.

Question: Regarding Construct Armor, is it possible to assume that the wearer keeps the Construct's STR and Attacks?

Thanks!


Hi

I'd like to know if there is anything NON-MAGICAL that allows a quick drawing item (besides a weapon).

Thanks


Heya!

I'm playing a barbarian in a nord campaign and wish to know the ways I can get LARGE(R).

Besides Enlarge Spell, do you know wath other methods for increasing size?

Thanks!


Hi

Just need some clarification regarding SAP Adept / Master feats.

Sap Adept states:

Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to twice the number of sneak attack damage dice you rolled.

So if I rolled 3d6, I'll gain +6 (3x2) damage?

Sap Master states:

Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.

So if I rolled the same 3d6, I'll gain another 3d6 for damage? If this is true, SAP Adept will earn me +6 or +12?

Thanks!


Hi!

I'm playing an Alchemist and currently, when needed, I assume the form of a Troglodyte, so I can benefit from the +6 Natural Armor Bonus, besides three attacks.

I've been thinking about other possible forms, so I can increase my AC.

Do you know of better Natural Armor bonuses out there? If so, specify the creature.

Thanks!


Hi

A character of mine is dedicating himself to escape manacles, ropes and bindings.

I have Sleight of Hands and Disable Device as class skills and got really surprised when I saw the Stealthy Escape Trait (uses Sleight of Hand).

My questions are:

1- Is it possible/plausible to use Disable Device to escape Manacles (are devices)?

2- Is it possible/plausible to use a Masterwork Thieve's Tools to improve this check?

3- Assuming my PC is held captive (in a cell or in a group of slaves), can I take 10 or 20, by the rules?

Thanks!


Hi

I'm about to start a PF campaign as a 4th level Alchemist(Vivisectionist | Preservationist) and I'm wondering about tactical capabilities for my character.

By now I'm almost 100% rogue as I can Sneak Attack, Disable non-magical traps, scout and poison use. Yeah, 100% may be too high, but the main skills and abilities I do possess.

In addition I can Brew Potions, Extracts and Mutagens, alongside Alchemical Items.

I've asked my GM if we can work on improved versions of the alchemical items displayed in the books, but he refused. So I'm stuck with 1d6/5lbs acid/fire damage.

Considering this, I also bought the Gunsmithing feat, that enables me to produce black powder for 10% market cost, enabling 5d6 Fire damage in a 20ft burst for 100gp.

So my character is able to mass produce (by 5th level) any alchemical item in the books, in addition to sneak attacking and casting some extracts (to buff himself or others).

My question is: As it is, do you guys (and ladies) have any suggestion regarding the tactical use of these capabilities (or even other uses for the alchemical items available, outside combat).

My character

Spoiler:

Attributes

STR 12
DEX 18
CON 12
INT 16
WIS 12
CHR 07

Skills

Acrobatics (Dex) 4 + 4 = 08
Appraise (INT) 1 + 3 + 3 = 07
Craft (Alchemy) (INT) 4 + 3 + 3 + 4 = 14
Disable Device (DEX) 2 + 3 + 3 + 4 = 13
Knowledge (Arcana) (INT) 2 + 3 + 3 = 08
Knowledge (Nature) (INT) 4 + 3 + 3 = 10
Perception (WIS) 4 + 3 + 1 = 08
Survival (Wis) 1 + 3 + 1 = 05
Stealth (DEX) 4 + 3 + 4 + 1 = 12
Sleight of Hand (DEX) 4 + 3 + 4 = 11
Spellcraft (INT) 1 + 3 + 3 = 07

Equipment

Body
Quilted Cloth +1 (AC +2, DEX +8, 15lbs, 1.250gp)
Dagger, Masterwork (1d4, 19-20/x2, 10ft., 1lb, 302gp) x2
Clothing, Hot Weather Outfit (+2 Fort vs hot climate, 4lbs., 8gp)
Wrist Sheath, spring loaded (+2 Sleight of Hand to conceal, draw as free action, 1lb., 5gp) x2
Thieve's Tools, Masterwork (+2 Disable Device, 2lbs, 100gp)
Potions (650gp)
Cure Light Wounds (1d8 + 1, CL1, 25gp) x4
Enlarge Person (Cl1, 25gp)
Reduce Person (Cl1, 25gp)
Shield (Cl2, 50gp) x2
Alterself (Cl4, 200gp) x2

Backpack, masterwork (60lbs., +1 STR carrying capacity, 2lbs., 50gp)
Alchemist's Lab, portable (+1 Craft(Alchemy), 20lbs., 75gp)
Bag, waterproof (0,5lb., 5sp)
Bedroll (5lbs., 1sp)
Spellbook, travelling (1lb., 50 pages, 10gp)
Hourglass (1 hour, 1lb., 25gp)
Ink (1 vial, 8gp)
Inkpen (1sp)
Compass (+2 Survival and knowledge (dungeon), 0,5 lbs., 10gp)
Kit, Alchemist's (5lbs., 25gp)
Rope, silk (50 ft., 5lbs., 10gp)
Vermin Repellent (5gp)
Waterskin (4lbs., 1gp)
Chemicals (304 gp 8sp) 471gp, 5sp)
Alchemist's Fire (1d6 + INT (x2 rounds | Fullround REF DC 15) | Splash 1 + INT, 1lb., 6gp 7sp) x4
Acid (1d6 + INT | Splash 1 + INT, 1lb., 3gp, 4sp) x4
Liquid Ice (1d6 + INT | Splash 1 + INT, 2lbs., 13gp 4sp) x2
Powder, Flash (1 round Blindness, Fort DC 13, 10ft. radius, 16gp 7sp) x4
Thunderstone (1 hour Deafness, Fort DC 15, 10ft. radius, 1lb, 10gp) x2
Alchemical Grease (+5 Escape Artist and vs Grapple, 1lb., 1gp 7sp) x1
Alchemical Solvent (0,5lb., 6gp 7sp) x2
Antiplague (+5 Fort vs Disease, 16gp 7sp) x4
Antitoxin (+5 Fort vs poison, 16gp 7sp) x4
Smokestick (Fog 10ft. cube, 0,5lbs., 6gp 7sp) x2
Sunrod (Light for 6 hours, 1lb., 7sp) x1

Level Progression

1- Feat (Gunsmithing), Feat (Two-Weapon Fighting), Throw Anything, Brew Potion, Sneak Attack +1d6
2- Discovery (Infusion), Bottled Ally I
3- Feat (Weapon Finesse), Swift Alchemy, Sneak Attack +2d6
4- Discovery (Spontaneus Healing)
5- Feat (Master Alchemist), Bottled Ally II, Sneak Attack +3d6
6- Discovery (Sticky Poison), Swift Poisoning
7- Feat (Exotic Weapon Proficiency: Pistol), Sneak Attack +4d6
8- Discovery (Enhance Potion), Bottled Ally III
9- Feat (Planar Preservationist), Sneak Attack +5d6
10- Discovery (Combine Extract), Bottled Ally IV

Thanks a lot for reading this far!!


Hi, just wondering if it would be too unreasonable to make superior versions of alchemical items like Acid.

By the book, to create a flask (1lb.) of Acid you must make a Craft (Alchemy) DC 15 check, paying 5gp for material costs.

My version would be something like:

For each extra 1d6, add +5 to the DC and double the costs, than, multiplies by 10.

So, to make a 10d6 Acid it would need:
- 5*10*10 = 500gp
- DC 15+(9*5)= 60

What do you think?

Thanks


Greetings!

I'm about to start a campaign playing a 4th level Alchemist and I'd really appreciate some input about my character concept and capabilities.

Spoiler:

Asar Abdul Bin Muqaddim Zakwan Bin Farrukh Taysir

Alchemist 4 (Vivisectionist | Preservationist)

Race (Human)

Traits
Conspiracy Hunter (Stealth)
Accelerated Drinker

Stats

STR 07 -02
DEX 18 +04
CON 12 +01
INT 16 +03
WIS 12 +01
CHR 12 +01

Fort 4 + 1 = 5
Ref 4 + 4 = 8
Will 1 + 1 = 2

AC 10 + DEX (4) + ARMOR (2) = 16
HP 29

BAB +3
Dagger +8 (+6/+6) | 1d4-2 19-20/x2
Ranged Splash Weapon +8 (+6/+6) | Varies

Skills

Appraise (INT) 1 + 3 + 3 = 07
Craft (Alchemy) (INT) 4 + 3 + 3 + 4 = 14
Disable Device (DEX) 4 + 3 + 4 = 11
Knowledge (Arcana) (INT) 1 + 3 + 3 = 07
Knowledge (Nature) (INT) 4 + 3 + 3 = 10
Perception (WIS) 4 + 3 + 1 = 08
Stealth (DEX) 4 + 3 + 4 + 1 = 12
Sleight of Hand (DEX) 4 + 3 + 4 = 11
Spellcraft (INT) 2 + 3 + 3 = 08
Use Magic Device (CHR) 4 + 3 + 3 = 10

Equipment (6.000gp - 2.760gp = 3.240gp)

Body
Quilted Cloth +1(AC +2, DEX +8, 15lbs, 1.250gp) **(23 lbs)**
Dagger, Masterwork (1d4, 19-20/x2, 10ft., 1lb, 302gp) x2
Clothing, Hot Weather Outfit (+2 Fort vs hot climate, 4lbs., 8gp)
Wrist Sheath, spring loaded (+2 Sleight of Hand to conceal, draw as free action, 1lb., 5gp) x2
Potions (200gp)
Cure Light Wounds (1d8 + 1, CL1, 25gp) x4
Enlarge Person (Cl1, 25gp) x2
Reduce Person (Cl1, 25gp) x2

Backpack, masterwork (60lbs., +1 STR carrying capacity, 2lbs., 50gp) **(60 lbs.)**
Alchemist's Lab, portable (+1 Craft(Alchemy), 20lbs., 75gp)
Bag, waterproof (0,5lb., 5sp)
Bedroll (5lbs., 1sp)
Spellbook, travelling (1lb., 50 pages, 10gp)
Hourglass (1 hour, 1lb., 25gp)
Ink (1 vial, 8gp)
Inkpen (1sp)
Compass (+2 Survival and knowledge (dungeon), 0,5 lbs., 10gp)
Kit, Alchemist's (5lbs., 25gp)
Rope, silk (50 ft., 5lbs., 10gp)
Vermin Repellent (5gp)
Waterskin (4lbs., 1gp)
Chemicals (471gp, 5sp)
Alchemist's Fire (1d6 + INT (x2 rounds | Fullround REF DC 15) | Splash 1 + INT, 1lb., 10gp) x4
Acid (1d6 + INT | Splash 1 + INT, 1lb., 5gp) x4
Liquid Ice (1d6 + INT | Splash 1 + INT, 2lbs., 20gp) x2
Powder, Flash (1 round Blindness, Fort DC 13, 10ft. radius, 25gp) x4
Thunderstone (1 hour Deafness, Fort DC 15, 10ft. radius, 1lb, 15gp) x2
Alchemical Grease (+5 Escape Artist and vs Grapple, 1lb., 2gp 5sp) x1
Alchemical Solvent (0,5lb., 10gp) x2
Antiplague (+5 Fort vs Disease, 25gp) x4
Antitoxin (+5 Fort vs poison, 25gp) x4
Smokestick (Fog 10ft. cube, 0,5lbs., 10gp) x2
Sunrod (Light for 6 hours, 1lb., 1gp) x1

Spells

Lvl 1 > 4
Lvl 2 > 2

Level 1
Comprehend Languages
Cure Light Wounds
Disguise Self
Enlarge Person
Illusion of Calm
Shield
Reduce Person
Summon Nature's Ally I
Deathwatch

Level 2
Alter Self

=========================================================================== =====================================================

Level Progression

1- Feat (Spell Focus: Conjuration), Feat (Two-Weapon Fighting), Alchemy, Throw Anything, Brew Potion, Mutagen, Sneak Attack +1d6
2- Discovery (Infusion), Bottled Ally I
3- Feat (Weapon Finesse), Swift Alchemy, Sneak Attack +2d6
4- Discovery (Spontaneus Healing)
5- Feat (Augment Summoning), Bottled Ally II, Sneak Attack +3d6
6- Discovery (Sticky Poison), Swift Poisoning
7- Feat (Planar Preservationist), Sneak Attack +4d6
8- Discovery (Combine Extract), Bottled Ally III
9- Feat (Improved Two-Weapon Fighting), Sneak Attack +5d6
10- Discovery (Enhance Potion), Bottled Ally IV
11- Feat (Combat Expertise), Sneak Attack +6d6
12- Discovery (Greater Mutagen)
13- Feat (Gang Up), Sneak Attack +7d6
14- Discovery (Poison Conversion), Bottled Ally V
15- Feat (Greater Two-Weapon Fighting), Sneak Attack +8d6
16- Discovery (Grand Mutagen)
17- Feat (Extra Discovery), Discovery (Eternal Potion), Sneak Attack +9d6
18- Instant Alchemy, Bottled Ally VI
19- Feat (Improved Feint), Sneak Attack +10d6
20- Grand Discovery (True Mutagen)

The idea is pretty straight: Go Two-Weapon Fighting all the way, delivering sneak attacks as much as possible (via party ally or Monster Summoning). Also, personal and party buffs (like shield, Alterself and Enlarge) will come into play.

The character is a kind of Striker(glass cannon)/Skill Monkey, with lots of chemicals to use.

Any comments are welcome! Specially regarding the use of alchemical items at latter levels.

Thanks!


Greetings!

I'm about to enter a PF game and would like some advice regarding the Witch (Dimensional Occultist) class and it's capabilities related to Planar Binding (and how to make it efficient).

My 20 levels progression:

Spoiler:
Level Progression

1- Hex (Slumber), Feat (Antagonize), Feat (Accursed Hex)
2- Dimensional Augmentation
3- Feat (Spell Focus: Conjuration)
4- Hex (Evil Eye)
5- Feat (Augment Summoning)
6- Hex (Fly)
7- Feat (Spell Penetration)
8- Commune with Familiar
9- Feat (Superior Summoning)
10- Hex (Misfortune)
11- Feat (Skill Focus: Planes)
12- Dimensional Waypoints
13- Feat (Improved Eldritch Heritage: Abyssal Bloodline)
14- Hex (Fortune)
15- Feat (Greater Eldritch Heritage: Abyssal Bloodline)
16- Hex (Major Healing)
17- Feat (Eldritch Heritage: Abyssal Bloodline)
18- Hex (Dire Prophecy)
19- Feat (Greater Spell Penetration)
20- Hex (Natural Disaster)

In basics, this build tries to debuff enemies as usual, using Hexes before spells. When it comes to summoning monsters, by 9th she can summon another creature with one spell, adding a third by 17th, with the devil type.

Regarding Planar Biding, she can greatly debuff any outsider via Hexes, to ensure maximum efficiency.

Magic Circle can be cast via UMD.

Comment's? Any help is welcome!


3 people marked this as FAQ candidate.

Hi!

Supposing I'm playing a Monk 1 Barbarian 2 character, with Lesser Beast Totem, with Weapon Focus (Natural Attack) and Feral Combat Training, will I be able to make 2 Flurry attacks and 2 Claw Attacks?

Thanks in advance and a Happy New Year!


Hi!

I'm a barbarian and I want stunning fist. However my stats are really low (DEX 7 and WIS 11).

So, are there any other possibilities to have stunning fist without dipping into Monk or investing int attributes?

Thanks!


Hi!

Just had a doubt regarding Charge.

The SRD states that "After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.

Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge."

The SRD also states in the Wild Fighting substitution (Wild Rager) that "At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC."

So, do I consider the specific Charge rule OR do I consider the specific Barbarian rule?

Thanks!


Hi guys!

I've modified my barbarian to look more like Hulk, so I decided to give him a furious maddening rage and several natural attacks.

As we are at level 2, 1d6+STR is still something to notice. However, I need to increase my natural attacks damage so I can deliver good amounts of damage by level 05-20 (by level 5 1d6 isn't so exciting as it was 3 levels ago).

So, the question is: How am I supposed to increase my natural attack's damage?

I accept every tip, combo, magic item, feat you've heard of. The only exception is that he is a barbarian and I don't plan to multiclass him, unless there is a REAL GOOD reason.

Thanks in advance!


Hi!

My barbarian is using a greatsword and wants to kick too. So, if I have Improved Unarmed Strike and TWF, am I able to attack with both Greatswords and Unarmed Strike?


Hi!

First time posting here!

As the title suggests, I'm in need of an advice for barbarian build.

Spoiler:

Race

Human (Favored Class Barbarian | +1 HP/level | +2 to STR)

Heart of the Wilderness (substitutes Skilled)
1/2 HD to Survival;
1/2 HD to CON to avoid death;
+05 to stabilize.

Class

Barbarian (Invulnerable Rager | Titan Mauler)

Attributes (Assuming 20 pts and +2 to STR)

STR 18
DEX 07
CON 18
INT 10
WIS 11
CHR 07

Saves, AC and HP

FORT 3 + 4 = 7 (10)
REF 0 - 2 = -2
WILL 0 + 0 = 0 (2)

AC 10 + 6 - 2 = 14 (12)
HP 12 + 6(HD) + 2(FC) + 8(CON) = 28 (34)

Attack

Greatsword +7 (+9) | 3d6+6 (+9) (level 3+)
Unarmed +6 (+8) | 1d4+4 (1d6+6)

Skills

Climb (STR) 1 + 4 + 3 = 8
Intimidate (CHA) 2 - 2 + 3 = 3
Perception (WIS) 2 + 0 + 3 = 5
Survival (WIS) 2 + 0 + 3 + 1 = 6
Swim (STR) 1 + 4 + 3 = 8

Feats (by level)

1- Improved Unarmed Strike
1- Raging Vitality (+2 CON)
3- Toughness (+3 HP +1/level > 3)
5- Extra Rage Power
7- Scorpion Style (Reduce Target Speed to 5 ft.)
9- Gorgon's Fist (stagger)

Equipment

Breastplate (200gp) +6/+3/-4
Greatsword, Large Masterwork (750gp) 3d6 | 19-20/x2

Level Progression (Class habilities and Rage Power selection)

Barbarian 1 Big Game Hunter, Rage
Barbarian 2 Rage Power (Brawler), Invulnerability
Barbarian 3 Massive Weapons
Barbarian 4 Rage Power (Renewed Vigor)
Barbarian 5 Rage Power (Greater Brawler)
Barbarian 6 Rage Power (Regenerative Vigor)
Barbarian 7
Barbarian 8 Rage Power (Renewed Life)
Barbarian 9
Barbarian 10 Rage Power (Renewed Vitality)

The idea behind this build is to combine a heavy hitter with some kind of brawling. If you can help me with suggestions I'd be very glad!

Thanks in advance!