Ulfen Raider

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So I am the forever DM of my party. I decided that the adventure I am playing needed a interesting fight. I love templates and always wanted to use the Worm that walks template. It says to only use it on evil spellcasters, but I found it a cool design to make a Flesh worm that walks Golem.

After applying the template, things started to break down. I still think it is a cool build. Any thoughts on this? Because I think it can become a slugfest:

The build:
Golem, Flesh Worm That Walks CR 9
XP 6400
Neutral Large Construct (Vermin) Construct traits
Init +1; Senses Darkvision 60, Low-light Vision; Perception +8
DEFENSE
AC 11, touch 11, flat-footed 10 ( No Armour, Shield, none)
(+1 Dex, -1 size, +1 insight)
hp 79 (9d10+30);Fast Healing (Ex) = CR
Fort +3, Ref +4, Will +3
Damage reduction 5/adamantine, Immunity to 1 - magic A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below., Immunity to 2 - A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save)., Immunity to 3 - A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage., Damage reduction 15/-, Immunity to disease, paralysis, poison, and sleep effects
OFFENSE
Speed: 30ft.
Single Attack Slam +13 (1d6+5) (Grab (Ex) , Weapon A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.)
Full Attack
2 Slam +13 (1d6+5)(Grab (Ex) , Weapon A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.)
Space 10 ft.; Reach 10 ft.
Special Attacks
Discorporate (Su) A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, the worm that walks loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.,
Squirming Embrace (Ex) DC(14) 2d6 +1.5 Str bonus,
Squirming Embrace (Ex) DC(14) If a worm that walks grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed. If a creature takes damage from the swarm, it is also subject to the swarms distraction ability, and must make a Fortitude save or be nauseated for 1 round. The save DC equals 10 1/2 the worm that walkss HD its Con modifier).
STATISTICS
Str 20, Dex 13, Con 0, Int 0, Wis 11, Cha 1
Base Attack 9 CMB +15 CMB Bonus 4 Grapple; CMD 27 CMD Bonus 4 vs grapple
Feats
Diehard: Remain conscious at -1 to -9 hp
Skills Perception +8, Sense Motive +8, Stealth +5
Languages
ECOLOGY
Environment Any
Organization Solitary, Gang 2-4
Treasure None
SPECIAL ABILITIES
Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golems creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golems berserk chance to 0%
Grab (Ex):If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creatures Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creatures descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Construct traits:Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.


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I grew particularly fond of my Arcane Trickster who shot spells through his gun. + 10 initiative, so always went first. Gave every party member a flaming weapon and casually did 12d6 damage the first round. Was fun.


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Darigaaz the Igniter wrote:
Yqatuba wrote:
Are there any spells that stop someone from getting pregnant or getting a std or the like? Seems like those would be among the first spells people invented.
Bachelor's snuff for the former, remove disease for the latter.

Bachelor's snuff for the men, Night Tea for the women


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Scott Wilhelm wrote:
Ryze Kuja wrote:
As wild as the OP build is, as a GM I would consider this to be a serious abuse of the rules (regardless of it's legality/illegality). Remember that any munchkin-level tweaking you can create can also appear in the world. If this was happening in my campaign, I would create 12 of these Songbirds of Doom to come chase your party down :P
A good GM should adapt his adventures to make them challenging to his players. And he should interpret the power levels of the characters the players build as an indicator of the challenge levels they want from their GMs. But one should hesitate to dismiss creative and powerful character builds as being abusive to the rules. Character building is an art. People put a lot of creative energy into their characters, and a good GM should not just stomp on their players' artistic visions.

I agree with you for the most parts. As kind of the permanent GM of our group I can tell you that yes, theory crafting and building characters can take a long time. But filling a world with new and interesting things to explore, with a logical storyline, something interesting for all the players and also keeping everything balanced is a real time-consuming. I honestly hate it when one of my players jumps onto google: "Pathfinder insane killer build OP" and just takes that build and tells me that he spent a lot of time in designing it, and I should respect his ideas (argument came up more than once, one time even with 3 of the 5 players at once).

I have new players coming and going in my group and I tell them every time: "Don't worry about not having the most insane character build ever. Just build something you like to play and something with a lot of backgrounds." If people arrive at session 0 and join the table and they start talking about how his character has this amazing story behind him, but he doesn't even know what class he is; that brings tears to my eyes. We are telling a story. We all add to it. No one likes a story where 1 guy is fighting for his life to survive and his friend who is the same level, flies in like he is Superman and 1 hit kills 6 bad guys per round.

Of course, I also have players who don't like the insane background stories. They like to crunch the numbers, building the best there ever was. But if the players squeeze every rule to get the tiniest bonuses, then I will do the same. If you just build out of story perspective and you spend a lot of rounds doing fluff stuff, I will be more slacking on the rules.
And the group likes it. Everyone gets his satisfaction. Story guys get a story, the "artists" get the Michael Bay dynamic combat and lots of detail to work with, and the number crunchers get their satisfaction of getting stuff done.

TL;DR Give the players what they want from a game, but respect it that when you might be having fun with your op character, you might take the fun away from other players or the GM


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May I advise the kool-aid man build! "OH YEAH!"

Glutton wrote:

Many have commented on the totally awesome kick-in-the-door feat Stunning Irruption and it's possible uses. Adjusting my bow tie, I gave a stab at it.

Kool-Aid Man!

Male Half-Orc Barbarian 20 CN
Alternate Racial Trait: Gatecrasher +2 strength checks +2 sunder attempts
Traits: Muscle of the Society, +2 strength checks versus doors. Destructive Blows +2 strength checks, +2 sunder attempts

1 Power Attack
2 Rage Power: Animal Fury
3 Improved Sunder
4 Rage Power: Hive Totem
5 Stunning Irruption
6 Rage Power: Intimidating Glare
7 Shrapnel Strike
8 Rage Power: Terrifying Howl
9 Breaker of Barriers +2 strength checks
10 Rage Power: Strength Surge
11 Oath of the Unbound +2 strength checks
12 Rage Power: Superstitious
13 Smash +5 strength checks versus doors
14 Rage Power: Witch Hunter
15 Destroyer's Blessing
16 Rage Power: Spell Sunder
17 Greater Sunder
18 Rage Power: Hive Totem Resilience
19 Skill Focus: Perform (Oratory)
20 Rage Power: Hive Totem Toxicity

Fun Facts! Assuming you started with a 20 strength, and placed your stat ups until at least 24 strength, then added a +6 strength belt, your rage will boost you up to a 38, which is a +14 mod. You stroll up to a Iron Door with its 10 hardness, 60 hitpoints, and strength break DC of 28 and scoff. You could shred this with your +74 strength check, but instead you decide to burst through the wall right next to it (at a mere +67)! <Queue guitar riff> Suddenly you Perform Oratory "OH YEAH!" and force your opponents within 20 feet to make a DC 30 fort save or be stunned, and those within 10 feet to make a DC 34 reflex save or take 1d4+8 damage as totally gnarly shards of hewn stone fly into them. BUT WAIT there's more! If your stupefied opponents are not stunned you launch into a terrifying air guitar...