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Power attack into Cornugon Smash is a good way to trigger a good number of intimidate rolls.

Hurtful is fun for getting an extra attack.

Violent Display is great for hitting multiple enemies. Bear in mind the rp requirement to be at least linked with were-tigers, but if you ask nicely your gm could let that slide.

Also feats aside a cruel weapon would be a good investment to stack on debuffs.

Example build:
Talents
2 Ranger Combat Style - Menacing
4 -------
6 Ranger Combat Style 2
8 ------
10 -----

Feats
1 Power attack
1(Half-Elf EWP ) Katana
2 Dazzling Display
3 Hurtful
5 Weapon Focus
6 Intimidating Prowess
7 Violent Display
9 Disheartening Display
10 Critical Focus


Also a rogue with the ruffian racket can sneak attack with any simple weapon which includes the 2h staff and spear or big bulky style weapon like the club, morningstar and mace.


Also you could consider the urban barbarian archetype. It allows you to use spell-likes while raging and the main downside for barbs (the downgrade to rage) isn't so much of an issue. You could even put the rage bonuses into dex for better accuracy rather than con.

lastly, you could add a note about flumefire rage. Its a feat that looks like it should give bonus damage to your fire blasts while raging but is worded to only work with evocation spells. If you could get GM approval to let it work with blasts then would have a very powerful pryo-rager.


Also flumefire rage, which seems to want to be able to work with blasts but they didn't word the feat correctly.


Only if you don't take the furious spell metakinesis with the expanded metakinesis feat. It's only 1 burn which can be fairly easily overcome.


There is a feat called expanded metakinesis that can give you the furious spell meta magic for 1 burn. On top of letting you use kinetic blast while raging it gives you effectively your level in extra damage. Fairly sweet.


The synthesist archetype is a bit weird, at times it can be both massively overpowered but also really hampered by certain things when compared to the base summoner (feats and action economy).

I want to homebrew a revamped version that scales back its power a little but also give it a few things it needs. So I'm turning to the forum for some ideas and constructive criticism. I'm planning on having this work for the unchained summoner in cases were that makes a difference.

Problems:

* Firstly replacing stats seems like a bad idea form the get go. I'm thinking of changing the stat bonuses from fused form to be a sort of WBL advantage like the bladebound magus. So instead of replacing the summoners physical stats with the eidolons stats i'd have the ability give an enhancement bonus to physical scores, probably inline or just behind what you would get with the auto progression rules for physical prowess.

* Secondly, the synthesist massively loses out on feats when compared with the base summoner. there are two ways to go about this. 1, trade the summon monster SLA for a few bonus feats, maybe 1 per 3 levels or 1 per 4 levels. 2, leave it as is as evolutions probably are strong enough to allow the synthesist to function anyway. I like the first solution because the SLA feels like a dead feature to the synthesist as its unusable while the synthesist is suited up.

* Lastly, I'm thinking of scaling back the number of evolution points the synthesist gets as evolutions are a huge boon to any combat character anyhow. When compared to the regular summoner, enemies have the option of ignoring the eidolon and attacking the summoner, which helps balance some of the massive defensive evolutions. With the synthesist, enemies have to deal with the synthesist directly thus making evolutions much more powerful.

So what does the forum think? I'll be writing up the archetype properly in a sort while but I want to know if I'm on the right track with the changes I'm considering. Have I missed something obvious? are my changes going to far?


So I'm starting a new game soon and the go has home-brewed all the races. One of them has the racial ability that says "Count as one size larger whenever it would be beneficial".
What does this really mean? He said that it would apply in all ways and that I would take up 5ft square and have 10ft reach.
My character is probably going to be a Feral mutagen using alchemist.


I'm making a bloodrager/warpriest character taking both arcane strike and blooded arcane strike.

I've seen people say that two arcane classes would stack for the purpose of how many caster levels you had for arcane strike but what about a mix of arcane and divine caster levels?


Warpriest casts raise dead post.

He's my take on the big hit build. This idea does focus around having a character that can only wield his massive weapon by divine power

the base is a Samsaran Warpriest of Ragathiel
traits: Giant blooded (take half penalty for using oversized weapons), fate's favoured (+1 to luck bonuses)
Samsaran: Mystic Past Life is important to pick up lead blades.
level 1 Warpriest: blessings: Good & destruction, feat: weapon of the chosen, weapon focus (bastard sword)
lvl2 1/1 bloodrager: celestial bloodline
lvl3 1/2: imp. weapon of the chosen
lvl4 1/3: greater weapon of the chosen
lvl5 1/4: power attack
lvl6 1/5: furious focus
lvl7 1/6: vital strike, furious finish
lvl9 1/8: channel smite
lvl10 1/9: greater weapon focus (bastard sword)
lvl11 1/10: guided hand
lvl13 1/12: imp. vital strike, devastating strike
lvl15 1/14: quicken blessing
lvl16 1/15: arcane strike
lvl17 1/16: blooded arcane strike
lvl19 1/18: greater vital strike, staggering blow

so you wield a huge sun blade with effort lace item. with giant-blooded with either make the size penalty -1 or 0 ((-4/2)-2=0 or (-4-2)/2=-1) not sure about that. Prebuff with lead blades and good/destruction blessings. round 1 buff with righteous might and divine power. round 2 walk up to target, blood rage with arcane strike, swift action to channel smite if undead, roll attack twice with greater weapon of chosen, and smash the target into the ground with vital strike.

to-hit: +15bab+10(30wis) +2(weapon focuses) +7(divine power + fate's favoured) +4(sun blade enhancement) =+38
damage: 24*8 weapon dice (colossal bastard sword+ GVS) +6(devastating strike) +6(Str)+7(divine power) +9(power attack) +4(sun blade enhancement) +9(destructive attacks) +20(blooded arcane strike)
+1d6(angelic attacks) +6d6(channel smite) +1d6(holy strike) =253+8d6
=281 avg damage (261-301) against evil and those damaged by negative energy

so +38 (8d6+253) and you're fatigued
-2 to attack and the target makes a dc 26 fort save or is staggered until the start of your next turn
I’d want to fit in alignment channel to open up the number of channel smite targets.
Also you can use Warpriest’s sacred weapon to add extra enhancement to the sun blade.
obviously this build does worse against non-evil & non-undead monsters.
also I just made this build for level 20 so it I was ever going to play this I'd around with feat order and probably turn it down a bit to get sure he's not a complete glass cannon and has not s*+!ty defences.


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If you're using the unchained rogue then you can get 1.5x dex to damage with the elven curve blade which makes it pretty sweet all over. With a small dip into ranger you get power attack with out 13 str so its pretty much dex 2-handed with no downsides.

Unchainde FAQ