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Elephants, then mandrills, then demons, then everybody went crazy and killed each other in the middle of a giant fire.

Only the half-finished iguana statue outside the smoking ruin, and the mad dwarven child playing in the bone heap, remain of the proud dwarves that lived there.


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Well, I think I've finalized my build. I looked at the cost of spellcasting services and had a brilliant idea.

Mule Hopkins the Drow Noble is no longer a synthesist, just a regular summoner, although Legless Bugger the eidolon's stats will be almost unchanged. The main thing is that I noticed it would only cost 1150 gp to hire a spellcaster to turn me into a skeletal champion or juju zombie, thus eliminating the only poor stat drow nobles had in the first place and allowing me to use my casting stat for hp. in addition, since our GM lets us dump 2 points in one stat to increase another by one, I can just throw Con out the window and then have it not matter at all.

Mule Hopkins the Old Drow Noble Skeletal Champion Summoner has 59 HP at level 3, 22 charisma, 18 dexterity, 14 intelligence, wisdom, and strength, and would have -1 constitution - but he kept himself alive with a scroll of bear's endurance for the first few minutes of his old age, and paid out 1150 gold immediately to a conveniently placed level 11 wizard to get skeletal championized.

He then strolled down to the drider caves where his friend rayquar was doing normal drider-y stuff like living in a damp cave, cathing and eating raw rats, and polishing his masterwork chainsaw. And then they went adventuring before logic could catch up to them.


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I'm pretty sure it works, although if not, lances have reach so you can just air walk your mount. that way it can still charge but you can stay out of reach.

Are you planning on doing this sort of build or is this theorycraft? I've always been a huge fan of mounted combat, and I've got a couple builds you might try.

Charging cleric:

Chargin’ Chuck

By Paddywagon Man

Human Cleric 19 / Dragoon Fighter 1(if choice of any 2 domains allowed by GM)

or else Human Separatist Cleric 19 / Dragoon Fighter 1

Attributes

Cha/Wis>Str>Con/Dex>Int

STR: 14
DEX: 12
CON: 12
INT: 7
WIS: 15
CHA: 17 (15+2)

Traits

Reactionary: +2 Initiative
Accelerated Drinker: drink potions as a move action (as a mounted charger you will have a lot of free move actions)

Feats/Domain Abilities
1 (Dragoon Fighter): Mounted Combat, Skill Focus (Ride), Ride-By Attack, Power Attack
2: Speak With Animals, Destructive Smite +1, Channel - 1d6
3: Channel Smite
4: Channel - 2d6
5: Spirited Charge, Animal Companion, Destructive Smite +2
6: Channel - 3d6
7: Boon Companion, Destructive Smite +3 (Animal Companion now a Big Cat)
8: Channel - 4d6
9: Alignment Channel (Evil), Destructive Aura +4, Destructive Smite +4
10: Channel - 5d6
11: Improved Channel, Destructive Aura +5, Destructive Smite +5
12: Channel - 6d6
13: Vital Strike, Destructive Aura +6, Destructive Smite +6
14: Channel - 7d6
15: Extend Spell, Destructive Aura +7, Destructive Smite +7
16: Channel - 8d6
17: Quicken Spell, Destructive Aura +8, Destructive Smite +8
18: Channel - 9d6
19: Improved Vital Strike, Destructive Aura +9, Destructive Smite +9
20: Channel - 10d6

Spells

For the most part your spells will be utility, self-buffs and buffs for your big cat. Air Walk is amazing for this. It lets you charge those pesky flying enemies while still going really fast on a tiger with haste. Divine Power helps you hit with your lance. Bless affects you AND your Tiger/Lion, so for a first-level spell it stays pretty useful.

What the Build Looks Like at...

This assumes a 20 point buy, Channel Smite, Destructive Smite, Power Attack, Destructive Aura, no magic items, and a breastplate. This, of course, only applies when you get off your charges.

Level 1: HP: 11, AC 17. Charges for 2d8+10, on a horse or something.

Level 4: HP: 30, AC 17. Charges for 2d8+12+2d6

Level 8: HP: 56, AC 17. Charging on a Tiger for 3d8+31+4d6. Tiger pounces (with Power Attack) and hits for 1d8+13/1d6+13/1d6+13/1d6+13/1d6+13

Level 12: HP: 82, AC 17. Destructive Aura now giving huge damage boosts to the Tiger and to your lance. Charges for 3d8+63+6d6.

Tiger pounces for 1d8+18/1d6+18/1d6+18/1d6+18/1d6+18

Level 16: HP: 108, AC 17. Vital Strike adds a bit of extra damage now. 6d8+84+8d6. Tiger now at 1d8+24/1d6+24/1d6+24/1d6+24/1d6+24

Level 20: HP: 134, AC 17. Improved Vital Strike is now in effect, meaning you now deal 9d8+99+10d6 (an average of 244.5 damage) and your tiger does 1d8+30/ 1d6+30/ 1d6+30/ 1d6+30/ 1d6+30. (this averages at 168.5, meaning that between the two of you you average 413 damage on a charge with no magic items and no buffs).


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OK, I realized I had missed a couple of very big screw-ups in my build. the most obvious one was that I still listed myself as having a claw attack, even though I had removed Eldritch Heritage (Abyssal) from the build. (4 feats didn't seem worth it). I just got over a bout of heatstroke, so my mind is still a little clouded. Anyways, I fixed that, switched the Amulet of Mighty Fists for a +5 strength tome, and switched multiattack for quickdraw so I could fight with a falchion and a quickdraw shield.

Mr. Paddywagon:
Mr. Paddywagon

Human variant channeling antipaladin 4/ancient lorekeeper oracle of life 8/holy vindicator 8

28 (17 base, +6 belt, +5 tome, -6 age, +6 G.A.R)
24 (14 base, -6 age, +6 G.A.R., +6 belt, +4 tome)
16 (10 base, -6 age, +6 G.A.R, +6 belt.)
10 (7 base +3 age)
10 (7 base, +3 age)
36 (16 base, +2 race, +3 age, +6 headband, +4 manual, +5 level)

HP: 172
AC: 56, or 74 when fighting defensively (10 + 7 Dex + 9 armour + 1 dodge + 10 sacred + 8 profane + 1 shield + 5 natural armour + 5 ring of protection + 2 fighting defensively) + 16 Osyluth's Guile)
flat-footed AC: 47
Touch AC: 59 (assuming Paddy is fighting defensively)

Initiative + 13 (possibly a problem)

Feats:

1st Racial Heritage(Elf)
Bonus Enforcer
3rd Dodge
5th Alignment Channel(Good)
7th Alignment Channel(Evil)
9th Osyluth's Guile
10th Channel Smite (Holy Vindicator Bonus Feat)
11th Quick Channel
13th Improved Initiative
15th Extra Channel
17th Improved Channel
19th Quick Draw

Traits:

Reactionary
Sacred Conduit

Saves:

Fort: +32 (+11 base, +3 con, +5 resistance, +13 charisma)
Ref: +31 (+6 base, +7 dex, +5 resistance, +13 charisma)
Will: +32 (+14 base, +5 resistance, + 13 charisma)

Gear:

Manual of Charisma +4 110,000
Manual of Dex +4 110,000
Manual of Str+5 131,250
Headband of Cha +6 36,000
Belt of Str/Dex/Con +6 77,000
Ring of Evasion 25,000
Ring of Prot. +5 50,000
Scroll of G.A.R (2) 7,650
Celestial Armour 22,400
Amulet of Nat. Armour +5 50,000
cloak of Resistance +5 25,000
Handy Haversack 2,000
+5 merciful,spellstoring,
keen falchion 128,000
Contingency Focus 1,500
Boots of Haste 6,000
Phylactery of
Positive Channeling 11,000
Phylactery of
Negative Channeling 11,000
Quickdraw Buckler Small Change
Scroll of Spellbane(2) 7,650

I probably chose my spells badly, but I only own the core rulebook.

Oracle's curse - clouded vision (blind past 60 feet, darkvision, 30 feet blindsense

Oracle Spells - also all cure spells:
0- I don't think these will matter in the Beastmass, with the exception of Read Magic.
1- Touch of Fatigue (Bonus), Sanctuary, Command, Tap Inner Beauty, Protection from Good, Protection from Evil (DC 24) 10/day
2- Mirror Image (Bonus), Spiritual Weapon, Resist Energy, Remove Paralysis, Weapon of Awe, Desecrate (DC 25) 9/day
3- Limp Lash (Bonus), Animate Dead, Deadly Juggernaut, Hydrophobia, Invisibility Purge (DC 26) 9/day
4- Stinking Cloud (Bonus), Greater Magic Weapon, Freedom of Movement, Summon Monster IV, Divine Power (DC 27) 9/day
5- Dimension Door (Bonus), Plane Shift, Righteous Might, True Seeing (DC 28) 9/day
6- Overland Flight (Bonus), Heal, Harm (DC 29) 7/day
7- Contingency (Bonus), Summon Monster VII (DC 30) 5/day

Antipaladin Spells:
1- Death Knell x3 (DC 25)

skills:

Perception + 10
Intimidate + 36
UMD + 29
Bluff + 24

Base Attack Routine (fighting defensively): falchion +27/+22/+17/+12, 2d4+18, 15-20 crit.

merciful weapon lets paddy deal 1d6 extra damage (all is nonlethal) and lets him do a free demoralize with enforcer.
divine power adds 4 to hit and damage.
weapon of awe adds 2 damage.
deadly juggernaut adds 1 to hit and damage for every kill in 14 minutes.
Greater Magic Weapon adds +3 on both attack rolls and damage.
Righteous Might gives +4 strength while making me large - so +1 to hit, +3 damage.
Haste (with the boots) gives a fifth attack and a +1 to hit.
Smite Good (solar and gold dragon only) gives +13 to hit and AC and +4 damage.
Stigmata gives +3 sacred and +3 profane to attack rolls, damage, or AC - attack rolls in this case.

so with everything but Deadly Juggernaut and smite good active (because Deadly Juggernaut is variable and smite good only affects the solar and gold dragon) the attack routine becomes:

falchion +42/+42/+37/+32/+22, 2d6+30, 15-20 crit.

CHANNELING:
9 negative channels/day, 8d6. with variant channeling (Ale, Wine) it is instead 5d6 and causes 1 round of Nausea. DC 32
16 positive channels/day, 10d6. 6d6+1 round Nausea with variant channeling. DC 34

as far as I can tell, the phylacteries add their 2d6 AFTER the damage is halved from variant channeling, so the damage is 5d6 and 6d6 instead of 4d6 and 5d6.

Just tell me if you find anything illegal with the build. Loaded into the contingency for the first day is Spellbane, targeting Antimagic Field, Time Stop and Greater Dispel Magic.