Krun Thuul

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As long as you have a good meat shield you can get away with it. Doesn't hurt later on if that meat shield gets some crit hit feats that staggered or stunned :)


Lumiere Dawnbringer wrote:

rogues make lousy archers, i know robin hood, many people associate with being a ranged rogue. but he was closer to a ranger.

ask if you can rebuild your rogue as a ranger.

Not quite true, 2 words sneak attack


Only issue with my intimidation is that I have a Char bonus of 0..... so yeah.

Well which route are you thinking is best? The straight 2 handed fighter route or the fighter barbarian route?


Changed my mind on that Armored Hulk, though might just go straight Barbaian. Here is my new layout for that:

First 8 levels Two-handed fighter Fighter last 12 Barbarian

Level 1 Bonus: Improved Initiative
Level 1 Fighter: Combat Reflexes
Level 1 Flaw: Power Attack
Level 1 Flaw: Cleave
Level 2: Toughness
Level 3: Weapon Focus (greatsword)
Level 4: Weapon Specialization (greatsword)
Level 5: Great Cleave
Level 6: Furious Focus
Level 7: Vital Strike
Level 8: Improved Critical
Level 9: Greater Weapon Focus (greatsword)
Level 10:
Level 11: Improved Vital Strike
Level 12:
Level 13: Devastating Strike
Level 14:
Level 15: Greater Weapon Specialization (greatsword)
Level 16:
Level 17: Greater Vital Strike
Level 18:
Level 19: Penetrating Strike(greatsword)
Level 20:

With Rage Powers:
Level 10 - Powerful Blow
Level 12 - Scent
Level 14 - Superstition
Level 16 - Crippling Blow
Level 18 - Increased Damage Reduction
Level 20 - Mighty Swing


We are doing a mix game with Pathfinder and 3.5 we just have to state which one at the time and source it.

There is a weapon called a Weighted Greatsword. It was in Arms & Armor V 3.5 by Jim Butler, Steve Cheech, and Kevin Ruesch.

Cost 80 gp
Medium damage 2d8
Crit Range 18-20 x2
Weight 12 lbs
Page 7

Ghost Touch is later my my list.

Already looking at the Greater Crystal of Life Drinking unsure if I can do the Augment Stone with that.


Thanks CloseUp, I had never heard of that enhancement before. :)


Critical Focus isn't required for Improved Critical. But when I do my critical range for my greatsword will be 15-20 :)

As stated further up my weapon is a large weapon, at level 6 I am doing 3d8+26 damage.

It is a +1 large mercurial weighted greatsword with a 18-20 crit range and x4 crit.

When I get my next weapon I'll make sure to make it Adamantine just wasn't affordable at the time.

Looking at some of these options for the weapon enhancement:
Maiming
Bloodfeeding
Wounding
Corrosive
Ghost Touch
Planar
Heartseeker

More than likely going with Bloodfeeding or Wounding. Maybe maiming depends on how I feel about how often I crit.

So with my crit range and I do think the crit parts might be handy but also thinking about dual classing with that Armored Hulk barbarian sub class.


Kennethray wrote:

pfft, Average Hp's? MAX them baby!

K-Ray

That's how I DM


I like the idea of making my character stronger both in hp and str.

Currently have a +6 str mod.

90 hp @ level 6

22 AC, though it usually is 20 as i am cleaving.

Currently have a movement speed of 40, though 75 would be nice :) is that only during rage?


I was thinking about taking a few levels in something else, was leaning towards barbarian, but basically looking to maximize my damage, no so worried about DEF or SAVES, if it be the end of the character, so be it. But looking for pure attack type.


strayshift wrote:

I'm not a huge fan of the level 20 ability and so am taking 5 levels of the Armoured Hulk Barbarian as a multi-class. This give me extra move, better will save, rage, 2 rage powers, bonuses to move and some lesser stuff for 2 feats. I also get the same average hit points and a broader range of skills too even without favoured class bonuses.

Food for thought.

I am interested in this, what rage powers would you recommend?

What level after level 8 would you do this? Reason I say that is at level 7 I get where all my attacks get the 2x Str mod and at level 8 I am getting the double crit range feat.


Braeden Caldwell wrote:

Another thing you can consider is to acquire an Adamantine Greatsword and start sundering the crap out of everything, alternatively you could get weapon blanches to treat your weapon as Adamantium temporarily.

Either way I would drop Vital Strike as it does not work with either the Charge or Full Attack actions. So it is essentially never going to be used on or after level 6 when you should be charging or full attacking pretty much at all times.

I am planning on doing that once I get another 8k, along with getting a enhancement.

Also my weapon is a large weapon, at level 6 I am doing 3d8+26 damage. It is a +1 large mercurial weighted greatsword with a x4 crit... so even if I don't crit on my hits this will increase the damage of my single attacks and increase the chance I'll kill whatever I am hitting.


1DimensionalRobot wrote:

I personally prefer to leave killing multiple targets to others and generally forego Cleave in favor of Improved/Greater Overrun. If you're two-handed you generally have the strength to back it up.

It really helps to get you to your intended target as well as forcing enemies to waste move actions and provoke AoOs (which gets you way more use out of Vital Strike/Combat Reflexes).

Also, if you're picking up crit feats, why not go with a falchion and crit way more often? Two-Handed builds don't care about the size of the dice.

I want the kills in our game because kills get bonus XP, treating it like most games where everyone gets the same xp for participating and the one who gets the kill gets extra xp.

My party has a rogue and a magus, so typically the magus and me will be in the front lines and the rogue will be shooting from the outsides.

I currently have an 18-20 crit range with a Weighted Greatsword.


Most of the time it's moving to target and attacking unless it's a boss. So generally it's a single attack and with cleave if there are others around I get another attack on an enemy next to me.

Though I do pretty good damage and with bosses most of the time you only hit with the first attack.


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Here is what I am looking at:

I am not a normal race and I took 2 flaws to that is why there are 4 level 1 feats. I am already at level 6 so more focusing on beyond that.

Looking at a pure damage character while gaining items that will assist with assisting with will saves or other occurrences.

Took Dex at level 4 to bring my mod for dex to +4.

Feats:
Level 1 Bonus: Improved Initiative - +4 to initiative checks
Level 1 Fighter: Combat Reflexes - Additional Attacks of Opportunity equal to dex mod per a round.
Level 1 Flaw: Power Attack - Trade to hit for damage
Level 1 Flaw: Cleave - If you hit you get an additional attack against another foe with in range and take -2 AC
Level 2: Toughness - Gain +3 HP and +1 after 3HD
Level 3: Weapon Focus (greatsword) - +1 to hit
Level 4: Weapon Specialization (greatsword) - +2 to damage
Level 5: Great Cleave: Unlimited Cleaves
Level 6: Furious Focus: Do not take Power Attack penalty on first attack.
Level 7: Vital Strike – 2x damage for weapon
Level 8: Improved Critical - doubles critical range
Level 9: Greater Weapon Focus (greatsword) - +1 to hit with weapon
Level 10: Critical Focus - +4 to confirm critical
Level 11: Improved Vital Strike - 3x damage for weapon
Level 12: Bleeding Critical - critical gets an additional +2d6 bleed
Level 13: Devastating Strike - gain an additional +2 damage on each damage roll for the weapon (max +6)
Level 14: Greater Weapon Specialization (greatsword) - +2 damage with weapon
Level 15: Penetrating Strike(greatsword) - ignore 5 points of DR (does not include DR/- types)
Level 16: Greater Vital Strike - x4 damage for weapon
Level 17: Greater Penetrating Strike(greatsword) - ignore 10 points of DR (does not include DR/- types)
Level 18: Strike Back - can ready an attack against a foe as they attack you with their superior reach.
Level 19: Critical Mastery - can use 2 critical feats
Level 20: Staggering Critical - on crit 1d4 round with a fort save DC = 10 + BAB successful save changes it to 1 round (staggered creatures can only take a single move or standard action each round)

Ability Score:
Level 4: Dexterity
Level 8: Strength
Level 12: Strenght
Level 16: Strength
Level 20: Strength