The DPR Olympics - or "I'm not the mechanic here, Ironsides! I mostly just hurt people!"


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Liberty's Edge

Tarantula wrote:

Since PaO is a big part of your build, and you are so confused on it. Here.

PaO functions as greater polymorph, except it allows for the target to be an object or creature. It also changes the duration.

So now we look at greater polymorph. "If the form is that of a dragon, the spell functions as form of the dragon I."

Pretty simple, lets look at that. "You become a Medium chromatic or metallic dragon"

@thepuregamer...unless I missed it, you haven't responded to this particular point. Reading the spell, Tarantula is spot on. You can't become a Huge Dragon with Polymorph Any Object, so your build isn't possible.

Somehow, though, I don't think you'll see it that way...


Quote:
You can pretend otherwise but the ability is clearly not based on my form. It is an ability that modifies my form. The extra arms aren't part of my base form. These are extra arms I get from a class feature for until I switch them out with something else.

Emphasis mine. And as you have pointed out a million times before, your form is an elf, this ability modifies the form of an ELF if you are in the form a a mastodon you are not an elf, so it therefore doesn't modify your non-elf form.


Gelmir wrote:


Ah. I see now. I suppose I would elect to keep up Heroism and not Barkskin.

I suppose I would also elect to use Shield. So would the Alchemist.

I think my DPR still seems to me higher, although perhaps I am using the excel spreadsheet incorrectly.

I also get more feats... which means step-up, lunge etc... Along with enlarge person means I have a pretty good reach as well.

By the way, I should also have more hit points.

Again, it looks like I out damage the melee alchemist by a good 15 points/round or so.

Maybe -- If you two hand fight you'll have 2 attacks, 3 if you haste. One (or two) of those attacks will be at full bonus -- the last one will be at bonus -5... that's going to hurt your damage.

With feral mutagen all my attacks will be made at my best bonus, and I'll have three attacks (2 claws and a bite) all of which will get full power attack (as opposed to your strength and a half + extra power attack). If I am hasted I'll have 4 attacks.

I'll have just as much strength too, possibly more so if I took growth as my advanced mutagen.

If I take growth I'll be down 2 points of AC (which is fairly easy to make up) but I'll be +2 on strength and large size gaining more damage and reach (which is actual reach unlike lunge which I could also take).

In addition I'll get a free +2 to damage. Which means I'm +1 higher from strength and +2 higher from brutality.

Now you'll be BAB +9 iirc, I'll be at BAB +8 which means we'll take the same penalty from power attack.

Your bonuses are going to be about:

+9 (bab) +10 (str) +1 (weapon training)+1 (weapon focus)+2(3? on weapon) +2 for heroism -3 for power attack -1 for size +1 for haste

Meaning +22/+22/+17 to hit -- which isn't bad at all.

Mine will be very close

+8 (BAB) +10 (str) +1(weapon focus) +2 weapon +2 heroism -3 power attack -1 size +1 haste

But since all mine are natural attacks I'll have:

+20(bite)/+20(bite)/+20(claw)/+20(claw)

Your damage will be around 2d6+15(str)+9(power attack)+2(weapon)+1(weapon training)

or
2d6+27

Mine will be about:
1d6+10(str)+6(power attack)+2(weapon)+2(brutality)

1d6+20

however I'm getting an extra attack over you, and all my attacks are at +20 instead of dropping off to +17.

So I have a 85% hit rate on all attacks. you have an 90% on your first two and a 65% on your last one.

85% * 23.5 =19.975 * 4 attacks =79.9 damage with haste

yours will be:

90% * 34= 30.6 * 2 attacks = 61.2 + 65% * 34 (22.1) = 83.3

So I'm 3.4 below you as of right now at level 10.

Now you will have more feats -- however I'll have more stuff to do with my bombs -- and this is assuming I don't spend my wealth in different ways or actually sit down and find a few more points that help me too.

EDIT: I forgot you had greater weapon focus and weapon specialization which will give you about 6 more points total more damage than what I have with my skeleton build here.


Abraham spalding wrote:
Gelmir wrote:


Ah. I see now. I suppose I would elect to keep up Heroism and not Barkskin.

I suppose I would also elect to use Shield. So would the Alchemist.

I think my DPR still seems to me higher, although perhaps I am using the excel spreadsheet incorrectly.

I also get more feats... which means step-up, lunge etc... Along with enlarge person means I have a pretty good reach as well.

By the way, I should also have more hit points.

Again, it looks like I out damage the melee alchemist by a good 15 points/round or so.

Maybe -- If you two hand fight you'll have 2 attacks, 3 if you haste. One (or two) of those attacks will be at full bonus -- the last one will be at bonus -5... that's going to hurt your damage.

With feral mutagen all my attacks will be made at my best bonus, and I'll have three attacks (2 claws and a bite) all of which will get full power attack (as opposed to your strength and a half + extra power attack). If I am hasted I'll have 4 attacks.

I'll have just as much strength too, possibly more so if I took growth as my advanced mutagen.

If I take growth I'll be down 2 points of AC (which is fairly easy to make up) but I'll be +2 on strength and large size gaining more damage and reach (which is actual reach unlike lunge which I could also take).

In addition I'll get a free +2 to damage. Which means I'm +1 higher from strength and +2 higher from brutality.

Now you'll be BAB +9 iirc, I'll be at BAB +8 which means we'll take the same penalty from power attack.

Your bonuses are going to be about:

+9 (bab) +10 (str) +1 (weapon training)+1 (weapon focus)+2(3? on weapon) +2 for heroism -3 for power attack -1 for size +1 for haste

Meaning +22/+22/+17 to hit -- which isn't bad at all.

Mine will be very close

+8 (BAB) +10 (str) +1(weapon focus) +2 weapon +2 heroism -3 power attack -1 size +1 haste

But since all mine are natural attacks I'll have:

+20(bite)/+20(bite)/+20(claw)/+20(claw)

Your damage will be around 2d6+15(str)+9(power...

Nice! But you are also forgetting that I hav critical focus and improved criticals with an Elven Curved Blade.

That is worth something like 20 more points of damage over a full attack! (assumung 2d8 from enlarge person as well as all of the above stats)


Gelmir wrote:


Nice! But you are also forgetting that I hav critical focus and improved criticals with an Elven Curved Blade.

That is worth something like 20 more points of damage over a full attack!

Um... eh.... fairly close... 8.075 for the first two swings and 5.95...

But My criticals would add in damage too...which would amount to about 4 points per attack.

So you'll have 18.10 more with critical hits factored in as well as the extra 15(ish) points per full attack.

Of course this assumes I'm just mirroring your build with the alchemist/master chymist...

Which I probably wouldn't do.

AND I'll be able to keep it up longer, in addition to having more other things I can do as well.


Abraham spalding wrote:
Gelmir wrote:


Nice! But you are also forgetting that I hav critical focus and improved criticals with an Elven Curved Blade.

That is worth something like 20 more points of damage over a full attack!

Um... eh.... fairly close... 8.075 for the first two swings and 5.95...

But My criticals would add in damage too...which would amount to about 4 points per attack.

So you'll have 18.10 more with critical hits factored in as well as the extra 15(ish) points per full attack.

Of course this assumes I'm just mirroring your build with the alchemist/master chymist...

Which I probably wouldn't do.

AND I'll be able to keep it up longer, in addition to having more other things I can do as well.

So, uh, you are saying I'll do 33 more DPR on a full attack? So... that is quite a lot, no? (I assume you are now counting weapon specialization and weapon focus?)

Especially as I will be able to full attack every round when I hit level 15 (get Rapid Attack).

I think that with 40 minutes for the extract and 160 for heroism, I'll be able to do this plenty long.

I also have more hit points. Quite a few more, actually.

I also think that when we are both unbuffed, I am still a solid 2-handed fighter... while the alchemist is not. I suppose you have good bombs to throw. But try building him out. He is feat starved and ends up having to make some tough decisions. Do you give up "Step up"? How do you get TWF? What about the potion discoveries? Gets tricky. Going melee makes it less likely you will be a successful bomb thrower.

I am trading all of that for your much larger and higher level extract list, discoveries, bombs, skills and (admittedly very cool) Hulk impersonation.

I think that is a fair trade from either direction.

HOWEVER, I think my guy wins this round of the DPR Olympics (I mean, aside from the cheating part)

I'd also say that this Fighter/Alchemist build retains a lot of good melee ability while adding a bunch of utility that straight fighters just don't have. I like that.

Also, I am a sucker for Elven Curved Blades.


Tarantula wrote:


Sure. You cannot make an unarmed attack without a free hand as a human/half-elf/other humanoid. Thus, the arm is what provides the attack. (Exception: Monks, as they specifically state they don't need a free hand)

ok lets follow step by step.

1. arm needed for an unarmed strike.
2. Thus an arm is an unarmed attack.
3.
4. Thus arm is a natural attack.
5. Thus the arm is lost when you polymorph.

I believe this is what you have laid out so far. But like I was saying before, there is a gap. Even if we accept your notion that an arm is a unarmed attack, how do you show that unarmed attacks are natural attacks?
Hint: they are not. they follow different rules and are clearly separate categories of attack.

Also just to absolutely finish this line of reasoning off

text from limbs evolution:

The eidolon does not gain any additional natural attacks for an additional pair of arms

heymitch wrote:


@thepuregamer...unless I missed it, you haven't responded to this particular point. Reading the spell, Tarantula is spot on. You can't become a Huge Dragon with Polymorph Any Object, so your build isn't possible.

Somehow, though, I don't think you'll see it that way...

You missed it, I already responded to that post. I wonder if this is your way of saying I do not listen to reasonable arguments but regardless, I have already agreed that PaO most likely works that way.

shadow of death wrote:


Emphasis mine. And as you have pointed out a million times before, your form is an elf, this ability modifies the form of an ELF if you are in the form a a mastodon you are not an elf, so it therefore doesn't modify your non-elf form.

ok if you want to continue this. quote some rules... no more notions, no more unsupported opinions. Point to where the ability says it only modifies your natural form. Otherwise this discussion is over. Really. I am not interested in arguing against the extra words you add to the rules in your head. Or against people who clearly and repeatedly attempt to define an ability that changes you as an ability that relies on your form. Quote some rules or we can just put this aside and forget about it(it is really not worth our time).

Liberty's Edge

Looking through this thread, I can see one problem that always comes up with "Show me why I can't do this in the rules". The core book with be huge, with entire sections dedicated to rule interpretations for every situation. This is not feasible nor will it be done. This would be a judgment call for whatever DM is running the game. I personally don't see the evolutions showing up in the polymorph. You change into a monkey, you are a monkey with the normal two arms and two legs. Just because it's an eidilon with 2 arms evolutions does not make it a four arm monkey by default. it's a monkey. Your normal physical form is replaced by the polymorph form. Even the term itself, evolution, deals with physiology.

Also a note on that limb evolution text, that is for balance, to make it take 2 evolutions to gain those extra attacks. That's all that wording is there for.


thepuregamer wrote:

ok lets follow step by step.

1. arm needed for an unarmed strike.
2. Thus an arm is an unarmed attack.
3.
4. Thus arm is a natural attack.
5. Thus the arm is lost when you polymorph.

I believe this is what you have laid out so far. But like I was saying before, there is a gap. Even if we accept your notion that an arm is a unarmed attack, how do you show that unarmed attacks are natural attacks?
Hint: they are not. they follow different rules and are clearly separate categories of attack.

That's what I get for not checking stuff out before posting. Damn fallible memory!

Alright, from the polymorph description:
Core, 212, "While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. [b]While most of these should be obvious[b/], the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form."

You are the reason they had to add "the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed."

It doesn't matter how many arms you had as a half-elf. Instead, you get the mammoth stats. Just like you had 2 legs, but suddenly have 4 when you are a mammoth, you had 4 arms, and now have 0. This is obvious to all of us, you are merely pushing the point to say "its valid within the RAW" when in fact, they added the GM clause in that sentence to specifically prevent this sort of thing. Feel free to continue with your delusion that its RAW, I'm done worrying about it.

Though, I do think you were kind of on to something... I may post a summoner in here soon that was inspired by your crazy thought. :P


Tarantula wrote:
This is obvious to all of us, you are merely pushing the point to say "its valid within the RAW" when in fact, they added the GM clause in that sentence to specifically prevent this sort of thing. Feel free to continue with your delusion that its RAW, I'm done worrying about it.

By the way, what was the cause of your about face from earlier posts?

tarantula wrote:


...unless he has a way to re-select evolutions while he is still polymorphed. Then he could get arms as a mastodon.

Because you seemed to be saying(bobson also said something like this) that if one could reselect their aspect evolutions afterward, this would 100% fit into the sorcerer example.

At which point I stated, the half elf summoner could PaO into a mastadon before lvl 10(how about during lvl 9), then hits lvl 10 and gets 2 arms.

Also, I am unsure the GM clause is specifically meant to slap down ideas. I think the intent is to allow GMs to be the final arbiter over all sorts of things(slapping down and boosting up). You guys are implying that this means he automatically won't allow it(I think it is because of your general hostility to my awesome mastadon idea).

In fact, I ran this through a rules thread and people were generally positive about a summoner who PaO's into a mastadon(with using his aspect to get hands) and then has his eidolon ride him. I am thinking quite a few GMs would be like- "awesome, go be a majestic handed mastadon who gets ridden by his own eidolon."


thepuregamer wrote:


Because you seemed to be saying(bobson also said something like this) that if one could reselect their aspect evolutions afterward, this would 100% fit into the sorcerer example.

At which point I stated, the half elf summoner could PaO into a mastadon before lvl 10(how about during lvl 9), then hits lvl 10 and gets 2 arms.

That's exactly what I was saying, and assuming you can justify leveling from 9 to 10 after having PaO cast on you, I have no problem with your build. And I assume that you can make that justification.


Bobson wrote:
thepuregamer wrote:


Because you seemed to be saying(bobson also said something like this) that if one could reselect their aspect evolutions afterward, this would 100% fit into the sorcerer example.

At which point I stated, the half elf summoner could PaO into a mastadon before lvl 10(how about during lvl 9), then hits lvl 10 and gets 2 arms.

That's exactly what I was saying, and assuming you can justify leveling from 9 to 10 after having PaO cast on you, I have no problem with your build. And I assume that you can make that justification.

Well my thought is this, if you get turned into a mastadon at lvl 9, even if you can't cast spells for a lvl, you are still a mounted pouncing character and your eidolon's bonus to hit is only 3 less between loss of heroism and 1 bab(though target AC's are 1 lower as well). A roughly 10% decrease in dpr is still only going to leave you at dpr over 200. This is not a hopeless endeavor.


Alright, here's the build thepuregamer inspired me to do.
tl;dr does over 200dps with just the eidolon making a charge.

Going off this set of rules:

Spoiler:
So. Revised rule post, including this change and some changes from upthread. I also added a sort-of-optional rule.

# Level 10, since pretty much all classes are expected to have come into their own by then, plus it's a good round number. If you don't think this is a good level to use, feel free to redo the math for some other level; I know level 10 is arbitrary and any other level from about 4 on would work just as well.
# Elite array. While I know most people play with more forgiving point-buys or rolling schemes, this is a baseline. The CR system was originally based around players using elite array or a comparable point buy.
# Standard wealth by level in magic items, but no magic items limited on a per-day or consumable basis. This means 62K gold in gear (although some builds used the older 3.5 total of 45K). No custom items, please.
# Pathfinder core (meaning the core rulebook and Bestiary) is preferred.
# Magic items will be prioritized for doing damage without adversely affecting survivability. Most classes will have a +3 weapon(s), a +4 stat booster to their damage-increasing stat, and miscellaneous other items. Most classes will also have boring magical weapons, favoring plain bonuses over fiery or holy or whatnot; this is because it's almost always better DPR and it makes my life easier. Everyone will also have a Heward's Handy Haversack because, seriously, they are level 10 characters.
# Regarding survivability, AC 22 and fort/will saves at +8 are the minimum for melee characters, barring some explanation of why the character doesn't need these things to survive. (For example, barbarians get cut some slack on AC because of their raging HP totals.)
# The most optimal build of each class. If multiple optimal builds are possible (e.g. archery and another style), then each style will be a separate entry. If a build is genuinely more optimal by sacrificing DPR for some other benefit, then the sacrifice will be made. For example, rogues will use Crippling Strike and not Bleeding Strike. With that in mind, feel free to nit-pick the build of any entrant. The idea is that each example is as optimal as possible.
We'll also need a standard for the competition. This standard is meant to best simulate typical combat circumstances, when damage is most on the line.
# Target AC of 24. This is the standard for AC at CR 10, according to the Bestiary monster building guidelines. Target touch AC, when relevant, is 12 because that seems as good as any number.
# No class will be allowed any in-combat rounds to set up. Buffs are part of your baseline if you can apply them yourself, are self-only or apply to the whole group, and they either have a duration of 10 min/level or longer or can be applied as a swift/immediate/free action.
# A single full attack unless another attack routine is more effective. Classes with significant limited abilities, be they situational ones (favored enemy, sneak attack) or limited on a per-day basis (smite, Quickened Divine Favor), will have their damage figured out both with and without those limited abilities.
# The value in DPR of a +1 to hit, a +1 damage, and an additional full-BAB attack will be figured out for each class. Some classes benefit more from one type of buff over another.
The damage formula is h(d+s)+tchd.

h = Chance to hit, expressed as a percentage
d = Damage per hit. Average damage is assumed.
s = Precision damage per hit (or other damage that isn't multiplied on a crit). Average damage is again assumed.
t = Chance to roll a critical threat, expressed as a percentage.
c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.

And, finally, feel free to break any of these rules as long as you make it absolutely clear that you are doing so. If you want to stat a selfish cleric or a 3.5 splat build or a character that abuses consumables or a character that demonstrates a house rule, that's fine. Just don't make people dig into your build to find out that you've done so.

Summoner:

Spoiler:
Half-elf:
Attributes:
Str 8
Dex 12
Con 14
Int 13
Wis 10
Cha 15+2race+2level 19

Fort 8
Ref 7
Wil 10

AC: 22:10+1dex+4mage armor+4barksin+2shield+1natural

Favored Class Bonuses: +2 Evolution Points +2HP

Gear: 62,000
10x +1 Lance, 1d8/x3 23100gp
Cloak of res +3 9,000gp
Ring of force shield 8,500
Amulet of natural armor 1 2,000
Hewards handy haversack 2,000
Belt of giant strength +4 (eidolon) 16,000

Spells per day:
1: 5+1
//
2: 4+1
////
3: 3+1
//
4: 1+1
/
Spells known:
0: 6
1: 5
mage armor
2: 5
barkskin
haste
phantom steed
3: 4
heroism
Stoneskin
4: 2
overland flight

Eidolon:

Spoiler:
Quadruped
Medium, Speed: 40ft, AC 28:10+10 natural armor+4barkskin+4mage armor
8HD, BAB: 8
Darkvision, link, share spells, evasion, ability score increase(str), devotion, multiattack, ability score increase(str)

Saves:
Fort: 11
Ref: 10
Wil: 2
1 bite 1d6 natural attack

Str: 24
Dex: 18
Con: 13
Int: 7
Wis: 10
Cha: 11

Attacks: 10x 16:8Bab+7Str+2 charge+2 heroism+1enhancement (not including the +1 higher ground, since most stuff is large)-4 Multiweapon
Damange: Main hand 1d8+7Str+1enhancementx3; offhandsx9 1d8+3Str+1enhancementx3

Evolutions: 16points
bite*
limbs(legs)*
limbs(legs)*
Weapon Training(simple) 2
Weapon Training(martial) 2
pounce 1
skilled(ride) 1
limbs(arms) 2
limbs(arms) 2
limbs(arms) 2
limbs(arms) 2
limbs(arms) 2

Eidolon Feats: 4
Mounted Combat
Ride by Attack
Spirited Charge
Two weapon fighting(Replaced by multi-weapon fighting)

Eidolon Skills: 32
Acrobatics 8
Climb 8
Ride 8
Swim 8

Okay, basic premise, Summoner summons a phantom steed for eidolon to ride. Eidolon wields 10 lances (one-handed since he is mounted). I don't know of a quadruped can ride another quadruped, but I don't see why it isn't feasible since the eidolon is medium sized, adn the phantom steed will be large sized. In fact, I would expect the saddle on the phantom steed to change to match whoever was designated its rider.

The summoners job is to haste his eidolon, and battlefield support. Buffs included are: Mage armor on both summoner/eidolon, barkskin on both, haste on eidolon (cast by summoner for his standard action), heroism on the eidolon, stoneskin on the eidolon, overland flight on the summoner.

I left a lot of skills and stuff blank, as they have no real impact on this.

Damage: 218.79 in a charge.

Spoiler:
Atks Bonus Atk h s t c d h(d+s)+tchd
Lance 1 16 0.6 23 0.05 2 12.5 22.05
Lance 1(Haste) 16 0.6 23 0.05 2 12.5 22.05
Lance 2 16 0.6 23 0.05 2 8.5 19.41
Lance 3 16 0.6 23 0.05 2 8.5 19.41
Lance 4 16 0.6 23 0.05 2 8.5 19.41
Lance 5 16 0.6 23 0.05 2 8.5 19.41
Lance 6 16 0.6 23 0.05 2 8.5 19.41
Lance 7 16 0.6 23 0.05 2 8.5 19.41
Lance 8 16 0.6 23 0.05 2 8.5 19.41
Lance 9 16 0.6 23 0.05 2 8.5 19.41
Lance 10 16 0.6 23 0.05 2 8.5 19.41
DPR: 218.79


Not bad Tarantula

A couple of thoughts:

Both the summoner and the Eidolon are going to have to be careful about distance from each other so the eidolon doesn't get stuck with a sudden loss of HP. Also the HP of both is a bit low (not horribly so though) so they'll need to take care about the hits they take.

Also you left out the bite attack. It would be at a -2 penalty (on top of the multi weapon penalty) but would add in (1d6+3)x2 damage at the end of things. Kind of interesting with the lack of power attack but not horrible.

The summoner could possibly get in on the action too with his own phantom steed.


Abraham spalding wrote:

Not bad Tarantula

A couple of thoughts:

Both the summoner and the Eidolon are going to have to be careful about distance from each other so the eidolon doesn't get stuck with a sudden loss of HP. Also the HP of both is a bit low (not horribly so though) so they'll need to take care about the hits they take.

Also you left out the bite attack. It would be at a -2 penalty (on top of the multi weapon penalty) but would add in (1d6+3)x2 damage at the end of things. Kind of interesting with the lack of power attack but not horrible.

The summoner could possibly get in on the action too with his own phantom steed.

Definitely some weaknesses. The bite doesn't have reach, so I didn't really consider it. Its also at an additional -2 to hit, and only gets double damage. Even so, thats an extra 9.5 (if it hits). Though, once the eidolon has 14 ranks of ride (level 18 summoner) you can pick up mounted skirmisher, switch to Biped (for more str and arms) and then trade pounce for reach... Not a bad expansion possibility.

Worst case scenario, is the phantom steed gets killed. Summoner should also know the mount spell, to whip out new mounts for his buddy. Alternately, just have the eidolon carry a bunch of battleaxes/scimtars/other one handed melee weapons.


Yeah if I was facing it I would go with the "fog cloud, summon archons and kill it with fire from range".


Tarantula wrote:


Definitely some weaknesses. The bite doesn't have reach, so I didn't really consider it. Its also at an additional -2 to hit, and only gets double damage. Even so, thats an extra 9.5 (if it hits). Though, once the eidolon has 14 ranks of ride (level 18 summoner) you can pick up mounted skirmisher, switch to Biped (for more str and arms) and then trade pounce for reach... Not a bad expansion possibility.

got some bad news though, you can't switch base forms(which sucks and is uncool). I think you were talking about switching to biped later on. Late game, bipeds are really the only way to go(a base will save that caps at +5 hurts). Also, I wonder if the lances are worth it with that -4 to multiweapon attack.


Tarantula wrote:

Alright, here's the build thepuregamer inspired me to do.

tl;dr does over 200dps with just the eidolon making a charge.

Going off this set of rules:
** spoiler omitted **...

Sorry but Eidolon's have a max attack limit on them. You cannot get 10 attacks ever.


j l 629 wrote:

Sorry but Eidolon's have a max attack limit on them. You cannot get 10 attacks ever.

max natural attack limit, they can do whatever with weapons


3 people marked this as FAQ candidate.
Shadow_of_death wrote:
j l 629 wrote:

Sorry but Eidolon's have a max attack limit on them. You cannot get 10 attacks ever.

max natural attack limit, they can do whatever with weapons

You can only swing as many weapons as you have arms.

It might be possible that they forgot to put a limit on the number of arms, but I think the intent is there.


wraithstrike wrote:
Shadow_of_death wrote:
j l 629 wrote:

Sorry but Eidolon's have a max attack limit on them. You cannot get 10 attacks ever.

max natural attack limit, they can do whatever with weapons

You can only swing as many weapons as you have arms.

It might be possible that they forgot to put a limit on the number of arms, but I think the intent is there.

Maybe but until an errata comes out he is completely correct -- the only limit is on [i]natural[/b] attacks currently and the text is rather specific on this point.


Abraham spalding wrote:
wraithstrike wrote:
Shadow_of_death wrote:
j l 629 wrote:

Sorry but Eidolon's have a max attack limit on them. You cannot get 10 attacks ever.

max natural attack limit, they can do whatever with weapons

You can only swing as many weapons as you have arms.

It might be possible that they forgot to put a limit on the number of arms, but I think the intent is there.
Maybe but until an errata comes out he is completely correct -- the only limit is on [i]natural[/b] attacks currently and the text is rather specific on this point.

I figured that was the case when he decided to bring manufactured weapons into it. I hope it gets errata'd.

Liberty's Edge

1 person marked this as FAQ candidate.
wraithstrike wrote:
Abraham spalding wrote:
wraithstrike wrote:
Shadow_of_death wrote:
j l 629 wrote:

Sorry but Eidolon's have a max attack limit on them. You cannot get 10 attacks ever.

max natural attack limit, they can do whatever with weapons

You can only swing as many weapons as you have arms.

It might be possible that they forgot to put a limit on the number of arms, but I think the intent is there.
Maybe but until an errata comes out he is completely correct -- the only limit is on [i]natural[/b] attacks currently and the text is rather specific on this point.
I figured that was the case when he decided to bring manufactured weapons into it. I hope it gets errata'd.

+1

Scarab Sages

Bit late to the game and all, but I'm not going to let that stop me.

Ripoff, human monk weapon adept 10 (ripped off and modified Marvin’s build)
Incorporates brass knuckles and monk archetypes from the APG.

spoiler:

Ability Scores:
STR: 22 (+6) (15 base, +1 level, +2 racial, +4 belt)
DEX: 14 (+2)
CON: 12 (+1)
INT: 10 (+0)
WIS: 16 (+3) (13 base, +1 level, +2 hat)
CHA: 8 (-1)

HP: 78 HP (10d8+30)

Saving Throws
Fort: +11 Ref: +9 (Evasion) Will: +13

AC: 23 - Touch 20, Flatfooted 20 (+3 monk, +2 dex, +3 wis, +1 Dodge, +1 Ring of Protection, +2 armor, +1 natural)

Attacks: Brass Knuckles +20/+20/+15/+15 2d6+9 (19-20/x2)
Power Attacking: 17/17/12/12 2d6+15

Class Abilities:
Ki pool (7 points, magic and lawful attacks)
Perfect Strike
Weapon Focus
Weapon Specialization
Evasion
Slow Fall (50')
More stuff (I’m lazy too)

BAB: +7 (+10 with FOB) CMB: +14 CMD: 23

Feats:
Dodge
Deflect Arrows
Improved Grapple
Improved Critical (Brass Knuckles)
Weapon Focus (Brass Knuckles)
Weapon Specialization
Toughness
Power Attack
Improved Fort
Improved Will
Spider Step

Skills:
Some stuff, acrobatics, perception, ect.

Gear: (62,000 gp)
Belt of +4 str (16,000)
Hat of +2 wis (4,000)
Bracers of armor +2 (4,000)
Ring of Protection +1 (2,000)
Amulet of Natural Armor +1 (2,000)
Haversack (2,000)
Monk's Robe - (13,000)
Cloak of Resistance +1 (1,000)
Brass Knuckles +3 (18,000)
Flat Broke – 0 gold remaining

Ripoff has the following stats:

Without power attack, or a ki point attack, he deals ~16.83 on a standard attack, and average damage per round is ~57.42. With power attack, his average damage per round is ~60.72.

Add in a ki point for an extra attack, and his non-power attack damage per round is ~74.25. With power attack, it becomes ~79.2. With this scenario, his damage on his first attack w. power attack is ~18.48

Compared to Melvin1.2, he's dealing about 17 points of dpr more on vanilla attacks, and about 4 dpr more when burning through everything.
+1 attack is worth 2.64 dpr and +1 damage is worth 1.27 dpr. He's got the same ac, though the tradeoff for that is 10hp. The extra cost is from picking up a +3 weapon instead of a couple scrolls. I switched dex and con, however, the move to dex is so that Ripoff can pick up Elemental Fist at 11 or 13. By switching them back, I gain 10 hp, and I lose 1 ac. My saves are comparable, and I've got an unused feat slot, since the archetype gave me wf and weapon specialization for still mind.

The only thing that made me sad about this build was not getting the benefit of perfect strike, which I almost missed. With perfect strike, the max dpr went up to 89 points... *sigh*

With a 24-hour dpr of ~74.25, and some furious rounds at ~79.2, I’m pretty happy about how he turned out. Assuming I used the dpr spreadsheet correctly.

Liberty's Edge

It looks like Ripoff's attack sequence has an extra +2 in it somewhere. Based on what I am seeing it should be +8 (FOB BAB) +6 (Str) +3 (enhancement) +1 (WF) = +18, not +20. Am I overlooking something? On the other hand, I think you have his basic damage too low (it should be 2d6 + 11 [+6 Str, +3 enhancement, +2 Weap Spec] before Power Attack)

Also, when I run the numbers (at the +18 mark) I'm coming up with a DPR of roughly 50 before Power Attack (which looks it's just about the same) or ki points. I think something must be getting double counted. (Excluding crits, just for a scratch-paper comparison, if the attack is at +18 and is going for a 24 AC, that's a .75 chance to hit. Having a +13 to hit is a .5 chance, so the non-crit DPR starts at [.75 + .75 + .5 + .5] * 18 average damage, or 45 damage. There's no way crits are going to get you an additional +12 DPR...)

Scarab Sages

Bleh. Yeah, I'm sure I messed something up in the calculator now :p I'll fiddle around with it a bit in the next couple days and repost the numbers. Might just calculate it by hand instead :/


Magicdealer wrote:
Bleh. Yeah, I'm sure I messed something up in the calculator now :p I'll fiddle around with it a bit in the next couple days and repost the numbers. Might just calculate it by hand instead :/

Has a clear cut winner emerged, or is it still up for debate? I'd also be curious to see what the numbers look like at level 20, I expect classes to rise and fall relative to one another between 10 and 20. . .

Liberty's Edge

The varying assumptions for some of the DPR calculations and constantly shifting baseline (as new rules material shows up) means it's hard to really find a "winner" per se. Basically, what I've taken away from this thread is that, if you want to really be a hardcore frontline damage dealer, you should be aiming for a non-buffed DPR of around ~60 at 10th level - getting a lot over that is awesome but might indicate a weakness in other areas due to overspecialization*, and too much under that means you're not enough of a threat for the kind of opponents you're likely to be facing.

*It doesn't have to mean that, of course. But I'd take a peek at whether there are some utility options you're overlooking nonetheless.

Scarab Sages

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Ok... summary post for the 16 pages of builds here.

First spoiler here is in chronological order. Format is:
Poster name: build name/description (class) DPR *additional notes*
Also note that these numbers reflect the current corrected totals where possible. Originally, I intended to keep the first post numbers and hit them with strikethrough, but I guess that's not an option. Therefore, dpr totals reflect the most accurate numbers available for a particular build.

Chronological order post:

A man in black: First Jack B. Nimble (rogue)entry was 15.90 without sneak attack, 45.65 with it.
A man in black: First Falchion Fred (fighter) entry was 59.25 to 60.11
A man in black: First Tempest Ted (fighter) entry was 53.46-53.60
A man in black: First Farshot Fallon (fighter) entry was 68.25
John Spalding: First Druid Dan (druid) entry was, combined with animal companion, 49 dpr without rakes to 80.6 dpr with rakes.
Hogarth: First Two-Weapon Thrower Alchemist (Alchemist) entry was 28.875 dpr to 48.125 dpr depending on range
Enlight_Bystand: First Sir Splodes-a-lot (evoker) entry using spell damage and a mephit was 70.16 to 76.74 twice a day
A Man in Black: First Melvin (monk) entry was 36.47 to 48.26
A Man In Black: First Clarissa (cleric) entry was 22.41 to 38.03 depending on whether divine favor is up or not
A Man In Black: Second Melvin 2.0 (monk) entry was 27.17 to 35.72
Ellington: First Wilbur the ¼ dragon (bard5/dragon disciple5) entry was not specifically stated
Treantmonk: Third Melvin 1.1 (monk) entry was 36.47 to 48.26
Treantmonk: Fourth Melvin 1.2 (monk) entry was 57.78 to 75.08
At this point, it was discovered that there were some errors in the above dpr calculations. Melvin 1.1 should have been dealing 32.73 to 43.31, however, the problem originated in Melvin 1.0 and migrated over. Melvin 1.0 should have been dealing 36.47 to 48.26.
Also at this point, it was realized that the previous builds were using incorrect Wealth By Level, with the result that most of them did not spend their full gear budget.
Angryscrub: First Hulky Mcrogueboy (rogue) entry was 25.2 without sneak attack, and 41.8 with sneak attack.
A Man in Black Fifth Melvin 1.1.2 (monk) entry 37.48 to 50.88
Treantmonk: Second Druid Dan (druid) entry 64.131 to 124.59
Angryscrub: first irving the incredibly inappropriate and inefficient half orc wizard (wizard) entry 40.56 DPR
Mealbolex: First ruh-roh the rogue (rogue) entry was a little difficult to follow. Single target dpr appears to be 17.1 to 36.23125
Angryscrub: first barack obarbarian (barbarian) entry 38.87 to 54.145
At this point, the dpr calculator from tejon made its appearance in the thread.
Angryscrub: second irving (wizard) entry 17.88 to 35
Angryscrub: first irving archer (wizard) entry 11.8 to 20.30 dpr
Dragonchess Player: first Brusier the Bard (bard/fighter) entry was not really comparable due to being calculated with a number of buffs that violated the precepts of the challenge, namely using a round to activate haste. Given time to buff, this build deals 28.5 to 69.875.
Dragonchess Player: first Shieldy Stan entry 36.25375 to 53.525
A Man In Black: first Pinpoint Patty (paladin) entry 41.70 to 106.5 depending heavily on an evil target.
A Man In Black: second tempest ted (fighter) entry 61.37
A Man In Black: first Two-Paw Pete (paladin) entry 31.40 to 99.13
Treantmonk: first Bill the Bow using Bard (bard) entry 48.18 without buffs, 84.82 with one round of buffs. Errors were pointed out in the math here, and the build was revised.
Treantmonk: second Bill the Bow using Bard (bard) entry 36.92 without buffs, 71.20 with one round of buffs.
Angryscrub: randy the ambiguously switch hitting ranger (ranger) 29.14 to 75.46 with favored enemy. This build doesn’t factor in the animal companion.
Turin the Mad: first Nekkid Bubba Hack-Toes (barbarian/fighter) entry 43.32 to 87.77 dpr
Dessic: first Barbara Barbarian entry 50.22 46.485 dpr
Hap Hazard: first Roger (ranger) entry 41.5 to 92
Zerothbase: first Elcurblian (revised falchion fred build) entry 71.66 DPR
Dragonchess Player: first Ahnuld the Axe (barbarian) entry 20.79 to 36.0625
Hogarth: second Barbara Barbarian (barbarian) entry 35.12 to 51.73
Tejon: second Ahnuld the Axe (barbarian) entry 28.7 to 40.3
Angryscrub: first Clark Cleric (cleric) entry 25.13 to 37.38 depending on divine favor
Dragonchess Player: first Meirdrarel the Mad (barbarian) entry 28.2525 to 47.77625
Dragonchess Player: second Meirdrarel the Mad (barbarian) entry 34.61125 to 56.46875
Dragonchess Player: third Meirdrarel the Mad (barbarian) entry 36.28625 to 57.98875
Dragonchess Player: third Ahnuld the Axe (barbarian) entry 25.4625 to 47.38125
Zerothbase: first Unarmerd Strike Ulysses entry 47.80
Deathmaster: first summoner (summoner) entry 129.35 to 134.07
Dragonchess Player: first Tiger Tad (ranger) entry 52.372262 to 125.0572 with favored enemy.
Sarandosil: first Shirly the shuriken chucker (monk) entry 18.98 to 38.61 dpr
Quandary: first Chris Cuisinart (fighter/barbarian) entry 65.6 to 82.24
Quandary: first Curvy Camila (fighter/barbarian) entry 73.87 to 84.68
Loopy: first Inconceivable (wizard/rogue/arcane trickster) entry error in build
Tholas: first Raging Ralf (eldritch Knight) entry 44.43 to 62.47
MM178: first Eidolon (summoner) entry 283.5 DPR debatable use of rules
Treantmonk: first Jack B. Quick (fighter/rogue) entry 32.52 to 55.70
James maissen: first Mr Rouge entry 34.84 to 117.966 doesn’t follow the rules of the competition, using staves and boots of speed, also custom items
Grasshopper_ea: first Terran Stonehew (druid) entry 32.4-35.64
Angryscrub: first elven monk archer (monk) entry 25 dpr
Angryscrub: first staff monk (monk) entry 38.67
Angryscrub: first nunchaku monk (monk) entry 28.22
Angryscrub: first wis staff monk (monk) entry 22.17
Charender: first Corey Cleaver (cleric) entry 64.7 some errors
Charender: second Corey Cleaver (cleric) entry 72.6 dpr using variant/non core stuff and short duration buffs.
Charender: first Friar Tuck (cleric) entry 30.7 dpr using variant/non core stuff and short duration buffs.
Charender: third Corey Cleaver (cleric) entry 58.1 dpr.
At this point, we had some revised/restated rules for the thread. Arguments ensued.
Zairos: first Patrick Fudge (fighter/duelist) entry 33.64 dpr
Charender: first Mistress of the Fey (sorcerer) entry 39.4 dpr
Ellington: first ray-ray, the ray-sorcerer (sorcerer) entry 54.34 to 71.84
Scipion del Ferro: first Sad Boomer (alchemist) entry 24.5 direct dpr, 12 splash dpr
Ellington: first Chemical Brother (alchemist) entry 55-78 dpr
MisterSlanky: first Issac the Inquisitor (inquisitor) entry 49.42 to 64.91
LoreKeeper: first Synthia Sharpfingers Offense (monk/duelist) entry 89.375 DPR – uses campaign setting feat
LoreKeeper: first Synthia Sharpfingers Balanced (monk/duelist) entry 76.8625 DPR – uses campaign setting feat
LoreKeeper: first Synthia Sharpfingers balanced (monk/duelist) entry 64.5656 dpr – does not use GMF
Caineach: first Bitey (Barbarian/Rogue) entry 27.95 to 77.79 rage and sneak attack
Caineach: second Bitey (Barbarian/Rogue) entry 30.19 to 80.55 rage and sneak attack
LoreKeeper: first Tower of Power (monk) entry 60.83 dpr uses stunning fist/shatter defenses to earn more attacks via medusa’s wrath, issues with stat array, frost/shock weapon, and non core monk feat
Sarandosil: first Jack B. Awesometastic (rogue) entry 30.42 dpr. Much higher with sneak attack and flanking 82.96, however above builds didn’t incorporate flanking bonuses and no calculation was given that provided parity.
Sarandosil: first Dagger Dan (fighter) entry 35.06
Big Stupid Fighter: first Inquisitor Ivanova (inquisitor) entry 35.505 to 161.4375 over the course of three rounds
RtrnofdMax: first Dr Teeth and the Electric Mayhem (barbarian) entry 78.98 dpr to 90.13 dpr. Some issues appeared and the build was revised.
RtrnofDMax: second Dr Teeth and the Electric Mayhem (barbarian) entry 59.37 to 86.38
Pinky’s Brain: first Kentaro Miura (summoner) entry 212.4 dpr – rules arguments ensued.
YawarFiesta: first Sigfreid (barbarian) entry 94.135 to 222.65 with charging.
Barcas: first Calvin the Cavalier (cavalier) entry 126.1
Carpy DM: first Howard the Hungry Ghost Monk (monk) entry 54.61
Merkatz: first Zeus (monk) entry 56.7 to 85.4196
Dementrius: first Norman, Master of the elven Curved Fruit (rogue) entry 37.7 dpr… with fruit…
Jasin: first unnamed (paladin) entry 26.33 to 68.51
Jasin: second unnamed (paladin) entry 28.40 to 133.24
LoreKeeper: first Magus (first playtest) entry 62.325 to 64.125 however, this magus used some mechanics incorrectly
LoreKeeper: revised Magus Darwin (first playtest) entry dpr 43 to 123 over the course of multiple rounds of combat, suffers from spell failure chance, uses non-standard pre-pathfinder feat
Nicklas Laessoe: first Rexxar the Invulnerable rager (barbarian) entry 121 dpr, however many errors were identified in the build
W0nkothesane: first Slinger Sam (figher) entry 38.64 dpr
Glade: first paladin archer entry 33.75 to 150.15 depending on evil targets
SoulGambit: first alchemist/chymist entry 100.25 to 126.17 dpr
Kaisc006: first Ned the Not So Ninja (inquisitor/ninja) entry 28.6 dpr. When flanking, 66.15 dpr. With buff round, 191.33 dpr.
Kaisc006: first Tiny Tim (ninja) entry 27.11 dpr. With flanking, 63.98 DPR.
Thepuregamer: first summoner entry 249.5 to 296.9 dpr, uses limited use items, doesn’t follow minimum save rules, exploits some rules vagueness. Much debate followed…
Thepuregamer: second summoner 2punchy 110.46 to 130.594 dpr, errors were found, build revised.
Abraham Spalding: first Camel Charlie (barbarian) entry 97.97 to 154.92 dpr, uses non-core feat and does not meet defense requirements
James Bolton: first Shasta (paladin/ninja) entry 14.52 dpr to 107.8 dpr, uses multiple swift actions
Thepuregamer third summoner punchy strike back entry 199.162 to 245.55, more debate about legality of the build.
Thepuregamer april 1st build reverse the ridden (summoner) entry 343.242, much, much more debate and argument follows. Revised, dpr remained the same. Then argument over wealth-by-level, and more issues with the build…
Gelmir: first Fal, (fighter/alchemist) entry 88.47
Tarantula: first summoner charge entry 218.79 while charging
Magicdealer: first Ripoff entry 74.25-79.2 dpr, build errors and dpr calculation errors

Here we have the top ten dpr builds, simply because people keep asking. I remind you that these *top* builds might not be playable in a real campaign or might be so specialized as to be marginal dpr 90% of the time. Also, there were a lot of entries. These *should* be the top 10.

Top 10 dpr:

Treantmonk: Second Druid Dan (druid) entry 64.131 to 124.59
A Man In Black: first Two-Paw Pete (paladin) entry 31.40 to 99.13
Dragonchess Player: first Tiger Tad (ranger) entry 52.372262 to 125.0572 with favored enemy.
YawarFiesta: first Sigfreid (barbarian) entry 94.135 to 222.65 with charging.
Barcas: first Calvin the Cavalier (cavalier) entry 126.1
Jasin: second unnamed entry 28.40 to 133.24
Glade: first paladin archer entry 33.75 to 150.15 depending on evil targets
SoulGambit: first alchemist/chymist entry 100.25 to 126.17 dpr
Tarantula: first summoner charge entry 218.79 while charging
Jasin: second unnamed (paladin) entry 28.40 to 133.24

And now, by class.

Alchemist:

Hogarth: First Two-Weapon Thrower Alchemist (Alchemist) entry was 28.875 dpr to 48.125 dpr depending on range
Scipion del Ferro: first Sad Boomer (alchemist) entry 24.5 direct dpr, 12 splash dpr
Ellington: first Chemical Brother (alchemist) entry 55-78 dpr

Barbarian:

Angryscrub: first barack obarbarian (barbarian) entry 38.87 to 54.145
Dragonchess Player: first Ahnuld the Axe (barbarian) entry 20.79 to 36.0625
Hogarth: second Barbara Barbarian (barbarian) entry 35.12 to 51.73
Tejon: second Ahnuld the Axe (barbarian) entry 28.7 to 40.3
Dragonchess Player: first Meirdrarel the Mad (barbarian) entry 28.2525 to 47.77625
Dragonchess Player: second Meirdrarel the Mad (barbarian) entry 34.61125 to 56.46875
Dragonchess Player: third Meirdrarel the Mad (barbarian) entry 36.28625 to 57.98875
Dragonchess Player: third Ahnuld the Axe (barbarian) entry 25.4625 to 47.38125
RtrnofdMax: first Dr Teeth and the Electric Mayhem (barbarian) entry 78.98 dpr to 90.13 dpr. Some issues appeared and the build was revised.
RtrnofDMax: second Dr Teeth and the Electric Mayhem (barbarian) entry 59.37 to 86.38
Nicklas Laessoe: first Rexxar the Invulnerable rager (barbarian) entry 121 dpr, however many errors were identified in the build
Abraham Spalding: first Camel Charlie (barbarian) entry 97.97 to 154.92 dpr, uses non-core feat and does not meet defense requirements
Dessic: first Barbara Barbarian entry 50.22 46.485 dpr
YawarFiesta: first Sigfreid (barbarian) entry 94.135 to 222.65 with charging.

Bard:

Treantmonk: first Bill the Bow using Bard (bard) entry 48.18 without buffs, 84.82 with one round of buffs. Errors were pointed out in the math here, and the build was revised.
Treantmonk: second Bill the Bow using Bard (bard) entry 36.92 without buffs, 71.20 with one round of buffs.

Cavalier:

Barcas: first Calvin the Cavalier (cavalier) entry 126.1

Cleric:

A Man in Black: First Melvin (monk) entry was 36.47 to 48.26
Angryscrub: first Clark Cleric (cleric) entry 25.13 to 37.38 depending on divine favor
Charender: first Corey Cleaver (cleric) entry 64.7 some errors
Charender: second Corey Cleaver (cleric) entry 72.6 dpr using variant/non core stuff and short duration buffs.
Charender: first Friar Tuck (cleric) entry 30.7 dpr using variant/non core stuff and short duration buffs.
Charender: third Corey Cleaver (cleric) entry 58.1 dpr.

Druid:

John Spalding: First Druid Dan (druid) entry was, combined with animal companion, 49 dpr without rakes to 80.6 dpr with rakes.
Treantmonk: Second Druid Dan (druid) entry 64.131 to 124.59
Grasshopper_ea: first Terran Stonehew (druid) entry 32.4-35.64

fighter:

A man in black: First Falchion Fred (fighter) entry was 59.25 to 60.11
A man in black: First Tempest Ted (fighter) entry was 53.46-53.60
A man in black: First Farshot Fallon (fighter) entry was 68.25
Dragonchess Player: first Shieldy Stan (fighter) entry 36.25375 to 53.525
A Man In Black: second tempest ted (fighter) entry 61.37
Zerothbase: first Elcurblian (revised falchion fred build) entry 71.66 DPR
Zerothbase: first Unarmerd Strike Ulysses (fighter) entry 47.80
Sarandosil: first Dagger Dan (fighter) entry 35.06
W0nkothesane: first Slinger Sam (fighter) entry 38.64 dpr

Inquisitor:

MisterSlanky: first Issac the Inquisitor (inquisitor) entry 49.42 to 64.91
Big Stupid Fighter: first Inquisitor Ivanova (inquisitor) entry 35.505 to 161.4375 over the course of three rounds

Magus:

LoreKeeper: first Magus (first playtest) entry 62.325 to 64.125 however, this magus used some mechanics incorrectly
LoreKeeper: revised Magus Darwin (first playtest) entry dpr 43 to 123 over the course of multiple rounds of combat, suffers from spell failure chance, uses non-standard pre-pathfinder feat

Monk:

A Man in Black: First Melvin (monk) entry was 36.47 to 48.26
A Man In Black: Second Melvin 2.0 (monk) entry was 27.17 to 35.72
Treantmonk: Third Melvin 1.1 (monk) entry was 36.47 to 48.26
Treantmonk: Fourth Melvin 1.2 (monk) entry was 57.78 to 75.08
A Man in Black Fifth Melvin 1.1.2 (monk) entry 37.48 to 50.88
Sarandosil: first Shirly the shuriken chucker (monk) entry 18.98 to 38.61 dpr
Angryscrub: first elven monk archer (monk) entry 25 dpr
Angryscrub: first staff monk (monk) entry 38.67
Angryscrub: first nunchaku monk (monk) entry 28.22
Angryscrub: first wis staff monk (monk) entry 22.17
LoreKeeper: first Tower of Power (monk) entry 60.83 dpr uses stunning fist/shatter defenses to earn more attacks via medusa’s wrath, issues with stat array, frost/shock weapon, and non core monk feat
Carpy DM: first Howard the Hungry Ghost Monk (monk) entry 54.61
Merkatz: first Zeus (monk) entry 56.7 to 85.4196
Magicdealer: first Ripoff entry 74.25-79.2 dpr, build errors and dpr calculation errors

Ninja:

Kaisc006: first Tiny Tim (ninja) entry 27.11 dpr. With flanking, 63.98 DPR.

Paladin:

A Man In Black: first Pinpoint Patty (paladin) entry 41.70 to 106.5 depending heavily on an evil target.
A Man In Black: first Two-Paw Pete (paladin) entry 31.40 to 99.13
Glade: first paladin archer entry 33.75 to 150.15 depending on evil targets
Jasin: first unnamed (paladin) entry 26.33 to 68.51
Jasin: second unnamed (paladin) entry 28.40 to 133.24

Ranger:

Angryscrub: randy the ambiguously switch hitting ranger (ranger) 29.14 to 75.46 with favored enemy. This build doesn’t factor in the animal companion.
Hap Hazard: first Roger (ranger) entry 41.5 to 92
Dragonchess Player: first Tiger Tad (ranger) entry 52.372262 to 125.0572 with favored enemy.

rogue:

A man in black: First Jack B. Nimble (rogue)entry was 15.90 without sneak attack, 45.65 with it.
Angryscrub: First Hulky Mcrogueboy (rogue) entry was 25.2 without sneak attack, and 41.8 with sneak attack.
Mealbolex: First ruh-roh the rogue (rogue) entry was a little difficult to follow. Single target dpr appears to be 17.1 to 36.23125
Dementrius: first Norman, Master of the elven Curved Fruit (rogue) entry 37.7 dpr… with fruit…
James maissen: first Mr Rouge entry 34.84 to 117.966 doesn’t follow the rules of the competition, using staves and boots of speed, also custom items
Sarandosil: first Jack B. Awesometastic (rogue) entry 30.42 dpr. Much higher with sneak attack and flanking 82.96, however above builds didn’t incorporate flanking bonuses and no calculation was given that provided parity.

Sorcerer:

Charender: first Mistress of the Fey (sorcerer) entry 39.4 dpr
Ellington: first ray-ray, the ray-sorcerer (sorcerer) entry 54.34 to 71.84

Summoner:

Deathmaster: first summoner (summoner) entry 129.35 to 134.07
MM178: first Eidolon (summoner) entry 283.5 DPR debatable use of rules
Pinky’s Brain: first Kentaro Miura (summoner) entry 212.4 dpr – rules arguments ensued.
Thepuregamer: first summoner entry 249.5 to 296.9 dpr, uses limited use items, doesn’t follow minimum save rules, exploits some rules vagueness. Much debate followed…
Thepuregamer: second summoner 2punchy 110.46 to 125.083 130.594 dpr, errors were found, build revised.
Thepuregamer third summoner punchy strike back entry 199.162 to 245.55, more debate about legality of the build.
Thepuregamer april 1st build reverse the ridden (summoner) entry 343.242, much, much more debate and argument follows. Revised, dpr remained the same. Then argument over wealth-by-level, and more issues with the build…
Tarantula: first summoner charge entry 218.79 while charging

Wizard:

Enlight_Bystand: First Sir Splodes-a-lot (evoker) entry using spell damage and a mephit was 70.16 to 76.74 twice a day
Angryscrub: first irving the incredibly inappropriate and inefficient half orc wizard (wizard) entry 40.56 DPR
Angryscrub: second irving (wizard) entry 17.88 to 35
Angryscrub: first irving archer (wizard) entry 11.8 to 20.30 dpr

Hybrid builds:

Ellington: First Wilbur the ¼ dragon (bard5/dragon disciple5) entry was not specifically stated
Dragonchess Player: first Brusier the Bard (bard/fighter) entry was not really comparable due to being calculated with a number of buffs that violated the precepts of the challenge, namely using a round to activate haste. Given time to buff, this build deals 28.5 to 69.875.
Turin the Mad: first Nekkid Bubba Hack-Toes (barbarian/fighter) entry 43.32 to 87.77 dpr
Quandary: first Chris Cuisinart (fighter/barbarian) entry 65.6 to 82.24
Quandary: first Curvy Camila (fighter/barbarian) entry 73.87 to 84.68
Loopy: first Inconceivable (wizard/rogue/arcane trickster) entry error in build
Tholas: first Raging Ralf (eldritch Knight) entry 44.43 to 62.47
Treantmonk: first Jack B. Quick (fighter/rogue) entry 32.52 to 55.70
Zairos: first Patrick Fudge (fighter/duelist) entry 33.64 dpr
LoreKeeper: first Synthia Sharpfingers Offense (monk/duelist) entry 89.375 DPR – uses campaign setting feat
LoreKeeper: first Synthia Sharpfingers Balanced (monk/duelist) entry 76.8625 DPR – uses campaign setting feat
LoreKeeper: first Synthia Sharpfingers balanced (monk/duelist) entry 64.5656 dpr – does not use GMF
Caineach: first Bitey (Barbarian/Rogue) entry 27.95 to 77.79 rage and sneak attack
Caineach: second Bitey (Barbarian/Rogue) entry 30.19 to 80.55 rage and sneak attack
Gelmir: first Fal, (fighter/alchemist) entry 88.47
James Bolton: first Shasta (paladin/ninja) entry 14.52 dpr to 107.8 dpr, uses multiple swift actions
SoulGambit: first alchemist/chymist entry 100.25 to 126.17 dpr
Kaisc006: first Ned the Not So Ninja (inquisitor/ninja) entry 28.6 dpr. When flanking, 66.15 dpr. With buff round, 191.33 dpr.

Keep being wonderful to one another :)


a few things and someone more game knowledgeable can correct me if I'm wrong but. to get +2 for gmf it only affects one natural weapon. if you want it to affect all it's +1. secondly since you are not a monk it dies not affect unarmed strike far as I can tell.

I'm not sure how your getting the damage you gave given with the kick alll your attacks become secondary.

so d3 +8 d6 +4 etc. presumably doesn't equal 75 dpr. but I suspect I'm missing something.


Mojorat wrote:

a few things and someone more game knowledgeable can correct me if I'm wrong but. to get +2 for gmf it only affects one natural weapon. if you want it to affect all it's +1. secondly since you are not a monk it dies not affect unarmed strike far as I can tell.

I'm not sure how your getting the damage you gave given with the kick alll your attacks become secondary.

so d3 +8 d6 +4 etc. presumably doesn't equal 75 dpr. but I suspect I'm missing something.

Greater magic fang affects unarmed strikes, here is the PRD link.

Liberty's Edge

Mojrat, I was off on my calculations and so deleted my post. (I didn't see your post talking about mine when I deleted it so my appologies.)

I'll repost when I have everything worked out.

HPs are very low, but C'est la vie. I'm also assuming that buffs are acceptable as long as they fall into the 10 min / level or better catagory and that using a potion so long as it doesn't consume that potion (through alchemical alocation) is acceptable, which is how I'm using greater magic fang four times.

10th level Human Alchemist (Vivisectionist)

Str 18 (15 +2 race +1 lv) (22) (enhancement) (26) (mutagen)
Dex 14 Ac: 25 (10 + 5 chain + 2 dex + 1 dodge + 1 ring of protection + 2 natural (mutagen) + 4 barkskin)
Con 12 HP: 74 (8+36+10(con)+10(favored class)+10(toughness))
Int 14 (16)
Wis 10
Chr 8

Saves:
Fort: +13, Ref: +14, Will: +10

Feats:
Improved Unarmed Strike, Multi-attack, Power Attack, toughness, dodge, iron will,

Equipment 52,250:
Potion of greater magic fang (used but not consumed) 750, Amulet of mighty fists (holy) 20,000, belt of strength +4 16,000, headband of intellect +2 4,000, +1 chain shirt 1500 (rounding), +1 ring of protection 1000, +3 cloak of resistance 9,000,

Discoveries:
feral mutagen, enhance potion, wings, combine extracts, crippling strike

Extracts:
Alchemical allocation x4 (used for greater magic fang on claw, claw, unarmed attacks, and bite), heroism x1, barkskin,

Attacks (7 BAB, 8 Str, 2 Heroism, 2 gmf) (if holy isn't doing damage, dpr is significantly reduced):

(no PA or BS, half strength bonus to damage on natural weapons)

kick +19/+14 (d3(base)+2d6(holy)+8(strength)+2(enhancement) avg 18.5) claw +17 (1d6(base)+2d6(holy)+4(1/2 strength)+2(enhancement) avg 16.5) claw +17 (1d6(base)+2d6(holy)+4(1/2 strength)+2(enhancement) avg 16.5) bite +17 (1d8(base)+2d6(holy)+4(1/2 strength)+2(enhancement) avg 17.5) 62.075 (not including the miniscule damage increase from crits)

Backstabbing (not gaining a flanking bonus to attacks):

131.375


Weighing in with a partial entry based on a UM Vivisec combined with Master Chymist. Can anyone point out if I've gone wrong with math anywhere? :)

Human 7 Vivisectionist / 3 Master Chymist

Strength 15 +2 Human +1 Level = 18
Dexterity 13 +1 Level = 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 8

Feats: 2 spare at 1st level, Power Attack, Furious Focus, Weapon Focus (Claw), Rending Claws
Discoveries: Feral Mutagen, 2 x Preserve Organs
Advanced Mutagen: Furious Mutagen
Other: Brutality +2, Mutagen (+4 Str, +2 Nat Arm, -2 Int)

Items: Amulet of Mighty Fists +2, Belt of Giant Strength +4

Self Buffs: Heroism Extract (+2 to Attack, Saves and Skills)

Final Strength: 18 +4 Mutagen +4 Belt = 26 for +8 bonus

Attacks:
Attack Bonus = 8 + 8 Str +2 Amulet +2 Heroism = 20 (21 with Claw)
Damage Bonus = 8 Str +2 Amulet +2 Brutality = 12
Full Attack: +21 / +21 / +20 for 1d8+12 / 1d8+12 / 1d10+12
Power Attack: +21 / +18 / +17 for 1d8+18 / 1d8+18 / 1d10+18
% and Av Dam: 90% / 75% / 70% for 22.5 / 22.5 / 23.5
Total: 20.25 / 16.87 / 16.45 = 53.57
Rending Claws: 90% x 75% x 1d6 = 2.36
Crits: 1.01 / 0.84 / 0.82 = 2.67
Grand Total: 53.57 + 2.36 + 2.67 = 58.6

Final DPR for full power attack = 58.6

Add in Sneak Attack (@5d6 assuming that Master Chymist advances sneak attack of Vivisec) without any flanking bonus and that brings it up to a DRP of 99.72

Comes out looking pretty good, and in play terms will get even better when you can add in things like Beast Shape, Rage, etc.

Liberty's Edge

You can't take furious mutagen at 10th level (must have an equivalent to 11th level). Other than that everything looks good to me.

What are your defenses looking like?


ShadowcatX wrote:

You can't take furious mutagen at 10th level (must have an equivalent to 11th level). Other than that everything looks good to me.

What are your defenses looking like?

Doh! - knew I'd screw something up :) At least it doesn't drop the damage too much.

I haven't fully statted out the rest of him for defenses and saves. I think that he's going to have a fairly crappy will save for starters, but the rest should be 'ok' without being great.


Mark Sweetman wrote:

Weighing in with a partial entry based on a UM Vivisec combined with Master Chymist. Can anyone point out if I've gone wrong with math anywhere? :)

Human 7 Vivisectionist / 3 Master Chymist

I didn't check over the math, but did you consider taking the Vestigial Arm discovery a couple of times? That should allow you to do something like 2-handed weapon + claw + claw + bite.


Alright, let's check this out. This build is based on a character in my first Pathfinder game (First "D&D" game for me ever) that is continuing to fight in the X-Crawl setting. He hit level 15 so far without death, and is continuing his fame into the Grand Cup!

Don't bash too hard, I came up with this build based on the Hungry Ghost Monk. I thought the Ki-Theivery was amazing, turning Monks from a bursty fighter into something that had a little more sustainability. From there I worked hard with assistance from a few guys, and came up with this:

James Earl Jones, Flurry of Blades.

Human Monk
Str 22 (16 +2 +4)
Dex 16 (14 +2(levels))
Con 13
Int 10
Wis 12
Cha 11

Fort 8
Ref 9
Will 8

AC: 21 (10 +2(Dex) +1(Wis) +1(RoP) +1(AoNA) +3(BoA) +3(Monk)
Health: 78.5 (8 +40.5(Levels) +30)

Class Abilities:
~~~~~~~~~~~~~~~
Evasion
Improved Evasion
Fast Movement
Slow Fall
Punishing Kick
Steal Ki
Life Funnel

Feats:
~~~~~~~~~~~~~~~~
1) Weapon Focus (Temple Sword)
H) Dodge
M) Combat Reflexes
3) Step Up
5) Following Step
M) Improved Trip
7) Step Up and Strike
9) Power Attack
M) Improved Critical (Temple Sword)

Items: 62,000gp* (See below on pricing)
~~~~~~~~~~~~~~~~~~
+5 Temple Sword 37,500
+3 Temple Sword
Vicious
Ki Focus
+4 Belt of Giant Strength 12,000
+1 Ring of Protection 1,500
+1 Amulet of Natural Armor 1,500
+3 Bracers of Armor 6,750
Handy Haversack 1,500
1,250gp Left Over/Supplies

Skills:
~~~~~~~~~~~~~~~~~~~
Max out Acrobatics, Climb, Swim, and other movement skills.
Monks are monsteriously overpowered at jumping and Acrobatics,
take advantage of this! My level 15 monk is capable of leaping 93-feet
horizontally, with no buffs or items!

DPR:
~~~~~~~~~~~~~~~~~~~~
With Power Attack/+1 Flurry from Ki: 97.28 DPR

Build Summary:
~~~~~~~~~~~~~~~~~~~~
This build is overpowered for two reasons. One, is sheer sustainability. The entire point of this Monk is his ability to consistently pump one one extra flurry attack per turn. This is achieved by the Temple Sword with Improved Critical, giving me a 20% chance per strike to attack to grant me a Ki back. Every critical hit or enemy struck down gives me a Ki, so spending one a turn to get 5 attacks instead of 4 is obvious. Using this build, I have never run out of Ki in a day, even through back to back dungeon crawls.

Not many people us weapon-based monks. Almost always, fists are just far superior. With this build, you get the best of both worlds. Spending a bit of extra cash, you would be able to wield Brass Knuckles as well as your TS, giving you the ability to drop your crit-focus weapon in case it gets sundered, and still being a Monk in terms of unarmed combat.

I admit, I build him a little low on AC, but with this gold cost I had to make cuts. Usually I run this build with +5 Barkskin Scrolls, as well as +5 Weapon Scrolls. This makes my AC on par with hardy Melee fighters, and with the weapon scrolls I can take a +5 Temple Sword, make it Fiery, Vicious, Shocking, and Ki Focus... and bring it right on back up to a +5 Weapon in terms of damage and to-hit. Having a Monk weilding this, striking 5 times a turn? Absolute nonsense.

The slight downfall to this build is the hit chance. It's too low for my tastes on paper... but in honest to god reality, most targets you encounter are of a MUCH lower Armor Class. Dealing with ~AC18-20 targets really makes this build shine, bringing the average DPR up to 136.8.

Remember, this build isn't focused on overpowered silly summons.. fight-specific mechanics.. undead targets.. sneak attacks.. flanking.. or much of anything. This build is in your face, slashing and hacking with elegance and grace 24/7, all day 'erry day. The Hungry Ghost monk mechanics let Ki be thrown out the window, and even give the ability to self-heal fight damage, and the rebound from Vicious without much worry. That's what I dislike about the majority of builds here after my GM directed me to this forum.. most rely on very, very specific tactics and situations. He kindly asked me to post my monk up here because of this.

Also, the second reasoning why this character is so powerful is the Step Up feats. With Step Up, Following Step, and Step up and Strike, the Monk becomes an absolute melee terror.

Step up lets me follow a target as it takes a 5-foot step away from me. Following step lets me move 10-feet as I do this, allowing for more precise positioning, and letting me easily catch any melee characters trying to move away. Now.. the golden apple is Step up and Strike.

Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.

This means 5-foot steps threaten the Flurry of Blades. Want to move away? Sure, go ahead. Either you standard move, and I get a free attack, or you 5-foot step and I can follow, make an additional 5-foot step, and STILL attack you.

While this can only happen once a turn, with Combat Reflexes, I can make Attacks of Opportunity multiple times a round. A good example of how to use this monk is running bull-headed into a fight, "tumbling" or using Acrobatics to move in to a group of foes without taking a single strike, and effectively locking down an entire group. Anyone within range automatically is doomed to be struck at least once, and if they don't run immediately (thus taking an attack) they'll be subject to the full might of the flurry next turn. It's a lose-lose in their case. Especially if the foe is a squishy caster.. it now is very easy to lock them down entirely.

Questions, comments, concerns? =)

Dark Archive

Gregory Towers wrote:


AC: 21 (10 +2(Dex) +1(Wis) +1(RoP) +1(AoNA) +3(BoA) +3(Monk)

Feats:
~~~~~~~~~~~~~~~~
1) Weapon Focus (Temple Sword)

Items: 62,000gp* (See below on pricing)
~~~~~~~~~~~~~~~~~~
+5 Temple Sword 37,500
+3 Temple Sword
Vicious
Ki Focus
Questions, comments, concerns? =)

spending over half your wealth on a weapon, having only a 21 ac, and weapon focus has a bab pre req of +1


Also a +5 temple sword is 50,000....


Oops, swap Weapon Focus to a later slot - it doesn't matter too much. I forgot in what order I snagged which Feats.

Ah, and I put an asterisk by the character's item build. I continued to use my X-Crawl specific build costs for this character, meaning we more or less could have almost all items crafted for us, meaning the items only counted 75% of their value. Apart from that (Meaning I spent slightly more on items then most characters - 81,000 to be exact. This could easily be had by just finding a few items yourself.) I believe this build isn't cheesy or beardy, especially considered against some of the whacky ones posted here. =)

Chop it to a +4, save some good money, and DPS won't drop too substantially. The build still is focused around the 17-20 Crit range, which enables it's sustainability.


gregory towers wrote:


Skills:
~~~~~~~~~~~~~~~~~~~
Max out Acrobatics, Climb, Swim, and other movement skills.
Monks are monsteriously overpowered at jumping and Acrobatics,
take advantage of this! My level 15 monk is capable of leaping 93-feet
horizontally, with no buffs or items!

I am tempted to google up an owl character drawing. If I read this correctly, being able to jump 90 ft at lvl 15 is overpowered? Jump overpowered? jump is literally the weakest skill in the game. Everyone else is doing this with day long overland flight by then.

gregory towers wrote:


Remember, this build isn't focused on overpowered silly summons.. fight-specific mechanics.. undead targets.. sneak attacks.. flanking.. or much of anything. This build is in your face, slashing and hacking with elegance and grace 24/7, all day 'erry day. The Hungry Ghost monk mechanics let Ki be thrown out the window, and even give the ability to self-heal fight damage, and the rebound from Vicious without much worry. That's what I dislike about the majority of builds here after my GM directed me to this forum.. most rely on very, very specific tactics and situations. He kindly asked me to post my monk up here because of this.

a hungry ghost monk is a build with fight specific mechanics. You can only steal health and ki from living targets for the first 10 lvls and after that you are limited to critable opponents(or you are down to 1 ki per enemy you kill which is probably not going to be enough). I do not see how this build is any less reliant on specific types of enemies than a rogue.

Dark Archive

Gregory Towers wrote:

Oops, swap Weapon Focus to a later slot - it doesn't matter too much. I forgot in what order I snagged which Feats.

Ah, and I put an asterisk by the character's item build. I continued to use my X-Crawl specific build costs for this character, meaning we more or less could have almost all items crafted for us, meaning the items only counted 75% of their value. Apart from that (Meaning I spent slightly more on items then most characters - 81,000 to be exact. This could easily be had by just finding a few items yourself.) I believe this build isn't cheesy or beardy, especially considered against some of the whacky ones posted here. =)

Chop it to a +4, save some good money, and DPS won't drop too substantially. The build still is focused around the 17-20 Crit range, which enables it's sustainability.

\

al of the feats that arent monk bonus feats have a pre req BAB of atleast 1. you dont qualify for any feat you have listed at 1st level other than Dodge and monk bonus feats. there is no legal combination of your proposed feats at this level.

pick a new 1st level feat. or ditch improved crit, power attack, or step up and strike and replace it with weapon focus.

since every non bonus feat but dodge has a BAB 1 pre req, you cant just switch around the order of them. you dont qualify for any of your "good" feats at 1st level

the build is invalid as written


thepuregamer wrote:


a hungry ghost monk is a build with fight specific mechanics. You can only steal health and ki from living targets for the first 10 lvls and after that you are limited to critable opponents(or you are down to 1 ki per enemy you kill which is probably not going to be enough). I do not see how this build is any less reliant on specific types of enemies than a rogue.

Dinging 11 solves this problem. Life from a Stone makes this build shine. And remember, the build is equally effective damage-wise at level 10 against non-living creatures.. just for 7 rounds. But with mixed targets, Ki replenishment will keep him chugging. And if you're running low, drop that 5th attack and take the Ki from crits/finishing blows.

"If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki."

Now this is a bit of a confusing rule.. According to how Burst weapons or treated, the Ki would still be stolen upon the confirmation, however the weapon damage would not be multiplied. However unclear this is, I've yet seen a DM who ruled that I couldn't take Ki from a target because of this murky rule.


life from stone helps but like I said, if your enemies are crit immune, the only way you are getting ki is when you reduce the creature to 0 hp or fewer.

Having his ki replenishing abilities not work against crit immune enemies, puts him in the group of being specialized to specific scenarios.

If he wanted a temple sword monk who could replenish ki in any scenario, he should have made his example a drunken master monk. They get their extra ki from booze, something that is readily available.


Name Violation wrote:


since every non bonus feat but dodge has a BAB 1 pre req, you cant just switch around the order of them. you dont qualify for any of your "good" feats at 1st level

the build is invalid as written

I didn't write this character starting at level 1, but I believe I had Toughness, or something else as my starter feat. I'll have to double check after work.

Can someone CONFIRM for me that the Ki is not stolen from uncrittable foes? Under the Pathfinder FAQ, it states that uncrittable mobs stop the "critical hit confirmation roll" from happening. But immediately below, it goes to state indirectly that the roll should STILL take place, not to apply a critical damage, or crit feats, but apply weapon attributes such as Thundering or Fiery Burst. It's unclear if the Monk's Steal Ki should fall under this, as it's not directly stated.

FAQ: http://www.d20pfsrd.com/extras/pathfinder-faq


magic weapon section of prd wrote:


Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.

burst effects still work against crit immune enemies because there is a clause that says they do. this is an example of a specific rule overriding a more general rule. The ghost monk's steal ki ability does not have such an exception.

Furthermore, a monk's steal ki ability is not a magic weapon ability, and thus does not get to ignore critical immunity like magic weapon burst effects.


Their really isn't that much immune to crits, I wouldn't call this highly specialized, just not as useful against a handful of enemies.

So if you fix the feat issue and drop the +5 to a +4, then recalculate DPR you should be good. And by the way crafting is for cherry picking items, not increasing WBL.


I didn't think monks started being proficient with temple sword.


Shadow_of_death wrote:

Their really isn't that much immune to crits, I wouldn't call this highly specialized, just not as useful against a handful of enemies.

So if you fix the feat issue and drop the +5 to a +4, then recalculate DPR you should be good. And by the way crafting is for cherry picking items, not increasing WBL.

Well I was not stating the build was highly specialized. Just that it wasn't any less specialized than say a rogue(which was 1 type of character he was supposedly less specialized than). Atleast for the first 10 lvls, a rogue can use his sneak attack against non living targets. A hungry ghost can't steal ki off of non living targets until lvl 11.


thepuregamer wrote:


Well I was not stating the build was highly specialized. Just that it wasn't any less specialized than say a rogue(which was 1 type of character he was supposedly less specialized than). Atleast for the first 10 lvls, a rogue can use his sneak attack against non living targets. A hungry ghost can't steal ki off of non living targets until lvl 11.

But, well, okay. Instead of stealing Ki, I just use it exactly as a ~normal~ Monk would. I'll go Flurry a sack of chickens to max out my Ki and HP post fight. *trollface*

On a serious note, I'm not quite sure most folks will be fighting a plethora of undead and constructs before 11.

Alright, checking over my Calculations my +3DPR should be 83.6 on a standard, and bringing it down to a +2 weapon would take it to 73 DPR. Still highly respectable. The issue with the build currently (And still at 15...) is the characters low hit chance. Does anyone have any suggestions to bring it up? =)

Monks are proficient in the Temple Sword, as it's a "Monk" type. Also, recall that you can't use abilities that use Ki through a weapon, unless you enchant it specifically with Ki Focus. Thus, it needs to be a +2 TS (Made into a +1 TS w/Ki Focus) to be able to leech Ki through it as I do.

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