Two Questions: One for strength increases, one for overrun increases


Rules Questions

The Exchange

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This is for a build I'm working on (Elven Barbarian 6/Alchemist 6 designed with the PFS rules in mind so max level is 12)

Disclaimer: Yes, I realize this build will have flaws due to maxing out a few tricks. It's more an exercise in discovering what's possible.

Starting Stats:
Str 15
Dex 16
Con 12
Int 16
Wis 12
Cha 7

Here's the build so far:
Traits: Accelerated Drinker/Heirloom Weapon (elven curve blade)
(1)Barbarian 1: Raging Drunk(Ex), Rage 5 rds, Feat=Power Attack
(2)Barbarian 2: DR (1/-), Knockback(Ex), Rage +2 rds
(3)Alchemist 1: Alchemy(Su), Bomb(Su)1d6, Mutagen(Su), Brew Potion(Ex), Throw Anything(Ex) Feat=Improved Bull Rush
(4)Alchemist 2: Poison Resistance +2(Ex), Poison Use(Ex), Concentrate Poison(Su) +1 Strength
(5)Barbarian 3: Extreme Endurance[fire resist 1](Ex, Rage +2 rds, Feat=Improved Overrun
(6)Barbarian 4: DR (2/-), Overbearing Advance(Ex), Rage +2 rds
(7)Alchemist 3: Bomb(Su)2d6, Swift Alchemy(Ex) Feat=Combat Reflexes
(8)Alchemist 4: Explosive Bomb(Su) +1 Strength
(9)Barbarian 5: Rage +2 rds, Feat=Greater Overrun
(10)Barbarian 6: DR (3/-), Overbearing Onslaught(Ex), Rage +2 rds
(11)Alchemist 5: Poison Resistance +4(Ex), Bomb(Su)3d6, Feat=(not sure yet)
(12)Alchemist 6: Swift Poisoning(Ex), Sticky Poison(Su), +1 Strength

First, I pumped my strength to a laughably ridiculous amount.
But I've run out of ideas for further improvement.

Here's what I've got so far-
+4 enhancement via bull's strength
+4 alchemical via a mutagen
+4 morale via a barbarians rage
+2 size via enlarge person

Can anyone think of any other sources of bonus to strength of a different type than those listed above?

Secondly, he's going to be doing alot of overrunning. But once again I've run out of ideas as to where to squeeze more bonuses from.

Here's what I've got-
Base Attack Bonus +10
Improved Overrun +2
Greater Overrun +2
Strength +11 (I can get his strength to 32 for at least 15 rounds at 12th)

For a grand total CMB +25 for overrun which I think will probably go through several mooks even with a -2 per each additional. And of course I'll be boosting my speed with expeditious retreat

That's where I run out of bonuses. Can anyone else think of any feats/traits/odd ideas to squeeze a few more bonuses from?

Essentially the idea is with a few rounds of prep he'll be able to move apx 50 ft around the battlefield overrunning multiple opponents until one finally stops him. Doing 11 damage to each one while getting at least 4 attacks of opportunity for an average of 25 damage each time.
Of course the plan is to keen the elven curve blade as well to have a fairly decent chance of criticalling on those extra attacks. Not to mention leaving several foes prone in his wake.

So what does everyone think?


Remember that enlarge person makes you large, which gives you a +1 to your CMB/CMD, which will boost your Overrun.

The Exchange

Mauril wrote:
Remember that enlarge person makes you large, which gives you a +1 to your CMB/CMD, which will boost your Overrun.

Ah yes, forgot about that. Although CMD will end up the same due to the -2 to Dex from enlarge person.

So now it's +26 CMB for an Overrun.


Tilquinith wrote:

+4 enhancement via bull's strength

+4 alchemical via a mutagen
+2 size via enlarge person

That's 3 rounds spent buffing. That's a -long- time in most encounters. If you got a belt of giant strength, that would free you from needing to cast Bull's. (I don't know how common they are in PFS, though)

Are you sure you can overrun more than one person per round? It says "overrun your target" singular. The feat Mounted Onslaught says "Normal: You can only attempt one overrun per round."

If you can, the first time you overrun a mook, knock him down, and take a swing at him with your sword, it's likely that any other partially intelligent enemies after that point will just allow you to pass through their space, sparing themselves the CM check and not getting knocked down or hit.


Improved Overrun doesn't let them just choose to dodge.

Grick is right though, a Belt of Giant's Strength +4 might be a better investment that a full round casting a spell.

I assume that you will be in a party and that there might be a cleric or wizard (or similar classes about), so I'll see what strength boosting spells I can find that they can cast on you. Obviously not all of these will stack or even be applicable.

Alter Self (brd 2, sor/wiz 2) for +2 size bonus to strength
Heroism (brd 2, sor/wiz 3) +2 morale bonus to attacks (which would include CMB)
Greater Heroism (brd 5, sor/wiz6) +4 morale bonus to attacks
Haste (brd 3, sor/wiz 3) +1 on attacks
Guidance (clr 0, drd 0) +1 competence bonus on attacks
Bless (clr 1, pal 1) +1 morale bonus on attacks
Aid (clr 2) +1 morale bonus on attacks
Prayer (clr 3) +1 luck bonus on attacks
Truesight (sor/wiz 1) +20 insight bonus to one attack roll
Beast Shape I (sor/wiz 3) +2 size bonus to strength
Beast Shape II (sor/wiz 4) +4 size bonus to strength, +1 size bonus to CMB
Beast Shape III (sor/wiz 5) +6 size bonus to strength, +4 size bonus to CMB
Elemental Body I (sor/wiz 4) +2 size bonus to strength, push ability
Elemental Body II (sor/wiz 5) +4 size bonus to strength, push, +1 CMB
Elemental Body III (sor/wiz 6) +6 size bonus to strength, push, +4 CMB
Form of the Dragon I (sor/wiz 6) +4 size bonus to strength
Blessing of Fervor (clr 4) +2 bonus on attack rolls

Bardic Performance (Inspire Courage) +3 competence bonus on attacks
Bardic Performance (Inspire Greatness) +2 competence bonus on attacks
Touch of Good (Good Domain) +6 sacred bonus on attack rolls
Vision of Madness (Madness Domain) +6 bonus on attack rolls
Inspiring Word (Glory Domain) +2 moral bonus on attack rolls
Strength Surge (Strength Domain) +6 enhancement bonus to CMB

Other bonuses probably exist in the core manual, APG and sources I don't have access to, but here is a pretty big list.

The Exchange

@Grick
Overbearing Onslaught(Ex) is a rage ability that let's you continue to overrun opponents with a -2 modifier for each additional opponent after the first.

Seems to basically be kind of like trample for barbarians.

As to the belt of Strength, that is a good idea. I'll plan on getting one as early as I can. Although the buffs I mentioned can pull off in 2 rounds.
Round 1: drink mutagen as a standard action, pull 2 extracts and hold in hands as a move action.
Round 2: drink one extract as a standard action, drink second extract as a move action via accelerated drinker or raging drunk depending on threat level.

@Mauril
That's a long list of bonuses, I'll take another look and see which look like I could reasonably accomplish on a regular basis.

Thanks both of you for you responses.

What does everyone think of the build itself? Opinions? Does it look fun?


Keep in mind that I only listed the part of the spell/ability that boost either strength of attack bonus. Many of the spells/ability have rider effects (such as bonuses to saves, AC, etc.) that weren't what you asked for. Consider each spell/ability carefully before requesting them.

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