Castiel Lashilsh
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I don't know what exactly you are focusing in. Your abilities, at least from what I can see, are very disparate. It might help to make the build a bit more readable if you finished by including AC, some example attacks, Spell DC's, and a quick list of X/day abilities. I find that this really helps me to keep track of my own character, and it makes things much more understandable.
| Mr. Swagger |
It is really the chance for other people to try OP builds or things they think are OP(really powerful) that might not get played in most games.
I will let the results of the game determine if they were right or not. :)
I will actually start going over characters in detail tonight for those that are finished.
| Leon Hardins |
Just want to say this is a awesome-fun idea. If I had any idea what the commonly OP clases were, I'd put one forward. I might watch this game regardless.
we could use a another Godling
Castiel Lashilsh
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Dragon Riders are also one of the iconic OP classes.
At lower levels, the alchemist/barbarian combination is often seen as OP due to the potential strength or constitution scores. (18 base+2 racial +2 item +4 rage +4 mutagen=score 30 at level 2)
I've heard some mention of heaven's oracle using colour spray against high HD creatures as well.
Jelani
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I'd say prolly the most over powered is an extremely high str build that does mounted lance charges. It's not really workable in a lot of situations, but when it does you do so much damage that it's ridiculous.
As for versatile overpowered stuff, it's gotta be the synthesist. It allows for huge min-maxing, amazing defenses, huge HP, self-healing, early haste and evolution surge for situational abilities. If you follow the thread you will see. I'm gonna be rocking 5 attacks per round for like 80ish average damage if they all hit, at level 6. On top of a 15' reach when enlarged and tripping everything that comes near me. It would be interesting to see a quadrupedal synthesist build to see which one is more powerful.
I agree that Heaven's Oracle and Alchemist builds can also be quite optimal.
Jelani
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I've been wanting to make a character based off this image for a while. I'd also be happy to offer suggestions on a build.
Off the top of my head:
-Vivesectionist is more Hulk to me, he doesn't have claws and bite. Hulk smashes.
-Only take one level of alchemist, that's all you need for the mutagen.
-Play a tiefling with the oversized weapons alternate racial ability.
-Rage powers wise...reckless abandon and stuff that makes you tougher to kill.
Jelani
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With 20 PB for an Alch2/Barb 4 I suggest:
Extracts should provide skill bonuses and be usable outside of combat.
Take an alchemist variant that gives sneak attack (or something else besides bombs.)
Prioritize abilities as follows: Str, Con, Int, Dex, Wis, Cha
What's the advantage of Alchemist 2? When I was looking at it earlier I couldn't find any discoveries available at level 2 that improved the mutagen. That's the only reason to take alchemist at all, is the mutagen. I think Alchemist 1/Barb 5 would be more effective. Or even Alchemist 1/Barb 4/Fighter 1. Then you can wear whatever armor you like, still get two rage powers and have an extra feat to work with.
Edit:I'm not sure if it's legal, but if the alchemist level counts for Dragon Disciple spellcasting prereq that would be a wicked combo.
| Eben TheQuiet |
Here's my thoughts.
I only meant Hulk rip-off in the loosest sense… not really in having a Slam attack over natural attacks. I really like having Feral Mutagen for the natural attacks -- they're just so good to have for a number of reasons.
So here's what I'm thinking. We have Jelani's Rasso to be the main tank-y character. A barb of any flavor can't really compete with the survivability and AC of a well-built synthesist, anyway, so why try? Which leaves my guy -- who for now is being called Bryce Brinner (mmmmm… brinner) -- to be an off-tank / striker type.
That in mind, here's what I'm thinking. Invulnerable Rager Barbarian 4 > Vivisectionist Alchemist 2. I considered using the Armored Hulk archy instead, but 3 levels of fighter do the same thing -- and it allows me to get better DR and more feats in one build. Feral Mutagen + Superstition + Reckless Offense get coupled with Power Attack, Raging Vitality, Iron Will, Improved Iron Will, and one as-of-yet undecided feat. Not sure what it should be. But Extra Rage, Toughness, Improved Sunder, and Catch Off-Guard are all possibilities. I'd love to hear some thoughts on this. I'll be using human + Heart of the Fields, as well.
Gonna have Craft: alchemy maxed out, but what other skills should i be looking at beyond Acro, Perception, Intimidate, etc.?
Anyone in the group stealthy at all? Do we need someone with Disable Device? It's on his list.
| Mr. Swagger |
Mr. Swagger, can we get a ruling on Jelani's idea of using the Alchemist to qualify for Dragon Disciple? Can that could be hotness. And will really influence my build.
The alchemist extracts are neither arcane or divine. They are actually supernatural abilities so he would not qualify.
| Mr. Swagger |
I don't think anyone has disable device, but if you can't disable magical traps it might not matter too much anyway.
Medium characters can't wield 2-handers for larger sized creatures.
If you plan to be melee focus I would only take on level of alchemist. I don't see what the second level is going to do for you.
I would go barb 4/alch 1/Fighter 1 or Ranger(guide archetype).
The ranger level nets another +2 to hit and damage against any opponent you choose, but it is only 1/day. Stacked with the barbarian's rage, and the mutagen you get a pretty good buff though.
| Eben TheQuiet |
Okay. I guess when you have two people better at optimizing give you the same advice... you take it.
One level of Alchemist it is.
Working on getting it all reconfigured. Probably own't take the Ranger angle, though. 1/day things just annoy me... i'm struggling enough with having the Mutagen be a 1 hour production downtime. Which reminds me, anybody have any ideas for being able to get that finished quicker?
Castiel Lashilsh
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Ring of sustenance gives you an extra 6 working hours in the day.
And I have to disagree with the above RE: 2 levels of alchemist. If you take two levels, and choose a discovery that affects your poison use, AND if you take full advantage of said poison use, then 2 levels of alchemist is perfectly reasonable.
I have disable device, but it doesn't work for magic traps, however, if you can see the traps, we can deal with setting them off any number of other ways, so I wouldn't waste ranks in anything but perception.
I recommend toughness out of the feats you have listed. I also suggest considering weapon focus, intimidating prowess, dazzling display, shield of swings, or vital strike if you are going for a 2H style or intimidate. a level of fighter will help you swallow the feats, and give you less per day effects to track than a level of ranger will.
Jelani
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The best way to utilize high strength is normally two-handed weapons, not natural attacks. However the feral mutagen being all primary attacks makes it pretty close. I did the math, and in the end hitting with all three natural attacks while power attacking will yield the same damage within a point or so as one power attack from a medium greatsword. However three attacks require full attack actions, the greatsword you an charge around taking standard action attacks only. If you use a larger weapon it would surpass the naturals quickly, as would vital striking.
The only way legally to get that hill giant greatsword right now is to play a tiefling (Oni-Spawn and Demonspawn both have racial str scores), with the #16 ability from the variant tiefling abiltiies table.
Or, you could take hierloom weapon with a large bastard sword and be able to wield that with a -2 penalty. But only that specific bastard sword.
Feat wise, rage power wise, this is what I would do:
1st:Barbarian, Power Attack
2nd:Alchemist,
3rd:Barbarian, Furious Focus, Reckless Abandon
4th:Barbarian,
5th:Barbarian, Extra Rage, No Escape
6th:
7th:Vital Strike
Honestly as long as you get power attack and furious focus in there you'll be fine. The details aren't as important.
| Mr. Swagger |
Ring of sustenance gives you an extra 6 working hours in the day.
And I have to disagree with the above RE: 2 levels of alchemist. If you take two levels, and choose a discovery that affects your poison use, AND if you take full advantage of said poison use, then 2 levels of alchemist is perfectly reasonable.
I have disable device, but it doesn't work for magic traps, however, if you can see the traps, we can deal with setting them off any number of other ways, so I wouldn't waste ranks in anything but perception.
I recommend toughness out of the feats you have listed. I also suggest considering weapon focus, intimidating prowess, dazzling display, shield of swings, or vital strike if you are going for a 2H style or intimidate. a level of fighter will help you swallow the feats, and give you less per day effects to track than a level of ranger will.
If alchemist have to make poison just like anyone else then I would not recommend it for a module due to the likely short amount of time it will last. As for purchasing them, they are expensive, and generally not worth the money, but I guess he could buy cheap poisons, and spam them until an enemy fails a save.
I have not done the math on the cost to buy them, but I would look into it before taking that 2nd level of alchemist.I did not check Ultimate Magic, but the APG has concentrate poison as a discovery.
Concentrate poison: The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.
| Mr. Swagger |
Okay. I guess when you have two people better at optimizing give you the same advice... you take it.
One level of Alchemist it is.
Working on getting it all reconfigured. Probably own't take the Ranger angle, though. 1/day things just annoy me... i'm struggling enough with having the Mutagen be a 1 hour production downtime. Which reminds me, anybody have any ideas for being able to get that finished quicker?
You can make the mutagen in the same hour that the caster are getting spells prepped. If the godling does not have to prepare spells then 1 hour should still not be too bad. If you had a wizard or cleric they would most likely wait.
Jelani
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The other nice thing is that you can make it again after you use the mutagen. It's not limited by uses per day. It's a lot easier to wait for an hour while you brew another one and everyone else keeps watch than it is to take a full eight hour rest.
Edit: An alternative to the extra rage feat would be Step Up or Lunge. Both are pretty useful. Also, make sure to keep 4 or 5 potions of Enlarge Person on you at all times. They only take a standard action to drink, a move if you take Accelerated Drinker and that's a huge boost to your offensive potential. For 50 GP a pop they are excellent, walk around with one in your hand. If you do end up being a Tiefling, you will then be wielding a Huge Greatsword which I think is 4d8 base damage without going to look it up. You'll easily surpass me in damage, though you'd be much more squishy. That's okay, I'll trip everything while you smash it.
| Eben TheQuiet |
Okay, thoughts on this? Would just ned to know which 2 knowledge skills you guys want Bryce supporting on.
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Bryce "The Bulk" Brinner
CN Half-Giant Invulnerable Rager 3 / Fighter 1 / Vivisectionist Alchemist 2
Favored Class: Barbarian (+3 hp)
Languages: Common, Giant
VITALS
HP 63 = 12 + 2d12 (14) + 1d10 (6) + 2d8 (10) + 18 con + 3 favored
str 18/20 dex 10 con 16 int 12 wis 14 cha 5
Initiative +0
Speed: 40 (30 in armor)
DEFENSE
AC 20 FF 20 Touch 10 (+10 armor; +0 Dex)
CMD 21 FF 21 (+5 bab; +5 str; +0 dex; +1 size)
DR 1/- (doubled versus nonlethal damage)
Fort +11 Reflex +3 Will +5
---> +2 vs. Fire spells
---> +2 vs. Poisons
OFFENSE
BAB +5; CMB +11
Melee +10
. . +1 Large Greatsword +11 (3d6 + 8; 19/x2)
. . Gauntlet +10 (1d6 + 5)
. . Unarmed +10 (1d3 + 5)
Ranged +5
. . Mwk Composite Longbow [4] +6 (1d8 + 4; x3)
THE REST
Low-Light Vision
Fire Acclimated
Powerful Build
Naturally Psionic (Wild Talent)
Half-Giant Psionics: 1/day Stomp (DC 10)
Psionic Aptitude
Survivor (+4 Survival)
Rage: 11 rds/day
Rage Power: Reckless Abandon
Invulnerability: DR 1/- (doubled against nonlethal)
Extreme Endurance: Endure Elements: Hot; Fire Resistance 0
Sneak Attack 1d6
Brew Potion
Mutagen
Throw Anything
Torturerer's Eye (add Deathwatch Extract to formula book)
Discovery: Feral Mutagen
Poison Resistance +2
Poison Use
Feats Power Attack (1), Iron Will (DM Freebie), Wild Talent (Half-Giant), Improved Iron Will (3), Step Up (Ftr1), Raging Vitality (5), Brew Potion (Alc1), Throw Anything (Alc1)
Traits Indomitable Faith; Armor Expert
Skills (ACP -4)
+9* Acrobatics (6 rks)
+9 Climb (1 rks)
+6 Intimidate (6 rks)
+5 Knowledge: ? (1 rks)
+5 Knowledge: ? (1 rks)
+11 Perception (6 rks)
+15 Survival (6 rks) + 4 racial
+9* Swim (1 rks)
(28 total)
Prepped Enlarge Person, Enlarge Person, Shield
Backpack Wand of CLW (CL1 - 50 charges), Potion of Enlarge Person (CL 2) x3
Carried +1 Large Greatsword
Monies 246.6g
2 --- Barb2 ---- Reckless Abandon
3 --- Barb3 ---- Improved Iron Will
4 --- Ftr1 ------- Step Up
5 --- Alc1 ------ Raging Vitality; Brew Potion; Throw Anything
6 --- Alc2 ------ Feral Mutagen
[ooc]7 --- Barb4 ---- Vital Strike; Superstition
8 --- Barb5 ----
9 --- Barb6 ---- Lighten Weapon: Greatsword; Rage Power ? (Improved DR?)
10 -- Barb7 ----
11 -- Barb8 ---- Improved Lighten Weapon: Greatsword
Jelani
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Why take improved iron will over furious focus? Also, if you are going to go feral mutagen route, grab Fiend Totem (Lesser) over reckless abandon. It will give you another primary natural attack while raging, and since you should be raging pretty much all the time that'll give you 4 attacks, 5 when hasted. Just like me o_o...I'm curious to see which of us will kick more ass.
Lady Dizit Sama has all the knowledges covered, Leon has arcana, I have nature, religion and arcana as well. So basically take whatever you want.
| Eben TheQuiet |
Ok. I'm gonna simplify. I don't want to be competing for natural attack king. So I'm tweakin him to get barb4, ftr1, and alc1. Will pick up furious focus, and possibly Lightned Weapon: Greatsword.
Looking to have a huge Greatsword (4d6?) that I can vital strike with at lvl 7. So what kind of damage is that if enlarged? 6d6?
And are y'all waiting on me now?
Castiel Lashilsh
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No rush here. I'm interested in seeing where things go.
| Mr. Swagger |
Ok. I'm gonna simplify. I don't want to be competing for natural attack king. So I'm tweakin him to get barb4, ftr1, and alc1. Will pick up furious focus, and possibly Lightned Weapon: Greatsword.
Looking to have a huge Greatsword (4d6?) that I can vital strike with at lvl 7. So what kind of damage is that if enlarged? 6d6?
And are y'all waiting on me now?
4d6.
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I am quiet indecisive at the moment myself so I will leave it to the group. Do you want to try something that has a reputation as being difficult, or do you want a normal AP book/module.
If there is a tie I will flip a coin(roll the d100 dice).