| w01fe01 |
Im curious in specializing a character for sunder maneuvers. using a barbarian. heres what i have so far. the idea is to use a ORC.
1-IMP sunder
2-Strength Surge
3-Extra Rage: Smasher
4-Superstition
5-Extra Rage: Witch Hunter
6-Spell Sunder
7-Greater Sunder
8-Sunder Enchantment
9-Extra Rage: Disruptive
10-Eater of Magic
11-Ghost Rager?
12-SpellBreaker
Not sure of the rest. General idea is to be able to sunder EVERYTHING. objects, equipment, spells, enchantments. and to add some anti caster focus. become a real terror for casters.
Was even thinking of taking the Breaker Archetype
| Lurk3r |
First of all, I love you.
Unfortunately Improved Sunder has Power Attack as a prerequisite, pushing your feats back by one. If you can find some room in your feat plan after that, you might also consider Destroyer's Blessing and get some free rounds of rage.
Have fun BREAKING EVERYTHING!
| w01fe01 |
Ok, good to know, i redid the idea, focusing a bit more, taking out things that might not be that great. for something a bit more damage potent.
Feats in no particular order. if there seems to be a lot of rage powers, thats what extra rage power feat is for!
Imp Sunder
Smasher
Power Attack
Superstition
witch hunter
spell sunder
greater sunder
strength surge
improved critical (idea is to use orcs falchion, or maybe if i go greatsword i drop this feat as well)
eater of magic
raging brutality
reckless abandon
ghost rager
roused anger
lesser beast totem
beast totem
greater beast totem
destroyers blessing
knockdown
keen scent
I may not have enough for all that, but its what i have listed for the do wants.
| Grizzly the Archer |
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Congrats on choosing a sunderer barbarian as your PC. I made a sundered human barbarian. One of my most memorable and favorite characters ever.
Get a way to rage cycle quickly. Either buy a Cord of Stubborn Resolve, take 3 levels horizon walker, 1 level dip into oracle (after 8th level) for lame curse, to gain fatigue immunity.
Items to help: dusty rose ioun stone slotted into a wayfinder for a +2 CMB/CMD bonus as a resonate ability.
-bracers of skilled manuever (sunder): for another +2 bonus to your CMB.
-the dueling property found in the pathfinder society field guide. Has all the manuevers listed, except sunder. However, this is an error as sunder is similar in every mechanical way to trip and disarm, so it's allowed as such. Get a furious courageous +5 adamantine weapon with dueling on it. 7 enhancement +14 dueling ability luck bonus=+21 bonus from your weapon to CMB for sunder.
I was able to get my CMB numbers up to about over +80 or higher at 20th level give or take. Versus casters, of any level, those spells are GONE!
| w01fe01 |
ok, so im looking over my selection of feats/rager powers carefully, and trying to figure out what i want.
I want to sunder and spell sunder ASAP
I want to be able to pounce ASAP
these two make me pretty positive what i want by level 11, but beyond that im unsure as to the order of my selection
1-Power Attack
2-Smasher
3-Improved Sunder
4-Superstition
5-Extra Rage Power: Witch Hunter
6-Spell Sunder
7-Greater Sunder
8-Lesser Beast Totem
9-Extra Rage Power: Best Totem
10-Greater Beast Totem
11-Extra Rage Power: Strength Surge
Other then smasher this seems like a pretty logical progression. I LIKE the idea of smasher a lot, and i want something "fun" to go along with all my needed abilities to get what i want. My other considerations for that slot are
Roused Anger
Destroyer's Blessing
Knockdown
Knockback
Tho the second two would be even better imo after strength surge, noticeably knockback.
Also i decided that the characters name will be Sunder Dat...
sunder, Sunder, SUNDER Dat, HOOOOOOOOO
| Grizzly the Archer |
The build looks almost identical to what unused as my main sunderer barbarian for the last 2.5 years. Only difference is I didn't take smasher till much later levels.
Here's why: many objects or things that will have a high hardness can be dealt with adamantine weapons. Since adamantine ignores all hardness below 20 this can save a whole lot of issues for you. The only possible downside, that some people can argue is that because it says "ignore" and not "reduce" then spells such as force wall, which have a hardness 30, won't get reduced at all. Some people say it stays atm30 hardness, even with adamantine weapons, others say, the 30-20= becomes only 10 hardness. I'm in the category with the lessened hardness, but every GM is different. If your GM says the weapon doesn't ignore or reduce any of a higher hardness,meet smasher early. If not, you can afford to wait till later levels to get it since you'll rarely need to reduce a hardness above 20.
If you can push smasher till later, I'd rework the feats and abilities, so you can pick up combat reflexes. Reason is that at level 12 get the rage power Come and Get Me. You will now get AoO from getting hit, in which you can either do damage back to them, or sunder their stuff, since sunder can be used during any attack to be replaced, just like trip and disarm. (nothing like getting hit a bunch of times, only for you to have your attacks resolve first, and you sunder half of the enemies gear before any of his attacks resolve. Or outright kill them, before they get their punches.
If however you can't push smasher till later due to GM's ruling, then at 12 comes and get me is vital, but won't be as effective since you don't have combat reflexes yet. You'll only get 1 extra attack in between turns.
At 13th, if not PFS, raging brutality is the only way to go.
14- eater of magic rage power is amazing.
Hope this helps you out more.
| w01fe01 |
i just really like smasher. plus im not gonna get a adamantine weapon until a long ways from now. this would let me do it much earlier.
and im hesitant about come and get me, i made a master of manys tyles monk with crane/snake style and high armor, was making the GM downright pissed to the point where it lessened the enjoyment of my character. i look at come and get me and just think it would be the same thing.
| Grizzly the Archer |
High armor and crane style/snake just prevent you from getting hit. This will make you get hit more often and harder. Thing is come and get me resolves first. My DM was strict about my barbarian but realized that even if the barbarian will hit him back, the enemies damage will be higher for each hit and make more connects. For him, it seemed worth it. As for me, he falls into the barbarians trap because the extra hits will still have DR applied to them each time, and since your hits resolve first, you could kill him first before his hits actually register.
If not for CAGM, spell sunder will outright piss him off then. Still have fun and it's not like your full optimizing e barbarian for some really awesome combos, or crazy shenanigans. This is all basic feat and rage power choices. Only problem the DM might fell is ere, is that those choices make the barbarian an absolute wrecking shredding machine versus other characters who buff, support, do high damage but nothing else, or skirmish a lot.
| Grizzly the Archer |
That's fine. Keep smasher. I unfortunately never had a chance to get smasher yet to utilize it to its fullest. Let me know how you do with it later. Still, CAGM is a great ability for barbarians to get. Like the 3.5 Robilars gambit, but more barbarian style. Eater of magic is a somewhat must needed ability for the barbarian. Nothing sucks more than getting hit with confusion and failing your save. This power will help save you.
| w01fe01 |
will definitly report back on it, when i first saw it my mind was ablaze with possibilities, mainly the fact that it basically allows you to circumvent some things.
fear door may be trapped? sunder the stone wall next to it.
exits blocked off? make a new one.
only thing i was unclear on in the ability is if smasher works vs equipment thats being used.
and ya, pushing eater of magic to level 12 might be bad, but i might try to make it work that way too
Skizm
|
Yes, smasher would work against equipment being used.
Once per rage, whenever the barbarian makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object's hardness. This ability must be used before the attack roll or sunder check is made.
Smash on!
MICHAEL DANNEMILLER
|
Generally you want to be using a Lucerne Hammer or Earthbreaker. Both of which would make a sizeable enough hole in a wall.
If it was a 5ft thick wall I'd make it a small sized hole though, unless you work at it. If it were a small wall, like the side of a non-reinforced building like an inn/tavern/home, its too cool to force any silly rules and you can bust in like the cool-aid man all day.
| w01fe01 |
id totally use the earthbreaker...but my group tends to play by the books we have, and we dont have the book with earthbreaker in it.
would a warhammer work? thematically im attached to using the greatsword, could have a warhammer as a backup. or try to reason to my friends that i can carry around a greatsword, lucerne hammer, and a longbow all at the same time.
Skizm
|
If you used the breaker archetype you wouldn't have to carry any additional weapons at 3rd level you could just use whatever you find as an improvised weapon with +1 to damage every 3 levels after.
Of course for the best effect you really need the body bludgeon rage power to go along with it. This club is so WIZARD!!!
Skizm
|
Well, a medium sized wizard would do 1d10. Just need an enlarge to wield it, i'm guessing this would create a hole in the wall large enough to walk through.
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
I'd guess a broken greatsword would do about longsword damage, but you'd have to work out with your gm what different broken items might work as.