| BokaliMali |
I'm new to the game so I'm sure I've made a ton of mistakes here but I just had this vision of a four-armed raging beast throwing greatswords at people and wanted to share. Tell me what you think, what improvements I can make, etc. Also curious about some items (besides that hurling belt thing) that would specifically help this build.
1. Ragechemist1 throw anything, combat reflexes, opening volley
2. alch2 rage mutagen, vestigal arm
3. Hurling invulnerable rager barb1 hurling, Raging hurler, rage
4. barb 2 DR1, Reckless abandon +STR
5. barb 3 trap sense, two weapon fighting
6. Twohanded fight 1 Power attack
7. fight 2 shattering strike, quick draw, Extra discovery: vestigial arm
8. barb 4 DR2, lesser hurling
9. barb 5, two-handed thrower
10. barb 6 DR3, hurling charge, +STR
11. fight 3 overhand chop, extra rage
12. fight 4 +STR double slice
With 20 strength, the belt of hurling (or whatever it's called) rage mutagen, rage and enlarge person infusion up he'd have a +16 strength bonus that would apply to all attack and damage rolls. I think. His range with longswords is 40ft. He could throw a sword mid-charge then hit with two more with a +4 attack bonus.
Of course, I have no idea how this would actually play, but it sure looks cool.
| TheTheos |
Are you beginning from 12lvl? I recommend taking barbarian as 1. level - you will get a bit more hitpoints.
Having vestigal arms is cool, but they are mostly for holding things as they don't give additional attacks- and you need that as you will be hurling things.
Ragechemist by itself is very risky - you can be knocked out very fast (you better have large INT).
If you are going to throw greatswords not bombs, then Vivisectionist archetype would be beneficial - you get sneak attack.
Also ask your DM if he/she allows you to attack with artificial weapon in vestigal arms and then with all natural weapons. (By rules it is allowed, but it might be homerulled as OP) If it is allowed take feral mutagen. Then you charge - throw greatsword from your normal arms, attack with greatsword in vestigal arms; then in your next turn - greatsword attack, bite and 2 claws. Multiattack feat reduces penalties for secondary natural attacks.
| BokaliMali |
Yeah, I went with vestigial arms just so I could hold two greatswords at once. After looking it up on the boards here there doesn't seem to be any consensus on whether this would allow two-weapon fighting with two greatswords (I mean, it does sound way too powerful, but then again think how cool I'd look!) but if it's not allowed where I'm playing the arms would still be useful I think, so I can chuck one mid-charge and swing with the other.
I don't think multi-attack works with vestigial arms that way, unless I had the BAB to give me four attacks already, unless I'm missing something.
I'm starting at level one and actually already have level one locked in so no changing that ragechemist. Is the int loss really that big a risk? I only need to make a DC10 will save to negate it. I guess I could invest a feat in iron will to help or something?
I could always ask my GM if he allows retraining as per ultimate campaign...
EDIT: Also I'm starting as an alchemist for RP reasons. (angry, mediocre alchemist just says eff it one day and starts hitting things)