Sir Thugsalot |
4 people marked this as a favorite. |
<Farnsworth>
Good news, everyone! My scientific breakthroughs (ahem, asking elsewhere on the forum) have revealed that Ravener Hunter Inquisitor receives an Oracle revelation and mystery at 1st level, and Stone revelation is on the list!
Benefits of Ravener Hunter Inquisitor over Oracle:
* Fort+2
* not cursed
* you get a Judgement!
* smaller spell list than oracle (not that our martial build cares much)
* bigger spell list than regular Inquisitor (adds all "good" 6th or lower)
* +2 skill points; more CHA, fewer INT skills are class
* PFS legal (...not that Oracle isn't, but now you know)
* stacks with Heretic and Infiltrator (two other Inquisitor archetypes that offer useful things at 1st level), in fact, all three stack!
** Heretic and Infiltrator permit adding WIS bonus to some skills (in fact, both grant it to Bluff)
</Farnsworth>
General impressions:
* If there's going to be any barbarian in the build, at least one of the levels should be at first level, and there should be enough levels of it (or Extra Rage feats) to keep rage going for awhile as well as acquire the Reckless Abandon rage power.
* The BAB-2 hit from Oracle and Dragon Disciple (in example builds on previous pages) means you need to get DD to 4th just for STR+4 to cover the attack bonus loss (via Belt of Mighty Hurling), and DD's advancing spell progression has to work with Bloodrager's anemic list which doesn't even grant a known spell until 4th. Not saying it's the worst thing out there, but I suspect there are better options.
* This game does not permit, save in specific instances, a throwing build to do anything other than flat suck until a dumptruck-load of money is available for items. It is therefore suboptimal to focus on it from the start if you're actually playing the character from first level.
~ ~ ~
16,16,14,13,07,07 20pt arraySTR+18 half-orc
DEX:13 or 14
CON:16
INT:07
WIS:14 or 13
CHA:07Concept: prior to the acquisition of (Lesser) Belt of Mighty Hurling (a fairly expensive item that will be unavailable until around approximately 6th level), attack-bonuses with 10' increment thrown weapons would be pure garbage anyway regardless of DEX. Deliberately choosing to ignore throwing early avoids suboptimal one-trick-pony problems. Since we're planning on a hurler belt, the slot won't be available for the usual physical attribute upgrades, so they need to meet eventual feat prerequisites out-of-box.
Racial Traits: Dragon Sight, Sacred Tattoo
Traits: Fate's Favored, Adopted (dwarf:Glory of Old)
...being (all saves)+3 versus most thing before even taking a character level is purple-colored criminally goodness. Oh, and 120' darkvision.01: barb1 [hurler][invulnerable][rage:10rnd], Raging Vitality
...not dying in combat is job #1. Bardiche is our main weapon.
02: barb2 [DR:1/-][rage power:Quick Reflexes][rage:12rnd]
...enjoy two AoOs w/polearm
03: barb3 [extreme endurance][rage:14rnd], Resilient Brute
...enemy crits confirm easy, so turn to advantage
04: barb4 [DR:2/-][rage power:Reckless Abandon:+2][rage:16rnd], STR>19
...attack bonus is +13 while raging w/MW
05: inqu1 [ravener hunter:stone:rock throwing], Extra Traits:Accelerated Drinker, Reactionary
...now we're ready for Weapon Master fighter.
06: figh1 [weapon master], STR>20, Distance Thrower
...buy Belt of Hurling (lesser)
07: figh2 [weapon guard], Quick Draw, Vital Strike
08: figh3 [weapon training], STR>20
...buy gloves of dueling
09: figh4 Point Blank Shot, Rapid Shot
10: barb5 ...don't forget to upgrade that hurling belt
11: barb6 [rage power], Combat Reflexes
12: barb7
13: barb8 [rage power], Improved Vital Strike
14: barb9
15: barb10 [rage power], FEAT(g)
16: barb11
17: barb12 [rage power], Come and Get MeTactics: Switch-hitter thrower and CaGM AoO-exploiter.
Equipment: up to four +1/Furious special materials "rocks" of the biggest size we can throw without penalty, several MW smaller ones and one bigger one (purely for vital strike purposes for when we have to move).
Build exploit: does not lose attack-bonus while Enlarged because STR is used for attack via the Belt of Hurling, not DEX.
Purple uniform and Dazzling Display optional.
avr |
Maybe it's just me, but seeing a raging half-orc I thought 'needs more amplified rage'.
The bard list gets rage as a 2nd level spell & a puppetmaster magus can use spell combat with bard spells. A valet familiar can usefully be the target of the rage spell as far as amplified rage is concerned. Stone oracle and id rager (hatred) bloodrager are the other two classes.
1: Magus 1 Feat - point blank shot
2: Magus 2
3: Magus 3 Feat - precise shot, arcana - familiar
4: Magus 4 Spell recall, 2nd level spells
5: Bloodrager 1: Feats - amplified rage, skill focus (perception), weapon finesse (tho' you'll never use the last). Hatred phantom allows +2 attack for 1 minute as a move action.
6: Oracle 1: Rock throwing revelation & lesser hurling belt; ready for action. Stone mystery, lame curse.
7: Bloodrager 2: Feat - quick draw
8: Bloodrager 3
9: Bloodrager 4: Feats - rapid shot, iron will. At this point the lame curse makes you immune to fatigue. An oracle's curse is good to have, not a problem!
10: Bloodrager 5
11: Bloodrager 6: Feats - dodge, combat casting
12: Bloodrager 7: The hatred phantom abilities improve here.
13: Bloodrager 8: Feat - close quarters thrower
14: Bloodrager 9: Feat - logical spell
15: Bloodrager 10: Feat - false opening
Early on you're a strength magus who throws around color sprays or buffs then attacks, and who has a sideline in ranged combat with javelins or a bow. At 5th level you get to rage with +8 str & con, and your familiar gets +6 str and con at the same time. From 6th you can get down to throwing the rocks that are your destiny.
avr |
avr wrote:Does the Oracle revelation make you proficient in rocks allowing you to use the belt of mighty hurling?6: Oracle 1: Rock throwing revelation & lesser hurling belt; ready for action. Stone mystery, lame curse.
While it doesn't specify, I'm not seeing the requirement.
This thick leather belt is buckled with a bright bronze clasp in the shape of a fist. When worn, it grants its wearer a +2 enhancement bonus to Strength and allows him to apply his Strength modifier as a bonus on attack rolls instead of his Dexterity modifier when making ranged attacks with thrown weapons. Also, the range increment of any weapon thrown by the wearer gains a +10-foot bonus. Treat this Strength bonus as a temporary ability bonus for the first 24 hours the belt is worn.
Mchawi |
a +4 enhancement bonus to Strength and any thrown weapons its wearer hurls are treated as though they had the returning quality. This does not apply to improvised ranged weapons, splash weapons, or weapons the wearer lacks proficiency with.
Oh I read the belt of mighty hurling and thinking about it, they may be talking about the returning quality not applying to improvised weapons
Rakasha |
This thread makes me happy.
I am trying it out going Dwarf Oracle 4 levels then dual classing into barb/fighter for the rest. He knows Terran and has named each one of his rocks. It reminds me of a certain ranger and his miniature giant space hamster. I am thinking about going more levels into barb than fighter just so I can rage cycle (lame curse keeping me from being fatigued). I am not sure yet but it is definitely fun so far.
Perfect Tommy |
Rules on Thrown weapons:
Thrown Weapons: The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
How is the mighty rock hurler not falling afoul of this rule?
Ravingdork |
Rules on Thrown weapons:
Thrown Weapons: The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.How is the mighty rock hurler not falling afoul of this rule?
Because that rule applies to weapons not designed to be thrown (like greatswords), and many of the builds presented don't treat rocks as non-throwing weapons due to abilities like rock throwing.
Perfect Tommy |
Mind you, I find the quoted rule problematic, and do not like the wording.
Does the rule only apply to unranged weapons or not. Could be argued either way.
Rock thrower gives a range increment to a rock. Which is awesome. So builds using rock throwing probably cool. But most of the builds presented didnt.
Just an FYI.
And Rock Throwing is 3rd party so not pfs legal in any case??
Deliverance |
He is probably not gonna see this, but...
Just out of curiosity, let's say (for the sake of argument) that a GM allowed for proficiency with 'rock' (just the little D3 ones).
What could you do with just THAT as a Fighter?
Its so little about the dice and all about the modifiers. Like Riddick killing that guy with a rusty old cup. Theres actually a trait that makes you basically proficient with tools of your trade.
If you can make it work id say go for it. Depending on the profession or craft skill associated with it, it can be varying levels of hilarious.
I say basically because it more or less acts like proficiency, but you would have to see what the DM says.
Stephen Ede |
How does Rock throwing work with Two-Handed Thrower?
Since Rock Throwing already gives you 1 - 1/2 Str damage does it have no effect, or does the rock now do 2xStr?
Two-Handed Thrower (Combat)
Prerequisite: Str 15.
Benefit: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.
Normal: You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a two-handed weapon is a full-round action.
666bender |
1 person marked this as a favorite. |
i necro this great build a bit :
if you already take 1 oracle level i would keep all levels into barbarian .
the rage cycle option from fatigue immune make it INSANE.
Toss your rocks when in range , and if foe comes near? a very large hammer, rage and kill foe.
with DR and rage powers you are versitile.
another option is Oracle > Ranger.
adding 2 weapon style with this keep the dex low but the # of attacks super high.
skills, spells, F.enemy its a super nice character to plat with.
lastly, the cha is already 12-14 >> you can add heritage.
Orc for STR, Arcane for familiar or shadow for Hips for roleplay options.