6 / 9 Guaranteed(ish) criticals with 1d4 con damage a round


Advice


I noticed the Boar's Charge ragepower

Quote:
While raging, when you hit with a gore attack as part of a charge, you automatically score a critical threat. You must still confirm the critical hit as normal.

I figured it was neat, but couldn't be broken because it would be limited to one attack a round. I wanted to capitalize on it though and looked for ways to get gore attacks. Then I found the Beatstrike Club

Quote:

When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons.

The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell.

It's a manufactured weapon (you can full attack with it) that triggers feats (so just pick up Boar's Charge with Extra Rage Power) that improve gore. Take Disemboweling Tusks and then every hit does 1d4 con damage if it confirms a critical hit.

TWF with these for up to 3 extra attacks. After haste and a real/Helm of the Mammoth Lord gore attack you have 9 attacks that deal 1d4 con damage (22.5 con damage average). While ~CR20 level foes will have a bit more con than that, every 2 points does effective damage equal to their HD).

Downside: This only comes online at level 13 and is of questionable power on anything immune to con damage.


Just pointing out the bit where you quote "as part of a charge action" for the rage power.

So, once per round, assuming you can charge that often.


pallinar wrote:

Just pointing out the bit where you quote "as part of a charge action" for the rage power.

So, once per round, assuming you can charge that often.

Pounce as a chain of rage powers exists at higher levels. I assume that's what he meant by coming online at level 13.


The obvious drawback is that you need Pounce to get more than one attack regardless of how many gores you can make. That said, not really a problem for a Barbarian.

If one really wanted to, they could point out that Boar's Charge is not a feat, no matter how you go about acquiring it. I doubt many GMs would actually rule that way but it is plausible if one runs by the letter of the RAW.

The build recommends itself to a wereboar, but I'm honestly curious about whether or not that'd come out ahead of the standard natural attack build for that race. I may play with the numbers on that later. Good find though.


I thought it kinda went without saying a level 10+ barbarian with only 2 rage powers listed and no other totem powers would grab greater beast totem.

13 is the first time you can take Extra Rage Power (Boar's Charge).

Grand Lodge

Barbarian 12/Synthesist Summoner can also do this. Actually, it could get more Gores (for 3 Evo points each) up too I believe 11 at total level 20, with pounce without beast totem (though it is still a good totem line).


Dafydd wrote:
Barbarian 12/Synthesist Summoner can also do this. Actually, it could get more Gores (for 3 Evo points each) up too I believe 11 at total level 20, with pounce without beast totem (though it is still a good totem line).

I'm pretty sure you can only have one NA per limb.


He's counting the extra head evolution


Ah. Point.

Grand Lodge

Yes, sorry. It was late and I did not trust my half asleep brain to crunch the numbers right.

12 Barbarian/8 Synthesist Summoner Half Elf

Feats
1 Two Weapon Fighting
3 Double Slice
5
7 Improved Two Weapon Fighting
9 Improved Natural Attack Gore
11 Greater Two Weapon Fighting
13 Extra Evolution
15 Extra Evolution
17 Extra Evolution
19 Extra Evolution

Rage Powers
2 Lesser Fiend Totem
4
6
8
10 Disemboweling Tusks
12 Boar's Charge

Evolutions 17 points (11 base+2 from FCB+4 from feat)
Gore x3
Head x3
Improved Damage Gore
Pounce
Limbs (arms)

As you can see, there is space for variation in the build. Also, you have a 26 STR, before magic. You are looking at roughly 22/22/17/17/12/12/17/17/17/17 to hit on attacks and around 21d6+70 damage with the 10d4 con damage

Course, I have a side build that gives you 15 attacks. You basically turn into a human centipede with 7 sets of limbs dual wielding beaststrike clubs. That one is all about the gore. 31d6+130+15d4 con damage

Edit: Forgot those are all possible crits. Well, yeah, you can figure out how many years it will take the troll to reform when you are done.

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