| Failedlegend The Eternal Gish |
So uh yeah, I'd like to make a Melee character that shifts into an Earth Elemental when fighting wielding a giant 2-h bludgeoning weapon (DM says as long as I'm proficient and my earth elemental is humanoid this is not an issue)
My first instinct was to go Druid since "Wild Shape" includes elemental forms but there's not really any support for an "Earth" druid as opposed to say a Storm, Dragon or Bear Druid (only Paizo material allowed).
Whilst I was researching that some people brought up Titan Mauler (the "unofficial" errata mentioned by its creator specifically)
Errata: Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.
Anyways I think that Barbarian12/Druid8 would work ok allowing for Huge Elemental Form w/ Shaping focus wielding a Colossal Earth Breaker (6D8) w/ -1 penalty mixing both rage and Huge Earth Elly grants a +14 Str and +10 Con so thats pretty cool.
Flavour wise the character is a young "human" farmer who decides to join an infamous guild of thrill seeking adventures known to turn wimps into heroes and he's always had an odd connection to the land. It turns out his bloodline has a touch of elemental earth in it. The closest Pathfinder race I found was Oread which seems similar to earth genasi.
So yeah I could use some help fleshing that out or possible suggesting something entirely different. Stat wise will probably be a low pointbuy since were all supposed to be normal citizens to start but the DM has not decided exactly yet.
| My Self |
Your to-hit problem, like many others before it, will be reduced by Effortless Lace.
Otherwise, sounds cool. Don't go Wizard. Get Wild armor. Barbarian/Druid is probably correct. Since you're using a massive weapon like that, Vital Strike actually becomes a decent idea. If you can enchant it so it can shrink to a reasonable size, as well as give it Impact, that'll be good.
| Failedlegend The Eternal Gish |
Your to-hit problem, like many others before it, will be reduced by Effortless Lace.
Oh cool, at the very least thats another +1 and possible allows me a 1 splash of something (since Barb 12 becomes less important) if i need to.
Don't go Wizard.Barbarian/Druid is probably correct.
I didn't mean wizard specifically I just meant im not married to druid if theres better options.
Get:
- Wild armor.
- Vital Strike
- Enchant it so it can shrink to a reasonable size
- Impact
- Is it limited to armor type or can I got heavy armor cause I was thinking stoneplate...just feel right thematically and shouldn't hurt my druidness.
- So to confirm once per full action attack my first attack does it's damage die twice...so 6d8 becomes 12d8
- The closest thing i can find is transformative and unless im reading it wrong it doesnt work that way, any suggestions?
- Whats above colossal?
Just a random alternate idea: How about Druid/Stalwart Defender with a dip in Unbreakable Fighter?
Hmmm...I'll check out Stalwart. :D (Maybe something like Barb8-11/Druid8/SD1-4...we shall see whats the dip of fighter for?)
Here's a link to a build I made along those lines.
That thread in general should help me be a "wall" for my buddies.
| Failedlegend The Eternal Gish |
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Here's the build I came up with
Earthen Titan Mauler
Oread barbarian (titan mauler) 3/druid 8/fighter (unbreakable) 2/stalwart defender 7 (Pathfinder RPG Advanced Player's Guide 277, Pathfinder RPG Advanced Race Guide 144, Pathfinder RPG Ultimate Combat 30, 49)
N Medium outsider (native)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 32, touch 17, flat-footed 25 (+14 armor, +1 Dex, +6 dodge, +1 natural)
hp 277 (20 HD; 8d8+2d10+10d12+168)
Fort +23, Ref +7, Will +15 (+1 vs. mind-affecting effects); +4 vs. fey and plant-targeted effects
Defensive Abilities bramble armor (1d6+4, 8 rounds/day), improved uncanny dodge, unflinching +1; DR 3/—
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Offense
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Speed 20 ft. (10 ft. in armor)
Melee +5 impact earth breaker +28/+23/+18/+13 (8d6+12/×3)
Special Attacks rage (15 rounds/day), rage power (quick reflexes), wild shape 5/day, wooden fists (+4, 5 rounds/day)
Druid Spells Prepared (CL 8th; concentration +10)
4th—command plants[D] (DC 16), cure serious wounds, imbue creature with divine power
3rd—greater animal aspect[UC], mass feather step[APG], lily pad stride[APG], plant growth[D]
2nd—barkskin[D], greensight, ironskin, resist energy, sickening strikes[ARG] (DC 14)
1st—cure light wounds, energy weapon, entangle[D] (DC 13), expeditious excavation[APG], faerie fire, speak with animals
0 (at will)—detect magic, light, mending, purify food and drink (DC 12), summon nature's ally minor
D Domain spell; Domain Plant domain
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Statistics
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Str 20, Dex 14, Con 24, Int 13, Wis 14, Cha 5
Base Atk +18; CMB +23 (+28 bull rush); CMD 41
Feats Antagonize[UM], Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Improved Vital Strike, Intimidating Prowess, Natural Spell, Shaping Focus[UM], Step Up, Toughness, Vital Strike
Skills Acrobatics +2 (-6 to jump), Climb +9, Intimidate +25, Knowledge (geography) +24, Knowledge (nature) +26, Survival +27, Swim +9
Languages Common, Druidic, Sylvan, Terran
SQ big game hunter, defensive powers (bulwark, halting blow, renewed defense), defensive stance, hero points, jotungrip, nature bond (Plant domain), nature sense, stone in the blood, trackless step, treacherous earth, wild empathy +5, woodland stride
Other Gear liquid stone plate, +5 impact earth breaker, effortless lace, 150 gp
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Special Abilities
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Antagonize Use Diplomacy or Intimidate to goad creatures
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs foes larger than self.
Bramble Armor (8 rounds/day) (Su) Foes striking you with non-reach weapons take 1d6+4 dam.
Bulwark +0 (Ex) In defensive stance, add ACP to DC of bluff/acrobatics to move past you without AoO.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Stance (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Diehard You are stable and can choose how to act when at negative Hp.
Druid Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Halting Blow (Ex) In defensive stance, AoO provoked by movement stops foe from moving if it hits.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Uncanny Dodge (Lv >=11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Natural Spell You can cast spells while in Wild Shape.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Renewed Defense (3d8 +7, 1/day) (Ex) As a standard action in a defensive stance, heal the listed amount of damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stone in the Blood Gain fast healing 2 for one round anytime you are subject to acid damage.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Treacherous Earth (20 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (12 hours, 5/day) (Su) Shapeshift into a different creature one or more times per day.
Wooden Fists +4 (5 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +4 damage.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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| Avoron |
Looks nice, although I would definitely use a lucerne hammer rather than an earthbreaker. You have so many abilities based around attacks of opportunity, and if a 15 ft. reach is great, a 30 ft. reach is spectacular. Plus, the longer your reach, the less you have to worry about not being able to move in Defensive Stance. And remember, when wielding a reach weapon, you can still make attacks of opportunity against enemies within 15 ft. using your slam attacks, and on your turn you can just use a cestus if necessary. But most likely, nobody is ever going to get that close to you in the first place.
Also, consider taking the Cave Domain instead of the Plant Domain - it gives you tremorsense, which combines quite well with Earth Glide.