What are the current martial-based "DPR Kings / Queens"?


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I wasn't paying close enough attention, there were THREE vital strikes? Yeah, you can't do that... can you?


alexd1976 wrote:
I wasn't paying close enough attention, there were THREE vital strikes? Yeah, you can't do that... can you?

not 3 not 4 but 5


Thunder_TBT wrote:
alexd1976 wrote:
I wasn't paying close enough attention, there were THREE vital strikes? Yeah, you can't do that... can you?
not 3 not 4 but 5

Oh yeah, no way.

If you can do 5 standards somehow, make a freaking caster. I know this thread is about martials, but DAAAAAAAAMN...

Someone gonna explain this 5 vital strike thing?


Well, trying to make the best of a bad situation, I ended up making a better God of Death than before...

NATURAL WEAPONS WARPRIEST
Scion of Humanity Aasimar Champion of the Faith Warpriest lv20

Stats Str 15 (9+6) / Dex 32 (17+4+5+6) / Con 20 (12+6) / Int 14 (7+1+6) / Wis 22 (14+2+2+6) / Cha 22 (14+2+6)
Traits Fate’s Favored, Adopted (Orc – Tusked)
Race Aasimar

Deity Irori
Blessings Strength, ???

Feats
Weapon Finesse, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Double Slice, Weapon Focus (Unarmed Strike), Weapon Focus (Wings) Weapon Specialization (Unarmed Strike), Greater Weapon Focus (Unarmed Strike), Greater Weapon Specialization (Unarmed Strike), Martial Versatility (Weapon Focus), Martial Mastery Angelic Blood, Angelic Flesh – Steel, Angel Wings, Metallic Wings, Skill Focus (Perception), Eldritch Heritage (Draconic), Power Attack

Gear
Agile, Frost, Shocking, Vicious Amulet of Mighty Fists 64,000gp
Tentacle Cloak 14,000gp
Helm of the Mammoth Lord 8,500gp
Belt of Physical Perfection +6 144,000gp
Manual of Quickness of Action +5 - 137,000gp
Headband of Mental Superiority +6 - 144,000gp
Glove of Storing 10,000gp
Wand of Dimension Door 24,000gp
+7 Brawling Bracers of Armor 64,000gp
TOTAL 479,500gp

---

Optimum Active Buffs
Greater/Weapon Focus/Specialization (Perm)
Power Attack (1 Round, Free)
Aspect of War (10 Rounds, Swift)
+4 Brawling Sacred Armor (200 Rounds, Swift) & +5 Sacred Weapon (20rounds, Free)
Community Blessing (10 Rounds, Standard)/Strength Blessing (1 Round, Swift)
Divine Power (20 Rounds, Spell)
Contagious Zeal (20 Rounds, Spell)
Weapon of Awe (200 Rounds, Spell)

Prior To Battle Greater/Weapon Focus/Specialization; Antilife Shell
Round 1 Weapon of Awe, Swift; Divine Power, Standard
Round 2 Aspect of War, Swift; Contagious Zeal, Standard
Round 3 Smite Evil, Swift; Glove of Storing, Free; Wand of Dimension Door to get into position,
Round 4 Strength Blessing, Swift; Full Attack Action, Full-Round

---

Primary Unarmed 2d8[9]+11(Dex)+20(Smite)+7(Luck)+2(Brawling)+2(Morale)+2(Sacred)+ 4(Specialization)+12(Power Attack)+4d6[14] (83) x5
Offhand Unarmed 2d8[9]+11(Dex)+20(Smite)+7(Luck)+2(Brawling)+2(Morale)+2(Sacred)+ 4(Specialization)+6(Power Attack)+4d6[14] (77) x3
Wing/Tentacle/Gore/Bite Natural 2d8[9]+5(Dex)+20(Smite)+7(Luck)+2(Morale)+2(Sacred)+ 4(Specialization)+6(Power Attack)+4d6[14] (69) x6
Claw Natural 2d8[9]+5(Dex)+20(Smite)+7(Luck)+2(Morale)+2(Sacred)+ 4(Specialization)+6(Power Attack)+4d6[14]+2d6[7] (76) x2

Full Attack at lv20, Strength Blessing (Dex +11, Weapon Focus +2, Two-Weapon Fighting -2, Enhancement +10, Smite +6, Luck +7, Brawling +2, Morale +2, -6 Power Attack)
+54 (Unarmed) / +54 (Unarmed) / +54 (Unarmed) / +49 (Wing) / +49 (Wing) / +49 (Claw) / +49 (Claw) / +49 (Tentacle) / +49 (Tentacle) / +49 (Bite) / +49 (Gore) / +49 (Unarmed) / +49 (Unarmed) / +44 (Unarmed) / +44 (Unarmed) / +39 (Unarmed)

Average Damage vs Tarrasque (AC40) 1212

Smite raises the Attack rolls up so high that the Champion of the Faith cannot miss, even on a roll of 1.

Sczarni

The build I posted earlier is no longer legal after the recent errata, but it sure was fun while it lasted!


alexd1976 wrote:

So no mention of Mythic rules? You can do some FUN stuff with that, especially at levels 16-20.

Vital Strike starts getting worthwhile.

As I recall, the highest possible DPR you can get if you fully optimise for it and make use of Mythic is somewhere in the region of ~11000. Now, this is also entirely pointless, because nothing in the game has more than 800 HP besides certain homebrew-ish monsters. A single mythic archmage can throw down ~900 or so with one spell and a metamagic rod of two, and they can do it pretty casually. That should be more than enough to kill anything that needs killing.


Alleran wrote:
alexd1976 wrote:

So no mention of Mythic rules? You can do some FUN stuff with that, especially at levels 16-20.

Vital Strike starts getting worthwhile.

As I recall, the highest possible DPR you can get if you fully optimise for it and make use of Mythic is somewhere in the region of ~11000. Now, this is also entirely pointless, because nothing in the game has more than 800 HP besides certain homebrew-ish monsters. A single mythic archmage can throw down ~900 or so with one spell and a metamagic rod of two, and they can do it pretty casually. That should be more than enough to kill anything that needs killing.

How does it go?

Having 300 when you need 100 is not optimal. Having 100 when you need 100 is.

Seems like a pretty classic case of that.


Folk were complaining about eidolons and ridiculous numbers of natural attacks, but if a character does it directly, it's ok. ;)


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Turin the Mad wrote:
Folk were complaining about eidolons and ridiculous numbers of natural attacks, but if a character does it directly, it's ok. ;)

There is a fundamental difference between "with enormous amounts of effort and careful optimization, an extremely specialized high level character can get a giant pile of natural attacks" and "with trivial effort and almost no optimization (because the rules basically push you into it), a low-mid level pseudo-full caster's pocket fighter can get a giant pile of natural attacks".

See if you can figure out what that difference is yourself.


Did you miss the emoticon on purpose?

A "not going to happen" character is of no more value to any discussion of character builds than pre-revised eidolons (let alone Unchained Eidolons).


For all of my adoring fans out there wondering if this build is mythic, it is not. Hence the lack of mythic abilities. It's just a martial who gets nice things.

Some of you seem to be wondering how this build makes 5 vital strike attacks in a single round. You may also be wondering why a gun-based vital strike build took twelve levels in Monk of the Four Winds.

Both questions are answered by a single ability: Slow Time

Slow Time (Su) wrote:
At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.

At least in the theorycrafting universe, Slow Time is often used for Vital Strike. But by default it only works with melee attacks, which is the reason behind some of the contingent action shenanigans.

The first Vital Strike comes from triggering the contingent action that was used before combat to buff.
The second Vital Strike comes from drinking (but not expending) a potion of contingent action as a move action with Raging Drunk, then triggering it.
Then the Gunner uses slow time as a swift action by spending his 5 temporary ki points, gaining three extra standard actions. His options are limited, but one of those options is taking a move action. As a move action, he drinks his potion again and triggers it for a third Vital Strike. He does this again for a fourth Vital Strike. He does this again for a fifth Vital Strike.
It's all explained more in depth in the "During Combat" section of my earlier post, if you're interested.

Now, there were some other things brought up:
1. Being knocked over by the gun. I did state that he sets up the gun in his time before combat, but if that is not possible, it doesn't really matter. You can shoot while prone.
2. Furious Finish and fatigue. James Jacobs has clarified here that the phrase "even if you would not normally be" is referring to characters who would not normally be fatigued as a result of their rage ending. If you have immunity to fatigue or something that prevents you from being fatigued in general, that still functions. Although James Jacobs isn't directly responsible for the rules, to my knowledge his statement has not been contradicted by anyone affiliated with Paizo, so this is the most I have to go on as far as RAI is concerned. And if it's the wording of the ioun stone that's bothering you, there are several other methods, including a Cord of Stubborn Resolve and the drug Allnight.
3. Can't believe I forgot to add in DR. So the current DPR is 2019.225, if my math is correct.
4. Triggering contingent action. Ordinary readied actions cannot be triggered by your own actions, such as speech, because they must be taken before you take your next action. But magical effects such as contingency and contingent action that do not have this limitation, and so they can be (and sometimes are, I recall) triggered by your own speech.
5. Casters with 5 standard actions. Both Slow Time and contingent action prevent spellcasting. There's a slight loophole in contingent action, because you can still use your standard action to activate magic items that emulate spellcasting, but that's almost certainly not intended and you still lose out on some of the best caster goodies.

Improving this build further:

I originally had the idea of using Abundant Ammunition and Named Bullet in the buff time to make every one of those hits an autocrit, but I gave up when I remembered it would have to overcome the tarrasque's spell resistance. Anyone know if there's a way to make this work?

Mythic. Mythic, mythic, mythic. If this thread is going to be including mythic options, I suspect that Vital Strike builds are going to almost completely dominate, with Amazing Initiative and Mythic Vital Strike.

In mythic, I would probably go with a Monk of The Four Winds 16/Bloodrager 4, still as a rune-giant-descended aasimar. With a monk's robe and Strong Jaw, unarmed damage is going to be absolutely brutal with Greater Vital Strike and Furious Finish, you'll multiply all of your static damage bonuses with Mythic Vital Strike, and you'll still be able to make an insane number of Vital Strike attacks with Slow Time, Contingent Action, and now Amazing Initiative.

But I don't have the time or the mythic system mastery to make an optimized build. Anyone else want to try?

Hold on. I just thought of one more thing that can be done with this sort of nonsense. A Monk of the Four Winds/Alchemist with a wand of Monstrous Physique II (tikbalang) and Rhino Charge could use each of their Slow Time actions to drink a potion of contingent action to ready a charge, then immediately trigger it and get a full-attack with pounce and probably Ride-By Attack. This would result in even more damage then the Vital Strike build, so I'll get to working on that.


Avoron wrote:

For all of my adoring fans out there wondering if this build is mythic, it is not. Hence the lack of mythic abilities. It's just a martial who gets nice things.

Some of you seem to be wondering how this build makes 5 vital strike attacks in a single round. You may also be wondering why a gun-based vital strike build took twelve levels in Monk of the Four Winds.

Both questions are answered by a single ability: Slow Time

Slow Time (Su) wrote:
At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.

At least in the theorycrafting universe, Slow Time is often used for Vital Strike. But by default it only works with melee attacks, which is the reason behind some of the contingent action shenanigans.

The first Vital Strike comes from triggering the contingent action that was used before combat to buff.
The second Vital Strike comes from drinking (but not expending) a potion of contingent action as a move action with Raging Drunk, then triggering it.
Then the Gunner uses slow time as a swift action by spending his 5 temporary ki points, gaining three extra standard actions. His options are limited, but one of those options is taking a move action. As a move action, he drinks his potion again and triggers it for a third Vital Strike. He does this again for a fourth Vital Strike. He does this again for a...

Aww I was about to make my build do the I guess I still will though


Just a heads up, they did errata Contingent action, here is the text from the errata document

"In Contingent Scroll, change the casting time to “10 minutes”, the range to “personal”, the target to “you”, and the duration to “10 minutes/level (D) or until discharged”."

Spells with a range of personal are not valid potions.


Pistolero Gunslinger.

There. Opened that Pandora's Box. Not going to give you the build because I might get a lightning bolt cast my way.


Jayder22 wrote:

Just a heads up, they did errata Contingent action, here is the text from the errata document

"In Contingent Scroll, change the casting time to “10 minutes”, the range to “personal”, the target to “you”, and the duration to “10 minutes/level (D) or until discharged”."

Spells with a range of personal are not valid potions.

That errata is for the spell Contingent Scroll, not the spell Contingent Action.

Also, for my last idea, monstrous physique does not work to get pounce if I want to stay Colossal. But Pummeling Charge does.


Nice to see so many builds being posted. I'm gleefully disgusted and amazed by the amount of shenanigans you've managed to load these guys up with, despite being (mostly) limited to martial classes. Thanks for all the lovely ideas! And keep unleashing that cheestastic awesomeness on the tarrasque!

A few things I've noticed:

Snowblind wrote:
I should note that the OP asked for no more than 4 levels in a class with 6+ spell levels. If that wasn't there, I would have just pointed him to the DPR Olympics/Summer Olympics thread and told him to take a look at the Druid/Synthesyst builds there.

This. As I said in the OP, this thread was intended to be specifically about martial-based builds. I know more than enough about synth and druid silliness, and would've found plenty of DPR builds easily if that had been what I was looking for.

And speaking of, IMO the alchemist is as much of a martial class as the summoner, meaning it's not martial at all. That is regardless of whether or not it could/should be considered a caster and/or whether a certain build primarily behaves like a martial or not. The same thing can be said about the WP, though as I said earlier, I think I (and most people) consider it to be much closer to the true martial classes than the alchemist. Does that mean I think its badwrongfun to post alchemist or WP builds if you have something you'd like to share? Heck no! Just try focusing on the actual martial classes first to keep this thread from getting completely derailed.

Thunder_TBT wrote:
chbgraphicarts wrote:

Unfortunately, without Feral Combat Training, Pummeling Charge only works with Unarmed Strikes.

Even WITH FCT, Natural Attacks working with Pummeling Strike/Charge was always a little suspect, and really up to DM discretion.

I do have faral combat training

This is not a discussion anymore, see the recent errata (my emphasis):

ACG errata, p. 6 wrote:
Change the Pummeling Style..." /snip/ "Change its Benefit section to “Benefit: Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.

So you cannot use Pummeling Style with anything except unarmed strikes. EVER. Full stop.

When you actually still could use the old incredibly stupid Pummeling Style with natural attacks, I'm guessing a martial build could've most likely reached more than 3000 DPR vs. the tarrasque. And probably close to as much vs. a truly epic legendary evil, like for example the Great Old One CR 35 Cthulu (provided you can make the save vs. his aura, of course). No mythic options required.

SiuoL wrote:
+5 Transformative Impact Furious Courageous Nodachi

Recent FAQ: Courageous only increases morale bonuses vs. fear, not any other morale bonuses. So yeah, it's pretty damn useless now...


Carla the Profane wrote:
You might want to look at this build and this post for inspiration (spoilers!)

Thanks for the tip, but I've seen plenty of similar PS/PC FCT builds. Unfortunately, virtually all of them being based on a non-martial class such as the druid, they don't fit the criterions I listed in the OP. And more importantly, none of them actually work as intended anymore, their ability to "monkpounce" having been replaced by a bunch of pointless feats (see my previous post regarding the PS errata). If the game including this Monktopus PC is still running, it might be a good idea to give the player and GM a heads-up.


chbgraphicarts wrote:
Well, trying to make the best of a bad situation, I ended up making a better God of Death than before..

Seems like a significantly more deadly God, indeed. Though your build may lack the pouncers' action economy needed for a one-shot from 85 ft. and a WP doesn't really fit the criterions, I think you've at least proven the dex-priest can be a very competent damage dealer.

Tip: Might be a good idea to skip the 1/day Tentacle Cloak if you want the build to live up to the "able to do this repeatedly"-criteria. Regardless, I'd also pay 18.5k for a Fleshwarped Scorpion's Tail, granting a permanent sting attack (served with a con-poison 3/day, adding some extra sting to the deadly flavor).


Wow! Pazio is following Wizard's footstep, trying to ruin Pathfinder from the core. Wow... I'm speechless.

Sczarni

Aldrius wrote:

Pistolero Gunslinger.

There. Opened that Pandora's Box. Not going to give you the build because I might get a lightning bolt cast my way.

You do realise they changed the way dual-barreled pistols work now (standard to fire both barrels)?

Grand Lodge

Pretty much anything that sits too long at the top of the list for Martial based DPR builds, will get nerf stomped into oblivion, and anyone who used the build will be mercilessly persecuted.

Grand Lodge

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This thread is basically a hit list.


Yes, I feel the same way. The game should be call Pathfinder, just PowerCaster. Only way to win is to play caster.


chbgraphicarts wrote:

Well, trying to make the best of a bad situation, I ended up making a better God of Death than before...

NATURAL WEAPONS WARPRIEST
Scion of Humanity Aasimar Champion of the Faith Warpriest lv20

Stats Str 15 (9+6) / Dex 32 (17+4+5+6) / Con 20 (12+6) / Int 14 (7+1+6) / Wis 22 (14+2+2+6) / Cha 22 (14+2+6)
Traits Fate’s Favored, Adopted (Orc – Tusked)
Race Aasimar

Deity Irori
Blessings Strength, ???

How about Destruction for the other Blessing? A +10 Morale bonus to all damage rolls wouldn't hurt, I should think.


Any way to do that as a non Aasima? You know, for PFS purposes


blackbloodtroll wrote:

Pretty much anything that sits too long at the top of the list for Martial based DPR builds, will get nerf stomped into oblivion, and anyone who used the build will be mercilessly persecuted.

I'd be pretty okay with a Contingent Action nerf, and I don't really expect anyone to use a build whose strategy literally only becomes viable at 20th level. I'm just having fun with this.


Saldiven wrote:
chbgraphicarts wrote:

Well, trying to make the best of a bad situation, I ended up making a better God of Death than before...

NATURAL WEAPONS WARPRIEST
Scion of Humanity Aasimar Champion of the Faith Warpriest lv20

Stats Str 15 (9+6) / Dex 32 (17+4+5+6) / Con 20 (12+6) / Int 14 (7+1+6) / Wis 22 (14+2+2+6) / Cha 22 (14+2+6)
Traits Fate’s Favored, Adopted (Orc – Tusked)
Race Aasimar

Deity Irori
Blessings Strength, ???

How about Destruction for the other Blessing? A +10 Morale bonus to all damage rolls wouldn't hurt, I should think.

Irori isn't a God of Destruction, and none of the gods which list Strength AND Destruction have Unarmed as their Weapon.

For a homegame, though, if you're coming up with gods yourself, sure.

Sovereign Court

Anyone else notice that nearly all of these builds are breaking the OP's request for not more than 4 spellcasting levels? Alchemists and Warpriests both have 6.


Surprisingly enough, the status of alchemists as spellcasters has not, in fact, changed over the last couple of days, and they remain wholly unable to cast any spells, barring a certain discovery.

But the OP thinks they're too castery (a perfectly reasonable viewpoint), so I'm now making do with just the four level dip necessary to get Alchemical Allocation.


Charon's Little Helper wrote:
Anyone else notice that nearly all of these builds are breaking the OP's request for not more than 4 spellcasting levels? Alchemists and Warpriests both have 6.

Alchemist don't cast "spells," though, and Warpriests realistically only have spells so that they can dope with 'em and go Super Saiyan.

In actual play, the Warpriest is a Martial with magic steroids.

The Alchemist, as well, fits into the "juicing" spellcaster motif, since the vast majority of Alchemist extracts are just pumping themselves up like a Mr. Universe contestant.

---

The thing is, the Bloodrager, Barbarian, Ranger, Rogue, Ninja, and Paladin can all do extreme amounts of damage without magical effects.

But even then, they'll need spells or other magical effects besides just magical items to really hit as high as they can.

Sovereign Court

chbgraphicarts wrote:
Charon's Little Helper wrote:
Anyone else notice that nearly all of these builds are breaking the OP's request for not more than 4 spellcasting levels? Alchemists and Warpriests both have 6.

Alchemist don't cast "spells," though, and Warpriests realistically only have spells so that they can dope with 'em and go Super Saiyan.

Alchemists use all of the spellcasting mechanics... a rose by any other name...

A Warpriest doesn't count because their spellcasting is mostly for self-buffing? That's exactly the sort of spellcasting which is most beneficial for this sort of thing.

Sczarni

I wouldn't define a 'martial' by wether it can cast spells or not, but by the proverbial 'length of his arm.' As long as you're making attack rolls it counts imo.


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blackbloodtroll wrote:
Pretty much anything that sits too long at the top of the list for Martial based DPR builds, will get nerf stomped into oblivion, and anyone who used the build will be mercilessly persecuted.

True dat. Though in contrast to most of the martial stuff hit by the nerf-bat in the past, I think at least three of the recent targets mentioned in this thread actually needed to be reined in:

1. Especially PS being easily turned into a crazy Dead Shot crit-nuke from hell was, like I said before, incredibly stupid (regardless of whether it was used with UAS or FCT:ed natural attacks). It should've worked like Clustered Shots from the start. I wonder just what the devs were on when they first wrote and approved of that...

2. Was anyone here actually upset when the party-wide and stockpiling abuses of Contingent Scroll was prevented? Regardless, it's not on the list of any martials. Nerfing Contingent Action to prevent the extremely high-level and build-specific trick used by Avaron's hilarious monk would be rather pointless, like he said.

3. Courageous wasn't broken IMO, but it was damn OP as a +1 ability. Meaning outside of some builds needing to prioritize other stuff, it was pretty much a no-brainer choice.

That said, I think the actual solutions shows the devs went on yet another of their signature anti-martial stampedes, trampling their targets into uselessness and their wildly swung nerf-bats causing collateral damage to innocent bystanders. In this case, they turned the no-brainer Courageous into the opposite - a no-brainer non-choice - and caused collateral damage by preventing PS from being used with FCT:ed natural attacks, which was completely uncalled for considering the high costs involved. For the same reason, I think the FCT nerf went too far, if a nerf even was needed to begin with.

SiuoL wrote:
Wow! Pazio is following Wizard's footstep, trying to ruin Pathfinder from the core. Wow... I'm speechless.

If you're referring to the old martial-caster disparity, Paizo has in many ways stayed more true to that 3e dogma than WotC did. (Case in point: ToB was a Wizard product while Paizo has refrained from doing anything similar and stated they pretty much never will. Thankfully, DSP and PoW saved PF from being completely devoid of versatile effective martial classes.)


Charon's Little Helper wrote:
chbgraphicarts wrote:
Charon's Little Helper wrote:
Anyone else notice that nearly all of these builds are breaking the OP's request for not more than 4 spellcasting levels? Alchemists and Warpriests both have 6.

Alchemist don't cast "spells," though, and Warpriests realistically only have spells so that they can dope with 'em and go Super Saiyan.

Alchemists use all of the spellcasting mechanics... a rose by any other name...

A Warpriest doesn't count because their spellcasting is mostly for self-buffing? That's exactly the sort of spellcasting which is most beneficial for this sort of thing.

Again, there's no point arguing whether, or how much, the alchemist is a caster when the problem is that it's not a martial. And before anyone asks: no, it doesn't say anywhere a class can only be either martial or caster. Neither should or could the martial and caster categories be regarded as mutually exclusive or all-inclusive.

That said, I agree with Charon's Little Helper that the alchemist uses pretty much the spellcasting mechanics of a 6th level arcane caster, the relatively minor differences being largely superficial.

Regarding the WP, I think CLH's self-buffing point is valid, but it doesn't really matter in this case since the WP doesn't make it any less important or difficult to repeatedly be able to move 85 ft. and full attack in the same round.


Here it is: the new and improved Vital Strike build

The Striker:

Aasimar (Angelkin), +2 Str ability, descended from rune giants
Monk (drunken master, monk of the empty hand, monk of the iron mountain, qinggong) 15/Bloodrager 5

Stats in bloodrage:
Str 42 (16+2+2+5+6+5+4+2), Dex 22 (16+6), Con 26 (14+6+6), Int 7, Wis 19 (13+6), Cha 9 (7+2)

Traits: Fate's Favored, Heavy Hitter

Feats: Combat Reflexes, Deflect Arrows, Devastating Strike, Dodge, Greater Vital Strike, Improved Critical (unarmed strike), Improved Devastating Strike, Improved Vital Strike, Mobility, Power Attack, Raging Vitality, Recovered Rage, Toughness, Weapon Focus (unarmed strike)

Gear:
Belt of Physical Perfection +6/Belt of Equilibrium
Headband of Inspired Wisdom +6
+5 Furious Body Wrap of Mighty Strikes
+5 Brawling Mithral Chain Shirt
Manual of Gainful Exercise +5
Cloak of Resistance +5
Ring of Protection +5
Ring of Freedom of Movement
Ring of Ki Mastery
Amulet of Quaking Strikes/Hand of Glory
Glove of Storing
Flask of Endless Sake
Jingasa of the Fortunate Soldier
Luckstone
Ioun Stones: Flawed Scarlet and Green Cabochon, Dusty Rose Prism, Cracked Dusty Rose Prism, Pale Green Prism, Flawed Pale Green Prism
Wand of Contingent Action
Wand of Dimension Door
Wand of Strong Jaw


The Combat:

Well before combat, the Striker uses his barkskin SLA and makes sure to drink plenty of alcohol.
A few minutes before combat, he buffs with his wands of contingent action and strong jaw, and they holds his wand of dimension door in his hand.
In his single round immediately before combat, he uses his wand of dimension door to get into position.
When combat begins, he enters bloodrage (growing to Colossal size) and shouts "Allons-y!," triggering his contingent Vital Strike/Furious Finish, with the fatigue turned into sickness by his ioun stone, which he ignores with his belt. He then uses Slow Time as a swift action to gain 3 standard actions, bloodrages again, and performs 3 more Vital Strike attacks, each with Furious Finish.
Each of the four attacks hits easily on a 2. His base damage with an unarmed strike is 24d8+36. With Greater Vital Strike this becomes 96d8+42 damage, maximized to 810. Factoring in DR and crit chances, this results in a DPR of 3109.92, if my math is correct.

DPR for the first round of combat: 3109.92.

What makes this build new and improved?
1. About a 1000 points of damage.
2. The Striker is actually reasonably competent at defense, rather than just having it handwaved.
3. The Striker does not have a single level in any class that anyone would consider a spellcasting class.
4. No more shenanigans with potions of contingent action. Those days have come to an end, my friends, with the realization that contingent action's casting time is just barely over the limit for what can be made into a potion. Instead, the Striker just uses contingent action as it was meant to be used: a buff that is cast well before combat and provides a one-time dramatic increase in power. It's just that for him, that power increase is in the realm of 800 damage.

Next up: A mammoth rider build!


Avoron wrote:

Here it is: the new and improved Vital Strike build

** spoiler omitted **
** spoiler omitted **...

LOL! That's pretty insane. Though I notice at least one major problem if going by my criterions in the OP: the first round of combat starts at least 85 ft. from the tarrasque, and at least 600 DPR has to be dealt to the tarrasque before that round has ended. Using Dimension Door (without "mage-pounce" feats) before combat doesn't help with that.

Out of curiosity, how viable do you think this build would be if it wasn't able to start as larger than medium size?


Sorry about that. I was basing the dimension door strategy off of the warpriest earlier and the fact that you mentioned at least one round of preparation right before combat, but I missed the part where you said that dimension door wouldn't cut it.
In that case, I can just swap out the +5 brawling mithral chain shirt for Bracers of Armor +8 (and I also can't get a shield, which I only just now remembered I forgot to put in the build), and then swap out the Flawed Scarlet and Green Cabuchon Ioun Stone and the Belt of Equilibrium for a Cord of Stubborn Resolve and a bunch of the drug Allnight.
This allows the Striker to simply move up adjacent to the tarrasque before Vital Striking them - because fast movement is just that awesome. And he can use the Gliding Steps qinggong ki power to avoid attacks of opportunity. Sound good?
You lose like 8.36 DPR from brawling (gasp!) but you gain +1 AC and deal with the movement issue, and the cash works out about the same. A worthy trade.

In terms of starting at Medium, it makes things really tough. You'd pretty much have to go Monk 15/Druid 4/Bloodrager 1 and grab Shaping Focus just to get to Huge size, because the largest you can get with a wand is Large. And even then you're taking about a 50% cut in damage, although that's still a pretty good amount.
Basically, I'm starting out with the inherent disadvantage that comes with using a Vital Strike build, and then using as much ridiculousness as possible in an effort to come out on top. Slow Time and Furious Focus do a lot of the heavy lifting, but the rune giant aasimar thing is a really big part of it as well - no pun intended.

Incidentally, I forgot to put a Monk's Robe in his equipment. But yeah, his Body Wrap of Mighty Strikes is dual-enchanted as a Monk's Robe.

Oh, and one more thing. I don't have that much experience with mythic, so I would be very happy if someone wanted to elevate this build to the mythic level, as I am under the impression that things like Amazing Initiative and Mythic Vital Strike can give a spectacular results for Vital Strike builds. I might give it a try eventually if no one else wants to, but it wouldn't be very optimized.


Avoron wrote:

Here it is: the new and improved Vital Strike build

** spoiler omitted **
** spoiler omitted **...

you forgot the monk of the four winds..but i am guessing u meant to put it there


Wow. Yeah, monk of the four winds. Not monk of the empty hand. No clue why I put that - I guess looking at the compatibility of monk archetypes for long enough can turn your brain to mush.

Edit: Oh, and I probably ought to drop monk of the iron mountain at this point. But neither way is essential to the build.


With 7 (?) free actions in one round you are at the mercy of the hypothetical GM, but nevertheless: Nicely done. :)


Thanks.
I think I count 6 free actions, but I might be missing one - activate Gliding Steps, bloodrage, speak, bloodrage, bloodrage, bloodrage. And that can be brought down to 4 if you start your bloodrage on the turn before and trigger your contingent action off of moving within 30 feet of an enemy. Might turn out to be an issue with some GMs, but I'd think probably not.
That earlier Vital Strike build of mine took 18, believe it or not.


I see I totally forgot to post my own build that initially had me create this thread. As the build turned out to include three creatures, levels from three classes, and natural attacks gained from three types of sources (race, class and items), I decided to call this feral menagerie Natural3, here presented with the benefits affected by the FCT errata removed and the MoMS monk bonuses added:


  • Mad Porky Pitblood - The main protagonist and founder of Natural3. Porky's name reflects the nature and cause of his angry existence, being the product of a barbarian hogrider and his mount sharing a night of passion with an orc sorceress and a dretch (accidentally summoned by the lovers' grunts) who decided to "go naughty succubus"...
  • Grindin' Griff - Not just a fast and extremely stylish means of aerial transportation, the majestic Griff is also a tough combatant and a loyal defender of Natural3.
  • Gnawin' Gnathus - Porky's mischievous "pocket-dino" familiar is by far the smallest and least angry member of Natural3. (Having very generic crunch with no significant impact on Natural3's combat effectiveness beyond the bonus to Initiative he grants, Gnathus isn't further detailed here.)
Mad Porky Pitblood:

LN large wereboar-kin skinwalker primalist bloodrider bloodrager 16, master of many styles monk 2, ragechemist vivisectionist alchemist 2

Bloodlines Abyssal (bloodrager bloodline), Orc (Eldritch Heritage sorcerer bloodline)

Included Temporary Effects
The statistics listed are intended to showcase the build's strengths and to reflect typical minimum values when entering challenging combat, rather than keeping to the strictly permanent values (as these are unlikely to be used in most games at this level). The effects of the following usually prioritized abilities and spells are included:

  • Change Shape racial ability, +2 Con, 2 hoof attacks, standard action, unlimited duration
  • Bloodrage free action, up to 40 rounds/day - 4 + 6 con 1st level, +(15 x 2) 2nd to 16th level
  • Power of Giants orc bloodline (Sp) power, standard action before expecting difficult combat, up to 20 times and minutes/day
  • Rage Mutagen ragechemist alchemist ability, str bonus for 20 minutes, standard action before expecting combat, minimum 1 hour between uses
  • Ironskin spell, +7 natural armor, applied as part of entering bloodrage up to 4 times/day
  • Strong Jaw spell, increases damage die sizes for 3 minutes, standard action before expecting difficult combat, 50 charges in wand
  • Haste spell, 16 rounds, standard action just before expecting difficult combat, up to 3 times/day, or free action 10 rounds/day using boots
  • Dragon Style swift action in first combat turn

Initiative +13 - +2 dex, +2 trait, +4 familiar, +4 feat, +1 insight

Defense
HP 347 - 10 first level, +(15 x 5.5) bloodrager +(4 x 4.5) monk/alchemist, +220 con, +16 favored class)
AC 39, touch 15, flat-footed 35 - 10 +12 armor, +12 natural, +5 deflection, +2 dex, +1 luck, +1 dodge, -4 abyssal bloodrage
Fort +34, Ref +21, Will +21
DR 4/-
Defensive Abilities Deathless Frenzy ignores being below 0 HP for 1 round, Evasion, Indomitable Will +4 Will vs. enchantment, Jingasa of the Fortunate Soldier critical to normal 1/day, Superstition +6 save vs. spell, (Sp), (Su)

Offense
Speed 80 ft., fly 80 ft. (60 ft. on foot); Space 15 ft. (10 ft. on foot); Reach 10 ft.
Melee power attack pounce: 1 abyssal dragon claw +46 (4d6+88/x3, +1d6 fire), 2 abyssal claws +46/+46/+46 (4d6+77/x3, +1d6 fire), 2 beast claws +46/+46 (4d6+77/x3), bite, gore +45/+45 (3d6+39/x2), sting +45 (3d6+39/x2, plus poison 3/day), and 2 hooves +40/+40 (2d6+23/x2)
Special Attacks poison 3/day on sting hit (as spell but DC 31, Con-based), pounce, sneak attack (+1d6)

Bloodrager Spells Known (CL 16th; concentration +20)
4th (2/day)beast shape II, earth glide, fire shield, monstrous physique II, stoneskin
3rd (3/day)blood scent, burst of speed, channel vigor, fly, haste, rage
2nd (4/day)bull's strength, glitterdust (DC 16), ironskin, mirror image, reaper's coterie, resist energy, see invisibility
1st (4/day)blurred movement, cheetah's sprint, enlarge person, long arm, ray of enfeeblement, shield, windy escape

Ability Scores 20 point buy
Str 54 - 17 base, +5 level, +6 belt, +6 strength of the beast, +10 abyssal bloodrage, +4 rage mutagen, +6 size power of giants
Dex 15 - 11 base, +6 belt, -2 size power of giants
Con 32 - 14 base, +2 racial, +6 belt, +6 bloodrage, +4 size power of giants
Int 11 (9) - 7 base, +4 headband, (-2 rage mutagen)
Wis 16 - 10 base, +2 racial, +4 headband
Cha 18 - 12 base, -2 racial, +6 headband

Progression of Feats, Notable Class Features, Bloodline and Rage Powers
1 BR 1 Skill Focus (Survival); Abyssal Claws, Bloodrage, Fast Rider
2 BR 2 -
3 BR 3 Eldritch Heritage (orc bloodline); Bloodline Familiar (compsognathus)
4 BR 4 Eschew Materials; Blood Casting, Ferocious Mount, Superstition
5 BR 5 Animal Ally; Feral Mount (horse)
6 BR 6 Power Attack
7 BR 7 Monstrous Mount (griffon); DR 1/-
8 BR 8 Lesser Beast Totem, Beast Totem
9 BR 9 Monstrous Mount Mastery; Blood Bond
10 BR 10 DR 2/-
11 BR 11 Improved Eldritch Heritage; Greater Bloodrage, Strength of the Beast
12 BR 12 Improved Initiative; Deathless Frenzy, Greater Beast Totem
13 Monk 1 Dragon Style, Feral Combat Training (claws), Improved Unarmed Strike, Stunning Fist
14 Alch. 1 Brew Potion, Throw Anything; Mutagen
15 Alch. 2 Horn of the Criosphinx; Discovery (1st Vestigial Arm), Rage Mutagen
16 BR 13 DR 3/-
17 BR 14 Extra Discovery (2nd Vestigial Arm); Indomitable Will
18 BR 15 Intimidating Prowess
19 BR 16 Greater Eldritch Heritage; Abyssal Bloodrage, DR 4/-, Power of Giants
20 Monk 2 Dragon Ferocity; Evasion
If starting at 1st level, the above would naturally include the retraining of several feats.

Skills
Acrobatics +10, Alchemy +8, Disable Device +30*, Fly +6, Handle Animal +9, Intimidate +41, Perception +33, Ride +14, Spellcraft +23*, Stealth +41*, Survival +7 Use Magic Device +19
*Does not include the Dex penalty of power of giants or Int penalty of mutagen.

Languages Common; Special Qualities low-light vision

Traits Reactionary, Trap Finder

Gear
Head Jingasa of the fortunate mammoth lord
Headband +6 cha, +4 int & wis
Eyes Eyes of the eagle
Neck +4 Furious amulet of mighty fists
Shoulders +5 Wolf pelt of beastly resistance (+2 racial bonus to saves)
Armor +3 Mithral hosteling celestial plate armor
Rings Ring of chameleon power, +5 Ring of protection
Belt +6 Belt of equestrian physical perfection
Feet Boots of speed
Slotless Fleshwarped Scorpion's Tail, Cracked opalescent white pyramid in Wayfinder (WF claws), Cracked dusty rose prism, Wand of strong jaw, Wand of shield, Wand of protection from evil, Mwk portable alchemist's lab, Mwk thieves' tools
Total market price approximately 540,000 gp.

Grindin' Griff:

N huge griffon (magical beast) bloodrider charger mount animal companion 20 (16 HD)

Included Temporary Effects
The effects of the following abilities, spells and powers included in Porky's statistics are also included in Griff's:

  • Bloodrage all benefits, no additional action via Ferocious Beast rage power, +1 bloodrage round spent per round used
  • Power of Giants no additional action via Blood Bond bloodrider feature
  • Ironskin spell, +7 natural armor, no additional action via Blood Bond bloodrider feature
  • Strong Jaw spell, increases damage die sizes for 3 minutes, standard action before expecting difficult combat, 50 charges in wand
  • Haste spell, no additional action when cast by Porky or other ally, or when Porky uses his boots via Blood Bond bloodrider feature

Initiative acts on Porky's initiative count

Defense
HP 232 - 16 x 4.5 hit die, +(16 x 10) con
AC 55, touch 22, flat-footed 49 - 10 +8 armor, +25 natural, +5 dex, +5 deflection, +1 insight, +1 dodge
Fort +25, Ref +20, Will +18
Defensive Abilities Clear spindle in wayfinder immune to mental control of evil sources, no need of food or drink, Indefatigable immune to fatigue, Stalwart Steed as evasion but for Fort and Will

Offense
Speed 80 ft., fly 80 ft. (110 ft. without rider); Space 15 ft.; Reach 10 ft.
Melee power attack pounce: 2 bites, 4 talons (rake) +36/+36/+36/+36/+36/+36 (3d6+33/x2, plus Cornugon Smash), sting +36 (3d6+33/x2, plus Cornugon Smash, plus poison 3/day)
Special Attacks Charge Through (overrun CMB +50, as gargantuan, AoO on success), Cornugon Smash (free +33 demoralize attempt), poison 3/day on sting hit (as spell but DC 30, Con-based), pounce, rake

Ability Scores
Str 50 - 16 base, +2 7th level, +6 animal companion, +4 level, +6 belt, +10 abyssal bloodrage, +6 size power of giants
Dex 21 - 15 base, +6 animal companion, +2 belt, -2 size power of giants
Con 30 - 16 base, +2 7th level, +2 belt, +6 bloodrage, +4 size power of giants
Int 7 - 5 base, +2 headband
Wis 17 - 13 base, +4 headband
Cha 8 - 8 base

Progression of Feats and Notable Class Features
1 Intimidating Prowess; Fast Rider, Link
2 Power Attack
3 Barding Training (-1 ACP, +1 Max Dex, normal speed in medium armor)
4 -
5 Improved Overrun
6 Barding Training (-2 ACP), Indefatigable
7 7th level advancement
8 Charge Through
9 Barding Training (-3 ACP, +2 Max Dex, normal speed in heavy armor), Blood Bond, Monstrous Mount Mastery
10 Combat Reflexes
11 -
12 Barding Training (-4 ACP)
13 Greater Overrun
14 -
15 Barding Training (-5 ACP, +3 Max Dex), Stalwart Steed
16 Cornugon Smash

Skills
Fly +24, Intimidate +36, Perception +8

Languages Common (cannot speak); Special Qualities darkvision 60 ft., low-light vision, scent.

Gear
Headband +4 wis, +2 int
Neck +5 amulet of mighty fists
Shoulders +5 Cloak of resistance
Armor +2 Titanic mithral breastplate barding
Rings +5 Ring of protection
Belt Belt of thunderous charging (+6 str, +2 dex & con)
Slotless Exotic military saddle, Fleshwarped Scorpion's Tail, Clear spindle and Dusty rose prism in Ebon wayfinder, Thorny silver ioun.
Total market price approximately 340,000 gp
Note: There is no creature type similar to that of a griffon listed in the rules for animal companion item slots. As something of a cross between the avian type (winged and able grasp items with its talons), the biped (claws/paws) type (its eagle talons differ significantly from its lion paws) and the quadruped (claws/paws) type, I believe the slots listed for the biped (claws/paws) are the most suitable for a griffon, and are thus used by Griff.

Melee and special attacks in detail:

Porky

Sources
Abyssal claws abyssal bloodline power (bloodrager) and haste spell (cast by ally or Porky, or by using boots of speed)
Beast claws Lesser Beast Totem rage power (primalist bloodrager) and 2 x Vestigial Arm discovery (alchemist)
Bite Wolf Pelt of the Beast (wondrous item, 15,600 gp)
Gore Helm of the Mammoth Lord (wondrous item, 8,500 gp)
Sting Fleshwarped Scorpion's Tail (magic weapon, 18,505 gp)
Hooves Change Shape wereboar-kin skinwalker racial ability
Pounce Greater Beast Totem rage power (primalist bloodrager)
Sneak Attack vivisectionist alchemist
Strong jaw spell wand and +19 Use Magic Device skill bonus (automatic success)

Attack Bonuses
Bite, gore, sting +18 bab, +22 str, +1 MoMS monk, +6 FAoMF (furious amulet), +1 haste, +2 charge, -5 power attack = +45
Claws +45 as above, +1 weapon focus = +46
Hooves +45 as above, -5 secondary natural attack = +40

Damage Die Sizes
Bite, gore, sting medium 1d6 >> large power of giants 1d8 >> huge strong jaw 2d6 >> gargantuan strong jaw 3d6
Claws medium 1d8 >> large power of giants 2d6 >> huge strong jaw 3d6 >> gargantuan strong jaw 4d6
Hooves medium 1d4 >> large power of giants 1d6 >> huge strong jaw 1d8 >> gargantuan strong jaw 2d6

Damage Bonuses
Bite, gore, sting +22 str, +1 MoMS monk, +6 FAoMF, +10 power attack = +39 bludgeoning, piercing and slashing (bite), or piercing (gore, sting)
Claws +39 as above, +22 horn of the criosphinx (str), +11 dragon ferocity (1/2 str), +5 power attack (x1.5 bonus) = +77 bludgeoning and slashing, +1d6 fire (abyssal)
Abyssal dragon claw +77 as above, +11 dragon style (1/2 str) = +88 bludgeoning and slashing, +1d6 fire
Claws crit multiplier x3 greater beast totem
Hooves +39 as above, -11 secondary natural attack (1/2 str), -5 power attack (x0.5 bonus) = +23 bludgeoning

Average Damage per Hit/Crit and DPR vs. Tarrasque
Bite, gore, sting 51/102.5 - vs. Tarrasque: 38/87.5 = DPR 34.2/4.375 (Sub total 115.7)
Abyssal dragon claw 119/343 - vs. Tarrasque: 100.5/324.5 = DPR 90.45/16.22 (Sub total 106.7)
Abyssal claws 108/310 - vs. Tarrasque: 89.5/291.5 = DPR 80.55/14.575 (Sub total 190.2)
Beast claws 104.5/306.5 - vs. Tarrasque: 89.5/291.5 = DPR 80.55/14.575 (Sub total 190.2)
Hooves 33.5/63.5 - vs. Tarrasque: 18.5/48.5 = DPR 14.985/1.94 (Sub total 33.8)

Griff

Attack Bonus +12 bab, +20 str, +5 AoMF, +1 haste, +2 charge, -4 power attack = +36
Charge Through Overrun CMB +36 as above, +4 feats, +2 belt, +2 dusty rose ioun, +2 thorny silver ioun, +4 size = +50

Damage Die Size large 1d6 >> huge power of giants 1d8 >> gargantuan strong jaw 2d6 >> colossal strong jaw 3d6

Damage Bonus +20 str, +5 AoMF, +8 power attack = +33 bludgeoning, piercing and slashing (bite), bludgeoning and slashing (talon) or piercing (sting)

Average Damage per Hit/Crit 43.5/87 - vs. Tarrasque: 38.5/72 = DPR 23.9/2.16 (Sub total 182.4)

Natural3's total DPR vs. the tarrasque is approximately 819.

Objectives and Reflections:

This build was of course not optimized to fit the specific criterions I listed in the OP or to compete with the other builds posted here, and I think it shows (despite me not being much of an optimizer). So even though I prioritized boosting the flexibility and damage potential of the build's pounce ability and natural attacks, I also tried to make it slightly less of a TO glass-cannon build by not completely neglecting survivability and non-combat/utility usefulness. Natural3's DPR vs. the tarrasque is of course nowhere near the more outrageous builds posted here, though still way higher than the 525 points required for a one-shot. It also has the ability to pull off that one-shot in up to 20 consecutive rounds per day, should it turn out the tarrasque actually has plenty of equally horrible siblings.

Somewhat surprisingly, I think it also seems like Natural3 turned out to be a very playable party member at basically all levels, having good durability and being able to assist as an intimidation specialist and a passable scout during most levels. Though my guess is that once the build's more extreme one-shot overkill potential comes online in higher levels, it would likely be considered broken at many tables, despite the very one-dimensional combat focus and the many higher level enemies able to shut down or circumvent its combat style. But hopefully the relatively late blooming means the build at least has less of the "OP early, UP late"-problem associated with martial classes in general and with martials specializing in natural attacks in particular.

Comments appreciated!


Hi, I made a natural attack wereboar guy, he sucks though

Spoiler:

Smashy joe
Male wereboar-kin skinwalker (ragebred) barbarian (invulnerable rager) 20 (Pathfinder Player Companion: Blood of the Moon, Pathfinder RPG Advanced Player's Guide 79)
NG Large humanoid (shapechanger, skinwalker)
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 8, touch 2, flat-footed 6 (+1 Dex, +1 dodge, +6 natural, -1 size, -9 untyped penalty)
hp 425 (20d12+280)
Fort +29, Ref +12, Will +14 (+4 vs. enchantments); +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities indomitable will; DR 10/—, 20/lethal; Resist fire 5, extreme endurance
--------------------
Offense
--------------------
Speed 70 ft.
Melee bite +45 (1d6+50 plus 1d6 acid), 2 claws +45 (2d6+50/×3 plus 1d6 acid), gore +45 (1d8+50 plus 1d6 acid), 2 hooves +43 (1d6+27 plus 1d6 acid)
Space 10 ft.; Reach 10 ft.
Special Attacks mighty rage (50 rounds/day), pounce, rage powers (animal fury, beast totem, beast totem, greater, beast totem, lesser, boar's charge, disemboweling tusks, elemental rage, elemental rage, greater, elemental rage, lesser, infernal blood, lesser, reckless abandon, superstition +7, witch hunter)
--------------------
Statistics
--------------------
Str 44, Dex 12, Con 36, Int 7, Wis 13, Cha 5
Base Atk +20; CMB +41; CMD 41
Feats Extra Feature, Extra Feature, Extra Rage Power[APG], Extra Rage Power[APG], Extra Rage Power[APG], Multiattack, Power Attack, Raging Brutality[UC], Raging Vitality[APG], Reckless Rage[ACG]
Traits adopted, fate's favored, tiger's claw
Skills Acrobatics +5 (+21 to jump), Appraise +2, Bluff +1 (-3 vs. non-shapechanger humanoids), Climb +21, Diplomacy +1 (-3 vs. non-shapechanger humanoids), Disguise +1 (-3 vs. non-shapechanger humanoids), Escape Artist +5, Fly +3, Heal +5, Intimidate +1 (-3 vs. non-shapechanger humanoids), Perception +7, Ride +5, Sense Motive +5, Stealth +1, Survival +5 (+7 to avoid becoming lost), Swim +21; Racial Modifiers +2 Perception
Languages Common
SQ change shape, change shape (+10 speed), change shape (gore), change shape (hooves), change shape (scent), fast movement, tireless rage
Combat Gear deliquescent gloves, headband of havoc; Other Gear pale green prism ioun stone, +4 furious amulet of mighty fists, belt of physical might +6 (Str, Con), boots of speed, bracers of the avenging knight, cloak of the manta ray, flawed pale green prism ioun stone, manual of bodily health +4, manual of gainful exercise +5, ring of freedom of movement, stone of good luck (luckstone), wayfinder, 187,300 gp
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Beast Totem +6 (Su) +6 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Boar's Charge When you hit with a gore attack on a charge, it's an automatic critical threat.
Boots of speed (10 rounds/day) Affected by haste
Bracers of the avenging knight (1/day) Can smite 1 foe, adding charisma bonus to hit and +5 damage vs them.
Change Shape (+10 speed) (Su) You choose to gain a +10 bonus to base speed when shifting into bestial form.
Change Shape (13/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Gore) (Su) You can choose to gain a gore attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Hooves) (Su) You can choose to gain 2 hoof attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Damage Reduction (20/lethal) You have Damage Reduction against non-lethal damage
Deliquescent gloves +1d6 acid dam to touch/weapon att. Natural/unarmed att is immune to ooze acid & doesn't split.
Disemboweling Tusks When raging, you deal 1d4 Con damage when you crit with your tusks.
Elemental Rage (Cold) (Su) Attacks deal +1d6 energy damage while raging.
Elemental Rage, Greater: Cold (Su) Criticals deal +1d10 or more energy damage while raging.
Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Extra Feature Gain additional feature in bestial form.
Extra Feature Gain additional feature in bestial form.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fate's Favored Increase luck bonuses by 1.
Headband of havoc (Reckless Abandon [+/-7] [Ex], 1/day) +4 levels to chosen rage power. Activate on att/save, use 2 rds to enter rage as immediate action.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Infernal Blood, Lesser (3/day) (Su) When raging, melee attack gain flaming for 1 round.
Ioun stone (pale green prism, 2/day) This stone grants the bearer a +1 competence bonus on attack rolls, saves, skill checks, and ability checks.

A Prism is usually faceted, with a long shape where top and bottom have the same number of sides. Normally the width and angle of all sides are uniform.

These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape.

Resonant Power:
Twice per day as a free action the bearer may remove the fatigued condition from himself as a free action (or reduce the exhausted condition to fatigued).

Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 15,000 gp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -7/+27 You can subtract from your attack roll to add to your damage.
Rage (50 rounds/day) (Ex) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Raging Brutality (+13) Add Constitution bonus on damage rolls
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-7) (Ex) Trade AC penalty for to hit bonus while raging.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Superstition +7 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Tiger's Claw +1 damage when you charge.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Witch Hunter +6 (Ex) Bonus to damage spellcasters while raging.


His damage numbers are slightly off here because of situational bonuses, his main attack is +68 damage
his dpr against average cr 20 ac is
1,518.4

That is pretty good imo, BUT I only spent ~680,000g and I dunno how to get more attacks or something.

Also it is off because he is charging, and his gore auto crits and does con damage, so I don't know how to calculate that damage in


CWheezy wrote:

His damage numbers are slightly off here because of situational bonuses, his main attack is +68 damage

his dpr against average cr 20 ac is
1,518.4

That is pretty good imo, BUT I only spent ~680,000g and I dunno how to get more attacks or something.

Also it is off because he is charging, and his gore auto crits and does con damage, so I don't know how to calculate that damage in

I think it might be more of a problem that you spent 680,000gp and ONLY are doing 1500-some damage; I spent 2/3 of that and did almost as much damage.


Oh are you referring to your build that can cast spells in the thread where you are not supposed to use classes that cast spells?

LOL and you took 4 rounds of buffing before you fight.


This guy could get higher damage numbers, I'm sure. Slapped together while tired. Just a Hero Lab export here, so it might look slightly messy. Point of note: you can get by much better on damage if Effortless Lace is legal at your table with 2 falcata. Sawtooth was just for ease of adjusting.

Unnamed Hero
Human medium (relic channeler) 20
N Medium humanoid (human)
Init +7; Senses Perception +13
--------------------
Defense
--------------------
AC 29, touch 21, flat-footed 23 (+8 armor, +5 deflection, +5 Dex, +1 dodge)
hp 223 (20d8+120)
Fort +26, Ref +21, Will +18
Defensive Abilities fortification 75%
--------------------
Offense
--------------------
Speed 60 ft.
Melee +5 keen menacing adamantine falcata +37/+37/+37/+37/+32/+27 (1d8+34/17-20/×3) or
. . +5 keen menacing mithral sawtooth sabre +37/+37/+37/+37/+32/+27 (1d8+30/17-20)
Medium (Relic Channeler) Spells Known (CL 20th; concentration +26)
. . 4th (3/day)—freedom of movement, mage's private sanctum, spirit-bound blade, spiritual ally[APG], teleport
. . 3rd (4/day)—borrow fortune[APG], dimension door, displacement, greater false life[UM], fly, greater invisibility
. . 2nd (5/day)—alter self, darkvision, haste, heroism, invisibility, water walk
. . 1st (5/day)—enlarge person (DC 15), expeditious retreat, ill omen[APG], long arm[ACG], remove fear, true strike
. . 0 (at will)—detect magic, detect psychic significance, grave words, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 34, Dex 23, Con 20, Int 7, Wis 7, Cha 19
Base Atk +15; CMB +34; CMD 49
Feats Combat Casting, Critical Focus, Double Slice, Extend Spell, Greater Two-weapon Fighting, Improved Two-weapon Fighting, Power Attack, Quick Draw, Spirit Focus, Staggering Critical, Stunning Critical, Two-weapon Fighting, Two-weapon Rend
Traits dirty fighter, focused mind
Skills Acrobatics +27 (+39 to jump), Appraise +0, Bluff +6, Climb +21, Diplomacy +6, Disguise +6, Escape Artist +7, Fly +20, Heal +0, Intimidate +6, Perception +13, Ride +7, Sense Motive +0, Stealth +7, Survival +0, Swim +20
Languages Common
SQ apport relic, ask the spirits, astral beacon, astral journey, channeled spirit (champion), connection channel, connection specialty, legendary champion, object reading, powerful bond, propitiation, relics, shared seance, spacious soul, spirit bonus +6, spirit mastery, spirit surge +1d10, spirit surge free uses, taboo, trance of three
Combat Gear mask of the mantis; Other Gear +2 fortification (heavy) mithral agile breastplate, +5 keen menacing adamantine falcata, +5 keen menacing mithral sawtooth sabre, belt of physical perfection +6, boots of striding and springing, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), headband of alluring charisma +6, manual of gainful exercise +4, ring of protection +5, ring of spell turning, 61,547 gp
--------------------
Special Abilities
--------------------
Apport Relic (35 feet, 1/day) (Su) Can call relic to self, as apport object but with extended range.
Ask the Spirits (At will) (Sp) Use contact other plane to contact the Astral Plane for advice, never taking Int/Cha dam.
Astral Beacon (Su) Free action, access non-hosted spirit int/grt/sup power for 1 rd and gain influence with them.
Astral Journey (At will) (Sp) Enter coma to use astral projection on self. Can't enter other planes and gear is nonmagic.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Connection Channel (Sp) Use location channel anywhere with connection. Treat familiarity as highest of any at seance.
Connection Specialty (Sp) Connection channel requires familiarity, an appropriate location is insufficient.
Critical Focus +4 to confirm critical hits.
Dirty Fighter +1 damage when flanking.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Mind +2 to Concentration checks
Fortification 75% You have a chance to negate critical hits on attacks.
Legendary Champion (Su) Gain two combat feats.
Mask of the mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.

Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Bond (Su) Enhance benefits of spirit powers and alertness when under influence penalty.
Propitiation (1/day) (Su) 10 min ritual, reduces influence from hosted spirit by 1.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Relics (Su) Require relic to channel spirit, and power/taboo always take same form with each spirit.
Ring of spell turning (3/day) Reflects next nine levels of spells cast on wearer.
Shared Seance (Su) Can share the Seance bonus with others.
Spacious Soul (Su) As a imm action, soul of seance ally who dies in sight replaces current spirit. Either can be dominant, but ally cannot replenish resources.
Spirit Bonus +6 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Mastery (Ex) Gain two uses of spirit surge, and channeling a weaker spirit is twice as effective.
Spirit Surge +1d10 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Spirit Surge Free Uses (2/day) Can invoke spirit surge without incurring influence.
Staggering Critical (DC 25) Critical hit staggers target
Stunning Critical (DC 25) Critical hit stuns or staggers target.
Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.
Trance of Three (20 rounds) (Su) As a swift action, can access intermediate power of diff spirit for 1 influence.
Two-Weapon Rend Deal extra 1d10+18 if you hit a foe with both main and off hand weapons.


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I would enjoy reading these types of threads more if the builds were PFS legal. As it is you can only play them in home games and a GM will look at your build, laugh, and say "Nope". Admittedly they can do the same thing if the character is PFS legal but it is less likely.

Paizo Employee Design Manager

Anyone know of a trait, feat, magic item, or FCB that increases your effective Barbarian level for selecting Rage Powers? I've got a griffin riding Cavalier/VMC Barbarian who hits 1,574 without using consumables or party buffs, but if I can get 1 more effective Barbarian level and grab Extra Rage Power for Greater Beast Totem by 19th level that goes up to 3541.5.


Can't you just retrain into it at level 20?
Alternatively, you can get pounce by UMDing a wand of monstrous physique II to turn into a tikbalang. Also gives some handy natural attacks.

Paizo Employee Design Manager

Avoron wrote:

Can't you just retrain into it at level 20?

Alternatively, you can get pounce by UMDing a wand of monstrous physique II to turn into a tikbalang. Also gives some handy natural attacks.

I may have been operating under a misunderstanding of the retraining rules, but I thought you still had to be able to qualify for the option at the level you're taking it (so since you wouldn't have an effective barbarian level of 10 at level 19, you can't retrain that feat to take a feat that gives you an ability you didn't qualify for until 20). If that's not correct, then that would definitely work.

The tikbalang could be an option too. I'll get it written up.

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