| Rylden |
Looking for some assistance in creating a Runelord "copy". Basically wanting to build a melee striker/debuffer. I plan on either creating or using a version of the Sword of Wrath, so fireballs, and Greatsword swinging. High strength, and Intimidate to debuff and make it harder for opponents to dodge the blasts.
No idea on classes, or races, I was tempted to go Ifrit for Fiery Glare, but maybe something else would fight better. Shadow Whispers for the +2 to demoralize for a second trait maybe?
Stats were rolled and ended up with 18, 16, 18, 15, 16, 17. These can be moved around if needed. I normally play Agility based Magus builds, so a strength beast seems like a nice break from the regular.
| Renegadeshepherd |
With those stats you can be anything you want to be and will be awesome at it. It literally does not matter what you pick....
That said what you are describing is a half orc if you don't go eldritch knight or an eldritch knight. Other possibilities include ancient lore keeper oracle for the fireballs but have stron martial prowess through battle mystery. There isn't a full BAB, fireball flinging class so those are best choices.
Though in truth theologian clerics are very strong because of them being able to wear medium armor and still cast spells without any feature or other requirements.
Since debuffing was specifically mentioned, and your description fits a half orc so well though..... Look into scarred witch doctor. You won't be flinging spells to the same degree as others but a witch is probably the best debuffer (at least for consistency).
| Avoron |
I'd go with unchained monk - you don't need to worry about MADness. To become effective at intimidation you'll want Power Attack, Cornugon Smash, and Hurtful, as well as enough investment in the skill itself to keep it high and a cruel weapon for good measure. You can flurry with a monk weapon in both hands like the temple sword for better Power Attack damage and the flavor you were going for, taking Ascetic Style so it can work with all of your best monk abilities. If you have the resources to invest in tripping, you could even use a seven branched sword for maximum debuffing potential. After a flurry, you can have your enemies shaken, sickened, flat-footed and prone - and that's before even considering Stunning Fist. As for the fireballs, you can replicate those very well by grabbing the scorching ray and dragon's breath qinggong ki powers. With ki leech and a ring of ki mastery, you can keep throwing around flames all day, and eventually you could even empower or quicken them with feats. Finally, for your race, I'd suggest either human for the versatility and bonus feat, variant-heritage tiefling for the stats and flavor, or maybe hobgoblin for the stats and favored class bonus - you can get Fiery Glare with Adopted.
| BadBird |
Are you talking about a character who gets a "Sword of Wrath" that causes fireballs, or a greatsword character who throws fireballs himself?
If you're talking about a character who can throw Fireball and swing a greatsword effectively, I wouldn't be looking at using an action just to drop intimidate.
Though that being said, Performance Feats will let you intimidate-bomb as a swift action while casting Fireball, among other things.
| SmiloDan RPG Superstar 2012 Top 32 |
Is there a crusader archetype for cleric that gives full BAB? And does the Fire domain give fireball?
EDIT:
Just read the archetype, I'm not sure about the BAB with the Crusader archetype thing.
Bloodrager might work....
RE-EDIT:
Have you considered a half-orc sorcerer with a greataxe? You might be strong enough to compensate for the +1/2 BAB thing, and half-orcs have some fun favored class options.
| Rylden |
I'm looking at building a character who has a copy, or custom sword that functions the same as the dormant Sword of wrath. So a character who wields a greatsword, with throwing, returning, and the sword itself drops the fireballs on crit or on toss. So the type of weapon, flavor wise has to be a great sword
| master_marshmallow |
A +1, Throwing, Returning, Flaming Burst weapon seems to be the best solution, assuming you have to use the fireball from the sword.
That's 50,350 gp though.
With all the new fighter options out with Weapon/Armor Master's Handbook, you can have some real fun with a really strong character now without having to take stupid archetypes, though there are good archetypes nowadays.
You can make a straight forward, Cornugon Smash, Furious Focus, Power Attacking fighter with Intimidating Prowess and take all the cool new fighter options still and have AC out the roof.
What level are you starting at?
| Rylden |
Im sorry I completely forgot to add that info. Party consists of a Half-Giant straight fighter, no archetypes, a Human gunslinger, and a Drow Swashbuckler. All players, including mine will be lvl 9. This is more of a backup character as Im currently playing a Kensai Magus/Ninja Drow.
To condense all information. Im looking at building a decent debuffer through Intimidation, as well as being a strength based character. Wanting to be wielding a "Sword of Wrath" copy, an dormant throwing, returning Greatsword, which drops fireballs on its own on crit, and on toss of weapon. Stats are posted above, no race, traits, or class was decided on. I was leaning Ifrit but lack of strength hurts, or possibly Angel-Blooded Aasimar for both stats required for a Intimidating Prowess build.
| The Guy With A Face |
Here are three class options I thought of.
Viking Fighter
Well, if you don't mind having another fighter in the group and you want to really focus on intimidate, there's the viking archetype for fighter.
1. Intimidating Stuff
It gets the ability to demoralize a creature as a swift action by level 10 (a move action before level 10).
Combine that with Cornugon Smash so you can intimidate multiple people without spending a turn using Dazzling Display.
2. Rage Powers
It also gains rage powers which makes sense if this character is based around "wrath."
3. Greatsword of Really Expensiveness
Other than stumbling upon an insane amount of gold I don't know of any way to do this.
4. Drawbacks
One of the viking archetype's abilities is based around using a shield so it won't benefit you at all. Also, the loss of weapon and armor training.
Warpriest
If you don't mind having some spell casting and slightly decreased melee capability you could play a warpriest. This option isn't built in mind for any particular deity. I don't know of any deities that give both Strength and Magic as their domains so you might not be able to worship any deities. That shouldn't be a problem though since you can worship concepts/forces instead of gods.
1. Intimidating Stuff
Cornugon Smash. Take Dazzling Display if you want to intimidate multiple people at range.
2. Blessings
Taking the Magic Blessing would give you Hand of the Acolyte which would allow you to throw your weapon and have it return to you.
Magic Blessing
Hand of the Acolyte (minor): At 1st level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver.
I'd take the Strength Blessing for my second one. As a swift, you can gain an increase to your attack rolls and strength based skill checks. Take Intimidating Prowess and this blessing will increase your intimidate score when used.
3. Greatsword of Way Less Expensivness
With Hand of the Acolyte, you only need to put flaming burst onto your greatsword. If you really want to mimic Garvok, you'll need to have lots of scrolls of fireball and put spell storing on your weapon.
4. Drawbacks
Slightly decreased melee ability, less opportunities to intimidate people, and no rage powers (if you wanted those at all).
Bloodrager (Undead Bloodline)
Nothing says "wrath" quite like bloodraging.
1. Intimidating Stuff
Take the undead bloodline so you can get Frightful Charger and Frightful Strikes.
Frightful Charger (Su)
At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.
Frightful Strikes (Su)
At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures who are already shaken become frightened. At 16th level, those who are already frightened become panicked. This is a mind-affecting fear effect.
Use Cornugon Smash and then Frightful Strikes to send enemies scurrying away.
2. Greatsword of Really Expensiveness
Once again, you'll be screwed when it comes to getting the sword how you want it. The only benefit of bloodrager is that you can get fireball as a spell. Put spell storing on your greatsword and you can more accurately replicate Garvok.
3. Drawbacks
The sword of course.
4. Crossblooded Option
If you want to increase your amount of fire related stuff you could make an undead/elemental(fire) Crossbloood (archetype) Bloodrager. This can give you fire resist so you take a few less damage when you detonate a fireball on top of yourself. However, you take a -2 to all Will saves which can end pretty badly.
Multiclassing
Now, some sort of multiclass of any of these three could work as well. You only need one level of Warpriest to get Hand of the Acolyte. If you're willing to gimp your main class a bit its an option to get you closer to the weapon you desire.
| Rylden |
After going over a few suggestions and checking out options, Ive come up with a Angel-Blooded Aasimar Soul Forger Magus with a slight dip into Barbarian picking up Titan Mauler Archetype to be able to spell combat with a great sword when needed, and rage when spells are no longer required (ex: after buffs applied).
This would allow a heavy strength based character from the get go as our GM allows us to drop our spell-like and select any trait from the variant options, gaining a second +2 strength bonus. Adopted would give me the Fiery Glare trait from Ifrits, and Shadow Whispers another bonus to Intimidate.
Soul Forger allows for rather "cheap" magic item creation, and the ability to stack my class for a bonus on crafting, allowing me to create a "Garvok" copy for much less the cost. Throwing Magus puts Throwing and Returning on the list of possible Arcane Point boosts. While Barbarian allows the Rage one would assume from a Wrath build, and the Jutongrip allowing for one handing a great sword for those rounds requiring spell casting.
Anyone see any glaring holes in this idea, or if Soul Forger is really worth it in terms of how much it will help in creating a "Sword of Sin". Still unsure of a list of feats as of yet, but assuming Craft Arms and Armor, Power Attack, and Intimidating Prowess to be on the list.
| BadBird |
I would consider going with Barbarian 1 (either Savage Technologist or Urban Barbarian)/ Wizard 5/ Eldritch Knight. Barbarian with Extra Rage gets you Rage and maybe a Furious weapon, and those Archetypes stop HP from shifting and AC from dropping. Savage Technologist Rage would be absolutely perfect.
Wizard gets you Arcane Bond (so you don't need a crafting feat) and the ability to cast Fireball, plus the ability to cast Scorching Ray into a Spell Storing Weapon. It also gets you Named Bullet, which makes a close-range throw into a touch attack autocrit with an added damage boost (and it's cast way before battle). So a Named Bullet throw that dropped a stored Scorching Ray would be a mininuke. Going 6 levels of Teleportation Wizard (which doesn't drop any more BAB than 5) gets you a 15ft swift-action teleport, which could be pretty useful for getting your weapon back if you don't have returning; anyway it's incredibly useful for a melee character in general. Admixture Evoker would be another strong option.
Eldritch Knight means that your BAB never drops more than 3 behind a martial class, and just Heroism and the 1 smaller Power Attack penalty cancels that out.
Picking up Arcane Armor Training allows for a mithral kikko, which works well with a strong secondary DEX.