| TheMonkeyFish |
So, I've said in tbe past that I have a friend who is absolutely obsessed with overly large dicegasm builds, focused on throwing a large number of d6 attacks in a single throw, all or nothing. He doesn't get the same thrill from throqing x3 Attacks each with 3d6+10, he much perfers the 9d6+10 on a single hit or miss.
So after making an Alchemist (with an excessive amount of resource tracking), he decided to go a much simpler route and pick up Vital Strikes (again: preferring number of dice over quantity of attacks). So I wanted to put a list togeather of my options and see what you all think.
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Weapon Choice: Greatsword, no other options are viable for the Vital Strike chain anymore, as the Divine Fighting Style requires a Greatsword to use. He likes the Greataxe more, but opted to go Greatsword because of this small detail.
Because Vital Strike works at a range, what is a good option here to use? Are there any 1d12 or 2d6 Ranged Weapons out there?
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Class Selection:
(Barbarian lvl 12)
(Bloodrager lvl 11, Fighter lvl 1)
(Ranger lvl 10, Fighter lvl 1, Barbarian lvl 1)
(Fighter level 11, Barbarian lvl 1)
<<<<< Barbarian/Bloodrager >>>>>
These seem to function identically for the Vital Strike builds. Both get rage and love smashing stuff. Former gets Rage Powers while the Later gets Bloodied Arcane Strike and spellcasting. I think Abyssal Bloodrager edges out in the end. Titan Fighter archetype required, or a 1 level dip into Fighter with the Titan Fighter archetype.
<<<<< Natural Attack Ranger >>>>>
Natural Attack Ranger - This fighting style never says it restricts you into using Natural attacks. Level 2 grab Weapon Focus (Greatsword), Level 6 Vital Strike, Level 10 Imp. Vital Strike. Also has self access to Gravity Arrow and Lead Blade spells to buff your weapon size damage. Lacks Enlarge Self sadly, but Potion of Enlarge self does exist.
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Feats:
Vital Strik Feat Tree - A given here, pretty much all of the feats given in Vital Strike Feat Tree work with the build.
Cleave Feat Tree - Not as Dicegasm-y as he would like, but the option to slash through multiple minions is nice. Also required for the next two entries.
Weapon Trick: 2H Weapon - While only available late in the game, the option to Cleave with Vital Strike should kill the swarms your fighting... Maybe...
Divine Fighting Style: Golum - Charge and Vital Strike along with s bonus at higher levels for interuption is nice. Great option for damage on the chase.
What other feats qould you say are nessessaryfor a Vital Strike character build?
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Traits:
No idea... Any advice?
Personally, I was looking into making him a Shifter and Wild Stalker ranger to replace favorite enemy and terrain, and dip into Titan Fighter fighter and Barbarian for rage. What do you guys think?
| Saethori |
Abyssal Bloodrager lets you enlarge yourself when raging.
One level in Titan Fighter (Fighter Archetype) lets you wield a Large Greatsword (3d6). While enlarged, the weapon becomes Huge (4d6). Under the effects of Lead Blades or the Impact enchantment (which don't stack with each other), it deals damage as a Colossal Greatsword (6d6).
This means at 7, he is hitting for 12d6 damage, plus what would be a very high amount of Strength.
I think that qualifies for Dicegasm.
EDIT: Unfortunately, Lead Blades is not a Bloodrager spell. A one level dip in Battle Host (Occultist Archetype) will let you cast it, as well as giving you a free weapon (which could be the masterwork Large Greatsword), a +2 enhancement bonus to a physical stat of your choice (if you have 14 Intelligence), and the ability to give it a +1 enhancement bonus for a minute, as well as one focus power of your choice (such as gaining a 30 foot movement speed bonus as a swift action). But you do lose 1 BAB.
CBDunkerson
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Some options to consider;
Ranger Faithful of Gorum combat style - Many applicable bonus feats
Devastating Strike feat - +2 to +6 extra damage per die
Furious Finish feat - End rage to do max damage
Weapon Training trait - +1 trait bonus to greatsword damage
Amulet of Quaking Strikes - 2x / day area effect vital strike attack
| Fuzzy-Wuzzy |
One level in Titan Fighter (Fighter Archetype) lets you wield a Large Greatsword (3d6). While enlarged, the weapon becomes Huge (4d6). Under the effects of Lead Blades or the Impact enchantment (which don't stack with each other), it deals damage as a Colossal Greatsword (6d6).
Colossal or merely Gargantuan?
Suthainn
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Some options to consider;
Devastating Strike feat - +2 to +6 extra damage per die
It's not per die sadly, it's per 'extra weapon damage die roll' granted by the feats, vital strike grants you ONE extra damage die roll equal to the dice to the weapon normally rolls, Improved grants TWO, etc. So it's a flat +2 for Vital Strike, +4 for Improved and +6 for Greater. The feat isn't worded terribly well which can create a lot of confusion.
| Chess Pwn |
Biggest dice pool is titan with enlarged and impact.
nice enlarged options are Abyssal bloodrager, Goliath druid, swift action intensive Plant Domain, improved familiar with wand, or lv8 primal hunter hunter.
impact is just bought, I didn't find any way to get this from a class.
Lead blades is hunter, oracle of metal, or cleric/warpriest of gorum.
| Kazaan |
Cave Druid wildshaped into a Carnivorous Crystal Ooze with Greater Vital Strike. CCO has a natural attack that deals 7d8/18-20 x2 damage. Greater Vital Strike bumps that up to 28d8. If you crit, then 35d8. Throw in Improved Natural Attack, too, for good measure to make it base 12d6 which bumps it up to 48d6 with GVS and 60d6 with a crit.
Another option would be to use a Sunblade that's two sizes too big for you. Sunblades can be wielded as if they were shortswords (a light weapon) and you can go two sizes too big on a light weapon so, for a Medium creature, a Huge sunblade is wielded as if it were a 2-h weapon at -4 penalty. It deals damage as a Bastard Sword so a Huge Bastard Sword would be 1d10>2d8>3d8/19-20 x2. Enlarge Person will bump you up to 4d8 and Lead Blades will make that 6d8. That's 24d8 with GVS and 30d8 with a crit. Less impressive, but possibly more versatile.
| Saldiven |
Cave Druid wildshaped into a Carnivorous Crystal Ooze with Greater Vital Strike. CCO has a natural attack that deals 7d8/18-20 x2 damage. Greater Vital Strike bumps that up to 28d8. If you crit, then 35d8. Throw in Improved Natural Attack, too, for good measure to make it base 12d6 which bumps it up to 48d6 with GVS and 60d6 with a crit.
Wonder if you could take Improved Critical: Slam to use on attacks you only have available in your Wild Shape....
| Kazaan |
Kazaan wrote:Cave Druid wildshaped into a Carnivorous Crystal Ooze with Greater Vital Strike. CCO has a natural attack that deals 7d8/18-20 x2 damage. Greater Vital Strike bumps that up to 28d8. If you crit, then 35d8. Throw in Improved Natural Attack, too, for good measure to make it base 12d6 which bumps it up to 48d6 with GVS and 60d6 with a crit.Wonder if you could take Improved Critical: Slam to use on attacks you only have available in your Wild Shape....
I don't see why not. You don't need to constantly be flying to train Fly and you don't need to always have a Longsword in-hand to get Improved Critical (Longsword). You don't need to constantly be in a Rage to take a feat that affects Rage. A Druid can reliably practice their wildshape form for the purpose of gaining a feat that focuses on one of the natural weapons they gain in a particular form so it stands to reason that just because they aren't always in that form to have a specific natural attack wouldn't prohibit them from taking a feat that affects a specific natural attack.
| Kazaan |
tricky though as oozes are blind, but beast shape does not give you the blindsight trait. Also movement is 10, which makes it hard to get to things.
According to the rules of polymorph spells, you don't actually lose the ability to see if you polymorph into something without eyes. You only lose extraordinary or supernatural senses based on your original form. Normal sight is neither. So you'd lose low-light or darkvision, but not the normal ability to see and hear normally.
| meyerwilliam |
TheMonkeyFish:
Take a look at my post, it has a build similar to what you seem to be looking for.
| Kazaan |
attack's base damage maxes out at 16d6
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t3f
I see nothing in that FAQ that states, neither implicitly nor explicitly, that 16d6 should be considered a hard limit for base weapon damage. It's unlikely that damage would go above 16d6, but not necessarily prohibited. Also, that's just for base weapon damage; even if, hypothetically, there were a hard limit for base weapon damage, that wouldn't apply to extra dice from crit, vital strike, or other similar sources.