icehawk333 |
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So, I'm making a thread to house my insanity builds.
So, whenever I come up with a new build using some oddball option, I'm gonna put it here for review.
So, we begin with deadly stroke dwarven swashbuckler.
This build is designed around level 12, when deadly stroke comes online, and then a lot of abilties round out the level after.
assuming an 18 str, dex doesn't matter too much.
Feats-
Level 1- Swashbuckler finesse, power attack.
Level 3- weapon foucs (heavy pickaxe)
Level 4- furious foucs
Level 5- dazzling display.
Level 7- Weapon specalization (heavy pickaxe)
Level 9- shatter defenses
Level 11- deadly stroke
Level 12- combat stamina
Favored class bouns-
+1/4th a point of damage to precice strike.
Weapon- +3 vicious heavy pick
Damage 1d8+2d6+2(weapon training)+2(specialization)+6 (two handed str)+12 power attack + 15 precice strike+ 3 enhancement
Average damage 51.5
To hit +23
Using penache, you can double precice strike damage as a swift action for one attack, increasing average damage to 66.5
Attacking a flat footed, stunned, or, at the cost of ten stamina points, flanked foe as a stnadard action doubles damage and adds one point of con bleed, dealing 133 damage with a single hit. If this kills or knocks unionsious the target, a penache point is gained, so long as the target was aware of combat.
This is easiest agaisnt targets that have not yet acted in combat, and due to having an open move action, it's easy to move to them. If in a suprize round, it's often best to not use the swift action to double precision damage, reducing damage to 103 average, but not costing a penache point, unless you know you can afford it.
Even without using the feat, your full attack still looks like-
+23, +14, +9, all dealing an average of 51.5 damage, 44.5 if you deactivate vicious.
Any way to make it better?
icehawk333 |
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so, I delved into Druid, and found something lovely.
Level 2 unbreakable fighter, level 2 monk, level 8 Druid.
Traits-
Magical knack, cautious fighter.
Feats-
Improved unarmed strike (bouns)
Dodge (bouns)
Endurance (bouns)
Diehard (bouns)
Crane style (bouns)
Combat reflexes (bouns)
Stunning fist (bouns)
Level 1 - power attack
Level 3 - fast healer
Level 5 - shaping foucs
Level 7 - natural spell
Level 9 - stalwart
Level 11 - improved stalwart
Magic items-
Ring of regeneration
The result-
Using 12th level wild shape, one can transform into a widow creeper. Plant shape III gives all the DR the creature transformed into has, obtaining a whopping DR 15/slashing and magic. Improved stalwart gives DR 10/- that stacks with any DR provided by class features, so long as you fight defnesivly and sacrifice all 5 of your AC bouns from it. Widow creepers have two tentacles with a 20 foot reach, and can, like all creatures, use improved unarmed strike, so you have no shortage of targets. Evasion helps provide resistance to blasting spells, and fast healing 1 from the ring of regeneration increases by 1/2 your con modifier thanks to fast healer.
In other words, you're a massive plant spider with effective dr 25/ magic and slashing and 10/-, evasion, wisdom to ac, and fast healing 3 or 4. Ranged attacks are useless, melee is foolhearty, and magic is inconsistent at best, and chip damage is negated rather quickly.
For extra fun, be in a party with a dragoon fighter and let them ride you.
icehawk333 |
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I'm trying to think of how the first build could be made better via party cooperation.
anybody know of any way for you to easily stun someone?I do know of a way to make anyone flat-footed with an intimidate focused build, so that'd be nifty
Easy ways to stun?
Color spray, stunning fist, stormbolts, just off the top of my head.
Also thundercaller bard and sound burst, in general.
icehawk333 |
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Dug up an old post to bring this to the public-
Race- human
20 point buy
STR: 18 DEX: 13 CON: 16 INT: 7 WIS: 7 CHA: 14
Skills per level - 3
Level 1-
Feats-
Power attack, furious focus.
Traits-
Sound of mind,
Equipment-
Chainmail, greatclub, 5 gp.
Order-
Order of the sword
level 1 damage w power attack-
1d10+9
Level 1 to hit-
+5
Level 1 ac - 17.
Level 1 drake-
Air drake-
Glide
Feats-
Improved unarmed strike
Not going to bother with stats- for this level, the drake basically just needs to hide.
Level 2-
Rider-
Basically the same as level 1, but with 2 more will save, 1 more to hit.
Trade greatclub for masterwork greatsword if at all possible.
Drake-
Basically the same as level 1.
Level 3-
Rider-
New feat-
Mounted combat
New Equipment-
Full plate
Drake-
Drake power-
Breath weapon (acid)
Feat-
Noxious bite
Drake can now trigger a 4d6 damge 10 foot burst of acid 1/day, and has a bite attack that, on a failed DC 11 save, nauseates the target for one round. Still should mostly hide.
Level 4-
Basically the same as level 4.
Get enchanted stuff.
Power attack increases by 3.
Level 5-
finally.
This is when the drake gets stronger. Much stronger.
Rider-
Iron will
Drake-
Size increase. Drake now matters in combat.
Drake has reach.
Increase con to 14.
Natural armor is 4. STR is 12.
To hit is +5, dealing 1d6+1+1 acid. Fort save DC 14 vs nauseated for 2 rounds.
AC total is 17. (10+1 size+2 dex+4 natural armor)
DC 14 4d6 breath weapon to finish low hp enemies.
Still need to be careful with it.
Level 6-
Rider- bouns feat
Ride by attack
Drake-
Feat-
Dodge
Ac goes up to 20
Level 7
You get the ability to mount your drake, albeit at a -5 for it being ill suited for you.
You'll need a way to be small sized to do so.
Cavalier-
+2 morale to hit when riding.
Trade your weapon for a lance.
Feat- trick riding
Drake-
When the Drake is hit, twice a round, it can be negated by a good ride check.
Level 8-
Free spirited charge, no more penalty to ride from armor, drake's STR to damage on a charge, +4 to ac vs attack set Agaisnt a charge.
Drake-
Nothing new.
Level 9-
Drake gets medium size.
Str becomes 16, con 16.
DC of nauseated save is now 17.
To hit is +10.
Feat-
Crane style
Ac is 22, +4 when used with fighting defensively if 5 ranks in acrobatics.
icehawk333 |
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Kobolds OP plz nerf-
Fighter (almost all archtypes work) 5-
Stats-
18 in con, reduced to 16. Basically everything else in dex. No other stats matter.
Alternate racial trait-
Dragonmaw.
Feats-
Level 1-
Draconic aspect (black dragon)
Weapon finesse
Level 2-
Weapon foucs (bite)
Level 3-
Draconic breath (acid) (save DC is 10 + full charecter level + con mod)
Level 4-
Some other feat it doesn't matter much
Level 5-
NOXIOUS BITE! Your bite attack has a DC 15+con mod save or be nauseated for Con mod + 1 rounds.
icehawk333 |
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And now, lightsabers-
Kinsai magus level 15.
race- human or halfling
Feats-
Level 1-
Power attack, weapon focus (longsword), racial heratige (halfling).
Level 3-
intensify spell
Level 5-
Weapon specialization (longsword), spell penetration.
Level 7-
Risky striker
Level 9-
Greater weapon foucs (longsword)
Level 11-
Dazing spell, Improved spell penetration.
Level 13-
Greater weapon specialization.
Level 15-
Spell perfection (force sword)
A spell perfection dazing force sword doubles the benifical effects of all feats applied to it- doubling power attack damage, weapon foucs and specialization, and risky striker.
If power attack and risky striker are used, this translates to a +2 to hit, -3 to ac, and a +32 to damage, including the to hit penalty from power attack. In addition, every hit from the sword forces a save VS being dazed for two rounds.
zza ni |
1 person marked this as a favorite. |
Kobolds OP plz nerf-
** spoiler omitted **
since your taking a mosnter feat, take an other one to boot:
ability focus (breath attack) = +2 to the breath attack (and nox bite )save ;)i run this in many other builds. my fev are ether an unadine with a bite attack (from adopted->halforc bite trait) and the racial acid breath attack alt abilitiy (unadine actully have 2 options at that one)
an other one would be a tiefling with maw alt racial ability and the dragon breath from ether the dragon domain of a cleric (which make the breath and nox-bite dc wis based) or the breath weapon revolution form the dragon mystery of an orcale (then the breath and NOX-bite dc are cha based) this can go on for dragon diciple, bloodragers or sorcerer's.
tiefling usaly lack acid resistance. if going oracle you can pack the resistanec for acid and ac bonus and with Unscathed trait and darksire amulet get a nifty 12 resistance in fire\elec\cold and 7 in acid (that later get better) which is nothing to snease at.
last one which i don't like cause i just don't like how it make you look (same reason i don't play dwarfs,op as they are. they are ugly) is any race going dual curse orcale (mute and wolfscarred face) for bite, unlimited silent spells and the 2 greateast revulotion that make others re-roll and yourself re-roll and dragon mystery for dreagon breath.
icehawk333 |
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icehawk333 wrote:Kobolds OP plz nerf-
** spoiler omitted **
since your taking a mosnter feat, take an other one to boot:
ability focus (breath attack) = +2 to the breath attack (and nox bite )save ;)i run this in many other builds. my fev are ether an unadine with a bite attack (from adopted->halforc bite trait) and the racial acid breath attack alt abilitiy (unadine actully have 2 options at that one)
an other one would be a tiefling with maw alt racial ability and the dragon breath from ether the dragon domain of a cleric (which make the breath and nox-bite dc wis based) or the breath weapon revolution form the dragon mystery of an orcale (then the breath and NOX-bite dc are cha based) this can go on for dragon diciple, bloodragers or sorcerer's.
tiefling usaly lack acid resistance. if going oracle you can pack the resistanec for acid and ac bonus and with Unscathed trait and darksire amulet get a nifty 12 resistance in fire\elec\cold and 7 in acid (that later get better) which is nothing to snease at.last one which i don't like cause i just don't like how it make you look (same reason i don't play dwarfs,op as they are. they are ugly) is any race going dual curse orcale (mute and wolfscarred face) for bite, unlimited silent spells and the 2 greateast revulotion that make others re-roll and yourself re-roll and dragon mystery for dreagon breath.
Even better about that ability foucs thing?
You can take it for breath attack and noxious bite both.
I just didn't mention it because I only took the build to level 5.
Rosc |
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While folks are waiting, I'll give people to chuckle at. I saw the thread and I couldn't help myself!
Nagaji Summoner, 20 point buy
Str 18, Dex 14, Con 14, Int 5, Wis 9, Cha 16
Traits: Planar Savant, Resilient
Skill(s): Knowledge (planes)
Feats -
1) Arcane Strike
3) Power Attack
5) Furious Focus
7) Combat Reflexes
9) Resilient Eidolon
And the Eidolon!
Small sized Serpentine Azata
Skills: Ride, Handle Animal, Use Magic Device, Perception
Feats -
1) Mounted Combat
3) Combat Reflexes
6) Bodyguard
9) Indomitable Mount
Key evolutions: Skilled (ride), Ability Increase (dex), Skilled (use magic device)
Yep. Exotic military saddle to have the Eidolon ride on his barely-sentient Najagi companion. Maybe a neck brace kind of deal to wrap its tail around? Mounted Combat gives the summoner an amazing AC, while Bodyguard helps for the rest of the blows. The Summon himself runs in with a longspear and stabs the crap out of people. UMD is there so the Eidolon can help with buffs... I wonder if the DM would let Carry Companion work?
avr |
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Dug up an old post to bring this to the public-
** spoiler omitted **...
The limit on creatures of the same size riding a drake is set by the drake, not the rider. "Mount: The drake deigns to allow its charge to ride it, as long as she is at least one size category smaller than the drake."
I like the others but drakes are a pile of stinking garbage. Trying to make them good you keep running into nested, fractal awfulness.
icehawk333 |
1 person marked this as a favorite. |
icehawk333 wrote:Dug up an old post to bring this to the public-
** spoiler omitted **...
The limit on creatures of the same size riding a drake is set by the drake, not the rider. "Mount: The drake deigns to allow its charge to ride it, as long as she is at least one size category smaller than the drake."
I like the others but drakes are a pile of stinking garbage. Trying to make them good you keep running into nested, fractal awfulness.
Sadly, that does mean it takes a little longer to get to ride it.
Keep being a two handed fighter for a while then, I suppose.
Also, paladin gets the best drake by far. Mount without having to select glide.
Might boost a build for drake pally another day.
icehawk333 |
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ALL THE VOWS!
The restrctions-
No wealth beyond one heirloom item
Cannot be dirty, or touch the dead, diseased, or undead.
Only can eat rice, no potions.
Can only tell the truth. Unimportant because-
Can't talk.
-1 to ac, to hit, and -10 to movement speed.
Must fight defensively or take total defense for two rounds, never strike first, and always offer surrender.
Can't be touched in pleasurable ways, no friendly contact, no healing touch spells from others.
The benifit-
+1 ki every level
+1 ki every three levels.
+4 ki every five levels
+2 ki every six levels
By level 15-
A total of +34 ki points.
Quininngog monk 15
Traits-
Hairloom weapon (seven branched sword), cautious fighter.
Quinninggog replacements-
Quivering palm for Cold ice strike
Diamond body for dragon's breath.
Feats-
Crane style, crane wing, crane riposte, greater trip, combat reflexes, power attack, beleiver's boon, beleiver's hands.
Bouns feats-
Deflect arrows, improved unarmed strike, dodge, improved trip, medusa's wrath.
Weapon-
+5 dueling, keen, ki intensifying, defending seven branched sword- your hairloom weapon, made masterwork when someone else cast masterwork transformation on it with what would've been your share of the weath, and enchanted with what also would've been your share of the wealth.
What this madness means-
You can make a trip attempt against a foe with your seven branched sword to deny them their dex to ac. All combat menuvers made with a +5 dueling weapon give a total of +15, 10 luck and 5 enchanment. On a sucessful trip, you can take an AOO against the now flat footed foe. If you continue with a full attack, you make all remaining parts of your flurry VS flat footed AC, and get two extra unarmed strikes at full bab from medusa's wrath. As a finisher, you have cold ice strike, a 3 ki spell that deals 15d6 cold damage in a 30 foot line as a swift action, or dragons breath as an opener for 12d6 in a 30 foot cone. Alternatively, you can use the swift action to spend one ki point after a sucessful hit with the seven branched sword to get an extra combat menuver at full bab.
I think this one is even more of a disorganized mess the usual, but I hope it gets the idea across?
Anyway, I'm gonna go to sleep, and when I get up, the easiest enemy monk is next.
icehawk333 |
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This build might be practical if modified slightly.
Like, with an agile weapon.
But as it stands, I kept with the gimick- can only deal 1 damage.
can't keep dodging forever. Keep attacking.
Kobold flowing monk 12
Stats-
STR: 3 DEX: 29 CON: 5 INT: 8 WIS: 22 CHA: 7
Traits-
Cautious fighter
Equipment-
+1 wounding kama (18k)
Belt of incredible dexterity +6 (36k)
Headband of inspired wisdom +4 (16k)
Cloak of resistance +5 (25k)
Bracers of armor +2 (4K)
Amulet of natural armor +1 (1k)
Ring of protection +1 (2k)
Long lash tail attachment (gives reach on a trip weapon) (very little gp)
Shurikin (allows to make an attack and maintain fighting defensively at a range) (very little gp)
105k gp
Feats-
Crane style, crane wing, weapon focus (Kama), lightning reflexes, tail terror, improved trip, crane riposte.
Bonus-
Improved unarmed strike, dodge, weapon finesse, snatch arrows.
AC while fighting defensively-
10+1 size+2 natural armor+ 9 dex+ 6 wis + 5 fighting defensively + 4 kobold favored class bouns+1 dodge + 2 armor + 1 deflection, +3 monk.
+4 vs melee attacks from crane wing, goes away when it makes an attack miss.
+1 for every enemy threatening them, up to +6.
AC total 44, 48vs melee attacks.
Touch AC 40, 44 vs melee touch attacks.
Flat footed AC- 29
Can attempt to negate a melee attack with a reflex save using two ki points. On a pass, it's negated, and on a fail, the monk takes half damage.
Reflex +24
Fort +10
Will +19
Attacks-
+1 wounding Kama-
Flurry- +19 +19 +14 +14 +9
Damage 1 + 1 bleed (stacks)
All other weapons-
-1 to hit, no bleed.
Unarmed strike-
-1 to hit, 1d8-4 damage.
The wounding Kama just keeps building damage on the foe that can't damage you, your reflex save gives you a fair chance of negating natural 20's in melee, and snatch arrows negates 1 ranged natural 20 a round.
Reflex save and will save spells are useless on you, but fortitude save spells crush you.
The exaustion condition instantly drops you to the floor.
icehawk333 |
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Well, if you liked that one...
Orcish unbreakable fighter level 13-
STR: 24 DEX: 10 CON: 20 INT: 5 WIS: 5 CHA: 5
Equipment-
+5 Adamanite full plate
+4 sharding longspear
Lesser belt of mighty hurling
+5 cloak of resistance
Armor training-
Take advanced armor training (armored juggernaut)
Traits-
Sound of mind
Feats-
Endurance (bonus)
Diehard (bouns)
Power attack (bouns)
Heroic recovery (bouns)
Heroic defiance (bouns)
Ironhide (bouns)
Deathless initiate (bonus)
Deathless zealot (bonus)
Deathless master (bonus)
History of scars (bouns)
Armor mastery (Armor specialization (full plate))
Weapon focus (shortspear)
Weapon specialization (shortspear)
Greater weapon foucs (shortspear)
Iron will
Improved iron will
AC
10+17 armor + 3 natural.
AC = 30
Flat footed AC = 27
Touch AC = 10
Critical threats have to be rolled twice, take the worse result.
To hit-
+25, +20, +15
+2 while below 0 hp.
Damage-
With power attack
1d6+30
+2 when below 0 hp.
HP 146
Can drop to -36 hit points before death.
Takes no damage and can take full round actions while below 0 hp.
Saves-
+19 fort
+8 will +5 vs mind effecting effects
+9 ref
Stalwart negates partial successful saves for both fort and will.
With the sharding longspear, you can project more spears off of the spear with a throwing motion, with a 10 foot range increment, and thanks to the belt of mighty hurling, this increases to a 20 for range increment and uses str to hit.
You have a total of 192 hp, including your -36; going below this, and you simply die.
icehawk333 |
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"May I assist?"
I went a little crazy.
Say hello to Jacob the servitor thrush.
Starting race, halfling.
Fighter 14 master of many styles monk 1-
Polymorphed into a thrush-
STR: 13 DEX: 30 CON: 18 INT: 13 WIS: 7 CHA: 9
Skills-
acrobatics 5 ranks, fly 10 ranks, ride 15 ranks. 17 more to allot.
Equipment-
+5 Diminutive sized Mithril chain shirt, armor spikes.
Ring of counterspells (dispel magic)
Ring of eloquence
Belt of pysical perfection +4
Spell casting services- 10th level, baleful polymorph.
Cost 500 gp. Save DC assuming minimum stats- 17.
Fail fort delibratly, use hero points to grant a +8 to the will save.
Form- thrush.
Traits-
Cautious fighter,
Feats-
Weapon finesse, toughness, draconic defender, mounted combat, power attack, combat reflexes, cut from the air, smash from the air.
Blundering defense, trick riding, indomitable mount, skill foucs (ride), animal affinity, lunge, dodge, crane wing.
Advanced weapon training-
Armed bravery, fighter's reflexes.
No advanced armor training, you actually need all that dex bouns.
What all this means-
You're a diminutive sized thrush who can stand on an ally's shoulder. The armor provides a way to use a light piercing weapon.
You can fight defensively by attacking something in your rider's posession with too much hardness or DR to take any damage. (With a str of 13, whatever you attack needs 4 dr or hardness.)
While fighting defensively, you take a -2 to hit but gain a +8 to ac.
All adjacent allies gain a +4 luck bouns to ac, and one adacent ally gains a +8 to natural armor.
You have a +36 to ride, and take no penalty for riding bareback.
Trick riding lets you use this to prevent up to two attacks per round.
Indomitable mount lets you use this as your mount's save.
You can deflect up to 10 ranged attacks of any sort per round using your +31 to hit.
icehawk333 |
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I will totally use that or some variation on it if I get the chang to play as someone's familiar
Wouldn't work for a multitude of reasons.
You couldn't take bumbling defense or cautious fighter.
You'd have trash hp.
And you miss out of having a charecter so ubsusrdly didicated that they turned themselves into a tiny bird so they could always be by thier master's side.
icehawk333 |
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While folks are waiting, I'll give people to chuckle at. I saw the thread and I couldn't help myself!
** spoiler omitted **
Also, I have this to thank in part for the flawless protection bird.
Though, I am curious how your extradimentional Elodion is associated with lastwall.
Defiantly a fun backstory writing exersize.
icehawk333 |
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How about a build with the most damage type immunities?
Synthisist can get all elements you're allowed to be immune to for 10 evolution points.
I don't think anything else works to get every elemental immunity.
Wear the ring of regeneration at the same time, and you're also immune to bleed.
Take shadow form and shadow blending and you're immune to precision damage and targeted spells in anything less then bright light.
Your massive natural armor will make you all but unkillable in melee, in addition to your 50% miss chance.
There's a reason synthisist is usually banned.
icehawk333 |
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icehawk333 wrote:Well, the best part of GMing is you can throw character ideas at your players as enemiesJust realized I've never got to play even a single chsrecter long enough to gain even one level- just always been stuck GMing.
... So, I guess I hope someone gets use out of these...
But then they just die and arent important at all.