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So I've built this monstrosity that does (24d6 = 192 ) +8 (strength) +35d4 (quadriple Force Punch eject), which averages an impressive 282,5+ damage with an improved vital strike after casting Force Punch while raging and holding the charge. This is followed by a swift action Spell Conduit for a second casting of Force Punch, a free action release of a Force Punch stored inside an amulet of mighty fists and a fourth CL5 force punch potion delivered through poisoner's gloves.. Which gives the enemy the chance to theoretically choose its own direction of flight for another 10ft or so after being sent flying 50ft by me.
...With a 10hr Paragon Surge duration bu using the shapechanger sorcerer bloodline's 3rd lvl bloodline power for shenanigans. If you optimizers are interested, I'm willing to listen to advice on how to improve it.
- Name: Sencho Taka
- Quote: "Taka-TSUKI~"
- Half-elf Bloodrager (Blood conduit) lvl 11
- bloodline: Destined
- Faction: Grand Lodge
- Deity: Kurgess
- Alignment: True Neutral
Racial traits:
Adaptability
Mismatched
Elf-Scorned
Stats:
20 (26 in rage)
16
14
9
10
18
Feats:
[1] Skill focus: Disguise, Power attack > [retrain into Improved Eldritch Heritage: Shapechanger @ lvl 11], Improved unarmed strike
[2]
[3] Eldritch heritage: Shapechanger
[4]
[5] Shared Manipulation
[6]
[7] Vital Strike, Arcane strike, DR 1/-
[8]
[9] Furious finish
[10] DR 2/-
[11] Improved vital strike
- + (Elf favored class bonus): +1ft movement / lvl
Traits:
Child of Two Peoples
Hermean Paragon
- 1 Destined strike
- 4 Fated bloodrager
- 8 Blood intensity
Spells:
- 1 Shocking grasp, Enlarge person, Animal aspect (Gorilla), True strike +Shield
- 2 Bladed dash, Animal Aspect (Gorilla), Glitterdust, See invisibility +Blur
- 3 Force punch, Vampiric touch, Fly
Skill ranks:
Disguise
Intimidate
Items:
Spell Storing Amulet of Mighty fists (4000) [loaded with a CL10 force punch]
Poisoner's Gloves (5000) [loaded with a CL5 force punch potion]
Runestone of power I (2000) x5
Runestone of power III (18000)
boots of the swift fury(5500)
belt of giant's strength (4000)
Monk's robe (12000)
headband of charisma +2 (4000)
lesser metamagic rod of Extend Spell (3000)
Ring of Far Strike (6000)
Of course, by the time this guy makes it to retirement at lvl 12, he'll only be able to pull off this trick a couple of times (prefferedly combined with a free action cast of Bladed Dash on entering rage at lvl 11), but you can get by the first couple of levels using a weapon you like and then switching to unarmed as you get to level 5 and get the amulet. Until that time Shocking Grasp seems the bread & butter of this build. Any ideas to improve it? Thanks!
~Taka-TSUKI!!!

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Unarmed strike base damage thanks to monk's robe: 1d8. Enlarge person and Animal Aspect increase this to 2d6 and 3d6 respectively. A potion of Strong Jaw increases this to 6d6. Shapechanger bloodline's 1st level power increases that to 8d6. Improved vital strike triples that to 24d6. Furious finish makes that 144. Hm.
You're right! Math's never been my strong point.
Add +8 strength makes 152, plus (35d4 (35*2.5 = 87,5)) makes 239,5 damage. Still impressive to see what happens if you roll a crit and the dice are in your favor O_O

Claxon |

Size increases and effective size increases: How does damage work if I have various effects that change my actual size, my effective size, and my damage dice?
As per the rules on size changes, size changes do not stack, so if you have multiple size changing effects (for instance an effect that increases your size by one step and another that increases your size by two steps), only the largest applies. The same is true of effective size increases (which includes “deal damage as if they were one size category larger than they actually are,” “your damage die type increases by one step,” and similar language). They don’t stack with each other, just take the biggest one. However, you can have one of each and they do work together (for example, enlarge person increasing your actual size to Large and a bashing shield increasing your shield’s effective size by two steps, for a total of 2d6 damage).

Claxon |

Also, how are you getting Force Punch to do 35d4?
It caps at 10d4.
And if you using multiple Force Punches, you should know casting another spell while holding a charge causes you to lose the held spell.
Touch Spells and Holding the Charge: In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.
Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.

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Hmm, you might be right about the size increase not stacking. That's a shame.
Force punch however is four castings, 3xCL10 and 1xCL5, each discharging separately but simultaneously: An unarmed attack delivers the charge, the swift actions goes on top, then you activate the amulet, and finally poison him with a rather forceful concoction.

blahpers |

The Spell Conduit ability triggering off of the same unarmed strike you used to deliver the first spell's charge is iffy but <futurama>techincally correct</futurama>. And you have to love the idea of a potion of force punch delivered via a fist to the face. So far the spell part of this seems legit.
I *think* you can hold a metamagic rod in your other hand? So you could boost your two force punch spells a bit that way.