fighter / colosal++ weapon?


Advice


backstory:
we are starting at lvl16, 35 point buy, 15rp and 530k gold (lvl18 wealth)
now the idea is that we beat the shit out of each other, simple right? only problem is we don't know what each other is doing. (makes it interesting) and we can't swap stuff out onces we start the tournament. also everything is at craft price.

class: human titan fighter
i am using a tree of woe as my weapon.

str:34
dex:22
con:20
int:8
wis:22
Char7

Items:
amulet of natural armor +5
buckler +5 spell resistance
gaint-hide armor (with stanching and fortification heavy)
belt of physical perfection +6
headband of aeiral agility +6
cloak of displacement
vest of resistance
gauntlet of rust greater
ring of freedom of movement
ring of delayed doom
goggles, of true sight
boots of teleporting
book, manual of gainful exercise

Feats:
power attack
vital strike
improved vital strike
greater vital strike
furious focus
imrpoved furious focus
improved initiative
step up
following step
step up and strike
combat reflexes
cut from the air
smash from the air
throw anything
catch off-gaurd
shikigami style
shikigami mimicry
shikigami manipulation

the idea is that i teleport onto them
then turn into a giant and using shikigami style
using the tree we calculated it at 16d6 base damage
also i know there is going to be a gunslinger, rogue and dragon sorcerer (the one that roll d10 for hp forgot the name)


so your plan is to use a standard action to activate your teleport boots and give your opponent a free round? Then spend another standard action on activating your armor? Is there any prebuffing allowed? Do you and your opponent start in a ring, or is there any chance of having to find them?

What if your opponent oh say...flies? Or uses fog/smoke? Or goes first? Invest some cash in items that let you go faster. Carry at least a few potions of fly and trade out the teleport boots for the ones that give you tremor sense.

And pray you don't run into a kill anything sorcerer, or a grappler in an anti-magic field.

16th level fighter, UMD and perception maxed. Spends his cash on adamantine armor, 1 scroll of antimagic field for each round, and a Eversmoking Bottle. The bottle starts each round in your hand and immediately drop it (free action), UMD a scroll and move 10' forward, and 20' at an angle. Smoke should already fill the area.

You'll also need blind fighting feats. I think you can afford a few on your dedicated grappler build.


it an open area no prebuff no surprise round and the idea is to teleport ontop for them to either prove an aoo via moving or stand still and wait for the full round action and the range of the tree is 15ft feet, so if they move either way they are getting hit and with step up and strike they arn't moving freely


U Can Dream wrote:
it an open area no prebuff no surprise round and the idea is to teleport ontop for them to either prove an aoo via moving or stand still and wait for the full round action and the range of the tree is 15ft feet, so if they move either way they are getting hit and with step up and strike they arn't moving freely

The concentration check for casting defensively at level 15 will be something like 31 for a level 8 spell, and they'll have at least a +19 to the check roll assuming they only put 18 in their casting stat (which is laughable, you know they'll have at least one item book to it so probably a +27), so relatively low roll to ignore your AoO and blow you away with either a massive damage spell, or just a save or suck that'll shut you down. Ring of Delayed Doom will only go so far.

You're also super unlikely to hit with your tree. Titan Fighter's penalty adjustment is for a single size difference, your improvised tree is not a large weapon. Thus you're looking at full penalties on size difference.

Thirdly, if you don't get initiative, you die. Your entire plan stems from you going first and hoping you hit. If anything with a fly speed goes first you're boned as you throw the tree and likely miss, since A: penalties, and B: now you've got to pick up your tree again.


Concentration checks at 16th level are a joke so don’t rely on casters provoking by casting. And most casters are probably going to have good initiative at this level so you may not be going first. Something as simple as Greater Invisibility and Quickened Fly shuts down your attacks. Your ring will run out of uses long before the Greater Invisibility does with a spell a round.

The rogue perplexes me with the rule set up. He’s probably going with something that blocks vision so he can sneak each round. Maybe Deeper Darkness centered on himself or a few Greater Invisibility scrolls.

Either of these justifies snagging a couple Antimagic Field scrolls. As a fighter, antimagic is almost always your friend.


Latrans wrote:

Concentration checks at 16th level are a joke so don’t rely on casters provoking by casting. And most casters are probably going to have good initiative at this level so you may not be going first. Something as simple as Greater Invisibility and Quickened Fly shuts down your attacks. Your ring will run out of uses long before the Greater Invisibility does with a spell a round.

The rogue perplexes me with the rule set up. He’s probably going with something that blocks vision so he can sneak each round. Maybe Deeper Darkness centered on himself or a few Greater Invisibility scrolls.

Either of these justifies snagging a couple Antimagic Field scrolls. As a fighter, antimagic is almost always your friend.

the only thing my goggles can't see is stealth but i have pump'd it and does the scroll need an standard action to use? or can i use like a ioun stone.


Technically speaking if the rogue takes an advanced talent they can Hide in Plain Sight (urban) to stealth anywhere in the arena without needing cover. Non-magical hiding.

Grand Lodge

Arena fights 1vs1 is all about initiativ and going nova to win in 1-2 rounds. I dont see a vital strike build doing that.
A trueseeing archerbuild would be a better choice.
An intimidate build could rock if you could get the effect to cowering - perhaps with the skill unlocks from unchained rogue.
But at level 16 any full caster will easily kill you off if you dont go first or miss on your attack.


U Can Dream wrote:
Latrans wrote:

Concentration checks at 16th level are a joke so don’t rely on casters provoking by casting. And most casters are probably going to have good initiative at this level so you may not be going first. Something as simple as Greater Invisibility and Quickened Fly shuts down your attacks. Your ring will run out of uses long before the Greater Invisibility does with a spell a round.

The rogue perplexes me with the rule set up. He’s probably going with something that blocks vision so he can sneak each round. Maybe Deeper Darkness centered on himself or a few Greater Invisibility scrolls.

Either of these justifies snagging a couple Antimagic Field scrolls. As a fighter, antimagic is almost always your friend.

the only thing my goggles can't see is stealth but i have pump'd it and does the scroll need an standard action to use? or can i use like a ioun stone.

Scrolls are standard action, but between that and cut from the air, you’re well protected from most things a caster can throw at you in an antimagic field.

I missed seeing the googles. Good choice, but at 16th a caster can still fry you from over the googles vision limit of 120ft since anything that’s not a touch or close spell can plink at you. Also a simple Fog Cloud will block your googles as fog is specifically stated to block the view and conjugation effects are not one of the effects that are seen through by Truesight. Combined with Fogcutting Lenses and it’s another way to have effective concealment from the googles.

Also for amount is your Spell Resistant buckler resistance? A full caster at 16th will blow through all but the highest automatically and only stopped on a natural 1 or 2 if they don’t have something to help pierce. As is, it’s mostly there to stop off the shelf items others are carrying.


*Khan* wrote:

Arena fights 1vs1 is all about initiativ and going nova to win in 1-2 rounds. I dont see a vital strike build doing that.

A trueseeing archerbuild would be a better choice.
An intimidate build could rock if you could get the effect to cowering - perhaps with the skill unlocks from unchained rogue.
But at level 16 any full caster will easily kill you off if you dont go first or miss on your attack.

how would you go about building a treeseeing archbuild if you don't mind me ask? with the current setup


Latrans wrote:
U Can Dream wrote:
Latrans wrote:

Concentration checks at 16th level are a joke so don’t rely on casters provoking by casting. And most casters are probably going to have good initiative at this level so you may not be going first. Something as simple as Greater Invisibility and Quickened Fly shuts down your attacks. Your ring will run out of uses long before the Greater Invisibility does with a spell a round.

The rogue perplexes me with the rule set up. He’s probably going with something that blocks vision so he can sneak each round. Maybe Deeper Darkness centered on himself or a few Greater Invisibility scrolls.

Either of these justifies snagging a couple Antimagic Field scrolls. As a fighter, antimagic is almost always your friend.

the only thing my goggles can't see is stealth but i have pump'd it and does the scroll need an standard action to use? or can i use like a ioun stone.

Scrolls are standard action, but between that and cut from the air, you’re well protected from most things a caster can throw at you in an antimagic field.

I missed seeing the googles. Good choice, but at 16th a caster can still fry you from over the googles vision limit of 120ft since anything that’s not a touch or close spell can plink at you. Also a simple Fog Cloud will block your googles as fog is specifically stated to block the view and conjugation effects are not one of the effects that are seen through by Truesight. Combined with Fogcutting Lenses and it’s another way to have effective concealment from the googles.

Also for amount is your Spell Resistant buckler resistance? A full caster at 16th will blow through all but the highest automatically and only stopped on a natural 1 or 2 if they don’t have something to help pierce. As is, it’s mostly there to stop off the shelf items others are carrying. [/QUOTE
I was thinking of use a tower shield defensively to provide full cover well i buff or would it be better to teleport way the hell away then when buff come back? Still waiting on confirmation of size of the area. And thank u all for ur advice


Tower shield isn’t going to block spells that target you and area effects are uneffected since they don’t target only you. It could help with a charge, but there are better uses for your first standard action.


Smash from the air already deal with targeted spells (as they usually require an atk roll). AoE spells are more difficult, but I believe there is a shield that gives yiu evasion vs them. At the very least, a Spellbane shield gives res bonus 3 vs spells and reduces their hp dmg by 10 (its not DR or Resistance).


Temperans wrote:
Smash from the air already deal with targeted spells (as they usually require an atk roll). AoE spells are more difficult, but I believe there is a shield that gives yiu evasion vs them. At the very least, a Spellbane shield gives res bonus 3 vs spells and reduces their hp dmg by 10 (its not DR or Resistance).

You overestimate the number of rays and other attack roll spells. Plenty of the nastiest like Dominate Person can’t be deflected by Smash from the Air.

And Evasion only works for reflex, which tend to be the least dangerous effects on successful save.


The gunslinger will probably kill you the round it sees you, the samw for the sorcerer. The rogue will have to get to you.

Spending rounds buffing or teleporting is only going to get you killed.

Also, your tree isn't going to help you.

Sure, the damage sounds great, but it's only 56 damage on average. And you're taking huge penalties to hit.

Overall, this is just a terrible build for this sort of "smack down" competition between player characters.

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