Hero PC


Advice

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Well, I think I'm giving up on making the Flash in Pathfinder. I simply can't figure out a decent way to get his speed up to snuff and have him still be able to fight. There might be a way, but I can't see it.

So I'm moving on to making the next superhero on my list. I'm thinking either Spider-Man or the Hulk.

Spider-Man will have at least one level of Vigilante but other than that I'm not sure what to do to build him. Hulk seems like a half-orc Alchemist/Barbarian.

Anyone have any ideas?


For the flash, you might want to make a bloodrager/UCmonk with mythic tiers.

Bloodrager gives you +10 feet movement, UCmonk gives an enhancement bonus to movement up to +60ft at lvl 18. Since he's a Hero, he is obviously Mythic and give him the Impossible Speed path ability (+30ft). At the expance of a mythic power, his base land speed increases by an additional 10ft/mythic tier.

So in total, his movement increases with:
+10ft. (Bloodrager)
+10/+60ft. enhancement (UCmonk)
+30ft. (Impossible speed, Mythic path ability)
+10ft./tier (Mythic tiers)

Results in a minimum speed of +60ft at lvl4 (1BR/3UCM/ MT1) for a total of 90ft (single)movement, that is trice as hard as a normal person.

The maximum movement is 230ft (single) movement at lvl19 (1BR/18UMC/ MT10). That is 7 2/3 times as hard as a normal person! I know it's nohwere near the actual speeds of the Fresh, but it is still pretty fast if you ask me.

230ft per ~2.5 seconds (action economy) is a rough 92ft/sec, and since I'm not American, I'll convert this to m/s, which is a whooping ~28 m/s, resulting in a speed of 100.8 km/h. Pretty darrrrn fast for a human.


Re: Flash

He is fast and punches people. Right?
I think it's more important to make a build that uses that movement to their benefit in combat, rather than having 200 ft movement but still relying on the old five-foot-full-attack routine.

Battle Dancer Brawler 8 / Hungry Ghost MoMS Monk 1:
Ability Scores:
You want Wis 15 for Panther Claw, so I'd start out with at least 14 and buy a Headband or use the 4th level increase.
I'd also dump charisma, even though Dancing Dodge is charisma-based. The best part of that ability is the ability to disrupt full-attacks, not the Dodge Bonus.

Class levels and Feats

Brawler 1-2
1 Feat, Feat, IUS (B), Martial Flexibility
2 Combat Reflexes (B), Rolling Flurry

Monk 1
3 Feat, Punishing Kick (B), Panther Style (B), Fuse Styles

Brawler 3-8
4
5 Feat, Dancing Dodge
6 Panther Claw (B)
7 Combat Style Master
8
9 Pummeling Style, Pummeling Charge (B)

Tactic
So the idea is to charge past enemies, triggering Panther Style and getting retaliatory attacks. At the end of the charge, Pummeling Charge/Rolling Flurry allows you to move 5ft (without provoking) before each attack. In addition to being thematic, you can position yourself to avoid enemy attacks or make the next charge easier.
Also, Combat Style Master means you enter both styles as a free action.

In your toolkit, you've got Dancing Dodge to avoid full-attacks, and Punishing Kick to move people 5ft without a CMD check or Saving Throw.

You definitely want Boots of Speed, though.

Unused feat slots
Strength or Dexterity-based is a choice, but personally I'd rather go dex-based with some Agile Handwraps and pump up my AC since we're using Panther Style.

Weapon Finesse, Piranha Strike, Dodge, and Mobility.

Martial Flexibility
In addition to the usual ones to keep in mind, there are two feats which would be thrifty for this build.

Weapon Trick (Stylish Riposte):
Enemies provoke AoOs if they miss you by five or more, which they should do quite often with Mobility. It's a good way to use all those AoOs you've been given from Combat Reflexes, although it would force you to use a Buckler instead of a Heavy Shield.

Equipment Trick (Sharp Veer):
You can make a 90-degree turn when charging, helping you reach more enemies in a turn.

Where to take the build
I'd take at least two levels of Id Urban Bloodrager after this. Fast Movement and Uncanny Dodge is needed, while the Dutiful Strike ability of the Dedication focus has great synergy with Panther Style.
If we use the Furious enchantment instead of simply adding another +1 to our handwraps, that first level gives us +5/+6.5 to attack/damage.

***

You'll run across the battlefield, attacking everyone you pass, and end your turn by circling around a charged enemy while making attacks after each 5 ft moved.


I think the best representation of the Flash for the mechanics is dimension door and the dimensional agility feat lines and haste.

The Flash is so fast the no regular movement in Pathfinder is going to be able to approximate it.

I believe the Wildsoul vigilante archetype was designed with Spiderman in mind.


I agree that the Dimensional Savant feat chain is the best option for a Flash character.

As for Spiderman. That particular Vigilante archetype is pretty perfect for Spidey. I might start with 4 levels of UC Rogue using the Pirate and Scout archetypes together, so that you can make use of your environment to not charge in a straight line. And you would get a little bit of Sneak Attack damage on your charge, just to round it out.

The Pirate archetype describes it as grabbing the mast lines to redirect your charge, but for Spidey it is his webs changing his momentum and redirecting his charge, obviously.

Get Dexterity to damage and Sneak Attack damage on your charge, plus the ability to change the direction of your charge out of the way first. It's like Petey Parker realizing that he has powers.

Then go Vigilante. He understands now what he wants to do with his powers, and he puts on the mask to go fight bad guys...


I will keep all that in mind.


The quickling is a fey that has a base speed of 120 feet. Does this have to be a normal playable race?


I considered the quickling but have no idea how to adapt it to be a PC.


The old rules were something like take the CR and use that as the level of the initial creature, then add class levels on that. d20pfsrd has them here.


For a spiderman build, you could base around something like this :

2 lvls of Vigilante to get the Roof climber Talent. This takes care of the wall crawler part.

X lvls of Flowing Monk will give you the freakish reflexes of Spidey, unarmed strike, all your jumping needs and a way to reposition/trip your attackers before they get to you.

Web can be replicated using alchemical items like spidersacs and tanglefoot bags.

I guess a case could probably be made for Investigator too - Peter Parker is a reporter/photographer and scientist after all, it would make sense to give him levels in an Intelligence based class. Empiricist woukd be great. Off course, Mutagen, alchemy and studied combat will all be welcome addition to such a character.


Spidey's going to be MAD as heck, isn't he? The only stat I can drop is Cha. He's got both super strength and super agility so I really can't drop either Dex or Str. He's also very smart, so that's Int there, and can't really drop Wis because a Monk needs it for AC. Ooh boy.


A monk needs Wis to AC. Spidey can manage with a very high Dex and a spidersilk suit or something like that. Enchanted off course.

That being said, Str and Dex will be your top priority indeed. Thing is though, Spidey never punch through anyone even though he technically got the strength to do it. Maybe find a way to get a permanent Ant Haul so you can lift very heavy but keep a reasonnable Str score.


True, but if I give him any levels of Monk, he'll lose most of the class abilities while wearing armor. Unless I give him Bracers of Armor.


Heather 540 wrote:
Spidey's going to be MAD as heck, isn't he? The only stat I can drop is Cha. He's got both super strength and super agility so I really can't drop either Dex or Str. He's also very smart, so that's Int there, and can't really drop Wis because a Monk needs it for AC. Ooh boy.

You do know that Spiderman is better known for his taunts and quips than his strength, right? A proper Spiderman build should have a high charisma.

About the only stat you can dump on Spiderman is wisdom. Peter Parker has done a lot of things he regrets later. Though his perception should be quite high. And he does learn from his mistakes so...maybe not a low wis either.

Most of Spiderman can be explained by giving him Boots of Striding and Leaping, and a set of gloves with Spider Climb. The actual web slinging is tougher. Wind Jump (monk ability) acts like web slinging, but a magic item that lets him do that plus web bolt several times per day would be better.

Hulk is...more difficult. You can make a sort-of Hulk-like character by just making an Alchemist with no bombs. Or you could make him a barbarian. Or both. Both is certainly possible. But you aren't ever going to approach the strength level shown in the comics. The kind of strength shown in the comics goes beyond what Pathfinder is capable of. Also Hulk super leaps and is bare chested and usually bare handed. Brawler or Monk have the abilities, but the alignment restrictions of monk kind of kicks Monk off that list. Brawler doesn't get the ki powers so it is a bad fit as well. Emulate the jump ability with a magic item and brawler starts to look good again.

Hulk could also be a lycanthrope. Something like a hairless werebear or even a wereape wouldn't be too much of a stretch. Since it does a real number on his int and charisma, it might be better to write up the transformation as a curse rather than as a class ability. Mr. Banner could be a Vigilante who when he becomes angry transforms into an Ogre or Hill Giant and is permanently under the effects of Rage. Hill Giant seems appropriate.


Yup. Spider-Man is a MAD character.

And yeah, neither are going to be exactly like the comic versions. But I can get decently close.


Meirril wrote:
Heather 540 wrote:
Spidey's going to be MAD as heck, isn't he? The only stat I can drop is Cha. He's got both super strength and super agility so I really can't drop either Dex or Str. He's also very smart, so that's Int there, and can't really drop Wis because a Monk needs it for AC. Ooh boy.

You do know that Spiderman is better known for his taunts and quips than his strength, right? A proper Spiderman build should have a high charisma.

About the only stat you can dump on Spiderman is wisdom. Peter Parker has done a lot of things he regrets later. Though his perception should be quite high. And he does learn from his mistakes so...maybe not a low wis either.

Most of Spiderman can be explained by giving him Boots of Striding and Leaping, and a set of gloves with Spider Climb. The actual web slinging is tougher. Wind Jump (monk ability) acts like web slinging, but a magic item that lets him do that plus web bolt several times per day would be better.

Using bruised intellect would allow Spiderman to bluff or intimidate using his Int score instead of Cha. With Empiricist levels, this would allow Cha and Wis to be kept low.

When converting superheroes to pathfinder, I always try to find an equivalent ability to the superpowers the character should have since it should not have to rely too much on specific items.

Looking back at it, if I was to make this character here's how I would split his levels: Vigilante 2 (avanger for the BAB)/Flowing Monk 5/ Investigator 5+. Stats array should be Dex>Int>Str=Con,Wis,Cha. With Flowing Monk archetype, a high Wis score is a little less important since you can get several ways to dodge incoming attacks with class abilities and feat choices.


flavorful fluff for bracers... BRACERS OF WANDS: Each of these two bracers can hold up to 5 wands. As a swift action the user can switch which of the wands is being used. it still takes a standard action to activate the wand. if the user has the quick draw feat, switching wands is a free action.
============================================
necessary gear:Combat Gear wand of force hook charge (50 charges), wand of lead blades (50 charges), wand of web, wand of web bolt (50 charges), wand of web cloud (50 charges), wand of web shelter (50 charges);

Other Gear +1 guided holy amulet of mighty fists, arachnid goggles[UE], bracers of wands +6, cloak of resistance +3, hand wraps of blinding ki, monk's robe, ring of protection +3, slippers of spider climbing, 150 gp

==========================================

A Spider-Man Build For Pathfinder:

Step One: Fail Fort Save

For practical reasons your Spider-Man build should focus on dexterity, wisdom, and strength. While human is a fine race for this build, elves and drow also work quite nicely. A bonus feat and skill point never go wrong, but low light vision and skill focus, or dark vision and a race where one could be chosen by a spider goddess are also quite snazzy.

When choosing your traits you should focus on what will be most useful to you. Reactionary (+2 to initiative) or Warrior of Old (elf, same bonus) are good for characters who want to go first. Here's a whole post about why that's a great idea. Other traits like Crowd Dodger (+2 on acrobatics checks to enter another's square or to avoid attacks of opportunity), Soaring Sprinter (+2 on acrobatics checks to maintain balance or to jump), Alchemical Adept (+2 on checks to create alchemical items and when you fail by 5 or more but don't roll a natural 1 you don't ruin your raw materials. This one's great for those building their own gear.), or Dangerously Curious (gain a +1 on use magic device checks, and use magic device is always a class skill) are all good choices as well.

Your Class

Given all the high-flying acrobatics, ridiculous jumps, and the blue-and-red tights Spider-Man's obvious class of choice is monk. Not just any monk will do though; the Flowing Monk (Ultimate Combat 58) is perhaps the best choice for Spider-Man. You lose stunning fist, fast movement, your second level bonus feat, purity of body and diamond body, but what you gain is the ability to redirect and trip opponents who try to attack you, as well as dodge bonuses that can make you look like you have precognition. It's the closest thing to spider sense that isn't just going in the surprise round.

Here's some more details on class abilities.

Reposition, gained at first level, is going to be your bread and butter. This says that a Flowing Monk who is attacked in melee by a creature he threatens may use an immediate action to make either a reposition or trip combat maneuver. If the maneuver is successful the enemy is sickened for 1 round (a Reflex save of 10 + 1/2 monk level + monk's wisdom modifier halves the duration) +1 additional round at 4th level and every 4 levels thereafter. If the opponent was charging or using Power Attack then the monk gains a +2 on the maneuver and a +2 on the DC. For those keeping score it's a lot harder to hit someone when you just got knocked flat on your ass.

Unbalancing Counter, gained at level two, says that creatures struck by a monk's attack of opportunity become flat-footed until the end of their turn, though a Reflex save with the above formula negates the flat-footed condition. Yes attacks of opportunity are fairly rare, be patient, this will come into play later.

These monks also gain Flowing Dodge, granting them a +1 to AC for every adjacent enemy, and Elusive Target which allows the monk to apply his Reflex save against enemy attacks for lessened or no damage for the cost of 2 ki. You don't need armor if they can't hit you in the first place.

Aside from these changes the Flowing Monk gains all the stuff you're used to from a monk. You get your wisdom modifier added to your armor class, you gain ki points, unarmed strike damage, and the ability to use your monk level on combat maneuvers. That last one is actually pretty important, especially if you want to be an effective monk.

The black suit is also an option, if you wish.

Feats

The three most important feats you'll have as a Flowing Monk are the Crane Style feats: Crane Style (monk 1st), Crane Wing (monk 5th) and Crane Riposte (monk 7th). Crane Style states that you only take a -2 when fighting defensively, and you gain an additional +1 to your armor class. Crane Wing states that once per round when fighting defensively you may choose a specific attack and gain a +4 dodge bonus against it. If you are using total defense you may deflect one melee weapon attack completely, provided you're not flat footed and are able to act. Crane Riposte states that you only take a -1 when fighting defensively, and that after you block an attack with Crane Wing that you may make an attack of opportunity on the individual who swung at you.

That's pretty badass, wouldn't you say? Note that Crane Wing allows you to make attacks of opportunity; that's where this feat tree feeds into your ability to make enemies flat-footed.

Of course your arachnid-themed monk can always use more feats. Dodge is a great feat for instance, and Improved Trip (Core 128) along with Greater Trip (Core 126) make a Flowing Monk quite dangerous. These feats also require Combat Expertise (Core 119). It's also a good plan to have things like Deflect Arrows (Core 121) to keep your monk as safe and projectile-free as possible.

What order should you take all this in? Well that varies depending on what you want to do. Here's a suggested progression, though you should feel free to change it up the way you want.

-1st level feat: Crane Style

-1st level bonus feat: Improved Trip (taken off Flowing Monk list)

-3rd level feat: Dodge

-5th level feat: Crane Wing

-6th level bonus feat: Combat Expertise

-7th level feat: Greater Trip

-9th level feat: Combat Reflexes

-11th level feat: Vicious Stomp (Ultimate Combat 123)

Are there more feats you can take? Of course there are! Can you take them in a different order? Why not, it's your character! This is just a suggestion for those who want something to start off with.

Gear

This. All of this.

Spider-Man's power set is pretty impressive, but he is always prepared for the worst with the right equipment. Here are some things you'll need both thematically as well as practically.

Tanglefoot bags are your friends, especially at lower levels where enemies are likely to wind up glued in place. If you have a spider-sac you can squeeze it and shoot out a 10-foot rope to either ensnare your enemies or to swing through the air. Combine that with a spring-loaded sheathe and you've got a ready-made set of web-shooters. Combine that with the monk's slow fall, and there's no drop too treacherous for you!

There are other great alchemical items listed in this article here, but magic can definitely be your friend as well. Slippers of Spider Climbing (Core 530) can provide you some of the wall-crawler's abilities, especially when use of the climb skill is out of the question. The usual items of the monk's belt, bracers of armor, an amulet of natural armor, a headband that increases your wisdom or a belt that increases your strength and dexterity will also be great to have on hand.

Lastly, don't be afraid to use a few wands. Web is definitely your friend, and if you can snap Mage Armor on before you go out adventuring then more power to you. Lastly, don't forget your ring slots. Jump bonuses, acrobatics bonuses, and even a shield bonus are all great things to have on hand... so to speak.

Pulling it All Together

What you have here are a basic set of mechanics; a skeleton frame. What you do with it from this point onward is up to you. Do you stick with the drow and build an avenger trained in the ways of infiltration and non-lethal capture? Do you add a few levels of ranger for more outdoor utilitarianism? Give your stealthy spider a gun filled with sticky shot that can be used to leave enemies bleeding and covered in resinous tar? Is your wall-crawling, rope-slinging adventurer a reformed thief? A protector of a city? A servant of hidden gods whose orders one might only guess at? That, my friends, is your call. I've given you a start on the how... now tell me the who, the why, and the what.

Oh, before we depart this build does have weaknesses. Anything bigger than Large size is going to give you fits because it can't be covered in goo, and you can't trip it. Flying enemies are going to be a huge problem too, as reaching them can be a pain. Anything with four legs can be a trouble as well. This build isn't meant to do damage; rather it's meant to knock as many foes onto the ground as possible and to restrict their movements so they waste time rolling around on their backs or pulling themselves out of webs. Heap on enough negatives, and even the biggest fight will be over in less than a few rounds.


You want to HULK-OUT? Meet Dr. Jekyll, Mr. Hulk!


@I am Nemesis : you really should try coming up with something on your own, or at least link to the original article. Neal's build are nice but they are quite old. There are tons of new feats, class abilities and spells that have been published since he posted this article.


DthKnell wrote:
@I am Nemesis : you really should try coming up with something on your own, or at least link to the original article. Neal's build are nice but they are quite old. There are tons of new feats, class abilities and spells that have been published since he posted this article.

what can i say, Neal did some good work. Guess i just like old reliable work that doesn't depend on the plethora of new gadgets. Though i don't mind looking at the new toys...


It does seem like a decent build for Hulk. I will certainly check those classes out.

Monk seems to be the major consensus for Spider-Man, and several have suggested a couple levels of Rogue.


:Beware the Box Ghost!: ;-)


Does Pathfinder have a Fenton Thermos? I need to catch a ghost. lol


Maybe you could be a quickling-spawn or quickling-touched character. double base speed but slow weakness, -4 STR +4 DEX and figure stats from there, and you could probably get away with CR+1?


Slow weakness? What does that even mean?


ok, if you choose the quickling (from tome of horrors) AS A RACE, you get 4d6 racial hit die,
+8 Dex
movement 120,
dr 5/cold iron,
evasion (racial),
low-light vision,
mobility,
natural invisibility (when motionless),
poison use,
slow susceptibility (lose super-speed & become sickened if you fail your save),
spring attack,
supernatural speed (provides 20% concealment when moving),
uncanny dodge,

if you choose the quickling AS A TEMPLATE you get no racial hit die,
you can combine it with any other race,
+8 Dex
movement 120,
aging vulnerability (50% more damage from aging effects),
quickling casting (spells can be cast as a swift action if the spell has a casting time of 1 round or less),
rapid actions (gain 1 extra move OR attack action each round),
rapid aging (ages 4 years for every year that passes)
dodge, mobility, quickdraw, spring attack are all bonus feats


Ok, still a little confused but I think I have the drift. I'm not sure I'll use a template since that seems to be an 'ask the GM' thing. Even with theory crafting, I want to try to stay away from that.

I am liking the look of Flowing Monk for Spider-Man. The Pirate Rogue looks decent too for moving around with 'webs.' Too bad it replaces Trap Finding and Trap Sense. There are other classes that have those, right? Because Trap Sense is a BIG thing for Spidey.


Ok, so I looked at Wildsoul Vigilante. The Arachnid abilities are very Spider-Man like. It's just too bad that they take so long to get online. Can't web-sling around until level 18 as a pure class. It does let him get the Stalker talent without being a stalker vigilante, which is nice. The Pirate Rogue archetype can move around in ropes and can use them to change direction for a charge. I can probably find an item to approximate web-slinging with this archetype without having to wait for level 18. However it does remove Trap Sense so I would have to find a way to replace that. Also, the Flowing Monk archetype gives him to do an immediate trip attack if he's attacked by an opponent he's already threatening. If I start with Vigilante and be an avenger, at level two he can take the talent that gives the Improved Unarmed Attack. When and if I take a level in Flowing Monk, I can then retrain that talent for something else.

So that's starting off with at least 2 levels of Wildsoul Vigilante, followed by 2 levels of Pirate Rogue. I'd take a third level if the archetype didn't trade out Trap Sense, but it does. Then 2 levels of Flowing Monk, followed by more Vigilante levels. After a while, I might take 2 more levels of Monk to trip an opponent that's attacking an adjacent ally.


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the amulet of mighty fists (w/ guided) is a must for this build.
the bracers are bracers of armor +6 with a little web-shooter flavor thrown in.
also imagine using wand of force hook charge to pull yourself, say, to the ceiling at an angle, landing with your slippers of spider-climb...
Please meet

Erriiik Niiid:
the Arachnid
Male azata-blooded aasimar (musetouched) monk (flowing monk, wildcat) 11 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 105, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 58)
LN Medium outsider (native)
Init +11; Senses darkvision 60 ft.; Perception +19 (+21 to act in a surprise round)
--------------------Defense--------------------
AC 39, touch 33, flat-footed 30 (+6 armor, +5 deflection, +3 Dex, +6 dodge, +4 monk, +5 Wis)
hp 68 (11d8+33)
Fort +15, Ref +15, Will +17
Defensive Abilities all-around vision, evasion, fortification 25%; Resist acid 5, cold 5, electricity 5, negative energy 10, positive energy 10
--------------------Offense--------------------
Speed 30 ft.
Melee (M) unarmed strike +12/+7 (3d8+6) or
. . (M) unarmed strike flurry of blows +13/+13/+8/+8/+3 (3d8+6)
Special Attacks flurry of blows, knockout 1/day (DC 18), maneuver training (dirty trick +3, trip +2, awesome blow +1)
--------------------Statistics
--------------------
Str 7, Dex 16, Con 16, Int 13, Wis 20, Cha 10
Base Atk +8; CMB +9 (+10 awesome blow, +12 dirty trick, +13 trip); CMD 39 (40 vs. awesome blow, 42 vs. dirty trick, 43 vs. trip)
Feats Combat Expertise, Combat Reflexes, Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Dodge, Improved Initiative, Improved Trip, Improved Unarmed Strike, Ki Throw[APG], Mobility, Vicious Stomp[UC]
Traits cosmic caravan (the star gazer), reactionary
Flaws overzealous, provincial
Skills Acrobatics +16, Climb +10, Diplomacy +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Escape Artist +13, Intimidate +10, Perception +19 (+21 to act in a surprise round), Sense Motive +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +15, Use Magic Device +10; Racial Modifiers +2 Diplomacy
Languages Azlanti, Common
SQ elusive target, flowing dodge, improvised weapon mastery, maneuver training, pride, ready for anything., redirection, scion of humanity[ARG], unbalancing counter, wholeness of body (11 hit points)
Combat Gear wand of force hook charge (50 charges), wand of lead blades (50 charges), wand of ray of enfeeblement (CL 10th, 50 charges), wand of web, wand of web bolt (50 charges), wand of web cloud (50 charges), wand of web shelter (50 charges); Other Gear +1 guided amulet of mighty fists, arachnid goggles[UE], bracers of wands, cloak of resistance +5, hand wraps of blinding ki, monk's robe, ring of protection +5, slippers of spider climbing, 150 gp
--------------------
Tracked Resources
--------------------
Knockout (1/day, DC 18) (Ex) - 0/1
Redirection (11/day, DC 20) (Ex) - 0/11
Slippers of spider climbing (10 minutes/day) - 0/10
Wand of force hook charge (50 charges) - 0/50
Wand of lead blades (50 charges) - 0/50
Wand of ray of enfeeblement (CL 10th, 50 charges) - 0/50
Wand of web - 0/50
Wand of web bolt (50 charges) - 0/50
Wand of web cloud (50 charges) - 0/50
Wand of web shelter (50 charges) - 0/50
--------------------
Special Abilities
--------------------
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Darkvision (60 feet) You can see in the dark (black and white only).
Elusive Target (Ex) At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker's attack roll to halve damage from that attack. At 11th level and above, the flowing monk suffers no damag
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flowing Dodge (maximum +5) (Ex) At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1). This ability replaces fast movement.
Flurry of Blows +9/+9/+4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Fortification 25% You have a chance to negate critical hits on attacks.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improvised Weapon Mastery (1d8) Can use reduced unarmed strike dice with improvised weapons.
Ki Throw Trips can put the target in any square you threaten.
Knockout (1/day, DC 18) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Ready for Anything. (Ex) +2 to perception checks to act in the surprise round.
Redirection (11/day, DC 20) (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Unbalancing Counter (DC 20) (Ex) At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2
Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you
Wholeness of Body (11 hit points) (Su) Use 2 ki as a standard action to heal own wounds.
--------------------
===========================================
BRACERS OF WANDS: Each of these two bracers can hold up to 5 wands. As a swift action the user can switch which of the wands is being used. it still takes a standard action to activate the wand. if the user has the quick draw feat, switching wands is a free action.
============================================


I can't find the Bracers of Wands. I tried looking it up on Bing and found some articles for other games, but nothing for Pathfinder.


Heather 540 wrote:
I can't find the Bracers of Wands. I tried looking it up on Bing and found some articles for other games, but nothing for Pathfinder.

I just threw in some game mechanics and renamed +6 Bracers of Armor in Hero Lab.

Its not an item that exists anywhere but my imagination.
Its something that does not effect or cheat game play, just makes a character more Spider-Man-ish.


Ok.


I think you can dump cha for spiderman. Peter Parker was known as a shy kid. Spiderman talked a lot but he was more annoying than anything else.


Heather 540 wrote:
Does Pathfinder have a Fenton Thermos? I need to catch a ghost. lol

:FENTON THERMOS seeking Box Ghost:

@ekibus- yes you can dump cha instead of str like i did in the build i threw together for Heather 540. i was tinkering around and forgot to switch it.


ekibus wrote:
I think you can dump cha for spiderman. Peter Parker was known as a shy kid. Spiderman talked a lot but he was more annoying than anything else.

You don't pick up the types of babes Peter/Spidey picked up without a massive source of charisma just saying.


Tarik Blackhands wrote:
ekibus wrote:
I think you can dump cha for spiderman. Peter Parker was known as a shy kid. Spiderman talked a lot but he was more annoying than anything else.
You don't pick up the types of babes Peter/Spidey picked up without a massive source of charisma just saying.

Spidey always ends up dropping his best babe, maybe he should have dropped Charisma instead?


VoodistMonk wrote:
Tarik Blackhands wrote:
ekibus wrote:
I think you can dump cha for spiderman. Peter Parker was known as a shy kid. Spiderman talked a lot but he was more annoying than anything else.
You don't pick up the types of babes Peter/Spidey picked up without a massive source of charisma just saying.
Spidey always ends up dropping his best babe, maybe he should have dropped Charisma instead?

Last I checked Pete never let Felicia Hardy take any nasty falls on his watch.

(Begin the Spiderman best girl arguments now)


I'm actually not fresh enough in my Spiderman dogma to engage in serious debate, sadly.

Just that scene with the web reaching out with little web fingers comes to mind.


I did mention that Cha can be dumped safely earlier in the thread.

I checked for any rules about swinging on a rope, and apparently there aren't any. So web swinging is going to be tough, RAW speaking. There's a trait that lets you use a whip as a rope with a grappling hook, but it's only 15 feet long.

There is a type of arrow that can be attached to a silk rope and fired from a bow. It's got a ranged increment of only 30 feet, but a building shouldn't be that hard to hit. And it's only one gold, so I can buy multiples if needed.


There is also the Crank Crossbow, which one level of Bolt Ace Gunslinger can get for free (other than the level of Gunslinger).

High movement speed, something akin to Abundant Step, obviously Spider Climb, stellar Initiative, the ability to change direction in a charge, and the ability to tie you up with ease...

Flowing or Tetori Monk, Pirate Rogue, Order of the Pentinent Cavalier, and the Vigilante archetype specifically designed to be Spiderman... it's a mess, but doable.

Acrobatic, Sea Legs, Skill Focus Acrobatics, Sliding Dash, Dodge, Mobility, Circling Mongoose, Spring Attack, and maybe Grapple feats. Equipment/Rope Trick?


Why the Cavalier?

The crank crossbow looks pretty nice, but seems a little action heavy. With the arrows, I could keep the rope in a coil on my hip already attached to the arrow. I'd just have to undo a strap and draw the arrow to fire. I could even have two ready, one on each hip.


Order of the Penitent Cavalier can hogtie people with the quickness:

Expert Captor (Ex)
At 2nd level, as long as he has rope, the cavalier can tie up a grappled opponent, even if the opponent is not pinned, otherwise restrained, or unconscious, and he does not take the usual –10 penalty on his combat maneuver check to do so. When determining the DC to escape bonds secured by the cavalier, the cavalier’s Combat Maneuver Bonus increases by 1/2 his cavalier level.


Order of the Penitent also vow nit to kill wrong doers and do all they can to bring them to justice unless there is no other way. That fits Spidey's way of doing things. On top of that, the Constable archetype meshes really well with an unarmed and grapple theme.

Edit : Wildsoul Archetype is not that great. I would stick to normal Vigilante and select the Rooftop Infiltrator Talent a 2nd lvl.


I will take a look at them.

In another thread, someone mentioned the PrC Master Chymist. I looked it up and it's pretty perfect for Hulk. Seriously. The mutagen form has its own personality and alignment and can be used at will without having to drink the mutagen. Sometimes it'll even come out without permission if you're stressed.

It requires third level extracts and either the feral or infuse mutagen discoveries. So that's 7 levels of Alchemist to qualify. The feral mutagen discovery might be better for the first one taken. Yes, the Hulk uses fists and not claws, but it would save on having to take Improved Unarmed Strike if I don't want to. I could add a couple of Barbarian levels here and there for the rage powers.

For race, I was thinking either human or half-orc. Both have advantages and disadvantages.


Yeah that prestige class is pretty much Hulk for Pathfinder. That or Venom... if you choose your Discoveries and Extracts carefully it fits quite well actually.


The next question is do I want gestalt or regular multiclass. The benefits of gestalt are obvious, but is it something it really needs? Can't get the PrC until level 8 and that's without multiclassing. Barbarian will slow that down depending on how many levels I take. But I don't want to wait until after I get the PrC to take Barbarian.

I can probably do Hulk without really needing gestalt, though it looks like Spider-Man will need it.


DthKnell wrote:
Yeah that prestige class is pretty much Hulk for Pathfinder. That or Venom... if you choose your Discoveries and Extracts carefully it fits quite well actually.

ooooo, Venom. hadn't thought of that. Damn. Now i'm really, REALLY interested!! ;-)

as for gestalt, ask your DM if they'll allow it.


If I make a gestalt character, it's because the character needs the gestalt. If I join a game that doesn't allow gestalt, I'll just use a different character. Trust me, I have quite a few to choose from.

(That reminds me, actually finish my Dwarf Warpriest's sheet.)


Ok, so if I don't use gestalt for Hulk, which I don't really think he needs, I'm going to start with 2 levels of Alchemist. Then I'll follow it with 2 levels of Unchained Barbarian. There's a rage power that gives him the feat Improved Unarmed Strike while he's raging, but it ONLY works while raging. At level 2, that's 6+Con rounds. But a mutagen lasts for 10 minutes per level, which is a lot longer. Of course, neither lasts all day, either.

So at level 2 of Alchemist, I'm going to take the Feral Mutagen Discovery. It's needed for the PrC class and lasts longer than any rage power. And gives him 3 attacks rather than just one. I can give him a regular weapon for those few fights he won't have the natural attacks.

I'm not sure what rage power he should get though. The best ones require at least 6 levels of Barbarian to take. Raging Leaper is thematic as Hulk gets around by huge jumps. But do I really want a power that requires using a round of rage to jump somewhere? I'm also liking the look of Lesser Elemental Blood. 3 times a day while in a rage, I can add 1d6 damage of a single chosen energy. If I ever get him up to 10 levels of Barbarian, Fire gives the best pick for Greater Elemental Blood. And out of the energy types you can pick, it might be the closest to radiation.

Dark Archive

So the hulk I made was a mutagenic brawler, invulnerable rager build. Mutagenic brawler gives the mutagen to boost str and also gives the brawlers unarmed attack. Inv barb gives the dr and rage powers. I also took eldritch guardian fighter for two levels and took a valet familiar to get amplified rage working. I took raging vitality for more con and not dying when I go unconscious. So I rage for 8 str and 10 con, mutagen for -2 int +4 str started with a 20str and at lv 6 had a +2str belt. So I had a 32 str, albeit for a limited time, at lv 6. Seems as hulk like as i could get.

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