Wonderstell |
The fighter class I'm reading says maximum of +4 max dex. That's how I read it on d20pfsrd.
Read it again.
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
It increases the maximum Dexterity bonus allowed.
Wonderstell |
Oh, well, my max dex is +4 anyways with an 18 Dex.
Yup. But a lv 16 character should have so much gold that I expect you to have a +4 enhancement bonus to all your physical stats, making it a +6 Dex bonus.
This also opens up new options like wearing heavy armor and still benefiting from your full dexterity bonus, like the example of a Mithral Full Plate.
Slim Jim |
magnaangemon01 wrote:Oh, well, my max dex is +4 anyways with an 18 Dex.Yup. But a lv 16 character should have so much gold that I expect you to have a +4 enhancement bonus to all your physical stats, making it a +6 Dex bonus. This also opens up new options like wearing heavy armor and still benefiting from your full dexterity bonus, like the example of a Mithral Full Plate.
Or just get Celestial Full Plate, which has the added benefit of flight several times per day.
Scott Wilhelm |
You should consider Iron Will mandatory at that level IMHO. Expect to be rolling DC 25 or greater will saves, with nasty consequences for failure.
I was suggesting Iron Will, too. Partly for the obvious reason you pointed out, but also as a prerequisite for a level in Living Monolith which would allow him to Enlarge Person as a Swift Action, giving him another 5' of Reach and increasing his Base Damage which would get multiplied by Vital Strike Feats.
Or just get Celestial Full Plate
If the OP is wearing Full Plate, then he should consider the Armored Juggernaut Advanced Armor Training which gives him DR/-
magnaangemon01 |
Quick question. How did you get your Dex to 18? I'm assuming you put the 17 into it and it looks like you spent all your stat raises on Str to get it to 24 so it cannot come from there.
I'm wondering that myself lol
[edit] Also for Power Attack, at level 16, the penalty will be -5 and the additional damage 15 points.
Furious Focus negates the penalty on the first attack of a round.
magnaangemon01 |
No, I mean the damage bonus. It should go from +13 to +28 (not +25, i.e. 13+15=28).Mortis wrote:Furious Focus negates the penalty on the first attack of a round.
[edit] Also for Power Attack, at level 16, the penalty will be -5 and the additional damage 15 points.
Oh, yeah. I fixed that. I also fixed my Dex, my Ref, and my AC. I feel this character is good to go except for equipment. I'll probably enhance the Axe and upgrade the armor to Heavy, once I know how much money and whatnot that I'm working with.
VoodistMonk |
If you aren't trying to be completely overpowering with a freaking Butchering Axe, I would (and did) suggest that you use a boring old greatsword.
If you want to use the Butchering Axe without going over the top, then you should have plenty feats to spare for Iron Will and the usual generic utility/survivability feats.
You argue against Enlarge Person as being too much, yet insist on the Butchering Axe?
If you are willing to burn the feat for EWP for the Butchering Axe, then it's probably time to go all out for damage... full murder hobo. Otherwise, that's a feat better spent on utility/survivability and you can use the greatsword...
Scott Wilhelm |
Scott Wilhelm wrote:I did make my submission a dwarf for a reason....PCScipio wrote:You should consider Iron Will mandatory at that level IMHO. Expect to be rolling DC 25 or greater will saves, with nasty consequences for failure.I was suggesting Iron Will, too.
Because of that Saving Throw Bonus? Also, because of "Slow and Steady?" What do you think of the Spell Resistance Alternate Racial Trait that Dwarves have?
Quixote |
Cleaving Smash and Great Cleave don't work too well together. I could switch out Great Cleave for Iron Will. Bringing my Will up to 13.
I'd rather be able to attack everything I can reach with my regular damage than hit two guys for extra.
Even with all the feats you've poured into it, Vital Strike still does less damage than your full attack. I don't think it's worth building a whole character around so much as it rounds you out so you're not stuck with one regular attack every time you have to move more than 5ft.
How much do Potions of Enlarge Person cost?
Potions are spell level × caster level × 50, so 1×1×50=50, in this case.
And couldn't I use my Advanced Weapon Training: Warrior Spirit to give it Impact?
Impact gives your weapon a virtual size increase. Your weapon deals damage "as if it were one size category larger." Enlarge Person actually makes you larger. So you end up with a large axe that deals damage as if it were huge. I believe it progresses as follows: 3d6, 4d6, 5d6...so 20d6 with Greater Vital Strike?
Slim Jim |
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Their racial bumps (Con and Wis) are where front-liners facing saves will need them, they have Hardy built-in, as well as Glory of Old and Steel Soul for trait and feat options.Slim Jim wrote:Because of that Saving Throw Bonus?Scott Wilhelm wrote:I was suggesting Iron Will, too.I did make my submission a dwarf for a reason....
Also, because of "Slow and Steady?"Mobility shouldn't be a problem for a 16th-level character.
What do you think of the Spell Resistance Alternate Racial Trait that Dwarves have?
It depends on the your foreknowledge of the GM's typical monster deployment as to whether that or Hardy is better. If he starts bringing in things that top over your 16th-level character's 21SR, then you're better off with Hardy. (SR also doesn't work on poison, in case he's a big fan of things that go bite in the night.)
On the previous page, I had the 45pt-buy allocated thus:
STR: 18 (raise 16th + Manual of Gainful Exercise)
DEX: 16
CON+ 19 (raise 4th)
INT: 15 (raise 12th; throw new points into Fly)
WIS+ 15 (raise 8th)
CHA- 8
This 16th-level dwarven warpriest will have +15 Fortitude and +14 Will before factoring Hardy, Glory of Old, Steel Soul, or a Cloak of Resistance, ioun stones or any other gear, or any of his spells that he'll pop off as a Swift action. He has +4 Sacred Armor, +4 Sacred Weapon, and 2d6 base Sacred dice. Is his strength not 28? Who cares when you're Divine Power +6 in every combat, then adding Righteous Might next round?
Scott Wilhelm |
Usually, I use a Greatsword, but I just recently found out about the Butchering Axe, and thought I'd try it out.
I just thought about this.
Your Butchering Axe does 3d6. Dip a level in Ranger and use a Wand of Lead Blades to give yourself a Virtual Size Increase and do 4d6. Dip a level in Living Monolith and do 6d6.
You are taking Vitals Strike Feats, so that will be 12d6, 18d6, and 24d6, respectively when you get them.
Here's the part I was thinking. Dip into Barbarian, and take the Furious Finish Feat. Then you automatically do Maximum Damage when you hit! Also take the Recovered Rage Feat. If you destroy whatever you just hit (with 72 points of damage at like level 8), you go back into Rage.
Firebug |
I just thought about this. ...
Here's the part I was thinking. Dip into Barbarian, and take the Furious Finish Feat.
We talked about that 50 posts ago.
Also, Recovered Rage does nothing for the fatigue and Furious Finish makes you fatigued for 1 round(even if you are immune) unless you remove the condition somehow (the reason for my paladin suggestion). So at best you are looking at your big hit every other round unless you want to risk exhaustion (roused anger).You would need to kill 6 (sort of challenging) creatures with Recovered Rage a day for it to be better than Extra Rage. A couple of Torc's of Bloody Rage once you get some gold going is probably better then spending a feat on it. 8k for 3 extra rounds is a little steep, but high levels its pocket change.
Scott Wilhelm |
Scott Wilhelm wrote:I just thought about this. ...
Here's the part I was thinking. Dip into Barbarian, and take the Furious Finish Feat.
We talked about that 50 posts ago.
Also, Recovered Rage does nothing for the fatigue and Furious Finish makes you fatigued for 1 round(even if you are immune) unless you remove the condition somehow (the reason for my paladin suggestion). So at best you are looking at your big hit every other round unless you want to risk exhaustion (roused anger).You would need to kill 6 (sort of challenging) creatures with Recovered Rage a day for it to be better than Extra Rage. A couple of Torc's of Bloody Rage once you get some gold going is probably better then spending a feat on it. 8k for 3 extra rounds is a little steep, but high levels its pocket change.
Lesser Restoration is a Level 1 Spell. Maybe also pocket some potions and take Potion Glutton or something.
Ryan Freire |
I mean...theres a lot of dipping for wand use and into a weird osirian prc in this thread.
You could always just be an abyssal bloodrager and get impact on your butchering axe....then you qualify for furious finish as well while not needing to scamper all around.
At level 4 the abyssal bloodrager enlarges when they rage, they also increase their strength bonus from rage. It cuts most of the rube goldberg machine out.
Derklord |
Potion Glutton got FAQ'd to be a move action rather than a swift action.
The usual way to make Furious Finish work is to use a Flawed Scarlet and Green Cabochon and the Internal Fortitude rage power. When ending a rage, you become sickened instead of fatigued, which doesn't prevent you from raging, and when you enter a new rage, your then immunity takes care of the condition.
However, Furious Finish only works with Vital Strike, not the Improved or Greater feats.
And to support what Ryan Freire said, when increasing damage dice for Vital Strike, the Impact enchantment is actually very good, way better than wasting a level and a standard action. A Vital Strike build doesn't need a regular enhancement bonus that much, as accuracy and DR are less of an issue.
Scott Wilhelm |
Potion Glutton got FAQ'd to be a move action rather than a swift action.
I was not aware of that FAQ. Thank you.
The usual way to make Furious Finish work is to use a Flawed Scarlet and Green Cabochon and the Internal Fortitude rage power. When ending a rage, you become sickened instead of fatigued, which doesn't prevent you from raging, and when you enter a new rage, your then immunity takes care of the condition.
Cool.
However, Furious Finish only works with Vital Strike, not the Improved or Greater feats.
Too bad. I'm tempted to call cheese on that, but glass houses and all...
And to support what Ryan Freire said, when increasing damage dice for Vital Strike, the Impact enchantment is actually very good, way better than wasting a level and a standard action. A Vital Strike build doesn't need a regular enhancement bonus that much, as accuracy and DR are less of an issue.
Impact is better, but a Wand of Lead Blades is cheaper. Meanwhile, dipping a level in Ranger is not a waste.
magnaangemon01 |
This is how I ended:
HP: 163
Strength: 24 +7
Dexterity: 17 +3
Constitution: 18 +4
Intelligence: 10 +0
Wisdom: 15 +2
Charisma: 13 +1
Butchering Axe:
26/21/16/11 (26,16,11,6 with Power Attack)
3d6(12d6 with Greater Vital Strike)+13(+28 power attack)(+6 on Vital Strikes)20/x3
Scale Mail:
AC: 23 (+5 Armor, +3 Max Dex, +1 Natural Armor, +4 Dodge Bonus)(22 while Great Cleaving)
Flat Footed: 20
Touch: 13
Bravery: +4
Saves:
Fort: 14
Ref: 11
Will: 11
Exotic Weapon Proficiency- Level 1
Power Attack- Level 1
Furious Focus- Level 2
Combat Expertise- Level 3
Cleave- Level 4
Combat Reflexes- Level 5
Vital Strike- Level 6
Cornugon Smash- Level 7
Lunge- Level 8
Advanced Weapon Training: Warrior's Spirit- Level 9
Advanced Weapon Training Feat: Fighter's Reflexes- Level 10
Improved Vital Strike- Level 11
Devastating Strike- Level 12
Advanced Weapon Training: Armed Bravery- Level 13
Great Cleave- Level 14
Weapon Trick: Cleaving Smash- Level 15
Greater Vital Strike- Level 16
Just out of curiosity, how would you build the last 4 levels?
strayshift |
Two Barbarian archetypes deserve looking at to combine with 2h fighter: Armoured Hulk (5 levels) - 35' move in heavy armour (without rage powers) makes you much more mobile - I used a Lucerne Hammer with Lunge and Enlarge and was almost an area control character (combat reflexes and a half decent dex); & Tital Mauler - take enough levels to have no penalty to a large weapon such as a Falcata or Bastard Sword (WHY is the Bastard Sword exotic?)
With Armoured Hulk, you lose 2-3 feats, you gain Rage, the equivalent level of hit points (assuming Fighter the favoured class), more skills, more class skills, 2 rage powers and 35' move rate in heavy armour. You cannot gain the level 20 powers of the fighter but they are still inferior to what you gain to my mind.