| JuliusCromwell |
My idea is for a Armored character covered in Spikes Brandishing Heavy Spiked Shield and A battle Axe charging strait in to a group of enemies, knocking them down and in to each other and trampling over them.
I ended up choosing Human as my race , the bonus Feat is much to important for me
And I can pick up Bred for War for a lil CMB Boost
I plan to go Advance Armor and weapon training and grabbing Armored Juggernaut and imposing bearing once my levels are high enough respectively.
I wanted a way to Boost my Armor Spike damge so I might just put Vicious or Bane / Holy on them
So far these are my feats
power Attack
1 Improved Shield Bash
1 Two Weapon Fighting
2 Improved Bull Rush
3 Improved Overrun
4 poised Bearing
5 Painfull collision
6 Shield Slam
7 Greater Bullrush
8 Imposing Bearing
I'd like some input and Advicd on This character as I want to have a good build so I can focus on the role playing part of the game easier.
A few questions
could I pull off Full Plate or would the Dex penalty effect me to bad?
Weapon Training what should I put it in at level 5 ?
| Claxon |
Why not just pick up Focused Weapon and Warrior spirit using Advanced Weapon Training options and focus on Armor Spikes, eschewing the shield and battle axe?
Also probably throw in the feat stunning interruption at some point.
Might also want charge through feat, spiked destroyer feat, and bullete charge style and bullete leap.
I would drop improved shield bash, and shield slam. And unfortunately Two Weapon fighting, as you're thing is just going to be overrunning every round.
| JuliusCromwell |
Why not just pick up Focused Weapon and Warrior spirit using Advanced Weapon Training options and focus on Armor Spikes, eschewing the shield and battle axe?
Also probably throw in the feat stunning interruption at some point.
Might also want charge through feat, spiked destroyer feat, and bullete charge style and bullete leap.
I would drop improved shield bash, and shield slam. And unfortunately Two Weapon fighting, as you're thing is just going to be overrunning every round.
So Feats what should my feats look like by level 8?
Would this be decent ?
1 Improved Bullrush
1 power Attack
1 Weapon Focus Ammor Spikes
2 Improved Overun
3 Spiked Destroyer
4 poised Bearing
5 Painfull collision
6 bullete charge style
7 Greater Bullrush
8 bullete leap.
| Claxon |
Go Siegebreaker Archetype for maximum pushy shovy goodness. Bull Rush and Overrun become crazy good.
Man, breaker rush and breaker momentum are really good for this kind of build. I hate to lose Bravery because it's great with Advanced Weapon training to shore up a bad will save, but I think this archetype is worth it.
@Julius, the feat selection looks pretty good. Although I would probably drop Painful Collision (until later) and pick up Charge Through. This allows you to overrun someone on the way to charging bullrushing/overrunning someone else. Maximizing the PAIN TRAIN!
| JuliusCromwell |
@ Ryze Kuja
Can you explain why that Archetype would be helpful...sorry having trouble wrapping my head around it. The level 20 feature looks good but very unlikely I get there as most the games I'm in don't go past Level 12 or 13.
I just don't see what makes it good but I'm willing to here why I might want to consider it.
@ Claxon
So what Should a Turn in combat and My Damage look like?.
| Claxon |
Siegebreaker's biggest benefit is at level 2 whenever you bullrush an enemy, you get to make a free overrun attempt against them.
This combo's with the level 1 ability, which if you have the Improved Bull Rush/Overrun feats let's you deal your strength modifier + 2 + the enhancement bonus of your shield or armor.
Combine that with spiked destoryer which let's you get an attack with your armor spikes as a swift action when you successfully overrun or bull rush.
Combine that with Bullete Charge style and charge through and your going through multiple enemies each turn.
As for how much damage you deal, it is highly dependent on the number of enemies.
You're not going to compete for most damage (probably) against a single opponent, but your going to be highly mobile, harassing all the enemies on the battle field, knocking them prone, and dealing damage.
| JuliusCromwell |
@ Claxon
Ok so how should I do my feats if I went siegebreaker ?
I know power Attack is needed
And or course Improved Bullrush and Overun
Charge through
Spiked Destroyer
And Bullete charge style
So let's see
Human Fighter siegebreaker feats
1 Power Attack
1 Improved Bullrush
1 Siegebreaker Breaker Rush feature replacing 1st LV Fighter Bonus
2 sigegebreaker Breaker Momentum feature replacing 2nd LV Fighter bonus
3 Improved Over Run
4 Disruptive or step up
5 Spiked Destroyer
6 Bullete charge style
7 Charge through
8 Siegebreaker Disorienting Blow feature Replacig 8th LV Fighter bonus
My armor is both my Offense and defense.
What should i Enchant my armor with
And what about the Spiked?
| Claxon |
I'm not set on whether or not siegebreaker is worth it, because this build requires a lot of feats to get moving, and it soaks up 3 feats.
What level are you starting at and what level do you expect to play to?
As far as what should you enchant armor with? Generally speaking flat pluses to AC or Attack and Damage are better for weapons and armor than most enchants, unless you have a very specific build.
Of the top of my head I don't know of enchants that you should apply, but I haven't gone back and looked in a while.
Oh, and to be honest I'm leaning towards not taking siegebreaker because of chewing up 3 feat selections.
Although, now I'm also thinking about what our options might be with taking two levels of siegebreaeker fighter and then multiclassing into Arsenal Chaplain Warpriest (becase they get fighter weapon training and advanced weapon training).
*Khan*
|
You can Bull rush multiple creatures like domino bricks if you take a -4 penalty for each creature behind the first - and you can overrun all of them as well with Siegebreaker.
I dont think you need charge through.
Hmmm Brawler battledancer/ Siegebreaker fighter flurrying with af bashing shield using shield slam, Bull rush & Overrun using two weapon Fighting is nasty against single opponents.
*Khan*
|
I'm not set on whether or not siegebreaker is worth it, because this build requires a lot of feats to get moving, and it soaks up 3 feats.
….
Oh, and to be honest I'm leaning towards not taking siegebreaker because of chewing up 3 feat selections.
….
Yeah it is feat intensive. I have a build example here:
Human
Use Reach weapon until Shield Slam, then change to large steel shield.
Traits: Shoanti: Bred for War, Combat - Accelerated Drinker or Regional -Belkzen Line Breaker (+10ft. Base speed on charges)
1. Lev: Blood Conduit Id Blood Rager (Anger): Improved Bull Rush, Power attack, extra rage, Combat Reflexes, skill focus: Intimidate
2. Lev: Siege Breaker Fighter: Breaker Rush,
3. Lev: Siege Breaker Fighter: Armored Vigor, Breaker Momentum, Improved Overrun
4. Lev: Battle Dancer Brawler: Improved Unarmed Strike, Martial Flexility (Vicious Stomp/Spiked Destroyer/Greater Overrun)
5. Lev: Siege Breaker Fighter: +1 Armor Training, Improved Shield Bash
6. Lev: Battle Dancer Brawler: Brawlers Flurry (Rolling Flurry), Shield Slam
7. Lev: Siege Breaker Fighter: Disruptive, Greater Overrun
8. Lev: Siege Breaker Fighter: Weapon Training +1 (Close weapon group)
9. Lev: Siege Breaker Fighter: Bulette Charge Style, Bulette Leap
10. Lev: Siege Breaker Fighter: +2 Armor Training and move full speed in heavy armor.
11. Lev: Siege Breaker Fighter: Disorienting Blow, Bulette Rampage
Magic items of interest:
Gauntlet of the Skilled Maneuver: +2 Overrun.
Dusty Rose Prism Ioun Stone: Not as good as it used to be, but put it in a Wayfinder and get +1 to CMB.
Silvery Thorny Ioun Stone: +2 to Overrun (competence) https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/ioun-stones/ioun-st one-thorny/
Boots of the Mastodon.
Boots of speed:
https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/boots-of-speed/
Leveraging Weapon
Mammoth Hide armor
Sash of the war champion https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/sash-of-the-war-cha mpion/
Gloves of Dueling
| Ryze Kuja |
@ Ryze Kuja
Can you explain why that Archetype would be helpful...sorry having trouble wrapping my head around it. The level 20 feature looks good but very unlikely I get there as most the games I'm in don't go past Level 12 or 13.
I just don't see what makes it good but I'm willing to here why I might want to consider it.
@ Claxon
So what Should a Turn in combat and My Damage look like?.
Claxon hit the nail on the head, Breaker Rush and Breaker Momentum are what you're really after from Siegebreaker. Spiked Destroyer and Armor Spikes w/ a Spell Storing Weapon Enchantment really synergize well with Siegebreaker. Have your party wizard/sorc/witch put spells in your Armor Spikes, my favorites are Hold Person or Battering Blast.
Tbh, you really only need 2 levels of Siegebreaker, unless you really want Disruptive at level 4. Going full Siegebreaker isn't a bad idea either though, but you have options.
You might consider taking Armored Hulk Barbarian levels, although I kinda like *Khan*'s build in the post above this one.
Don't forget to save up 10,000gp and get Pauldrons of the Bull by about level 7-10-ish so you can roll twice on every Bull Rush attempt and take the higher result.
| Azothath |
Spellstoring Wpn Qual is a great option especially for a weapon you can swap-out easily to "recharge" the weapon in hand. Make sure to check with your GM as to what level the spell comes out as as it could be 1 of 3 values; a)minimum(don't be surprised), b)what it was put in as(home game), c)12.
If it's something you always use and can't exchange (like armor spikes) probably the plain jane + enhancement bonus is best. Bane and Holy are excellent for PCs but don't always apply.
One trick is to ask your spellcaster to memorize Swift Girding:T1 or get it in a wand that you/they can activate.
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