10 attacks / round at lv 20 with 18 levels in Totemist [Archive] - Wizards Community

Post/Author/DateTimePost
Eled_the_Worm_Tamer

10-14-06, 09:58 AM
[Long]
Little build I was playing around with, an experiment in trying to turn as pure as was Viable a Totemist into a valid Melee combatant via huge numbers of attacks. P.E.A.C.H. Please.

Human, 32 pt buy
Monk 1, Fighter 1, Totemist 18

Strength 14 (+ 4 from levels)
Dexterity 16
Constitution 16
Intelligence 8
Wisdom 14
Charisma 8

Bab 14 Hp 1D10 +19d8 +66
Ac 30 (+1 from dodge against a single target)
Full attack:
Unarmed Strike (using flurry of blows) +21/21/16/11, 2d6 +9 +6d4 fire
4 Claws +21, 1d6 +7 +6d4 fire (+ rend)
2 tentacles +21, 1d6 +6d4 fire

Feats:
Human Bonus: Aberrant blood [LoM] Flexible Limbs
Monk Bonus: Improved Grapple
Level 1: Durable form [LoM]
Fighter Bonus: Dodge
Level 3: Deep spawn
Level 6: Bonus Essentia
Level 9: Multi Attack
Level 12: Double Chakra (totem)
Level 15: Split Chakra (waist)
Level 18: Shape Soul meld (Incarnate avatar) (not build critical, but used to raise attack bonuses, may be better using the feat for something more defensive)

Soul Binds / Essentia. (Essentia pool 18, Soul meld capacity 4 / 6 for totem) (Only build critical Melds listed, all non specified chakras may be used as desired.)

Girallon Arms, bound to totem at lv 2, to Arms and totem at lv 11, 0 Essentia.
Heart of Fire, Occupying waist Chakra, bound to totem at lv 12, 6 Essentia.
Sphinx Claws, bound to Hand chakra, 0 Essentia.
Ankheg Breastplate Shaped to throat chakra, 4 Essentia.
Totem Avatar, Bound to shoulder Chakra, 4 Essentia
Incarnate Avatar (shaped as law) Shaped to soul Chakra, 4 Essentia

Key gear:-
Monks belt
Amulet of mighty fists +5
Ring of Protection +5
Any stat boosting or Ac boosting items.

Tactics
Brutally simple, Charge into mêlée, getting a full attack from sphinx Claws, and continue to unleash 10 attacks a round till dead. If target has a poorer grappling ability than Ac grapple, shifting essentia from Ankheg breastplate and Totem Avatar to Girallon Arms for extra grappling ability. Repeat until you run out of foes. Against fire immune or resistant creatures your damage output is reduced, but you still have a number of other soul melds to choose so this can be compensated for. So, opinions?
GaffeR

10-14-06, 03:54 PM
Not bad. Couple of problems though:

Most of your damage is fire. Meaning, if your target has resistance your damage output goes kaput.
Low to hit. +21 at 20th level is not enough. A Pit fiend has AC 40 (hitting on a 19), a Balor has AC 35 (hitting on a 14).

You may have already seen it, but you might be able to pull a few tricks from the following:
http://boards1.wizards.com/showthread.php?t=666169

It still uses the heart of fire trick, but doesn't rely on it quite as much (56 dmg vs 140) and has four attacks at +35.

I'm also assuming that your build actually works. I'm a bit foggy on the whole natural attack/real attack thing.
jameswilliamogle

10-14-06, 05:46 PM
I have a similar build, but using Binder 13 / Knight of the Sacred Seal 5 / Totemist 2 instead (ends up w/ BAB 16). I used Shock Trooper and Leap Attack to increase the damage portential. Deepspawn is definitly worth the feats for pounce builds, though. I thought about putting in a level of Monk for flurry, but decided against it in the end due to losing a normal attack from the BAB reduction and gaining an extra attack w/ -2 to every attack.
Eled_the_Worm_Tamer

10-15-06, 02:06 PM
Thank you all who have posted here. So... Prety clear that this build is going nowhere in terms of straight meele power... Would it be worth trying to rebuild it as a tripper? Swap int for whis and take the fighter bonus as Combat expertise, take Imprved Trip instead of Shape Souldmeld: Incarnate Avatar, and take Impoved reach instead of Resilient form, gives a basic Grapple / tripper, though the Bab is even lower that way, so would need to find a way of upping that, any sugestions?