Help optimizing Item Familiar, Please

Post/Author/DateTimePost
#1

spikes01k

Mar 14, 2008 16:50:44
Hello CO board. I am looking to do a parshal optimization of my Item Familiar.

Here is my build

Character Name: Fuzz Race: Human Alignment: C/G Move: 30ft Weight: 240<br /> Class/Level: Barbarian/15<br /> Mod Rage Mod HP: 218 Initiative: +4<br /> <br /> Str: 25 +7 31 +10<br /> Dex: 14 +2 <br /> Con: 18 +4<br /> Int: 12 +1<br /> Wis: 12 +1<br /> Cha: 12 +1<br /> Com: 15 +2<br /> <br /> B.A.B.: +15<br /> <br /> Variants/Class Abilities: <br /> Mighty Whirling Frenzy +6 Str, +3 AC &amp; Ref Save, Improved Evasion 4/day 7 rounds<br /> Limited Pounce: Two attacks at full bonus -2<br /> DR/3<br /> City Dweller: Traded Ride for Tumble<br /> Trap Sense +5<br /> Improved Uncanny Dodge<br /> Evasion (Ring)<br /> <br /> AC Shield Armor Dex Nat Defl Total Rage Touch/Rage<br /> 10 4 10 2 1 27 30 17/20<br /> Haste: 28 31 18/21<br /> Spell Effect: <br /> <br /> Saves Base Stat Resist Total Rage Haste<br /> Fort 9 4 2 15<br /> Ref 5 2 2 9 12 10/14<br /> Will 5 1 2 8<br /> Spell Effect: <br /> <br /> Feats/Flaws (***) for current level<br /> Flaw- Shacky: -2 ranged attacks<br /> Flaw- No Shield Prof<br /> B-Improved Bull Rush<br /> B-Power Attack<br /> H-Improved Toughness<br /> 1-Cleave<br /> T-Exotic WP Jovar<br /> 3-Shock Trooper<br /> 6-Leap Attack<br /> T-WF Jovar<br /> 9-Improved Critical<br /> RPB-Leadership <br /> T-Improved Sunder<br /> 12-Combat Brute<br /> 15- Item Familiar: Sword ***<br /> 18- Item Familiar: Armor<br /> Weapon<br /> Alerness<br /> <br /> Skills (Used) Stat Rank Weapon Total ACP Other<br /> cc Balance (Dex) 2 5 7<br /> Climb (Str) 6/9 6 12/15<br /> *Craft: Armor (Int) 1 18 19<br /> Craft: Weapon (Int) 1 18 19<br /> Handle Animal (Cha) 1 0 1<br /> Intimidate (Cha) 1 0 1<br /> Jump (Str) 6/9 18 31/34 +7<br /> Listen (Wis) 1 18 19<br /> *Prof: Sailor (Wis) 1 9 9<br /> Survival (Wis) 1 8 9 +2**<br /> -Swim (Str) 6/9 6 12/15<br /> Tumble (Dex) 2 18 22 +2<br /> Free Skill: (*), Tool Bonus: (**)<br /> <br /> Skill Tricks (Once per encounter) Skill points used <br /> Extreme Leap: Make horizontal Jump of 10ft and gain additional 10ft of movement as a swift action.<br /> Twisted Charge: When Charging you can make one 90 degree turn.<br /> Back on Feet: As an imidiate action you may jump back to your feet, you do not provoke.<br /> <br /> Equipment Location: ( ) Amount Total Weight<br /> Howerd&#8217;s Handy Haversack Rust/Acid Proof 1 5<br /> Mithral Full Plate (magic, light weight, reinforced) 1 23<br /> Master Work Potion Belt 1 1 2<br /> Master Work Potion Belt 2 1 2<br /> Vials of Holy Water (Belt1) 2 2<br /> Alchemist&#8217;s Fire (Belt1) 3 3<br /> Cold Iron Dagger (Ankle Sheath ) 1 1<br /> Cure Moderate (Belt 1) 1 ---<br /> Cure Light Wounds (Belt 1) 1 ---<br /> Potion of Flying 1 ---<br /> Restful Crystal-Armor (Backpack/ex night) 1 ---<br /> Ender Elements-Armor (On armor/ex night) 1 ---<br /> Master Work Long Sword (Backpack) 1 4<br /> Master Work Fishing Tool (Backpack) 1 1<br /> Explorers Outfits (Backpack) 5 40<br /> Rope: 50ft (Backpack) 1 25<br /> Soap: 10 lbs 1 10<br /> Total Weight 36<br /> Total Weight In backpack 80<br /> Carrying Capacity: Light: 173/400 Medium: 174/800 Heavy: 520/1200<br /> <br /> <br /> Magic Items Location: (*) <br /> ___________ Head<br /> ___________ Face<br /> Necklace of Health +2 Throat<br /> Cloak of Resistance +2 Shoulder<br /> Natural Armor +1, Bolt Vest Teleport 60ft 1/day command/swift Torso<br /> +1 Armor Arms<br /> Shield Gloves: Shield Spell Continues, (can be dispel) Hands<br /> Belt of Giant Strength: +4; Belt of Battle: 3 Charges (Swift)<br /> 1 Charge: Move, 2 Charge: Standard, +2 Initiative Waist<br /> Speed: Haste 10/day, Striding: +10ft +5 jump, Battle Charger: Charge standard Feet<br /> Subsidence, Evasion Ring 1<br /> Freedom of Movement Ring 2<br /> Hewerds Handy Haversack Non<br /> Life Stone Non<br /> Ender Elements-Armor (On armor) Non<br /> <br /> <br /> Weapon (Bonded Weapon): +1 Jovar: Abyssal Blood Iron, Full Master Working, <br /> +1 Damage, Alchemical Reservoir, Hilt Knife, Hardening, Everbright<br /> HP: 40 Hardness: 27 Spell<br /> <br /> Armor: Mithral Full Plate: +1, Nimbleness, Extreme Nimbleness: No ACP, Called,<br /> Fortification: +1AC, Vital Coverage: +2 AC vs. Critical &amp;10% more weight, <br /> Light Weight: 20% less weight, Reinforced: +5hp, <br /> durable: immune to acid and rust, Hardening, <br /> AC: 10 Max Dex: +5 Armor Check Penalty: 0 Hit Points: 55 Hardness: 37 <br /> Arcane Spell Failure Chance: 15% Movement: 20<br /> <br /> Arms: Bonded Leaf Wrap, +1 bracer&#8217;s effect<br /> <br /> Weapon: Normal Frenzy 1 Frenzy 2<br /> Jovar +1, Cold Iron 24/18/14 27/22/17 25/25/19/15<br /> (+4 Confirm Critical)<br /> MW Silver Jovar 24/18/14 27/22/17 25/25/19/15<br /> MW Scimitar 23/17/13 26/21/16 24/24/18/14<br /> MW Cold Iron Dagger 23/17/13 26/21/16 24/24/18/14<br /> Claws +1 wounding 23/17/13 26/21/16 24/24/18/14<br /> Short Bow 15/10/5 12/7/2 12/7/2<br /> <br /> Weapon (Charge): Normal Frenzy 1 Frenzy 2<br /> Jovar +1 Cold Iron 26 29 27/27<br /> (+4 Confirm Critical)<br /> MW Silver Jovar 26 29 27/27<br /> MW Skimitar 25 28 26/26<br /> ABI Jovar 25 28 26/26<br /> Claws +1 wounding 25 28 26/26<br /> <br /> Spell Effect: +1 (Inter Faith Blessing)<br /> <br /> Full Shock Trooper: -17 AC<br /> <br /> Power Attack/ Leap Attack or Brute Combatant : Effect: -15 Hit <br /> One Handed: +15 (30) damage Leap: 30 (60) damage Brute: 22 (44) damage<br /> Two Handed: +30 (60) damage Leap/Brute: +45 (90) damage<br /> Jovar: 2D6+41/46 4D6+(61/78) damage Leap/Brute: 2D6+55/61 4D6+(112/122) damage<br /> <br /> Power Attack/Leap Attack/ Brute Combatant: <br /> One Handed: 37 (74) damage<br /> Two Handed: 60 (120) damage<br /> Jovar: 2D6 71/76 4D6+(142/152) damage<br /> <br /> Weapon Damage Critical Type<br /> Jovar +1, Cold Iron 2D6+11/16 (22/32) 15-20/x2 Slashing<br /> MW Silver Jovar 1D6+10/15 (20/30) 15-20/x2 Slashing<br /> MW Skimitar 1D6+10/15 (20/30) 18-20/x2 Slashing<br /> Claws +1 wounding 1D4+7/10 (14/20) 20/x2 Slash/Piercing<br /> Short Bow 1D6 20/x3 Piercing<br /> Spell Bonuses: +1 (Inter Faith Blessing)<br /> Two Handed:<br /> One Handed:<br /> <br /> Hit Dice: Level<br /> 1st: 12+5<br /> 2nd: 9+5<br /> 3rd: 10+5<br /> 4th: 12+5<br /> 5th: 3+5<br /> 6th: 11+5<br /> 7th: 9+5<br /> 8th: 4+5<br /> 9th: 9+5<br /> 10th: 12+5<br /> 11th: 10+5<br /> 12th: 11+5<br /> 13th: 9+5<br /> 14th: 12+5<br /> 15th: 10+5
#2

spikes01k

Mar 17, 2008 8:08:23
:D
#3

jameswilliamogle

Mar 17, 2008 8:31:42
You can't take Shocktrooper at L3. Just swap it and leap attack and it should be legal.

You want to use your Jovar as your item familiar.
#4

womblehunter

Mar 17, 2008 8:49:04
You want to take the Item Familiar feats themselves as early as possible, so that you can invest as many skill points as you can for mad skill bonuses.