| Post/Author/DateTime | Post |
|---|---|
| #1ObsidianConspiracyAug 12, 2011 9:17:02 | Race: Human Class: Fighter 4/Feat Rogue 2/Master Thrower 5/Binder 1 Stats: Str: 18 Dex: 16 Con: 13 Int: 13 Wis: 11 Cha: 9 BAB: +10 Feat: Flaw 1: Power Attack Flaw 2: Brutal Throw Human: Power Throw Level 1: Exotic Proficiency (Orcish Shotput) Fighter 1: Weapon Focus (Orcish Shotput) Fighter 2: Point Blank Shot Level 3: Precise Shot Fighter 4: Far Shot Feat Rogue 5: Feat Rogue 6: Level 6: Master Thrower: Quick Draw Level 9: Master Thrower: Snatch Arrows Master Thrower: Improved Critical (Orcish Shotput) Level 12: Class Features: Evasion Thrown Weapon Trick Deadeye Shot Thrown Weapon Trick Two With One Blow Thrown Weapon Trick Weak Spot Binder (Leraje's Ricochet) Flaw: Slow Flaw: Vunerable Basically. The character is designed to be a master of the Orcish shotput, my issue is I'm not quite sure where to go with this. I'd consider Exotic Weapon Master to get the close quarters ranged combat ability. Apart from this however I'm utterly stumped. Any ideas would indeed be welcomed. The Orcish Shotput stays by the way... the weapon is not changing. And I'd imagine it'd have Returning/distance/heavy on it... I'm pretty sure this guy holds his own at each level quite nicely actually. He'd have some daggers at his belt too, just until I can find a way to get interatives with the thrown weapon. --------------------- Question 2: Does Monkey Grip allow a hulking hurler to use the area attack ability as the wording is 'huge or larger weapon' (Not for this character, for a large creature) --------------------- Question 3: I've tried and tried, and I love the flavour of master of the unseen hand... but why is telekinesis considered to be so powerful? ---------------- Anyways, any thoughts, feats I may have missed etc. And ways to continue my build would be appreciated... |
| #2KruskAug 12, 2011 9:38:49 | No on Monkey Grip. It lets you wield a weapon as though you wereone size larger. A human is medium, so you can wield a large sized weapon. The old "All two handed weapons are large, a size up is huge, a one handed weapon is medium, and a smaller weapon is small" sizing went out with 3.0. |
| #3ObsidianConspiracyAug 12, 2011 9:41:57 | I didn't mean for the Human lol. I meant in general if I were a Half-Ogre and wielded a monkey gripped dagger of appropriate size... sorry I should have made that clearer |
| #4Tempest_StormwindAug 12, 2011 12:56:44 | The orcish shotput is two-handed, which means throwing it takes a full-round action. It's one of the most often forgotten rules, in my experience, and given the short range increment (even with Far Shot), I'm not sure this will be up to the challenges it will face as a result. That said, I see what you're aiming towards (making up for the action cost with ricochets), and find it an interesting concept. Question 2: The Hurler is weirdly worded, since it's not clear if the weapon itself needs to be of Huge size or just sized appropriately for a Huge character. But if you were Large, Monkey Grip would let you weild a two-handed weapon sized appropriately for a Huge creature, as a two-handed weapon, but with a -2 penalty. It would work here. (And interestingly, if Area Attack requires a weapon sized for a huge creature, this may be one of the rare cases where Monkey Grip is worth it - reaching a size breakpoint instead of just appealing to the oversized weapon crowd). Question 3: Telekinesis is awesome for several reasons. It lets you use your caster level in place of your base attack (most of the time; a few TK-like effects do not), and it lets you use your casting stat in place of your Strength. This can make you better at certain tasks than your warrior buddies. The Thrust option lets you throw a LOT of objects at a target - one per caster level. Those objects could easily be, say, shuriken that have been subject to Greater Magic Weapon and/or a Weapon Augmentation infusion. The Maneuver option lets you employ that massive "Strength" and "attack bonus" to bull rush, trip, and grapple your targets. The grappling is particularly useful, because you can impose the drawbacks of grappling on your target while taking none of them yourself. Grabbing an enemy at a distance and holding him down while the rest of your team wail on him (or slap him in manacles) is an easy example. And so on. The Master of the Unseen Hand is NOT worth it for spellcasters, though. (And the 5th level is NEVER worth it; you can do that with TK Thrust already.) It works best if you're, say, a ghost, especially with the Savage Progression (which is unlike other savage progressions in that you can stop after 2 levels), where the class can actually make the power ridiculous. An early build of it here picked up Chain Spell. Its trick was to dump out a few bags of holding full of assorted weapons, Chain Greater Magic Weapon on all of them, then Chain Telekinesis on all of them, and use Telekinetic Weilder / Full Attack to make one full attack per caster level, at a base attack bonus based on his caster level... you get the picture. Not as deadly as a full caster, but if you aren't giving up your better spells to do it, still very impressive. I don't see a question 1.... I'll provide more feedback later. (Got a meeting in 5 minutes.) |
| #5ObsidianConspiracyAug 13, 2011 14:40:32 | Question 1 was the actual build. I facepalmed when I remembered Tome of Battle... would the Bloodstorm Blade's ability to use Iron Heart Maneuvres for different throwing techniques be any use at all to this build? Alongside other feats. Was thinking far shot + distance enhance + some gauntlets/bracers I found that also increase the distance of a thrown weapon... Basically I'm really lost how to keep this strong |