Talk:Mad Gokar's Character Sheet (Pathfinder)

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silly, but strangely tempting new level 6 idea

  • 1 level dip of Kensai Magus with a weapon choice of whip (gives proficiency and weapon focus)
  • great!: +2 will, spend point to get class bonus on Knowledge (dungeoneering) and Knowledge (planes), 4 pt daily arcane pool to add +1 to weapon 1 minute/pt, opens up so many wand options for ranged fighting, whip gives range
  • useful: at will detect magic, mage hand, or other 0 level cantrips (2/day), get 6 free level 1 spells
  • bad: arcane failure chance limits usefulness, only 1 level 1 spell/day at cl1, does not advance alchemist abilities, takes more feats to make whips AoO-able,
  • Level 7 feat to make it extra fun: Rope Master - carry a 10' section of rope and it's also a spiked chain and a whip and a lifeline and a net and your best friend

Level 6 and Above (here there be run-ons and quick thoughts and garbage ideas)

  • pick up some knowledge:engineering before wydmoor
  • linguistic point to pick up goblin or orc from russ (or cosmopolitan feat)
  • fun feat possiblities: improved overrun, Raging Hurler, extra discovery (tentacles, arm, sonic the tumor hedgehog familiar, or other weirdness), Trap Wrecker,
    • Trap wrecker is hilarious! Shame it still doesn't allow disarming magical traps, though, that's the main thing we're missing from Apt. -slitherrr (talk)
  • practical feat possibilities: step up, Cosmopolitan, extra discovery(Spontaneous Healing, Lingering Spirit), iron will
  • craftlist/shopping wishlist: Boro bead, preserving flask, meditation tea, Thunderstone, ghost touch net
  • all Alchemist going forward: Gokar is redirecting his focus on his alchemy. Instead of basic fighting he's now obsessed about learning new extracts, potions, poisons, and alchemy tools. Skill points will go mostly towards knowledge, spellcraft, and craft skills while still keeping perception high and occasional points in survival, heal, etc. The main goal of his alchemy is of course to become super strong and monstrous so he can really tear shit up in fight, but the secondary goal is having many options for extracts and magic potions. He's really a giant unpleasant nerd on super magic steroids, but not actively picking fights. However when a fight seems imminent he will try to end it quickly with massive violence. Which he will enjoy. Prestige class - Mr Hyde, but good starting at level 10.
Haha, I love that this is a great synergy with Russ's, "Be cagey all the time, and if violence appears imminent, start the fight first", approach. It's going to get us in trouble, and that will be a really fun session. -Slitherrr (talk)

Done

  • spike armor
    • Silver armor spikes only costs 90 gp, you could get it done while we're in Dell. -slitherrr (talk)
      • Definitely will do. A tentacle might be pretty cool. It could hold bombs or potions or a maybe a shield. I've been reading through the old Silverwalkers notes. Did Germain's arrow magnet shield ever resurface elsewhere?--Bartley (talk) 23:57, 17 December 2015 (EST)
        • We haven't seen it, but considering the Crone had a horn that looked suspiciously like his horn of haste, there's a non-zero chance that she has it. -slitherrr (talk)
  • With Feral Mutagen and Fiend Totem Rage going at level 4 who needs a weapon: 4 Primary Natural Attacks, +10 to hit: 2 Claws 1d6+7, Bite 1d8+7, Horn Gore 1d8+7.

or add enlarge person and power attack and poison and really do some damage.


Question: Where are all the strength bonuses coming from when fully hulked out? I'm having trouble reaching 28. Also, I don't think you have actually gone full on hulk this dungeon, right? (No enlarge person?)

  • 16 base
  • +4 Alchemical (mutagen)
  • +4 morale (rage)
  • +2 size (enlarge person)
  • 26 Final Score
Yeah, that what i get for trusting pcgen to compute stuff correctly. 26 is the correct value, and no Gokar has never enlarged in battle yet.
I thought it might have been some Alter Self thing which I think is some kind of ability for you, but Alter Self wouldn't stack with Enlarge Person.

Where are you getting d6 and d8 as damage for your natural attacks, or is that only when enlarged? Bite should be 1d4 and 1d3 if medium and 1d6 and 1d4 when enlarged unless I'm missing something? -gm

The header on that section is "When Hulked Out (Rage + Strength Mutagen + Enlarge Extract)", so yeah. Stone Fist + enlarge gives him the d8 fist (awesome), Toothy + enlarge gives him the d6 bite (cool!). I think he just reversed them. -Slitherrr
Yeah, that was incorrect. I guess it's a bug in pcgen as it shows bite going up to d8 when enlarged which is not right.
Note that normal damage for a bite for a Large creature is, in fact, 1d8, it's just that toothy is as a size smaller. -Slitherrr

Level 5 Plans

  • Alchemist level 3
  • +8hp
  • +1 bab, +1 will
  • bomb changes to 2d6, gain Beastform Mutagen
  • 1 more extract a day, learn line breaker
  • +10 minutes to mutagen
  • skills - +1 Craft Alchemy, +1 disable device, +1 heal, +1 knowledge arcana, +1 perception, + 1 spellcraft, +1 survival, +1 umd
  • Feat: arcane strike


New spells