Talk:Mad Gokar's Character Sheet (Pathfinder): Difference between revisions

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*+1 bab, +1 will
*+1 bab, +1 will
*bomb changes to 2d6, gain swift alchemy
*bomb changes to 2d6, gain swift alchemy
*1 more extract a day, learn line breaker
*+10 minutes to mutagen
*+10 minutes to mutagen
*skills - +1 Craft Alchemy, +1 disable device, +1 heal, +1 knowledge arcana, +1 perception, + 1 spellcraft, +1 survival, +1 umd
*skills - +1 Craft Alchemy, +1 disable device, +1 heal, +1 knowledge arcana, +1 perception, + 1 spellcraft, +1 survival, +1 umd
*Feat extra rage, 6 extra rounds per day
*Feat: arcane strike
 


== Level 4 and Above  ==
== Level 4 and Above  ==

Revision as of 15:40, 12 December 2015

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 swift alchemy
  • 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

Level 4 and Above

  • all Alchemist going forward: Feral Mutagen for alch2 discovery and +1 dex for improved grapple later. 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 and probably some UMD. 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 once available.
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)
  • Is it possible to rig bags or bottles of poison between the spikes of Gokar's armor? When he gets in a fight he could just smash them with his claws and have poison claws and armor spikes all at once.
Relevant: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gloves-poisoner-s (probably the best part about these is that they don't have to be poison at all) -Slitherrr (talk)
I also imagine that what you're talking about is more-or-less the flavor text of this: http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Swift-Alchemy-Ex- -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.

New spells