Tuesday, November 8, 2016

"Owlpounce Barbariger" Barbarian, Mooncursed, Savage Barbarian, Drunken Brute/Rogue, Shadow Walker; Half-Orc


Self-Interested Preface: This is the DEX version of this shapeshifting barbarian build!  Again, it's a barbarian using the Drunken Brute, Savage Barbarian, and the Mooncursed archetype to turn into a tiger, with three natural attacks at level 1 that go up to four natural attacks from level 4, flight from level 10, pounce from level 11, an almost-guaranteed critical hit every round from level 12.  This one gets real min-maxy though, with 7 STR, INT, and CHA, but much higher DEX and CON, similarly trading away some attack and defense feats for Owl Style and, at level 13, multiclassing to the Shadow Walker rogue archetype for sneak attack damage (which has the potential to apply on every attack in the pounce).  I'll run through the barbarian archetypes again:

Drunken Brute's an archetype that trades barbarian fast movement for the ability to drink potions or alcohol as a move action that doesn't provoke attacks of opportunity, which is great considering fast movement (as well as any other extraordinary abilities) is lost during polymorph and the tiger form has 40' base land speed anyway.
At the bottom of the build is the Paizo rules for polymorph effects, but I'll try to denote any relevant information in this preface and, of course, the build.  The alcoholic move action's of special import from level 14 forward, when alcohol drunk mid-rage allows reroll against several debilitating ongoing conditions (in addition to the extra round of rage).

Savage Barbarian trades away barbarian trap sense and damage reduction for a scaling increase to dodge AC, fear saving throws, and natural AC, which is fine since, when polymorphed, armor melds into a creature's body anyway (though not its effects, so it's worth wearing enchanted armor or clothing).

Mooncursed is a new archetype from Horror Adventures which changes rage into a (slowly-)scaling Beast Shape, letting a character be kind of a were -bear, -boar, -crocodile, -shark, -tiger, or -wolf (the choice is permanent) as a free action, with rage powers (but not speech, as Beast Shape).  Beast Shape only allows specific special abilities of creatures to come over, which increase per level of Beast Shape.  Really, though, looking at the animals and what comes over, I don't know why you'd ever choose anything except the tiger, which has three primary natural attacks, each one step higher than normal ones, each with grab, and pounce, in addition to being a fucking TIGER.  Keep in mind, though, this character needs a Ring Of Eloquence to communicate effectively.
First level, it gets Weapon Finesse to use DEX for all natural attacks.  With 9 (polymorphed) STR, however, each attack does -1 damage, so an Amulet Of Mighty Fists with the Agile enchantment is probably the first or second magic item this character'd buy.  Piranha Strike shows up at 3rd level, which is especially great because each primary attack uses its full BAB and DEX modifier.  At 5th level, this character gets Skill Focus (Stealth), a prerequisite for 7th level Owl Style, which has the neat function of treating enemies as if they're flatfooted if used to attack from stealth in a charge.  Owl Style changes the build completely at level 13.

This character's made to generally remain in stealth on the off-chance it can get the drop on enemies- multiclassing to rogue at level 13, however, Owl Style means that every hit in the pounce is a sneak attack, and using the Shadow Walker archetype's darkness abilities, this character can make itself a roaming field of darkness.  Destroy Identity's also in this build but if you'd rather not make an evil version, Staggering Critical works better to stagger (but doesn't damage CHA).  I recommend Narrow Frame at level 11 rather than Destroy Identity just so it's never a big deal to be large, but if that doesn't seem like it'd be an issue then Destroy Identity's still a really good critical feat.

I recommend reading through it by level- that should illuminate its capabilities.  Mostly I just felt like it was badass for a half-orc worshiper of a rage god turning into a horned giant tiger when he's mad, flying around to tear shit up, being silent and ferocious as he gores and bites and claws, covered in darkness and anger.  I was absolutely right.

This build created in November of 2016.

Barbarian (Drunken Brute, Mooncursed, Savage Barbarian), Level 20

Race: Half-Orc, +2 CON (+1 Hit Point/+1 Skill Point/+1 to rounds of rage per day)

Racial Traits
Illusion Resistance (+2 to saving throws against illusion spells and effects)
Pariah (+2 to saves against fear and emotion effects, -2 Bluff, Diplomacy, and Sense Motive)
Sacred Tattoo (+1 luck bonus to all saving throws)
Shadowplay (+1 caster level when casting darkness/light/shadow spells)
Orc Blood (counts as human and orc for the purposes of racial effects)
Darkvision 60’

Character Traits/Drawbacks
Drawback: Vain (-2 to all CHA-based checks for 24 hours after failing an opposed one)
Combat: Coherent Rage (can use Stealth while raging)
Faith: Fate’s Favored (+1 to any luck bonuses)
Regional: Highlander [+1 Stealth (+2 in hilly/rocky areas), Stealth is always class skill]


Class Skills: Acrobatics, Climb, Craft (Any), Handle Animal, Intimidate, Knowledge (Nature), Perception, Ride, Stealth, Survival, and Swim.

Known Languages: Common, Orc


1: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 1 (d12 HD), +1 Hit Point
BAB: +1
Base Saves: +8/+6/+5
New Feats: Simple and Martial Weapon Proficiencies, Light and Medium Armor Proficiencies, Raging Drunk, Shifting Rage(Tiger), [1st Level Feat] Iron Will, [Anti-Hero] Weapon Finesse
Skills(2): Perception, Stealth
Base Rage Frequency/Effects: 8 rounds per day/become medium-size tiger: 40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary claw attack x2, 1d8(x2) primary bite attack; +2 CON.
Note: According to polymorph rules, this character loses its racial darkvision in raging tiger form.  According to potion rules, “any corporeal creature may imbibe potions”, and Raging Drunk allows potion-drinking as a move action that does not incur attacks of opportunity.

2: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 2, +1 Hit Point
BAB: +2
Base Saves: +9/+6/+5
New Feats: Uncanny Dodge, [Rage Power 2nd] Lesser Elemental Blood (Air)
Skills(2): Climb, Swim
Base Rage Frequency/Effects: 10 rounds per day/become medium-size tiger: 40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary claw attack x2, 1d8(x2) primary bite attack; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day.

3: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 3, +1 Hit Point
BAB: +3
Base Saves: +9/+7/+6
New Feats: Naked Courage +1, [3rd Level Feat] Piranha Strike
Skills(2): Perception, Survival
Base Rage Frequency/Effects: 12 rounds per day/become medium-size tiger: 40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary claw attack x2, 1d8(x2) primary bite attack; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day.

4: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 4, +1 Hit Point
BAB: +4
Increased Ability Score: DEX +1 (20)
Base Saves: +10/+8/+6
New Feats: [Rage Power 4th] Lesser Fiend Totem
Skills(2): Perception, Stealth
Base Rage Frequency/Effects: 14 rounds per day/become medium-size tiger: 40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary claw attack x2, 1d8(x2) primary bite attack; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8(x2) primary gore attack.

5: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 5, +1 Hit Point
BAB: +5
Base Saves: +10/+8/+6
New Feats: Hybrid Rage, [5th Level Feat] Skill Focus (Stealth)
Skills(2): Perception, Stealth
Base Rage Frequency/Effects: 16 rounds per day/become medium-size tiger: 40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary claw attack x2 or regular hands, 1d8(x2) primary bite attack; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8(x2) primary gore attack.

6: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 6, +1 Hit Point
BAB: +6/+1
Base Saves: +11/+9/+7
New Feats: Naked Courage +1, [Rage Power 6th] Reckless Abandon
Skills(2): Perception, Stealth
Base Rage Frequency/Effects: 18 rounds per day/become medium-size tiger: 40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary claw attack x2 or regular hands, 1d8(x2) primary bite attack; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8(x2) primary gore attack; can take -2 AC to gain +2 attack.

7: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 7, +1 Hit Point
BAB: +7/+2
Base Saves: +11/+9/+7
New Feats: Natural Toughness +1, [7th Level Feat] Owl Style
Skills(2): Perception, Stealth
Base Rage Frequency/Effects: 20 rounds per day/become medium-size tiger: 40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary claw attack x2 or regular hands, 1d8(x2) primary bite attack; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8(x2) primary gore attack; can take -2 AC to gain +2 attack.
Note: Owl Style allows BAB to act as ranks in Stealth when active- this does not apply to the +3 Skill Focus increase from ten ranks in Stealth, so Skill Focus (Stealth) will not improve until level 13.
Style feats cannot be used before combat begins and are a swift action to activate.

8: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 8, +1 Hit Point
BAB: +8/+3
Increased Ability Score: DEX +1 (21)
Base Saves: +12/+9/+7
New Feats: [Rage Power 8th] Elemental Blood (Air)
Skills(2): Perception, Stealth
Base Rage Frequency/Effects: 22 rounds per day/become medium-size tiger: 40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary claw attack x2 or regular hands, 1d8(x2) primary bite attack; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8(x2) primary gore attack; can take -3 AC to gain +3 attack; electricity resist 10.

9: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 9, +1 Hit Point
BAB: +9/+4
Base Saves: +12/+10/+8
New Feats: Naked Courage +2, [9th Level Feat] Critical Focus
Skills(2): Perception, Stealth
Base Rage Frequency/Effects: 24 rounds per day/become medium-size tiger: 40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary claw attack x2 or regular hands, 1d8(x2) primary bite attack; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8(x2) primary gore attack; can take -3 AC to gain +3 attack; electricity resist 10.

Additional Class Skills Gained At Level 10: Fly

10: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 10, +1 Hit Point
BAB: +10/+5
Base Saves: +13/+10/+8
New Feats: Natural Toughness +2, [Rage Power 10th] Greater Elemental Blood (Air)
Skills(2): Fly, Perception
Base Rage Frequency/Effects: 26 rounds per day/become medium-size tiger: 40’ land speed; +2 STR, +2 natural AC, low-light vision, scent, 1d6(x2) primary claw attack x2 or regular hands, 1d8(x2) primary bite attack; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8(x2) primary gore attack; can take -3 AC to gain +3 attack; electricity resist 10; fly speed 60’ (average).


11: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 11, +1 Hit Point
BAB: +11/+6/+1
Base Saves: +13/+10/+8
New Feats: Greater Shifting Rage, [11th Level Feat] Narrow Frame (or Destroy Identity)
Skills(2): Escape Artist , Perception
Base Rage Frequency/Effects: 28 rounds per day/become medium/large-size tiger: 40’ land speed; +2/+4 STR, +2/+4 natural AC, (if large) -2 DEX, -4 Stealth, low-light vision, scent, pounce, 1d6/1d8(x2) primary claw attack + grab x2 or regular hands, 1d8/2d6(x2) primary bite attack + grab; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8/2d6(x2) primary gore attack; can take -3 AC to gain +3 attack; electricity resist 10; fly speed 60’ (average).
Note: With Narrow Frame, there’s not really a reason to be medium-sized, but it remains an option.
The build assumes obtaining Narrow Frame at this level to allow easily movement despite being large-category, but if that seems like it wouldn’t be an issue, Destroy Identity is the next-most important feat.


12: Barbarian (Drunken Brute, Mooncursed, Savage Barbarian) 12, +1 Hit Point
BAB: +12/+7/+2
Increased Ability Score: DEX +1 (22)
Base Saves: +14/+12/+9
New Feats: [Rage Power 12th] Boar’s Charge
Skills(2): Perception, Stealth
Base Rage Frequency/Effects: 30 rounds per day/become medium/large-size tiger: 40’ land speed; +2/+4 STR, +2/+4 natural AC, (if large) -2 DEX, -4 Stealth, low-light vision, scent, pounce, 1d6/1d8(x2) primary claw attack + grab x2 or regular hands, 1d8/2d6(x2) primary bite attack + grab; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8/2d6(x2) primary gore attack; can take -4 AC to gain +4 attack; electricity resist 10; once per round (but also per opponent per rage) can attempt special dirty trick maneuver in place of a melee attack; fly speed 60’ (average); gore performed as part of a charge is an automatic critical threat.

Additional Class Skills Obtained At Level 13: Appraise, Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Knowledge (Dungeoneering), Knowledge (Local), Linguistics, Perform (Any), Profession (Any), Sense Motive, Sleight Of Hand, and Use Magic Device.

13: Rogue (Shadow Walker) 1 (d8 HD), +1 Hit Point
BAB: +12/+7/+2
Base Saves: +14/+12/+9
New Feats: [Skill Focus (Stealth) bonus increases to +6], Expanded Sight 70’ (30’ polymorphed), [13th Level Feat] Destroy Identity (if evil) / Staggering Critical (if non-evil) (or Narrow Frame)
Skills(6): Perception, Perception, Stealth, Stealth, Stealth, Stealth
Current Sneak Attack: 1d6
Base Rage Frequency/Effects: 30 rounds per day/become medium/large-size tiger: 40’ land speed; +2/+4 STR, +2/+4 natural AC, (if large) -2 DEX, -4 Stealth, low-light vision, scent, pounce, 1d6/1d8(x2) primary claw attack + grab x2 or regular hands, 1d8/2d6(x2) primary bite attack + grab; can swift-action add 1d6 electricity damage to melee attacks for 1 round 3/day; 1d8/2d6(x2) primary gore attack; can take -4 AC to gain +4 attack; electricity resist 10; once per round (but also per opponent per rage) can attempt special dirty trick maneuver in place of a melee attack; fly speed 60’ (average); gore performed as part of a charge is an automatic critical threat.
Note: Darkvision has been added as a supernatural, non-form-dependent effect, which means it can now be used while polymorphed, though it starts at 30’.  Rage will not change from this point forward.

14: Rogue (Shadow Walker) 2
BAB: +13/+8/+3
Base Saves: +14/+13/+9
New Feats: Evasion
Skills(6): Fly, Fly, Fly, Perception, Stealth, Stealth
Current Sneak Attack: 1d6

15: Rogue (Shadow Walker) 3
BAB: +14/+9/+4
Base Saves: +15/+13/+10
New Feats: Expanded Sight 80’ (40’ polymorphed), Illumination Control, [15th Level Feat] Lunge
Skills(6): Perception, Stealth, +4 others
Current Sneak Attack: 2d6
Illumination Points: 1
 
16: Rogue (Shadow Walker) 4
BAB: +15/+10/+5
Increased Ability Score: DEX +1 (23)
Base Saves: +15/+14/+10
New Feats: Favored Illumination (Darkness), [Rogue 4th] Ninja Trick: Pressure Points
Skills(6): Fly, Fly, Fly, Fly, Perception, Stealth
Current Sneak Attack: 2d6, 1 STR/DEX damage (can stack)
Illumination Points: 2

17: Rogue (Shadow Walker) 5
BAB: +15/+10/+5
Base Saves: +15/+14/+10
New Feats: Expanded Sight 90’ (50’ polymorphed), [17th Level Feat] Combat Reflexes
Skills(6): Fly, Fly, Fly, Fly, Perception, Stealth
Current Sneak Attack: 3d6, 1 STR/DEX damage (can stack)
Illumination Points: 2

18: Rogue (Shadow Walker) 6
BAB: +16/+11/+6/+1
Base Saves: +16/+15/+11
New Feats: [Rogue 6th] Fast Stealth
Skills(6): Fly, Fly, Fly, Fly, Perception, Stealth
Current Sneak Attack: 3d6, 1 STR/DEX damage (can stack)
Illumination Points: 3

19: Rogue (Shadow Walker) 7
BAB: +17/+12/+7/+2
Base Saves: +16/+15/+11
New Feats: Expanded Sight 100’ (60’ polymorphed), [19th Level Feat] Tenacious Survivor
Skills(6): Fly, Fly, Fly, Perception, Stealth, +1 other
Current Sneak Attack: 4d6, 1 STR/DEX damage (can stack)
Illumination Points: 3

20: Rogue (Shadow Walker) 8
BAB: +18/+13/+8/+3
Increased Ability Score: DEX +1 (24)
Base Saves: +16/+17/+11
New Feats: [Rogue 8th] Emboldening Strike
Skills(6): Fly, Perception, Stealth, +3 others
Current Sneak Attack: 4d6, 1 STR/DEX damage (can stack), +2 to all saving throws for 1 round
Illumination Points: 4


On Polymorph

A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.

In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.

If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.

Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.
  





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