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grarrrg
2012-09-02, 08:45 PM
So the Advanced Race Guide gave us a variety of Race-Specific Archetypes. Reading through them I came across the Foehammer (https://sites.google.com/site/pathfinderogc/races/core-races/dwarf/foehammer-fighter-dwarf) Fighter Dwarf.

It's pretty standard as far as Fighter Archetypes go, getting CMB/CMD bonuses, "must take" Weapon Training with the 'Hammer' group, etc...

But at 9th level:

each time that a foehammer hits a target, he gains a +1 bonus on attack rolls against that target. This bonus stacks with each hit against that target, but lasts only until the end of the foehammer's turn.

Now obviously the 'simple' use of this is only taking an (effective) -4 penalty on your Iteratives.

But I got to thinking (it happens), we need more attacks.
What about Two-Weapon Fighting?
There are a few Light weapons in the Hammer group.
Light Mace, Simple, 1d6, 20/x2 (Battle Aspergillum has same stats)
Light Hammer, Martial, 1d4, 20/x2 Throw Range 20ft.
Aklys, Exotic, 1d8, 20/x2, Throw Range 20ft. Trip

Now with Two-Weapon fighting, all attacks are at -2, BUT with all 3 feats we'd get potentially +3 more accuracy by the last attack.
So instead of a potential 20 > 16 > 12 > 8 (assuming full Bab)
With TWF we'd have a potential 18 > 19 > 15 > 16 > 12 > 13 > 9

Get a Speed weapon or someone to cast Haste on us and it gets even better.

But I got to MORE thinking.
The ability does NOT mention you "must" use a Hammer to get the to-hit bonus.
Ergo:

RANGED ATTACKS!
Use a Bow with Rapid Shot and Manyshot. The first attack is actually 2 hits thanks to Manyshot, so it'd be 18/18 > 20 > 16 > 12 > 8
Again, add Speed/Haste for more fun.

Alas. Despite my wishes otherwise, this would only hinder the Gundolon (http://www.giantitp.com/forums/showthread.php?p=12152413#post12152413) build. As you'd have to sacrifice a good number of levels to fit in _9_ Fighter levels. Dropping Synthesist levels means fewer Arms, and dropping Gunslinger levels means less damage. Neither of which is worth it for the Accuracy boost.

Now a Gestalt Gundolon on the other hand(s)...

docnessuno
2012-09-03, 06:45 AM
If PF-3.5 mixing is allowed, the dual-wielding concept would fit nicely in a Lightning Mace and/or combat rythm build.

Andreaz
2012-09-03, 07:03 AM
Use a Bow with Rapid Shot and Manyshot. The first attack is actually 2 hits thanks to Manyshot, so it'd be 18/18 > 20 > 16 > 12 > 8Careful with this. Volley attacks tend to count only once, and this is a place where I'd make such a ruling.
Mind, you won't get much use of that line of feats&features, as you are still losing your accuracy as the attack progresses.
As said by docnessuno, this works best if you can gain a lot of attacks, with things like Lightning Maces(extreme cheese lies that way if you sleaze out of maces), avalanche of blades and their ilk.

grarrrg
2012-09-03, 01:12 PM
Alright. Plan B.
Or is it Plan C?
Might even be up to Plan D...

Must be Dwarf, due to Foehammer, this is not negotiable.
The "quick-n-dirty" way would be to add levels of Synthesist. While this might be the best long-term option, it is fairly horrible in the short-term.

Since we are a Dwarf anyway, all 'Dwarf' Weapons are treated as Martial, since we are Fighter we have all Martial profs.
Dwarven Boulder Helmet (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/helmet-dwarven-boulder) is a Light Weapon, so it will be our Off-Hand (On-Head?) weapon for TWF.

Take 1 level of White Haired Witch, this gives us a Hair-attack (BEARD OF SLAYING (http://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo---witch-archetypes/white-haired-witch)!)

Now there are a few options on where to go from here:
2 levels of Ranger with Natural Style (http://www.d20pfsrd.com/feats/general-feats/aspect-of-the-beast) can get 2 Permanent Claw attacks.

2 levels of Barbarian can grant a Bite (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/animal-fury-ex) or 2-Claws (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/beast-totem-lesser-su) while Raging, and more Barb (or the Extra Rage Power feat) can get us both.

2 levels of Alchemist can get the Feral Mutagen (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/feral-mutagen) Discovery and gain Bite+Clawsx2 while mutated. An Alchemist only has 1 Mutagen/day though, excepting a VERY expensive Discovery and/or 7 levels of Alchemist to qualify for Master Chymist.

I'd say the best bet overall is 2 levels of Ranger, and as much Barbarian as is left. Dwarves even have a Favored Class bonus of +1 Round of Rage.
The reason for Ranger is that the Claw attacks are permanent, and with White-Haired Witch we have the 3 requisite Natural Attacks to qualify for the Multiattack (http://www.d20pfsrd.com/feats/monster-feats/multiattack-combat) feat (reduces Secondary Natural attacks to -2 to-hit instead of -5)
Foehammer 9/Witch 1/Ranger 2/Barb 8
Necessary Feats:
TWF
Imp TWF
Greater TWF
Multiattack
Aspect of the Beast (Ranger Bonus)
Extra Rage (maybe)

1 hand will hold a Hammer of some type (may as well benefit from Foehammer Weapon Training).
The Helmet will be our Off-Hand attack for TWF.
We also have 1 Claw (the other is holding the Hammer), a Bite, and a BEARD attack.
The Weapons have -2 to-hit from TWF (the penalty only applies to Weapon attacks), all Natural attacks are at -2 to-hit due to being Secondary attacks.

Non-Foehammer attack pattern (we only have 19 Bab due to Witch)
17/17/17/17/17/12/12/7/7/2 (Hammer/Helmet/Bite/Claw/Hair/Hammer2/Helmet2/Hammer3/Helmet3/Hammer4)
With Foehammer
17/18/19/20/21/17/18/14/15/11 (assuming all attacks hit)
:eek:

Of course, by that level, we can afford a Hammer of Speed (http://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Speed)
17/18/19/20/21/22/18/19/15/16/12
:eek::biggrin::cool:

And we can do _most_ of this as early as level 14 (minus some Iteratives).