Shovah
2013-04-21, 03:46 PM
This is the first build I've ever fleshed out, so apologies if there are any glaring errors.
I haven't filled in the skills yet (nothing particularly notable other than low requirements for a PRC at the end of the build), or the gear (the build isn't finalised, so there's a lot still up for change).
The basic mechanical idea behind the build is to have claws and reach, AoO's, tripping, teleporting around the battlefield, and reasonable ability to go up against anything including (relatively unoptimised) spellcasters.
Build Spoilered Below:
Changeling Warshaper Tripper
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1st|Totemist 1|
+1|
+5|
+5|
+0|Skills|Combat Reflexes|Wild Empathy, Illiteracy
2nd|Totemist 2|
+1|
+6|
+6|
+0|Skills||Totem Chakra Bind (+1 Capacity)
3rd|Wolf Totem Barbarian 1|
+2|
+8|
+6|
+0|Skills|Dimensional Agility|Fast Movement (+10ft), Rage (Whirling Frenzy)
4th|Wolf Totem Barbarian 2|
+3|
+9|
+6|
+0|Skills|Improved Trip (Bonus)|
5th|Totemist 3|
+4|
+9|
+6|
+1|Skills||Totem Protection
6th|Warshaper 1|
+4|
+11|
+6|
+1|Skills|Mage Slayer|Morphic Immunities (stun+crit), Morphic Weapons
7th|Warshaper 2|
+5|
+14|
+7|
+2|Skills||Morphic Body (+4 Strength, +4 Constitution)
8th|Warshaper 3|
+6|
+14|
+7|
+2|Skills||Morphic Reach
9th|Warshaper 4|
+7|
+15|
+7|
+2|Skills|Extend Reach|Morphic Healing
10th|Totemist 4|
+8|
+16|
+8|
+2|Skills||
11th|Totemist 5|
+8|
+16|
+8|
+2|Skills||Chakra Binds (Crown, Feet, Hands)
12th|Totemist 6|
+9|
+17|
+9|
+2|Skills|Improved Natural Attack|Totem Chakra Bind (+1 Meldshaper Level)
13th|Totemist 7|
+10|
+17|
+9|
+2|Skills||
14th|Totemist 8|
+11|
+18|
+10|
+2|Skills||Rebind Totem Soulmeld (1/day)
15th|Totemist 9|
+11|
+18|
+10|
+3|Skills|Double Chakra Bind (Totem)|Chakra Binds (arms, brow, shoulders)
16th|Fighter 1|
+12|
+20|
+10|
+3|Skills|Improved Initiative (Bonus)|
17th|Totemist 10|
+13|
+21|
+11|
+3|Skills||
18th|Totemist 11|
+14|
+21|
+11|
+3|Skills|Weapon Focus (Claw)|Totem Chakra Bind (Double Bind)
19th|Occult Slayer 1|
+15|
+21|
+11|
+5|Skills||Magical Defence +1, Weapon Bond
20th|Occult Slayer 2|
+16|
+21|
+11|
+6|Skills||Vicious Strike, Mind Over Magic 1/day[/table]
The tripping comes fairly easily. Improved trip from wolf-totem barbarian, plenty of strength, and a bunch of potions of enlarge person (or buffs from a party, either or). Not an optimised trip-check by any means, but should be fairly reliable against humanoid opponents (I hope?). The AoO's (from combat reflexes) and the reach should help with getting trips off when they're useful. Against things that are tough to trip.. there's still teleporting around and trying to keep them at bay.
Speaking of teleporting, it's accomplished through the Blink Shirt soulmeld bound to the characters totem chakra. That, along with the Dimensional Agility feat to negate the no-actions-after-teleport allow the character a fair bit of in-combat mobility.
The claws themselves can come just from Warshaper itself, or from various Soulmelds. Despite Girallon Arms typically being the preferred choice, I'd like to stick with Sphinx Claws when available.
But.. I've ran in to a lot of problems, probably because I've split my focus so much.
The builds damage is pretty poor. Generally not a huge concern for a tripper, but that brings up the second problem; it doesn't trip particularly well either in the grand scheme of things.
Thirdly, I feel like the build takes far too long to get rolling. The first couple of levels are fine (Totemist + Barbarian, go hit things), but after that? I can get the whole teleporting-around with some reach and tripping potential, but I just feel like there's a huge tract in the middle of the build where not much is gained.
The build is also somewhat feat-starved (I would've loved to put in some more AoO-based feats, such as Deft Opportunist, but couldn't see the space.
Finally, that Will-save. Do I need to elaborate there?
So I've come to you, playground. I'd like any and all advice on how to get the Changeling-Warshaper-Claw-Reach-Combat Teleporting-AoO-Mage Fighting-Trip Machine (try saying that five times quickly) of my dreams. Anything up to and including a full rebuild would be fine, if you could point me in the right direction. New feats, classes, soulmelds, leveling-order, whatever. I just want to make this style of build work to it's full potential (whatever that may be), preferably playable at all levels.
Think I'm just completely over-reaching (no pun intended) trying to fit so many things in to one build? If so, what would you drop from the build to really make it purr?
I haven't filled in the skills yet (nothing particularly notable other than low requirements for a PRC at the end of the build), or the gear (the build isn't finalised, so there's a lot still up for change).
The basic mechanical idea behind the build is to have claws and reach, AoO's, tripping, teleporting around the battlefield, and reasonable ability to go up against anything including (relatively unoptimised) spellcasters.
Build Spoilered Below:
Changeling Warshaper Tripper
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1st|Totemist 1|
+1|
+5|
+5|
+0|Skills|Combat Reflexes|Wild Empathy, Illiteracy
2nd|Totemist 2|
+1|
+6|
+6|
+0|Skills||Totem Chakra Bind (+1 Capacity)
3rd|Wolf Totem Barbarian 1|
+2|
+8|
+6|
+0|Skills|Dimensional Agility|Fast Movement (+10ft), Rage (Whirling Frenzy)
4th|Wolf Totem Barbarian 2|
+3|
+9|
+6|
+0|Skills|Improved Trip (Bonus)|
5th|Totemist 3|
+4|
+9|
+6|
+1|Skills||Totem Protection
6th|Warshaper 1|
+4|
+11|
+6|
+1|Skills|Mage Slayer|Morphic Immunities (stun+crit), Morphic Weapons
7th|Warshaper 2|
+5|
+14|
+7|
+2|Skills||Morphic Body (+4 Strength, +4 Constitution)
8th|Warshaper 3|
+6|
+14|
+7|
+2|Skills||Morphic Reach
9th|Warshaper 4|
+7|
+15|
+7|
+2|Skills|Extend Reach|Morphic Healing
10th|Totemist 4|
+8|
+16|
+8|
+2|Skills||
11th|Totemist 5|
+8|
+16|
+8|
+2|Skills||Chakra Binds (Crown, Feet, Hands)
12th|Totemist 6|
+9|
+17|
+9|
+2|Skills|Improved Natural Attack|Totem Chakra Bind (+1 Meldshaper Level)
13th|Totemist 7|
+10|
+17|
+9|
+2|Skills||
14th|Totemist 8|
+11|
+18|
+10|
+2|Skills||Rebind Totem Soulmeld (1/day)
15th|Totemist 9|
+11|
+18|
+10|
+3|Skills|Double Chakra Bind (Totem)|Chakra Binds (arms, brow, shoulders)
16th|Fighter 1|
+12|
+20|
+10|
+3|Skills|Improved Initiative (Bonus)|
17th|Totemist 10|
+13|
+21|
+11|
+3|Skills||
18th|Totemist 11|
+14|
+21|
+11|
+3|Skills|Weapon Focus (Claw)|Totem Chakra Bind (Double Bind)
19th|Occult Slayer 1|
+15|
+21|
+11|
+5|Skills||Magical Defence +1, Weapon Bond
20th|Occult Slayer 2|
+16|
+21|
+11|
+6|Skills||Vicious Strike, Mind Over Magic 1/day[/table]
The tripping comes fairly easily. Improved trip from wolf-totem barbarian, plenty of strength, and a bunch of potions of enlarge person (or buffs from a party, either or). Not an optimised trip-check by any means, but should be fairly reliable against humanoid opponents (I hope?). The AoO's (from combat reflexes) and the reach should help with getting trips off when they're useful. Against things that are tough to trip.. there's still teleporting around and trying to keep them at bay.
Speaking of teleporting, it's accomplished through the Blink Shirt soulmeld bound to the characters totem chakra. That, along with the Dimensional Agility feat to negate the no-actions-after-teleport allow the character a fair bit of in-combat mobility.
The claws themselves can come just from Warshaper itself, or from various Soulmelds. Despite Girallon Arms typically being the preferred choice, I'd like to stick with Sphinx Claws when available.
But.. I've ran in to a lot of problems, probably because I've split my focus so much.
The builds damage is pretty poor. Generally not a huge concern for a tripper, but that brings up the second problem; it doesn't trip particularly well either in the grand scheme of things.
Thirdly, I feel like the build takes far too long to get rolling. The first couple of levels are fine (Totemist + Barbarian, go hit things), but after that? I can get the whole teleporting-around with some reach and tripping potential, but I just feel like there's a huge tract in the middle of the build where not much is gained.
The build is also somewhat feat-starved (I would've loved to put in some more AoO-based feats, such as Deft Opportunist, but couldn't see the space.
Finally, that Will-save. Do I need to elaborate there?
So I've come to you, playground. I'd like any and all advice on how to get the Changeling-Warshaper-Claw-Reach-Combat Teleporting-AoO-Mage Fighting-Trip Machine (try saying that five times quickly) of my dreams. Anything up to and including a full rebuild would be fine, if you could point me in the right direction. New feats, classes, soulmelds, leveling-order, whatever. I just want to make this style of build work to it's full potential (whatever that may be), preferably playable at all levels.
Think I'm just completely over-reaching (no pun intended) trying to fit so many things in to one build? If so, what would you drop from the build to really make it purr?