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Val666
2014-11-21, 03:07 PM
Good day fellas

Today im asking your advice in the well known Manticore Belt Totemist build. I was reading the Totemist handbooks and found 2 or 3 builds that reflect this theme but I want more specifics, ways to improve it, how to use it, combos and such things. About my table, everything is open including Dragon Mags. Your help is very appreciated. Thanks :c

Extra Anchovies
2014-11-21, 06:03 PM
Since maximum Essentia capacity isn't linked to meldshaper level and you get the Totem chakra at level 2, you don't need more than a few levels in Totemist. But what to do with the other levels? The key is that firing the spines is a standard action. Skirmish rocks on a spine

Human Totemist 2/Scout 3/Hand of the Winged Masters 3/Ranger 2/Hand of the Winged Masters +5/Highland Stalker 1/Totemist +2/Highland Stalker +2

1st: Dragontouched, Point Blank Shot
3rd: Precise Shot
6th: Bonus Essentia
9th: Swift Hunter
12th: Improved Skirmish
15th: Improved Precise Shot
18th: Far Shot

You end up with skirmish +8d6/+4, since you can trigger Improved Skirmish every round. The totemist levels are arranged such that you are always firing the maximum amount of spines. Five attacks at BAB +16 for 9d6+Str is a pretty good deal.

Venger
2014-11-21, 06:32 PM
check out piggy knowles's archer handbook (http://www.giantitp.com/forums/showthread.php?284283-Piggy-Knowles-Archer-Build-Thread) one of them is a totemist with manticore belt focus.

Jeff the Green
2014-11-21, 06:46 PM
Since maximum Essentia capacity isn't linked to meldshaper level and you get the Totem chakra at level 2, you don't need more than a few levels in Totemist. But what to do with the other levels? The key is that firing the spines is a standard action. Skirmish rocks on a spine

Human Totemist 2/Scout 3/Hand of the Winged Masters 3/Ranger 2/Hand of the Winged Masters +5/Highland Stalker 1/Totemist +2/Highland Stalker +2

1st: Dragontouched, Point Blank Shot
3rd: Precise Shot
6th: Bonus Essentia
9th: Swift Hunter
12th: Improved Skirmish
15th: Improved Precise Shot
18th: Far Shot

You end up with skirmish +8d6/+4, since you can trigger Improved Skirmish every round. The totemist levels are arranged such that you are always firing the maximum amount of spines. Five attacks at BAB +16 for 9d6+Str is a pretty good deal.

Only one gets the skirmish damage, though, since you're loosing them as a standard action.

Extra Anchovies
2014-11-22, 02:50 AM
Only one gets the skirmish damage, though, since you're loosing them as a standard action.

Not sure where you're getting that from.

Skirmish (Ex): A scout relies on extra mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage applies only against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

Chakra Bind (Totem)
As a standard action, you can snap your tail to loose a volley of spikes equal to the number of points of essentia you invest in your manticore belt. This attack has a range increment of 30 feet and a maximum range of 150 feet. All targets must be within 30 feet of each other. Make a ranged attack roll for each spike using your full base attack bonus. A successful hit deals 1d6 points of damage plus one-half your Strength modifier.
Skirmish specifies that it applies to all attacks made, and Manticore Belt is silent on the matter of precision damage. You are actually making five separate attacks (which can target five different enemies); it makes sense for skirmish to trigger on all of them.

Venger
2014-11-22, 03:03 AM
Not sure where you're getting that from.


Skirmish specifies that it applies to all attacks made, and Manticore Belt is silent on the matter of precision damage. You are actually making five separate attacks (which can target five different enemies); it makes sense for skirmish to trigger on all of them.

He's referring to the terrible volley rules update in the rules compendium.

Thankfully, as Curmudgeon explains every time it or similar rules are invoked, RC functions as a secondary source for this issue, so has no power to neuter precision damage users (since they really don't need it in the first place) so feel free to ignore it.

WhamBamSam
2014-11-22, 02:26 PM
check out piggy knowles's archer handbook (http://www.giantitp.com/forums/showthread.php?284283-Piggy-Knowles-Archer-Build-Thread) one of them is a totemist with manticore belt focus.There's also an excellent build (http://www.giantitp.com/forums/showsinglepost.php?p=16959544&postcount=130) he made later on in the thread based on using the Manticore Belt and Ranged Pin to set off Black Blood Cultist's Savage Grapple.

daremetoidareyo
2014-11-23, 12:55 AM
Be an illumian, play a class that gets spell slots (for the +2 on initiative and the +2 on charisma based checks [precocious apprentice bard?]), and get the vauluur power word, (where you can sacrifice a spell slot for 1d6 per spell level on all unarmed attacks that lasts until your next turn 2/day as a swift action.)