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View Full Version : Pathfinder Elemental Body (Earth), Barbarian/Druid? Wizard? X?



Blind_Prophet
2015-07-28, 09:16 PM
So uh yeah, I'd like to make a Melee character that shifts into an Earth Elemental when fighting wielding a giant 2-h bludgeoning weapon (DM says as long as I'm proficient and my earth elemental is humanoid this is not an issue, this includes not absorbing said weapon when shifting)

My first instinct was to go Druid since "Wild Shape" includes elemental forms but there's not really any support for an "Earth" druid as opposed to say a Storm, Dragon or Bear Druid (only Paizo material allowed).

Whilst I was researching that some people brought up Titan Mauler (the "unofficial" errata mentioned by its creator specifically)

Errata: Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.

Anyways I think that Barbarian12/Druid8 would work ok allowing for Huge Elemental Form w/ Shaping focus wielding a Colossal Earth Breaker (6D8) w/ -1 penalty mixing both rage and Huge Earth Elly grants a +14 Str and +10 Con so thats pretty cool.

Flavour wise the character is a young "human" farmer who decides to join an infamous guild of thrill seeking adventures known to turn wimps into heroes and he's always had an odd connection to the land. It turns out his bloodline has a touch of elemental earth in it. The closest Pathfinder race I found was Oread which seems similar to earth genasi.

So yeah I could use some help fleshing that out or possible suggesting something entirely different. Stat wise will probably be a low pointbuy since were all supposed to be normal citizens to start but the DM has not decided exactly yet.

Psyren
2015-07-28, 09:25 PM
Your main problem is going to come from elemental body itself - it's a polymorph effect, and whether you get it from the spell or from wild shape it works the same, i.e. it will cause your gear to be absorbed into your body when you shift. This includes your weapon, so you'll have to drop it prior to shifting every time and pick it up once you're in form.

Personally I'd just be an Oread Barbarian and fluff your rage (specifically, the accompanying Con bonus) as you getting more "rocky." This will let you keep your armor, weapon and other gear.

Blind_Prophet
2015-07-28, 09:34 PM
Your main problem is going to come from elemental body itself - it's a polymorph effect, and whether you get it from the spell or from wild shape it works the same, i.e. it will cause your gear to be absorbed into your body when you shift. This includes your weapon, so you'll have to drop it prior to shifting every time and pick it up once you're in form.


Oh I'm sorry I though I got that across when I said the DM said it was fine, I'll try to clarify a bit

Psyren
2015-07-28, 09:38 PM
In that case go nuts. I wouldn't worry about wielding a larger weapon though - after all your weapon damage will grow when you do from shifting anyway, so you get all the perks of a big weapon (i.e. bigger damage dice) with none of the drawbacks (accuracy) and you even get longer reach.

Does your GM's ruling also apply to your armor staying unshifted? If so that's pretty powerful since he's basically giving you a +3 enhancement for free, and you're already a T1 class, but so long as he's aware of that and challenges you appropriately it should be fine.

Blind_Prophet
2015-07-28, 10:38 PM
Does your GM's ruling also apply to your armor staying unshifted? If so that's pretty powerful since he's basically giving you a +3 enhancement for free, and you're already a T1 class, but so long as he's aware of that and challenges you appropriately it should be fine.

No the ruling is only for my weapon mainly because dropping my weapon shifting than picking it up is just dumb but also cause it doesn't need to change for me to use it when in earth elemental form (whereas my armor would get torn asunder)

That he has said to expect combats to be more challenging than were used to (were primarily a roleplay group, tend to avoid combat whenever possible but he LOVES combat)

Blind_Prophet
2015-07-30, 06:48 PM
Well thanks to help from a few locations I was able to formulate a build...here's what I came up with what do you guys think?

Note: The equipment is just the bare minimum, feel free to makes suggestions of good equipment. Actually I could use some help with the spell selection as well.

Earthen Titan Mauler
Oread Druid 8/Stalwart defender 7/Barbarian(Titan Mauler)3/Fighter (Unbreakable)2
Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 32, touch 17, flat-footed 25 (+14 armor, +1 Dex, +6 dodge, +1 natural)
hp 277 (20 HD; 8d8+2d10+10d12+168)
Fort +23, Ref +7, Will +15 (+1 vs. mind-affecting effects); +4 vs. fey and plant-targeted effects
Defensive Abilities bramble armor (1d6+4, 8 rounds/day), improved uncanny dodge, unflinching +1; DR 3/—
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Offense
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Speed 20 ft. (10 ft. in armor)
Melee +5 impact Lucerne Hammer +28/+23/+18/+13 (8d6+12/×3)
Special Attacks rage (15 rounds/day), rage power (quick reflexes), wild shape 5/day, wooden fists (+4, 5 rounds/day)
Druid Spells Prepared (CL 8th; concentration +10)
4th— cure serious wounds, imbue creature with divine power
3rd—greater animal aspect, mass feather step, lily pad stride
2nd— Barkskin, Ironskin, resist energy, sickening strikes
1st—cure light wounds, energy weapon, expeditious excavation, faerie fire, speak with animals
At Will —detect magic, light, mending, purify food and drink, summon nature's ally minor
Domain Cave
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Statistics
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Str 20, Dex 14, Con 24, Int 13, Wis 14, Cha 5
Base Atk +18; CMB +23 (+28 bull rush); CMD 41

Feats
Antagonize
Combat Expertise
Combat Reflexes
Diehard
Dodge
Endurance
Vital Strike
Improved Vital Strike
Intimidating Prowess
Natural Spell
Shaping Focus
Step Up
Toughness

Skills Acrobatics +2 (-6 to jump), Climb +9, Intimidate +25, Knowledge (geography) +24, Knowledge (nature) +26, Survival +27, Swim +9
Languages Common, Druidic, Sylvan, Terran
SQ big game hunter, defensive powers (bulwark, halting blow, renewed defense), defensive stance, hero points, jotungrip, nature bond (Plant domain), nature sense, stone in the blood, trackless step, treacherous earth, wild empathy +5, woodland stride
Other Gear liquid stone plate, +5 impact earth breaker, effortless lace, 150 gp
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Special Abilities
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Antagonize Use Diplomacy or Intimidate to goad creatures
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs foes larger than self.
Bramble Armor (8 rounds/day) (Su) Foes striking you with non-reach weapons take 1d6+4 dam.
Bulwark(Ex) In defensive stance, add ACP to DC of bluff/acrobatics to move past you without AoO.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Stance (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Diehard You are stable and can choose how to act when at negative Hp.
Druid Domain (Cave) You can grant darkvision 60 feet to a willing creature you touch. This effect lasts 1 minute, or 1 hour if used on yourself. You can use this ability a number of times per day equal to 3 + your Wisdom modifier you also gain 30ft Tremorsense.
Halting Blow (Ex) In defensive stance, AoO provoked by movement stops foe from moving if it hits.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Uncanny Dodge (Lv >=11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Natural Spell You can cast spells while in Wild Shape.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Renewed Defense (3d8 +7, 1/day) (Ex) As a standard action in a defensive stance, heal the listed amount of damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stone in the Blood Gain fast healing 2 for one round anytime you are subject to acid damage.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Treacherous Earth (20 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (12 hours, 5/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.