ghysch
2018-07-04, 09:38 AM
This is my first post, so bear with me here. I'm looking for some feedback on a build for a Starjammer campaign.
Half orc Aegis with a Lucerne Hammer for a large creature and spiked gauntlets. I'll address why half orc and lucerne hammer rather than other choices at the end. I'm going to leave out magic items for now for sake of ease.
Str 18 (w/ +2 from Astral Armor)
Dex 16
Con 16
Int 13
Wis 13
Cha 11
Astral Armor gives Improved Damage for free, which adds +3 damage to 2H weapons.
Feats at 9th level are Power Attack, Combat Reflexes, Dodge, Vital Strike, Mobility (working on Whirlwind for later)
Armor customizations at this point are as follows
(1) Energy Protection (Fire - 10)
(1) Energy Protection (lightning - 10)
(1) Push (free CMB check with every melee attack to push creature your size or smaller directly away from you 5ft)
(2) Powerful Build (may wield weapons for creatures 1 size larger with no penalty)
(2) Flight
(2) Increased Size (aegis and all his equipment go up one size)
(4) Free Customization points to assign based on situation.
Flight and the two energy protections are primarily because it's a futuristic campaign. Most energy weapons do electric or fire damage, and is there ever a time when flight isn't practical for the heavily armored guy in the campaign?
So; if I've mathed this all out correctly, I will be a large sized creature with a huge sized lucerne hammer. My damage will be 8d6+ 18 (lucerne hammer base is 1d12 which goes to 4d6 for 2 size increases which then becomes 8d6 with Vital Strike +6 2H Str +9 power attack +3 Improved Damage). Average of about 46 points of damage per swing.
My threatened range will be 15ft, which means I will be able to make attacks of opportunity in an area 40ft across on the board.
Dodge and Mobility are of course leading up to Whirlwind some day, because at that stage, why the heck not?
The Push customization applies to all my melee attacks, so if someone closes to melee I use my attack of opportunity to smash them with the spiked gauntlet, which then (hopefully) pushes them back 5 ft and on my regular turn I hit them with the hammer, which will (again hopefully) push them back another 5 ft, meaning they will always provoke an attack of opportunity for approaching me. It's a free action to grip or ungrip the lucerne hammer with a spiked gauntlet so I should be good there. That's discussed in another thread, so I won't go over it here.
The reason I call this Build the Hull Buster is because I have a vision of a half orc with a hammer that is actually capable of smashing his way through the hull of an enemy ship.
So what does everyone think? What kind of equipment should I be using to optimize this build? Whirlwind is pretty feat intensive, but with the threatened area I'll be enjoying it seems worth it. Is there something better I could be going for with feats?
Also: if my GM lets us go mythic I am going to take Mythic vital streak and change the name of the build to world breaker.
Thanks in advance everyone!
Half orc Aegis with a Lucerne Hammer for a large creature and spiked gauntlets. I'll address why half orc and lucerne hammer rather than other choices at the end. I'm going to leave out magic items for now for sake of ease.
Str 18 (w/ +2 from Astral Armor)
Dex 16
Con 16
Int 13
Wis 13
Cha 11
Astral Armor gives Improved Damage for free, which adds +3 damage to 2H weapons.
Feats at 9th level are Power Attack, Combat Reflexes, Dodge, Vital Strike, Mobility (working on Whirlwind for later)
Armor customizations at this point are as follows
(1) Energy Protection (Fire - 10)
(1) Energy Protection (lightning - 10)
(1) Push (free CMB check with every melee attack to push creature your size or smaller directly away from you 5ft)
(2) Powerful Build (may wield weapons for creatures 1 size larger with no penalty)
(2) Flight
(2) Increased Size (aegis and all his equipment go up one size)
(4) Free Customization points to assign based on situation.
Flight and the two energy protections are primarily because it's a futuristic campaign. Most energy weapons do electric or fire damage, and is there ever a time when flight isn't practical for the heavily armored guy in the campaign?
So; if I've mathed this all out correctly, I will be a large sized creature with a huge sized lucerne hammer. My damage will be 8d6+ 18 (lucerne hammer base is 1d12 which goes to 4d6 for 2 size increases which then becomes 8d6 with Vital Strike +6 2H Str +9 power attack +3 Improved Damage). Average of about 46 points of damage per swing.
My threatened range will be 15ft, which means I will be able to make attacks of opportunity in an area 40ft across on the board.
Dodge and Mobility are of course leading up to Whirlwind some day, because at that stage, why the heck not?
The Push customization applies to all my melee attacks, so if someone closes to melee I use my attack of opportunity to smash them with the spiked gauntlet, which then (hopefully) pushes them back 5 ft and on my regular turn I hit them with the hammer, which will (again hopefully) push them back another 5 ft, meaning they will always provoke an attack of opportunity for approaching me. It's a free action to grip or ungrip the lucerne hammer with a spiked gauntlet so I should be good there. That's discussed in another thread, so I won't go over it here.
The reason I call this Build the Hull Buster is because I have a vision of a half orc with a hammer that is actually capable of smashing his way through the hull of an enemy ship.
So what does everyone think? What kind of equipment should I be using to optimize this build? Whirlwind is pretty feat intensive, but with the threatened area I'll be enjoying it seems worth it. Is there something better I could be going for with feats?
Also: if my GM lets us go mythic I am going to take Mythic vital streak and change the name of the build to world breaker.
Thanks in advance everyone!