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upho
2019-07-19, 09:05 PM
WIP!
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Part 1: Flying Fists, Cannon Mystics and Mini Machine Bolters
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Eight years of playing, running and playtesting Pathfinder games and new material, not to mention way too many hours spent simply fooling around with the system, has left me with folders full of more or less detailed PC and NPC builds. As little new material can be expected to be published for the first edition of PF, I feel it’s high time I updated and shared some of the (IMO) most interesting, novel, odd, crazy and/or simply effective of these characters and build ideas with you, fellow Playgrounders as well as any other readers who happen to find this. My hope is that my huge pile of silliness can be brought into shape with your help, and not only serve as inspiration and a source of tips and tricks for PF players and GMs, but also for 3.5 players and DMs looking to import PF material to spice up or tweak their games.

As there’s far too much material to fit into one thread, I’ll divide it into categories of suitable themes of combat roles and/or shared rules mechanics or build options, and make a thread for each theme under the shared “Martial Mayhem” banner as soon as I’ve had the time to compile and update the related material.

Martial Stuff
As the thread title implies, the vast majority of the builds and combos I believe worth sharing in these threads are martial, meaning that they generally try to avoid using actions in combat to cast spells, manifest powers or similar, and instead use actions relying on their base attack bonus and more permanent weaponry. In other words, “gish” builds and combos, like say magi and perhaps very martially inclined multiclassed clerics, are about as far towards casters these come. None of them depend on having more than a few levels in a full caster class, and a majority aren’t dependent on having any casting progression at all.

Novel or Highly Refined Stuff
All of the stuff I share in these threads should either incorporate some very novel ideas (instead of “standard” combos more commonly known and discussed on the Interwebs), or showcase highly optimized versions of already commonly known build types.

Practical Optimization Focus
With a few rare exceptions, all of the material is intended to be playable and functional in most real games which include the required source material, typically from 1st to 20th level. Meaning these threads are primarily about “Practical” (PO) rather than Theoretical Optimization (TO). However, especially the less detailed build outlines are mostly intended to showcase some specific related combos, and will often incorporate a few typically less accessible elements which emphasize those combos. These elements are usually nothing more than a specific mix of classes, special magic weapon abilities and perhaps a few other less commonly used magic items, and they’re never a requirement for making the related showcased combos work.

In addition, it’s of course worth keeping in mind these threads are about mechanical optimization, which for example means especially the builds presented can be too powerful for most games, even if most of the mechanical combos they showcase may often work just fine.

Paizo and DSP Material Only
Everything I share in these threads include only 1PP sources (stuff published by Paizo) and material for Pathfinder published by Dreamscarred Press (notably including psionics, Path of War and Akashic Mysteries) which can be legally found online for free. (See also “Notes” below.)

Notes
Whenever relevant and possible, the combo and build entries have notes on the following:


Sources “1PP” notes that the entry uses only options published by Paizo, “DSP” that it relies on options published by Dreamscarred Press (as well as options published by Paizo), and the “Golarion” addition to either of the previous notes indicates the entry also relies on one or more options originally made for the Golarion setting. Builds marked “DSP” use the magic item variant rules from Steelforge Book 1 (and consequently don’t necessarily specify which magic items carry which “Big Six” bonuses included in the build statistics).
Minimum Level The approximate earliest level at which the most basic version of a combo can be in place and start providing benefits worth the investments.
Combat Functions The kind of mechanical combat functions the entry primarily supports, noted as ranged and/or melee single- and/or multi-target/AoE variants of:

Control everything besides the effects of hp damage which directly limits enemy choices and/or effectiveness; from larger scale battlefield control to more specific action-denial and numeric debuffs.
Damage things which increase hp damage output potential.
Support things which help allies in combat; healing, buffs, action economy boosts etc.


Non-Combat Functions The kind of mechanical non-combat functions the entry primarily supports, such as exploration/scouting or social/communication related challenges.
Rating A very rough measure of an entry’s effectiveness in its function (and sometimes also a specific level span) relative the required investments, in comparison to the relative effectiveness of the most similar common/typical options, using the common guide rating system:

Purple***** One of the strongest combos/builds possible in the game for the rated function.
Blue**** A very strong combo or build focus, but not the strongest possible.
Green*** A good combo or decent build function, although not exactly stellar.
Orange** Not that great, but at least functional in a pinch.
Red* Something’s gone terribly wrong if this rating is ever found in these threads...



Unusual Abbreviations



This first thread focuses on a few combos for different projectile weapon combat roles and styles, along with three example build outlines showcasing these combos.

1PP; Ranged*****

The only truly worthwhile projectile weapon use in 1PP PF games can be summarized as “max DPR from the max number of projectiles launched in full attack (add horse for mobility).” And while this is potentially highly effective, it’s also by far the most boring and repetitive combat style/focus in the game IMO, and probably the only one which tends to grow even more boring and repetitive the more you optimize it.

The few alternatives Paizo has brought are some slightly different firearm scatter options or more odd weapons, typically requiring very specific and highly specialized builds to be viable in later levels, and a few rather poor excuses for projectile weapon versatility options. Like the over-priced ranged combat maneuver feats with an action economy and/or effective use limits so horrible I doubt even the proverbial mothers of these options are able to appreciate them. And though there are a few high quality alternatives by DSP (such as the Tempest Gale maneuvers), the overall state of affairs is pretty darn sorry IMO.

But thankfully, there’s also this relatively cheap and simple combo, which to my knowledge is the only way 1PP options can enable truly different projectile weapon combat focuses/styles potentially at least as viable the old “repeat full attack for max single-target DPR”. It only has two basic key components: the Ascetic Style (https://www.d20pfsrd.com/feats/combat-feats/ascetic-style-combat-style/) feat and the Versatile Design (https://www.d20pfsrd.com/equipment/weapons/weapon-modifications/versatile-design/) weapon mod.

First, as you may already know, used as written Ascetic Style not only makes the two subsequent feats in the chain completely redundant, but can also produce some seriously silly, poorly balanced and unintended results. And of course, much of the feat’s benefit text was a mistake, as explained by the author Alexander Augunas in this blog (http://knowdirectionpodcast.com/2016/01/guidance-alexs-top-10-least-favorite-pathfinder-design-choices/) (scroll down to the end). What he actually wanted the feat’s benefit to say was:

“While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as any feat that augments an unarmed strike.”

That is a whole lot more reasonable than the version which made it into print, and I urge at least everyone not playing in high-op games to replace the printed benefit text with the above.

Moving on to the relevant part of Versatile Design weapon mod RAW:

“...choose a fighter weapon group. The modified weapon is considered to be a weapon of that weapon group (such as for the fighter’s weapon training (https://www.d20pfsrd.com/classes/core-classes/fighter/#Weapon_Training_Ex) class feature). A melee weapon cannot be considered part of a weapon group for ranged weapons, and vice versa.”

So, Ascetic Style can only be applied to a weapon in the monk fighter weapon group, but this 500 gp mod lets us “import” another weapon into the monk group and thus make it a valid candidate for Ascetic Style.

The first interesting question is which weapons this could be used with. And since the feat isn’t limited to melee weapons and the monk group includes both melee and ranged weapons per default, according to the weapon mod RAW quoted above, the answer is simply: “Every single manufactured weapon in the game not already in the monk group”.

Note that this not only includes murder tools sharing at least basic melee weapon rules mechanics with unarmed strikes such as gauntlets, longswords and butchering axes, but also more intricate killing machines which are very far from unarmed strikes in terms of both fluff and crunch, like repeating crossbows, blunderbusses and even heavy bombards... :smallbiggrin:

The second interesting question is of course which benefits this opens up for. It’s easy to find potentially great related feat options for melee weapons, but when it comes to ranged weapons, things may get a bit trickier, as many related benefits are either explicitly limited to melee or simply not applicable to ranged attacks. Of course, the arguably more RAW interpretation of Ascetic Style's benefit turns this issue on its head, saying such melee benefits are instead added to the ranged attacks. But as I’d wager this combo risks looking suspiciously cheesy and mechanically iffy in the eyes of many GMs and players anyways, I recommend a more modest interpretation. Which is that any feat which augments an unarmed strike and is not explicitly limited to melee applies. This also rules out a vast majority of the most outrageously powerful combinations, and avoids the many very awkward situations not properly governed by the rules which the more strictly RAW interpretation can result in. (Such as: “I use my culverin’s 30’ scatter shot with Crashing Wave Fist (https://www.d20pfsrd.com/feats/combat-feats/crashing-wave-fist-combat/) to repositon and full auto lead-fist-spray(?) every enemy in the room into fine red mist.”)

In addition, the more modest interpretation still allows for some truly unique ranged shenanigans able to greatly expand the number of viable projectile weapon combat roles/styles. The following sections look closer at two such shenanigans using firearms, each showcased by an example build including some possible vital stats.




DSP; Ranged single-target***** and multi-target**** control; Minimum 6th Level

CAUTION! This combo may grant extremely powerful and reliable combat demoralization, most notably because of the Soulless Gaze (https://www.d20pfsrd.com/feats/damnation-feats/soulless-gaze-damnation/) feat and a martial stance (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/sleeping-goddess-maneuvers/#Inarguable_Presence_of_the_Sleeping_Goddess) which allows the user to bypass immunity to fear (or mind-affecting) effects. See spoiler below for house rule suggestions to mitigate the risks of this combo making the game less fun.

One level of Master of Many Styles monk and one level of dread lets us add the Broken Dreams Style (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/feats/broken-dreams-style-psionic-style), plus Shattered Dream Strike (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/feats/shattered-dream-strike-psionic) at 6th, to the basic Flying Fists combo detailed above, along with carefree simultaneous use of both our style feat stances and access to Combat Style Master to further improve the related action economy. Together with a one-handed firearm (for easy and quick reloads) of Versatile Design and the required Modified Weapon Proficiency feat, by 6th or 7th level this combo adds +1d6 damage and a free action Intimidate attempt to each hit with our gun.

By 9th level, we may also have Rapid Shot, Soulless Gaze (https://www.d20pfsrd.com/feats/damnation-feats/soulless-gaze-damnation/) and a second Damnation feat, along with Nightmare Veil (http://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/feats/nightmare-veil-psionic/) and the Inarguable Presence of the Sleeping Goddess (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/sleeping-goddess-maneuvers/#Inarguable_Presence_of_the_Sleeping_Goddess) stance. This allows our Intimidate attempts to pierce immunity to fear or mind-affecting, and to increase the fear effect with subsequent hits and successful Intimidate checks against the same target. In addition, we gain concealment from enemies suffering from a fear effect, and we also treat such enemies as flat-footed against our gun attacks. In effect, we can make at the very least 3 very accurate gun attacks with each full attack, also giving us a very good chance to make at least one target panicked with each full attack.

This combo may of course be further expanded and refined with several other great related options, allowing it to remain highly effective against a large majority of opponents all the way up to 20th level. Below is a 15th level example build including the above options and showcasing some of these many additional possiblities.



DSP; Ranged single-target***** and multi-target**** control; Exploration/scouting**** and social/communication***

Aerieborn Skinwalker Nightmare Dread 1, Master of Many Styles Monk 1, Gunsmoke Mystic 1, Stalker Privateer 8, Formless Master 4
N Large humanoid (goblinoid, shapechanger, skinwalker)

Senses see in darkness, constant see invisibility; Perception +36

Initiative +12

1 Create Enhanced Firearm, 3 Soulless Gaze, 5 Mask of Virtue, 7 Shattered Dream Strike, 9 Nightmare Veil, 11 Shape Veil (Eyes Of The Hawkguard), 13 Access Middle Chakra Slot (Shoulders), 15 Access Middle Chakra Slot (Headband)

9 Stalker Arts/Privateer Ploys (4 effective stalker levels + 2 goblinoid favored class bonus + 3 Extra Stalker Art training weapons):
4. Stalker 1: Sniper’s Tools [Point-Blank Shot + Precise Shot],
6. Stalker 3: Ascetic Style
7. Stalker 4 Goblinoid FCB: Chameleon Shift,
10. Stalker 7: Sensory Shift,
11. Stalker 8: Goblinoid FCB: Rapid Shifting,
15. Stalker 11: Salt in the Wound [Improved Dirty Trick, Greater Dirty Trick]
Training (Extra Stalker Art) weapons:
AoMF: Gun Training [Amatuer Gunslinger (Deadeye deed), Ricochet Shot]
Gauntlet: Dazzling Gambit, Daring Gambit (Dastardly Gambit)
Monk: Broken Dreams Style, Improved Unarmed Strike, Stunning Fist
Mystic: Gunsmithing, Rapid Reload
Formless Master: Abomination Shift, Swiftwing Shift
Lords of the Wheel martial tradition: Lurker in Darkness

cracked incandescent blue sphere (0.2k) and COWPIS (1.5k) in headband of twisted intellect +2 (8k): Blind Fight, Weapon Focus (paddle-foot pistol of versatile design)

7 Radiant Dawn maneuvers, 1 power charm of excess
essence forged paddle-foot pistol: +3 distance, reliable, training (Modified Weapon Proficiency)
essence forged gauntlet: +2 training (2 x Extra Stalker Art (Daring Gambit, Dazzling Gambit))
essence forged gauntlet: +2 training (Combat Style Master, Dirty Trick Master)
amulet of mighty fists: training (Extra Stalker Art (Gun Training) 4k
Eyes Of The Hawkguard 1 power charm, 2 catalyst: +40 ft. range & see invisibility
bracelets of charms with power charm of excess and power charm of the wave 6k
Akashic catalyst +2 32k = 57k

Ability Scores (20-point buy, including listed gear, active shift, and animal affinity)
Str 7 (7 base)
Dex 32 (17 base, 2 race, 3 level, 6 enhancement, 4 unbounded ability)
Con 18 (14 base, 4 enhancement animal affinity)
Int 14 (12 base, 2 enhancement)
Wis 20 (14 base, 2 race, 4 enhancement)
Cha 9 (9 base, -2 race, 2 enhancement)


AC 34, touch 21, flat-footed 23 (9 armor, 3 shield, 1 natural, 10 dex, 1 deflection, 1 dodge Time Skitter, -1 size)
F Fort 16 (2 + ½ monk, ⅓ dread, ⅓ mystic, 2 ⅔ stalker, 2 formless, 4 con, 4 resistance, 1 competence)
F Ref 25 (2 + ½ monk, ½ dread, ⅓ mystic, 2 ⅔ stalker, 2 formless, 11 dex, 1 insight (shoulder chakra bind), 4 resistance, 1 competence)
F Will 18 (2 + ½ monk, ½ dread, ½ mystic, 4 stalker, 1 ⅓ formless, 5 wis, 4 resistance, 1 competence)
F BAB 11 (¾ monk, ¾ dread, ¾ mystic, 6 stalker, 3 formless)

Ranged +3 paddle-foot pistol + (11 bab,

Skill points 93 ((6+1 points x 9 dread, stalker levels) + (4+1 points x 6 monk, mystic, formless levels))
Disable Device +34 (15 ranks, 3 class, 11 dex, 5 competence)
Disguise +24 (7 ranks, 3 class, -1 cha, 5 competence, 10 minor change shape)
Fly +25 (1 rank, 3 class, 11 dex, 10 Swiftwing Shift)
Intimidate +36 (15 ranks headband, 3 class, -1 cha, 3 morale (jolly roger), 2 Soulless Gaze, 10 competence, 1 battle mask, 1 cracked pink and green sphere, 2 circumstance mwk item) (CR 15 32.1, 18 37.4; 16 34.1, CR 19 38.3)
Perception +36 (15 ranks, 3 class, 5 wis, 2 racial, 5 competence, 1 insight (headband chakra bind), 5 Sensory Shift)
Sense Motive +32 (15 ranks, 3 class, 5 wis, 2 racial, 2 insight (Martial Tradition), 5 competence)
Sleight of Hand +41 (15 ranks, 3 class, 11 dex, 10 competence, 2 circumstance mwk item) (CR 15 42.9, 18 46.9; CR 16 44.8, CR 19 48.7)
Stealth +42 (+52 using Chameleon) (15 ranks, 3 class, 11 dex, 1 mixed blood trait, 2 insight (Martial Tradition), 5 competence, 2 tiger pelt, 2 circumstance mwk item, 5 Chameleon Shift, -4 size, 10 enhancement chameleon) (CR 15 24.6, 18 29.9; CR 16 24.4, CR 19 29.5)
Use Magic Device +19 (10 ranks, 3 class, -1 cha, 5 competence, 2 circumstance mwk item)

Traits Mixed Blood (goblinoid), Practiced Initiator (stalker), Unorthodox Method (Sleeping Goddess replacing Thrashing Dragon); Drawback Whatever
Martial Tradition Lords of the Wheel (Riven Hourglass replacing Steel Serpent); Radiant Dawn Discipline Swap replaces Golden Lion

= 230k gear

Inarguable Presence of the Sleeping Goddess 5th

upho
2019-07-19, 09:06 PM
Reserved for later additions.