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  1. #1
    Community Member painkiller3's Avatar
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    Default aasimar scourge light mace

    trying to maximize crit range and multiplier through sacred bonus from aasimar scourge, competence bonus from swashbuckler and extra critical multiplier from frenzied berserker. 14 levels of barbarian gives extra barbarian damage resistance, 3 wizard gives arcane barrier (which I love) as well as a little bit of extra dps. I think this would work...now if only there were any named melee light maces lol. extra speed comes from barbarian and bard levels. criticism/improvements requested please

    New Build
    14/3/3 Barbarian/Bard/Wizard
    True Neutral Aasimar Scourge


    Level Order

    1. Bard. . . . . . 6. Barbarian . . .11. Barbarian . . .16. Wizard
    2. Bard. . . . . . 7. Barbarian . . .12. Barbarian . . .17. Wizard
    3. Bard. . . . . . 8. Barbarian . . .13. Barbarian . . .18. Wizard
    4. Barbarian. . . .9. Barbarian. . . 14. Barbarian. . . 19. Barbarian
    5. Barbarian. . . 10. Barbarian. . . 15. Barbarian. . . 20. Barbarian



    Stats
    . . . . . . . .36pt . . Tome . . Level Up
    . . . . . . . .---- . . ----. . .--------
    Strength. . . . 18. . . .+7. . . .4: STR
    Dexterity . . . .8. . . .+7. . . .8: STR
    Constitution. . 18. . . .+7. . . 12: STR
    Intelligence. . 12. . . .+7. . . 16: STR
    Wisdom. . . . . 10. . . .+7. . . 20: STR
    Charisma. . . . .8. . . .+7. . . 24: STR
    . . . . . . . . . . . . . . . . .28: STR


    Skills
    . . . . .Bd Bd Bd Bn Bn Bn Bn Bn Bn Bn Bn Bn Bn Bn Bn Wz Wz Wz Bn Bn
    . . . . . 1 .2. 3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Balance . 4 .1. 1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 1. 1. 23
    UMD . . . 4 .1. 1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1. 1. 1. 23
    Jump. . . 4 .1. 1 . . . . . 1. 1. 1. 1. 1. 1. 1. 1. 2. . . . . .2 .4 .22
    Heal. . . 2 .½. ½ .½ .½ .½ .½ .½ .½ .½ .½ .½ .½ .½ .½ .½. ½ .½. ½. . .11
    Search. . 2 .½. ½ .½ .½ .½ .½ .½ .½ .½ .½ .½ .½ .½ .½ .½. ½ .½. ½. . .11
    Concent . 4 .1. 1 . . . . . . . . . . . . . . . . . . . . . . . . . . .6
    Swim. . . 4 .1. 1 . . . . . . . . . . . . . . . . . . . . . . . . . . .6
    Hide. . . . .1. 1 . . . . . . . . . . . . . . . . . . . . . . . . . . .2
    . . . . .------------------------------------------------------------
    . . . . .28 .8. 8 .6 .6 .6 .7 .7 .7 .7 .7 .7 .7 .7 .8 .6. 6 .6. 8. 8



    Feats

    .1. . . . : Single Weapon Fighting
    .3. . . . : Shield Mastery
    .6. . . . : Completionist
    .9. . . . : Improved Critical:Bludgeoning
    12. . . . : Improved Single Weapon Fighting
    15. . . . : Greater Single Weapon Fighting
    16 Wizard : Mental Toughness
    18. . . . : Improved Shield Mastery
    21 Epic . : Overwhelming Critical
    24 Epic . : Precision
    26 Destiny: Perfect Single Weapon Fighting
    27 Epic . : Epic Damage Reduction
    28 Destiny: Perfect Two Weapon Fighting
    29 Destiny: Dire Charge
    30 Epic . : Blinding Speed
    30 Legend : Scion of: Arborea


    Spells

    Bard
    1. Cure Light Wounds (1), <Any>, <Any>


    Enhancements (80+3 AP)

    Frenzied Berserker (32 AP)
    • Die Hard, Frenzied Toughness, Frenzy, Frenzied Toughness II
      1. Die Harder III, Athletics III
      2. Blood Tribute III, Extra Action Boost III, Sprint Boost III
      3. Blood Trail III, Supreme Cleave III, Constitution
      4. Exhausting Blow I, Constitution
      5. Focused Wrath II

    Aasimar Scourge (17 AP)
    • Stronger Bonds, Strength, Stronger Bonds II, Strength, Stronger Bonds III
      1. Scourge Weapons, Improved Recovery
      2. Improved Scourge Weapons
      3. Greater Scourge Weapons, Blessings I, Improved Recovery
      4. Destroyer of the Dead

    Eldritch Knight (Wizard) (12 AP)
    • Eldritch Strike, Spellsword
      1. Improved Mage Armor III, Toughness III
      2. Mystic Wards II
      3. Arcane Barrier

    Occult Slayer (11 AP)
    • Weapon Bond, Resistance, Elemental Defense
      1. Ear Smash II, Parrying Bond III, Uncanny Dodger III

    Swashbuckler (11 AP)
    • Confidence, Swashbuckling
      1. On Your Toes III, Blow By Blow: Melee I
      2. Deflect Arrows, Fast Movement
      3. Skirmisher


    Destiny (24 AP)

    Legendary Dreadnought
    1. Legendary Tactics II, Strength
    2. Damage Boost III, Strength
    3. Critical Damage III, Strength
    4. Lightning Mace, Strength
    5. Devastating Critical, Strength
    6. Pulverizer

    Twists of Fate (26 fate points)
    1. Sense Weakness (Tier 4 Fury)
    2. Grim Precision (Tier 3 Shadowdancer)
    3. Rejuvenation Cocoon (Tier 1 Primal)
    4. Endless Faith (Tier 1 Exalted)
    Last edited by painkiller3; 04-03-2019 at 07:40 PM.

  2. #2
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    The critical multiplier from Swashbuckler and Frenzied Berserker don't stack. For a Bard/Barbarian build like this, you might as well just use a Hand Axe and save yourself a pile of racial AP. Where Scourge/Light Mace really pays off is when Swashbuckler are your only critical bonuses.

  3. #3
    Community Member painkiller3's Avatar
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    Quote Originally Posted by Hjarki View Post
    The critical multiplier from Swashbuckler and Frenzied Berserker don't stack. For a Bard/Barbarian build like this, you might as well just use a Hand Axe and save yourself a pile of racial AP. Where Scourge/Light Mace really pays off is when Swashbuckler are your only critical bonuses.
    But the frenzied berserker still gives a plus one competence to multiplier (since swashbuckler gives 2 threat and 1 multiplier)

    By my count the light mace comes out ahead

    Handaxe
    20x3 + 2 critical range (sb) + 2 multiplier (fb) = 18-20x5

    Light mace
    20x2 + 2 critical range (sb) + 1 critical range (sacred) + 2 multiplier (fb doesn’t stack with swashbuckler) + 1 sacred multiplier = 17-20x5

  4. #4
    Build Constructionist unbongwah's Avatar
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    In Dreadnought your final critical threat range will be 14-18/5 19-20/7. If using Skullsmasher, add +1 to critical multiplier across the board, but it can't be Sentient'ed.

    By comparison, handaxes are 15-18/5 19-20/8. +1 range if using Forgotten Axe.
    Major build threads: Axesinger / Dwarven Defender / Drow Ninja / Drow Paladin / Elven Ranger / Monkcher / Sacred Vanguard / Cleric Domains / Kundarak Brigade / Iconic Builds
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  5. #5
    Community Member painkiller3's Avatar
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    Quote Originally Posted by unbongwah View Post
    In Dreadnought your final critical threat range will be 14-18/5 19-20/7. If using Skullsmasher, add +1 to critical multiplier across the board, but it can't be Sentient'ed.

    By comparison, handaxes are 15-18/5 19-20/8. +1 range if using Forgotten Axe.
    Where do you get the extra +1 on 19-20 for the hand axe? I have it +7:+8 (19-20) for the mace because of pulverized
    Last edited by painkiller3; 04-04-2019 at 12:32 PM.

  6. #6
    Build Constructionist unbongwah's Avatar
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    Pulverizer is +1 critical range which is why it's 14-20. Headman's Chop is +1 multiplier on 19-20 which is why it's x8.
    Major build threads: Axesinger / Dwarven Defender / Drow Ninja / Drow Paladin / Elven Ranger / Monkcher / Sacred Vanguard / Cleric Domains / Kundarak Brigade / Iconic Builds
    My Build Index: a Motley Menagerie of Original Rapscallions, Pugilists, and Gimps!

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