Post by desocupado on Sept 12, 2011 17:16:25 GMT
Changelog
13/01/2013 - Added a shape guide
12/06/2012 - Made room for expertise and improved expertise (dropped IC and GWF as they aren't that important when using unarmed shapes) and added a gear recommendation section
To do list:
Adding a shape mini-guide
Overview:
This is the build I'm currently using, it keeps max DC and has a good fighting prowess while using unarmed shapes (which usually are STR, thereof this name, heavy claws).
While this isn't a full tank shifter, it can melee reasonable performance as a STR tank with decent 135+ AC and passable AB with 6-7 attacks (flurry of blows + monk progression) and saves 60+.
Requirements:
Anarch subrace - It's possible to do this with a inferior subrace, see bellow:
An Epode that isn't humanoid (as it has no synergy with monk splash)
Level Progression:
Druid 5
Shifter 10
Druid 5
Shifter 19
Monk 1
Pros:
Maxed DC
Versatility: Wildshape, Outsider and another focus of your choice (construct may be the best choice choice due abyss/hells and synergy with monk)
Evasion feat
Good Disciple Parry (base 43 - STR/DEX shapes allow very high scores)
Maximum Tumble and Listen
Good saves (60/60/73) Reflex can go over 60 depending on shape
Can melee with high AC (140+ without expertise) using Leonal
Cons:
Just 59 Polymorph level (that means less 1-2 AC/AB potential, already taken in consideration in my calculations)
CL 59 (one less than a pure 10/30 shifter)
Feat tight
No Hide, means no conceal from Camouflage - This can be fixed by discarding Craft armor or grabbing it in paragon levels
Character creation:
Base: Elf
Subrace: Anarch
Str 8
Dex 10
Con 10->14 (keep in mind it's -2 while elf)
Wis 18->24
Int 16
Cha 8
(Level up points go into Wisdom)
Saves (with +12 gear):
Ref 7+3+2+6+7+35 = 60 + base dex bonus
Will 3+7+28+35 = 73
Fort 7+7+2+9+35 = 60 (59 while elf)
Skills: (save enough points for monk skill dump at 40)
Tumble 63 (dumb at monk 40 and max as cross class)
Concentration 63
Animal empathy 63
Listen 63
Disciple 43 (dump monk 40)
Parry 43 (dump at druid 20 monk 40)
Craft armor 61 (only in LL. You may decrease this value for more parry)
Pickpocket 1
Feats:
Anarch bonus feats:
Martial weapon proficiency
Armor skin
Weapon Spec - Regular and Epic
Alertness
Pre-epic
1 Lightning Reflexes
3 Armor Proficiency
6 Weapon Focus unarmed
9 Expertise (the alternative -Greater Weapon Focus- isn't as good)
12 Great fortitude
15 Improved Expertise (the alternative -Improved Critical- isn't THAT helpful with unarmed shapes, just +5% damage against critable foes)
18 Skill Focus Animal empathy (on druid level)
Epic = 7+6/bonus
21 Outsider Shape
24 Construct Shape
39 Epic Weapon Focus
(other levels) Great wisdom 1-10
Legendary = 7
41+ -> read spell penetration tome
42 LFF Outsider 1
45 LFF Wildshape 1
48 LFF Wildshape 2
51 LFF Wildshape 3
54 LFF Outsider 2
55+ Epode XXX
57 LFF Outsider 3
60 Legendary Reflexes
Paragon = 6
63 PFF X
66 PFF Wildshape
69 PFF Z
72 Adaptivity 1
75 Adaptivity 2
78 LFD
AC and AB calculations (non-bur gear or artifacts)
AB
36/bab +3/wf+ewf+6/lff +20/magic bonus = total 59 (+shape)
AC
10 - base
16 - natural
18 - armor
16 - deflection
20 - dodge+haste
12 - tumble
2 - armor skin
1 - craft armor
6 - class ac bonus (LFF)
Total = 101 + shape dex and shield bonus ac
Shape modifiers at PL 59 and LFF 3: (I could use some help to draw a fancy table)
Gear guidelines:
Look for bonuses to Animal empathy, and look for heavy armors with high AC and resistances.
Weapons: You can use any melee one handed weapon, so try to cover level with 50 weapons the damages you have hard time inflicting (electrical, divine and positive). DB weapons are also very handy when fully buffed for general DPS.
Shield: While Ac doesn't merge, the shield's resistance bonuses may prove invaluable
Torch: Urge to Destroy or Sign of Orcus increase melee damage.
Current Gear Setup:
Amulet: Polished Ekolid Eye (blind immunity, Phy Imm and Res and wis +16 at 70)
Armor: Carapace of Smoldering Stone (Good Phy Imm and several Status immunities)
Belt: Open (I'm wearing Graz'zt's Demonic Codpiece - for stun immunity)
Boots: Natural Boots (Has Animal Empathy, fundamental for shifter damage the Elemental resistance is nice before you get the cloak)
Cloak: Baator's Embrace (Elemental Resists and Physical Immunities)
Gloves: Audacious Provocation (Physical immunities and skill bonuses)
Helm: Open (I put a Scintillating Scarf for more Exotic Resistance)
Shield: Abyssal Retort (Daze Imm and Fire/Elec 90%)
Mote: Animal Empathy+5
Other subrace Adjustments:
Doppleganger subrace - Loses 2 Con, 1 DC, and 4 Physical damage.
Modifications: Swap Great Wisdom X with Armor skin.
Drow (Male) open subrace - Loses 2 Con, 2 int, 2 DC, 6 Physical damage, 1 AB, 2 AC and one skill.
Modifications
Feats: Swap Greater Weapon Focus for Alertness, and Skill focus Animal Empathy for Blind fight.
Stats: Change Initial stats at creation to Con 15 Int 14 Wis 18.
Skills: Drop Listen, as it's benefits are only significant at high levels, when you should upgrade the subrace.
Forms: Don't get construct, as the lower DC makes it unusable. Undead or Dragon might work better on LL areas.
Form guide
Outsider
Azer
- Burning Hands - Before LFF it's a mildly useful source of fire damage (replaced by fire pulse)
- Fire Pulse - Deals d6 fire damage around the target - works underwater!!
- Fire Blast - Deals d8 fire damage in a line (more than Fire Blast), but it's loot breaking
- Fire Protection Aura All allies in the aura receive 30/50/70% immunity to fire depending on foci.
Death Slaad
- Acid/ Magic Spittle - Deals (d6/d4) damage to a single target (Magic is very good for some bosses ike Dragons)
- Anti Confusion Aura (Req LFF 1) - Very handy when a boss take any of the above damages and causes confusion
Rakshasa
- This is the most pure spell casting Shape with Acid Breath (Thunder Claps after LFF) Ice Storm Dispel (Area breach around an enemy target after LFF)
- Defenses: Spell Immunity level 8 and 30 + (5 / 5 Shifter levels inc LL) points of conceal - This allows you to tank nasty spell like bombardments and Horrids
Modron
- Ranged Attack - While the damage isn't too significant there is some nice options
- Construct Wall - Fire wall spell
- Immobilization Trap - Lays a trap that stuns for d6+1 rounds if they fail a will save (requires LFFO1)
- Coruscating Beam Trap - Lays a persistent trap that deal Fire/Pos (works underwater)
Leonal
- Very High AB and AC, receiving full weapon buffs and getting an extra attack with LFF
- Fear Howl - Handy against some specific foes that can't be disable with any other spell
- Anti-Fear Aura - Can break all fear effects (and perhaps prevent Weird)
- Leonal Rage - Bard song level is equal to Shifter level.
Construct - all constructs are immune to amnesia
Demonflesh Golem
-High AB low-ish AC (need Both Form Defense Feats) - xfer all weapon buffs and get +1 attack with LFF
- Rage - Grants -2 AC but increases Physical damage by Wisdom Mod - Very powerful and very underated
- Infesting Touch (Shadow Attack) - Decreases target Conc/Disc by (Foci) for (Foci + 1d3) rounds. Requires LFFC1. - Might helps disarming/kd attempts
- Focused Immunity (Protection Aura) - Grants 100%/100- against a single elemental type, toggle with !damXX (if CC is shifter). Requires LFFC1.
Iron Golem
- Poison Breath - Reduces Con in area - Devastating at hells and some areas like Hive. Since DC isn't very high you probably need to curse enemies first
- Crumple Armor (Shadow Attack) - Decreases target AC by (Foci) for (Foci + 1d3) rounds. Requires LFFC1. Might help Evaards and Blade Barriers
Stone Golem
- Hurl Rock - All targets in a Medium radius receive CLd6 bludgeoning damage, with a Reflex save for half. Make sure Bludgeoning is a good damage type against your targets. Loot breaker
- Siege Mode (Protection Aura) - Increases the user's physical/elemental immunities by (10 + (5 * Foci))% and makes the user immune to knockdown. The user is immobilized. Damage on Hurl Rock is increased to CLd8. Requires LFFC1. This is the "siege mode", use improved expertise to make up for the lost AC.
Crystal Golem
I Can't say much. I seldom use this shape.
-Prismatic Spray - as the spell. A spamable source of Positive damage.
- Daze Aura - All targets in a Large aura must make a Will save each round or be dazed. Requires LFFC1. (now where is this good?)
- Crystalline Matrix - Adds up to 36(?)/+16 soak - Quite good actually
Marut
- Grappling Chain - The target must make a Reflex save or be paralyzed for (CL / 3) rounds. Requires LFFC1. This spell tends to work on all casters and perhaps all target that can be held by bigby's spell (low DC, so it need a curse first)
- Lightning Pulse - CLd6 electrical in a Large radius - not loot breaking
13/01/2013 - Added a shape guide
12/06/2012 - Made room for expertise and improved expertise (dropped IC and GWF as they aren't that important when using unarmed shapes) and added a gear recommendation section
To do list:
Adding a shape mini-guide
Heavy Claws (Shifter 29 / Druid 10 / Monk 1)
Overview:
This is the build I'm currently using, it keeps max DC and has a good fighting prowess while using unarmed shapes (which usually are STR, thereof this name, heavy claws).
While this isn't a full tank shifter, it can melee reasonable performance as a STR tank with decent 135+ AC and passable AB with 6-7 attacks (flurry of blows + monk progression) and saves 60+.
Requirements:
Anarch subrace - It's possible to do this with a inferior subrace, see bellow:
An Epode that isn't humanoid (as it has no synergy with monk splash)
Level Progression:
Druid 5
Shifter 10
Druid 5
Shifter 19
Monk 1
Pros:
Maxed DC
Versatility: Wildshape, Outsider and another focus of your choice (construct may be the best choice choice due abyss/hells and synergy with monk)
Evasion feat
Good Disciple Parry (base 43 - STR/DEX shapes allow very high scores)
Maximum Tumble and Listen
Good saves (60/60/73) Reflex can go over 60 depending on shape
Can melee with high AC (140+ without expertise) using Leonal
Cons:
Just 59 Polymorph level (that means less 1-2 AC/AB potential, already taken in consideration in my calculations)
CL 59 (one less than a pure 10/30 shifter)
Feat tight
No Hide, means no conceal from Camouflage - This can be fixed by discarding Craft armor or grabbing it in paragon levels
Character creation:
Base: Elf
Subrace: Anarch
Str 8
Dex 10
Con 10->14 (keep in mind it's -2 while elf)
Wis 18->24
Int 16
Cha 8
(Level up points go into Wisdom)
Saves (with +12 gear):
Ref 7+3+2+6+7+35 = 60 + base dex bonus
Will 3+7+28+35 = 73
Fort 7+7+2+9+35 = 60 (59 while elf)
Skills: (save enough points for monk skill dump at 40)
Tumble 63 (dumb at monk 40 and max as cross class)
Concentration 63
Animal empathy 63
Listen 63
Disciple 43 (dump monk 40)
Parry 43 (dump at druid 20 monk 40)
Craft armor 61 (only in LL. You may decrease this value for more parry)
Pickpocket 1
Feats:
Anarch bonus feats:
Martial weapon proficiency
Armor skin
Weapon Spec - Regular and Epic
Alertness
Pre-epic
1 Lightning Reflexes
3 Armor Proficiency
6 Weapon Focus unarmed
9 Expertise (the alternative -Greater Weapon Focus- isn't as good)
12 Great fortitude
15 Improved Expertise (the alternative -Improved Critical- isn't THAT helpful with unarmed shapes, just +5% damage against critable foes)
18 Skill Focus Animal empathy (on druid level)
Epic = 7+6/bonus
21 Outsider Shape
24 Construct Shape
39 Epic Weapon Focus
(other levels) Great wisdom 1-10
Legendary = 7
41+ -> read spell penetration tome
42 LFF Outsider 1
45 LFF Wildshape 1
48 LFF Wildshape 2
51 LFF Wildshape 3
54 LFF Outsider 2
55+ Epode XXX
57 LFF Outsider 3
60 Legendary Reflexes
Paragon = 6
63 PFF X
66 PFF Wildshape
69 PFF Z
72 Adaptivity 1
75 Adaptivity 2
78 LFD
AC and AB calculations (non-bur gear or artifacts)
AB
36/bab +3/wf+ewf
AC
10 - base
16 - natural
18 - armor
16 - deflection
20 - dodge+haste
12 - tumble
2 - armor skin
1 - craft armor
6 - class ac bonus (LFF)
Total = 101 + shape dex and shield bonus ac
Shape modifiers at PL 59 and LFF 3: (I could use some help to draw a fancy table)
Leonal | +34ab | +34ac |
Demonflesh Golem | +34ab | +23 AC |
Mondron | +30ab | +30ac |
Minotaur | +31ab | +33ac |
Dire tiger | +30ab | +33ac |
Wyvern | +29 ab | +29 ac |
Xorn | +26ab | +28ac |
Dragon | +34 ab | +32 ac (should read less 2 due to very large size) |
Gear guidelines:
Look for bonuses to Animal empathy, and look for heavy armors with high AC and resistances.
Weapons: You can use any melee one handed weapon, so try to cover level with 50 weapons the damages you have hard time inflicting (electrical, divine and positive). DB weapons are also very handy when fully buffed for general DPS.
Shield: While Ac doesn't merge, the shield's resistance bonuses may prove invaluable
Torch: Urge to Destroy or Sign of Orcus increase melee damage.
Current Gear Setup:
Amulet: Polished Ekolid Eye (blind immunity, Phy Imm and Res and wis +16 at 70)
Armor: Carapace of Smoldering Stone (Good Phy Imm and several Status immunities)
Belt: Open (I'm wearing Graz'zt's Demonic Codpiece - for stun immunity)
Boots: Natural Boots (Has Animal Empathy, fundamental for shifter damage the Elemental resistance is nice before you get the cloak)
Cloak: Baator's Embrace (Elemental Resists and Physical Immunities)
Gloves: Audacious Provocation (Physical immunities and skill bonuses)
Helm: Open (I put a Scintillating Scarf for more Exotic Resistance)
Shield: Abyssal Retort (Daze Imm and Fire/Elec 90%)
Mote: Animal Empathy+5
Other subrace Adjustments:
Doppleganger subrace - Loses 2 Con, 1 DC, and 4 Physical damage.
Modifications: Swap Great Wisdom X with Armor skin.
Drow (Male) open subrace - Loses 2 Con, 2 int, 2 DC, 6 Physical damage, 1 AB, 2 AC and one skill.
Modifications
Feats: Swap Greater Weapon Focus for Alertness, and Skill focus Animal Empathy for Blind fight.
Stats: Change Initial stats at creation to Con 15 Int 14 Wis 18.
Skills: Drop Listen, as it's benefits are only significant at high levels, when you should upgrade the subrace.
Forms: Don't get construct, as the lower DC makes it unusable. Undead or Dragon might work better on LL areas.
Form guide
Outsider
Azer
- Burning Hands - Before LFF it's a mildly useful source of fire damage (replaced by fire pulse)
- Fire Pulse - Deals d6 fire damage around the target - works underwater!!
- Fire Blast - Deals d8 fire damage in a line (more than Fire Blast), but it's loot breaking
- Fire Protection Aura All allies in the aura receive 30/50/70% immunity to fire depending on foci.
Death Slaad
- Acid/ Magic Spittle - Deals (d6/d4) damage to a single target (Magic is very good for some bosses ike Dragons)
- Anti Confusion Aura (Req LFF 1) - Very handy when a boss take any of the above damages and causes confusion
Rakshasa
- This is the most pure spell casting Shape with Acid Breath (Thunder Claps after LFF) Ice Storm Dispel (Area breach around an enemy target after LFF)
- Defenses: Spell Immunity level 8 and 30 + (5 / 5 Shifter levels inc LL) points of conceal - This allows you to tank nasty spell like bombardments and Horrids
Modron
- Ranged Attack - While the damage isn't too significant there is some nice options
- Construct Wall - Fire wall spell
- Immobilization Trap - Lays a trap that stuns for d6+1 rounds if they fail a will save (requires LFFO1)
- Coruscating Beam Trap - Lays a persistent trap that deal Fire/Pos (works underwater)
Leonal
- Very High AB and AC, receiving full weapon buffs and getting an extra attack with LFF
- Fear Howl - Handy against some specific foes that can't be disable with any other spell
- Anti-Fear Aura - Can break all fear effects (and perhaps prevent Weird)
- Leonal Rage - Bard song level is equal to Shifter level.
Construct - all constructs are immune to amnesia
Demonflesh Golem
-High AB low-ish AC (need Both Form Defense Feats) - xfer all weapon buffs and get +1 attack with LFF
- Rage - Grants -2 AC but increases Physical damage by Wisdom Mod - Very powerful and very underated
- Infesting Touch (Shadow Attack) - Decreases target Conc/Disc by (Foci) for (Foci + 1d3) rounds. Requires LFFC1. - Might helps disarming/kd attempts
- Focused Immunity (Protection Aura) - Grants 100%/100- against a single elemental type, toggle with !damXX (if CC is shifter). Requires LFFC1.
Iron Golem
- Poison Breath - Reduces Con in area - Devastating at hells and some areas like Hive. Since DC isn't very high you probably need to curse enemies first
- Crumple Armor (Shadow Attack) - Decreases target AC by (Foci) for (Foci + 1d3) rounds. Requires LFFC1. Might help Evaards and Blade Barriers
Stone Golem
- Hurl Rock - All targets in a Medium radius receive CLd6 bludgeoning damage, with a Reflex save for half. Make sure Bludgeoning is a good damage type against your targets. Loot breaker
- Siege Mode (Protection Aura) - Increases the user's physical/elemental immunities by (10 + (5 * Foci))% and makes the user immune to knockdown. The user is immobilized. Damage on Hurl Rock is increased to CLd8. Requires LFFC1. This is the "siege mode", use improved expertise to make up for the lost AC.
Crystal Golem
I Can't say much. I seldom use this shape.
-Prismatic Spray - as the spell. A spamable source of Positive damage.
- Daze Aura - All targets in a Large aura must make a Will save each round or be dazed. Requires LFFC1. (now where is this good?)
- Crystalline Matrix - Adds up to 36(?)/+16 soak - Quite good actually
Marut
- Grappling Chain - The target must make a Reflex save or be paralyzed for (CL / 3) rounds. Requires LFFC1. This spell tends to work on all casters and perhaps all target that can be held by bigby's spell (low DC, so it need a curse first)
- Lightning Pulse - CLd6 electrical in a Large radius - not loot breaking