Author Topic: Hulking Hurlers?  (Read 8366 times)

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Prime32

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Hulking Hurlers?
« on: October 09, 2008, 05:27:00 PM »
Gleemax is down, and there doesn't seem to be a handbook here, so what advice can you guys give me for building a hulking hurler?
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The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

tusk

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Re: Hulking Hurlers?
« Reply #1 on: October 09, 2008, 05:33:06 PM »
Some itty-bitties I can think of:

-Strong Arm Bracelet (MiC)

-Turn into something with *loads* of strenth, and has 4 legs.

-Psion might help

-War Hulk?

-Rage will help.

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Re: Hulking Hurlers?
« Reply #2 on: October 09, 2008, 05:36:43 PM »
Some itty-bitties I can think of:

-Strong Arm Bracelet (MiC)

-Turn into something really  :censored big with *loads* of strenth, and has 4 legs.

-Psion might help

-War Hulk?

-Rage will help.
FTFY
Carrying capacity ramps up quickly with size, also.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
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Negative Zero

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Re: Hulking Hurlers?
« Reply #3 on: October 09, 2008, 05:39:12 PM »
War Hulk + Hulking Hurler can go from effective to ridiculous very quickly. If you intend to do that, being a quadruped (Centaur is the standard) doubles your carrying capacity, significantly increasing your damage potential with stone-throwing. The last build I saw was throwing a spiked lead beach ball, doing literally millions of damage. Maybe more than millions, I don't recall exactly.

Ubernoob

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Re: Hulking Hurlers?
« Reply #4 on: October 09, 2008, 05:41:44 PM »
Did we ever manage to make hulking hurler work with bloodstorm blade?
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Prime32

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Re: Hulking Hurlers?
« Reply #5 on: October 09, 2008, 05:42:07 PM »
War Hulk always gets brought up. It's in the Miniatures Handbook, right? I haven't seen it, but I've gathered that it grants a level-based bonus to Strength in exchange for making you an ugly idiot?
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: Hulking Hurlers?
« Reply #6 on: October 09, 2008, 05:42:53 PM »
Did we ever manage to make hulking hurler work with bloodstorm blade?
I was trying to work those two into a build, actually... along with cragtop archer. :D Assuming I have another source of damage, how viable is it to make a hulking hurler focused on Dex for better accuracy and AC?

I'd still appreciate general HH advice, though.
« Last Edit: October 09, 2008, 05:53:11 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Stratovarius

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Re: Hulking Hurlers?
« Reply #7 on: October 09, 2008, 05:50:56 PM »
War Hulk always gets brought up. It's in the Miniatures Handbook, right? I haven't seen it, but I've gathered that it grants a level-based bonus to Strength in exchange for making you an ugly idiot?

+2 Strength per level, total of +20 strength over 10 levels. It's insane.
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Ubernoob

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Re: Hulking Hurlers?
« Reply #8 on: October 09, 2008, 05:57:58 PM »
War Hulk always gets brought up. It's in the Miniatures Handbook, right? I haven't seen it, but I've gathered that it grants a level-based bonus to Strength in exchange for making you an ugly idiot?

+2 Strength per level, total of +20 strength over 10 levels. It's insane.
Bear warrior gives the same thing (if not as linearly) and has full bab.  However, it makes you into a bear.  No thumbs kinda sucks.
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Negative Zero

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Re: Hulking Hurlers?
« Reply #9 on: October 09, 2008, 06:06:14 PM »
Yeah, the fact that War Hulk has no BAB can be annoying for qualifications for stuff.

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Re: Hulking Hurlers?
« Reply #10 on: October 09, 2008, 06:09:39 PM »
Yeah, the fact that War Hulk has no BAB can be annoying for qualifications for stuff.
Aside from robilar's there's no big deal.  Getting bab 6 is probably a good idea anyways without shock trooper.
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Prime32

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Re: Hulking Hurlers?
« Reply #11 on: October 09, 2008, 07:22:38 PM »
Maybe I should give the specifics of the build I was working on.
[spoiler]A dragonborn duskblade/hulking hurler/bloodstorm blade/cragtop archer who throws an ubercharger cohort with the Battle Jump feat. The cohort does most of the damage, so accuracy is more important to the main character (as well as the ability to channel debuffs through the cohort :D).

I'd like to get Flyby Attack in there, so I can throw the cohort and have him make a full attack without my guy falling.[/spoiler]
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Akalsaris

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Re: Hulking Hurlers?
« Reply #12 on: October 09, 2008, 08:02:15 PM »
Here's some comments, in no particular order...

With Bear Warrior, the Gloves of Man from Savage Species will let you wield weapons and such.  Quite pricey though, and it would be pretty crushing to lose them in mid-adventure.

The Natural Heavyweight feat from the Planar Handbook doubles your carrying capacity, allowing you to toss twice as much with overburdened heave.

Gauntlets of Endless Javelins (MIC) would give you a never-ending supply of X-sized javelins to toss at your foes when you don't have a huge lead ball handy.  Quaal's Feather Token (Anchor) will give you an anchor for 50g, which can also be pretty heavy.

Primeval (Frostburn) might be another solid PrC for a hulking hurler, though the feat requirements between primeval and HH are pretty rough.

Polymorph, Shapechange, and wildshape (dire ape, legendary ape, elephant) can all help with size and strength, especially the Master of Many Forms' ability to turn into Huge giants by character level 11 or so.  Wildshape Ranger 5/MoMF 7/HH 2/Warblade 1/Bloodstorm Blade 5, for example, would be a strong build, though you don't get the returning ability until level 19.

By the way, I don't think levels cragtop archer works well with hulking hurler, since its abilities work with projectile weapons such as bows and crossbows.  1 level for Farsight would still be solid though.  Here's a build that can do what you'd like, though I'd love to fit in Natural Heavyweight and Precise Shot.
Build:
[spoiler]Dragonborn Half-Ogre Duskblade 5/Warblade 1/Bloodstorm Blade 5/Hulking Hurler 3/Bloodstorm Blade 3/Cragtop Archer 1 (LA +2)
Feats:
1st char: Point Blank Shot
3rd char: Weapon Focus: Javelin
6th char: Leadership
9th char: Flyby Attack
12th char: Power Attack
15th char: Far Shot
18th char: Mountain Warrior[/spoiler]

Prime32

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Re: Hulking Hurlers?
« Reply #13 on: October 09, 2008, 08:23:39 PM »
For bear warrior... while in "ursine rage", I can't fly or cast spells. I only need enough Strength to lift the cohort, and then raise my Dex score (dragonborn can't fly in medium or heavy armour, so it's monk belts for me)

I was hoping to pick up Weapon Specialisation from the bloodstorm blade levels, leading into Ranged Weapon Mastery for +30ft range increments.


If I can't hit an enemy with my attacks, I just throw the cohort at the enemy's space (an easy hit), and the cohort still gets the attacks for falling.

I also considered that it might be easier if my character was the "ammo" and the cohort threw him. Not really. :-\
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Akalsaris

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Re: Hulking Hurlers?
« Reply #14 on: October 09, 2008, 09:11:23 PM »
Heh...I forgot about the bonus feats from Bloodstorm Blade, which would open up enough feat slots for Nat. heavyweight and precise shot.  Cool.

It seems to me that the coolest thing you could do would be to treat your cohort as a melee weapon using thunderous throw from bloodstorm blade, then throw him with power attack while channeling Ghoul Touch or a martial strike, eventually managing to toss him at multiple people in a round. 


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Re: Hulking Hurlers?
« Reply #15 on: October 10, 2008, 02:58:11 AM »
For bear warrior... while in "ursine rage", I can't fly or cast spells. I only need enough Strength to lift the cohort, and then raise my Dex score
Why dex?
Brutal Throw if your thinking of using dex to attack.
Use more items if your thinking for AC.
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[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
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Prime32

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Re: Hulking Hurlers?
« Reply #16 on: October 10, 2008, 07:02:39 AM »
It seems to me that the coolest thing you could do would be to treat your cohort as a melee weapon using thunderous throw from bloodstorm blade, then throw him with power attack while channeling Ghoul Touch or a martial strike, eventually managing to toss him at multiple people in a round.
Another cool thing: I take the "Shaky" flaw, then negate its effects with thunderous throw :smirk

As for the cohort, here's what I was thinking of
[spoiler]
Feral ? Wolf/lion totem barbarian 2/Champion of Gwnharwyf 9/Warblade 1/Bloodclaw master 3
Flaws: Shaky, Slow
Traits: Slow
Feats: Battle Jump, Blindsight, 5ft radius, Blind-Fight, Exotic Armour Proficiency (mountain plate)RoS, Improved Grapple, Improved Rapidstrike (claws)Drac, Improved Trip(B), Rapidstrike (claws)Drac
Equipment: adamantine mountain plate with armour spikes, item of +1 valorous natural attacks

With extremely heavy armour and Slow taken twice, the cohort is limited to 5ft of movement per round, but he's not using his own speed anyway. I'm considering whether this guy could use the character as a mount when not being thrown.

Blindsight, 5ft. is all the range he needs to negate concealment for his attacks. The big guy still needs true seeing or something to throw him at the right square, though. Champion of Gwynharwyf leaves enemies shaken whenever they are close to him... which is going to be a lot, with the amount he's flying around the battlefield.

Phalanx FightingCW is another option - it grants +3 AC and +1 Reflex if both characters can take it (the main character use a heavy shield, and the cohort uses a ring of force shield)[/spoiler]
« Last Edit: October 10, 2008, 07:08:06 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Akalsaris

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Re: Hulking Hurlers?
« Reply #17 on: October 10, 2008, 04:40:34 PM »
I'd go with a warforged barbarian with adamantine body and Willing Deformity: Obese to squeeze in some more damage from the Hulking Hurler side :)

Also, remember that the slower he is, the more negatives to Jump the cohort will have, which might mess up Battle Jump.

Prime32

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Re: Hulking Hurlers?
« Reply #18 on: October 10, 2008, 04:58:52 PM »
Also, remember that the slower he is, the more negatives to Jump the cohort will have, which might mess up Battle Jump.
The Jump skill has nothing to do with it - he gets an attack for falling, then returns to me via Lightning Ricochet (see the BJ thread in my sig).

If I'm going warforged, I might as well go juggernaut.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]