Post by Learned Hand on Mar 18, 2009 14:18:41 GMT
[edited so it made sense]
Here is my tank-ish character. I suspected BSR's guy may be more suited to dishing out damage on bigguns so I made somebody who is geared towards protection and mopping up mooks, although he can dish out a fair bit of damage.
Here are possible modifications and questions:
Modifications:
(a) more raw damage - I ditch the levels in knight for more levels of exoticist (It's like a fighter but with slightly different weapon proficiency) and take power attack, cleave, weapon specialistion etc.
(b) Even more of a mook killer - ditch the levels of knight, take the levels of exoticist and push myself to whirlwind attack. If you're interested, I do this by switching to human and losing deft opportunist.
Questions:
(1) Should I take different skills?
(2) Should I have bought potions and stuff (I don't know what that stuff would be). If so, which ones?
(3) Out of interest, does anybody have enlarge person as one of their spells. It's very, very useful for this build, and I may get some potions with it.
(4) Are there any obvious flaws? Or alternative modifications?
(5)Is it just me or is really hard to have a remotely good AC?
Here's my guy - he's called T.R. and he does have a personality, but I'll send that to O in a bit.
Dwarf exoticist/
Alignment: Lawful Neutral
Str: 20
Dex: 16
Con: 16
Int: 14
Wis: 10
Cha: 6
Racial benefits:
Darkvision
Stonecunning
Weapon Familiarity – Dwarven Weapons
Stability
+2 vs poison
+2 vs spells
+1 vs orcs and goblinoids
+4 AC vs giants
+2 appraise/craft stone/metal
Languages: Common; dwarven
Class features:
8 levels of exoticist: Exotic Weapon proficiency: Spiked Chain; bastard sword; net; repeating crossbow; all the usual fighter proficiencies EXCEPT martial weapons
Feats - and the levels aquired
1 Combat expertise: Weapon focus (Spiked Chain)
2 Improved Trip
3 Combat Reflexes
4 Monkey Grip
5
6 Weapon specialization (Spiked Chain); Exotic Attack
7
8 Deft Opportunist
Skills
Appraise (weaponsmithing) 2
Craft (weaponsmithing): 8 (not including +2 racial bonus)
Climb: 7
Jump: 7
Tumble: 11
Swim: 6
Items
Whirling, living chain of big (large +1 spiked chain; wielder can attack all foes within range 3 times a day) 10,325
+ 1 Studded Leather of Mobility (+4 AC, user has mobility feat) 4,025
+2 cloak of protection (4,000)
+2 Gauntlets of Ogre strength (4,000)
+1 Ring of Protection (2,000)
Phylactery of Faithfulness (1000)
Potions: Bull’s Strength * 2
Potions: Enlarge Person * 4
large bastard sword and steel shield
HP –97
AC – 18
Attacks:
BAB = +8/+3;
Large Spiked Chain = +14/+9 (+8 to opposed strength roll to trip). Damage - 2d6+9
Saves: F: +11; R + 7; W + 4
Init: +3
Here is my tank-ish character. I suspected BSR's guy may be more suited to dishing out damage on bigguns so I made somebody who is geared towards protection and mopping up mooks, although he can dish out a fair bit of damage.
Here are possible modifications and questions:
Modifications:
(a) more raw damage - I ditch the levels in knight for more levels of exoticist (It's like a fighter but with slightly different weapon proficiency) and take power attack, cleave, weapon specialistion etc.
(b) Even more of a mook killer - ditch the levels of knight, take the levels of exoticist and push myself to whirlwind attack. If you're interested, I do this by switching to human and losing deft opportunist.
Questions:
(1) Should I take different skills?
(2) Should I have bought potions and stuff (I don't know what that stuff would be). If so, which ones?
(3) Out of interest, does anybody have enlarge person as one of their spells. It's very, very useful for this build, and I may get some potions with it.
(4) Are there any obvious flaws? Or alternative modifications?
(5)Is it just me or is really hard to have a remotely good AC?
Here's my guy - he's called T.R. and he does have a personality, but I'll send that to O in a bit.
Dwarf exoticist/
Alignment: Lawful Neutral
Str: 20
Dex: 16
Con: 16
Int: 14
Wis: 10
Cha: 6
Racial benefits:
Darkvision
Stonecunning
Weapon Familiarity – Dwarven Weapons
Stability
+2 vs poison
+2 vs spells
+1 vs orcs and goblinoids
+4 AC vs giants
+2 appraise/craft stone/metal
Languages: Common; dwarven
Class features:
8 levels of exoticist: Exotic Weapon proficiency: Spiked Chain; bastard sword; net; repeating crossbow; all the usual fighter proficiencies EXCEPT martial weapons
Feats - and the levels aquired
1 Combat expertise: Weapon focus (Spiked Chain)
2 Improved Trip
3 Combat Reflexes
4 Monkey Grip
5
6 Weapon specialization (Spiked Chain); Exotic Attack
7
8 Deft Opportunist
Skills
Appraise (weaponsmithing) 2
Craft (weaponsmithing): 8 (not including +2 racial bonus)
Climb: 7
Jump: 7
Tumble: 11
Swim: 6
Items
Whirling, living chain of big (large +1 spiked chain; wielder can attack all foes within range 3 times a day) 10,325
+ 1 Studded Leather of Mobility (+4 AC, user has mobility feat) 4,025
+2 cloak of protection (4,000)
+2 Gauntlets of Ogre strength (4,000)
+1 Ring of Protection (2,000)
Phylactery of Faithfulness (1000)
Potions: Bull’s Strength * 2
Potions: Enlarge Person * 4
large bastard sword and steel shield
HP –97
AC – 18
Attacks:
BAB = +8/+3;
Large Spiked Chain = +14/+9 (+8 to opposed strength roll to trip). Damage - 2d6+9
Saves: F: +11; R + 7; W + 4
Init: +3