Human (Core) Fighter 12
Medium Humanoid - HD 12d10 (66)+ 84 = (150 HP)
Alignment: Chaotic Neutral
Speed: 30 ft. Fly 30 (3éday, 5 minutes per use)
Initiative: +8
Armour Class: 34 (10 + 8 Dex, 2 Vest of Natural Armour +2, 8 (Crucian Form) Headband of Alter Self, 2 Ring of Protection +2, 4 +1 Moderate Fortification Gray Armour, )
Damage Reduction:
Damage Reduction:
Attack: Melee +21 (Warchain 2d6+ 1d6 (fire) + 1d6 (electricity) +7) [Reaches 10-30 feet]
or
Attack: Melee +21 (Armour Spikes 2d6+ 1d6 (fire) +5) [Reaches Grapple-10 feet]
Attack of Opportunity: Melee +25 (Warchain 2d6+ 1d6 (fire) + 1d6 (electricity) +7) [Reaches 10-30 feet]
Attack of Opportunity: Melee +25 (Armour Spikes 2d6+ 1d6 (fire) +5) [Reaches Grapple-10 feet]
Full Attack: +21/+16/+11 (Warchain 2d6+ 1d6 (fire) + 1d6 (electricity) +7) [Reaches 10-30 feet]
Saves: Fort +18 Reflex +15 Will +11
Abilities: S 17 D 26 C 24 I 20 W 19 Ch 15
Skills:
Feats:
Notable Items:
Periapt of Health +2; Vest of Natural Armour +1, Ring of Protection +1, +1 Extending Flaming Shock Adamantine Warchain, +1 Flaming Adamantine Armour Spikes, Cloak of Resistance +3; Winged Boots, +1 Moderate Fortification Silk Steel Armour; Headband of Alter Self; Belt of the Giant [Enlarge Person at will]
[/i]
Breakdown of abilities:
Notes:
Abilities (Elite Array: 15, 14, 13, 12, 10, 8)
Str 10 (base) +5 (Inherent) +2 (Item) +2 (size)= 19 (+4)
Dex 15 (Base) +5 (Inherent) +4 (Item) +2 (levels 4 & 8)= 26 (+8)
Con 14 (Base) +5 (Inherent) +4 (Item) +1 (level 12) = 24 (+7)
Int 13 (Base) +5 (Inherent) +2 (Item)= 20(+5)
Wis 12 (Base) +5 (Inherent)+2 (Item) = 19(+4)
Cha 8 (Base) +5 (Inherent) +2 (Item) = 15 (+2)
Init +8
BAB +12, Grap +15
Fort +18 (8 base +7 con +3 resistance)
Ref +15 (4 base +8 dex +3 resistance)
Will +11 (4 base +4 wis +3 resistance)
Levels/Feats:
- Fighter [3]Dodge, Mobility, Weapon Finesse
- Fighter [1]Combat Expertise
- Fighter [1]Opportunistic Tactician [Take a 5' step after making an AoO]
- Fighter [1]Spring Attack
- Fighter []
- Fighter [2]Whirlwind, Deft Opportunist [+4 to hit on AoOs]
- Fighter []
- Fighter [1]Canny Opportunist [Draw a Weapon, Ready / Loosen a Shield, or Attempts a Feint in Combat provokes an AoO]
- Fighter [1]Exploit Adjustment [5' steps cause AoOs]
- Fighter [1]Stand Still [Give up damage on an AoO; target must make a Ref Save of 10 + Damage done or they cannot move any more this round]
- Fighter []
- Fighter [2]Robilar's Gambit, Hold the line [AoOs on charging people]
Tactics:
By Round
1. Cast Enlarge Person with the Belt of the Giant. Move towards enemies, attack any viable target within 30 feet while moving or double move.
1a. Make Attacks of Opportunity on any enemies within 30 feet that do any of the following actions that normally wouldn't provoke an AoO:
He can make up to 9 (nine) attacks of opportunity per round.
-Charge
-Draw a weapon
-Ready/Loosen a sheild
-Attempt to Feint in combat
-Take a 5' step
1b. After making an AoO, he can take a 5' foot step [Note: either you only get 1 foot step a round, or he can take up to 9 or 10]
1c. Damage can be forgone and instead the target attacked by the AoO has to make a reflex save of 10 + Damage that has been forgone or they cannot further move that round.
2. Take a 5 foot step; perform a Whirlwind Attack; attacking everyone within 30 feet.
3. Remain in place to hold back any new attackers, repeat step 1a to 2 or start again at step 1 if there are no attackers nearby.
Note: you may fly with a speed of 30 feet 3 times per day for up to 5 minutes each use.
Basically; rush the enemy; AoO anyone who gets in close, use Stand Still on things that you want to keep back; every time that they move you can force them to make a DC 29 Reflex (10 + 4d6 + 7) Save or act as if all of their move actions have been used up for the round.
I`ll write up a similar 12th lvl fighter using RoW material exclusively.
Here I only used the Wish Economy (+5 to all stats, items under 15,000 gp are free).
Anyway, what`s the idea on this build?
I presented a similar build on the char-op boards, but I had combat brute and shock trooper, both feats that don`t really help with someone who is an AoO machine.
Versus Mooks:
Knock them down or Whirlwind to kill them
Versus Casters:
You kidding me? Whirlwind or AoOs should keep them back, casting defensively could be a pain.
Versus Big Brutes:
They have to make a DC 29 reflex save via stand still, hopefully keeping them at bay for either a full-attack or other party members to deal with.
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Marrak Blackchains, Fiendslayer
Human (Races of War) Fighter 12
Medium Humanoid - HD 12d10 (66)+ 84 + 12 = (162 HP) [Note: Dont die until you reach -20]
Alignment: Chaotic Neutral
Speed: 30 ft. Fly 30 (9/day, 5 minutes per use)
Initiative: +8
Armour Class: 41 Touch Flatfooted
Damage Reduction:17/Adamantine (12), - (5)
Spell Resistance: 17 (5 + Caster lvl, Mage Slayer)
Attack: Melee +21 ('large' Warchain 2d6+ 9 ) [Reaches 10-35 feet]
or
Attack: Melee +21 (Armour Spikes 2d6+ 1d6 (fire)+ 5) [Reaches Grapple-15 feet]
or
Attack: Ranged +21 ('large' Str 18 Comp Longbow 2d6+ 6) []
Full Attack: +21/+19/+19 (Warchain 2d6+ 9) [Reaches 10-30 feet]
Saves: Fort +Reflex +Will +
Abilities: S 17 D 26 C 24 I 20 W 19 Ch 15
Skills:Note: Unlike the other fighter who gets at most 5 skills maxed (and those will probably be: Climb, Jump, Swim, Intimidate and Ride, not exacty useful)
Skills/lvl 6 + int mod + human mod = 12/lvl = 12 skills at 15 ranks
Balance (Dex), 15 + 8 - 4 + 3 = 22
Bluff (Cha),
Climb (Str),
Craft (Int), 15
Diplomacy (Cha), 15
Escape Artist (Dex), -
Handle Animal (Cha),
Intimidate (Cha), 15
Jump (Str),
Knowledge (all skills individually) (Int), All 10 +8 (30 pts among 10 skills)
Listen (Wis), 15
Move Silently (Dex), 15
Profession (Wis),
Ride (Dex),
Sense Motive (Wis), 15
Spot (Wis), 15
Survival (Wis), 15
Swim (Str), -
Tumble (Dex) 15
Use Rope (Dex)
Feats:See build; there are 11 feats total
Notable Items:
Periapt of Health +4; Vest of Natural Armour +2, Ring of Protection +1, Cloak of Resistance +3; Winged Boots (3 pairs), +1 Moderate Fortification Gray Armour, +1 Animated Heavy Shield; various +2 stat ioun stones (str, cha, wis, int). Custom items: Headband of Alter Self; Belt of the Giant [Enlarge Person at will]; Stone of Silence.
Melee:
+1 Extending Adamantine Warchain
+1 Extending Adamantine Kusari-Gama (off hand)
+1 Flaming Adamantine Armour Spikes (on Adamantine Breastplate, off knee)
+1 Returning Adamantine (3)/Cold Iron (3)/Silver (3)/Stone (3)/Wood (3) Darts
aka "The Council of Seers"(15 darts total)
[Each one is a minor intelligent item with 10 ranks in a knowledge skill; all 10 skills are covered.
As well as one dart each with +10 in Appraise, Sense Motive, Bluff, Diplomacy and in Spellcraft]
Ranged:
+1 Holy Str 18 Comp Longbow, [18,000 gp]
+1 Flaming arrows (50)
+1 Constructbane Adamantine arrows (40),
+1 Undeadbane arrows (40),
+1 Outsiderbane (Lawful) silver arrows (40),
+1 Outsiderbane (Chaotic) cold iron arrows (40)
Breakdown of abilities:
Notes:
Abilities (Elite Array: 15, 14, 13, 12, 10, 8)
Str 10 (base) +5 (Inherent) +2 (Item) +2 (size)= 19 (+4)
Dex 15 (Base) +5 (Inherent) +4 (Item) +2 (levels 4 & 8)= 26 (+8)
Con 14 (Base) +5 (Inherent) +4 (Item) +1 (level 12) = 24 (+7)
Int 13 (Base) +5 (Inherent) +2 (Item)= 20(+5)
Wis 12 (Base) +5 (Inherent)+2 (Item) = 19(+4)
Cha 8 (Base) +5 (Inherent) +2 (Item) = 15 (+2)
Init +8
BAB +12, Grap +15
Fort +21 (8 base +7 con +3 resistance +3 Great Fort)
Ref +22 (8 base +8 dex +3 resistance +3 Lighting Ref) [Evasion, Make a Balance check (+22 ) to save]
Will +18 (8 base +4 wis +3 resistance +3 Iron Will)
Levels/Feats:
- Fighter Weapons Training, Combat Focus [2]Weapon Finesse,
- Fighter [1]
- Fighter Problem Solver, Pack Mule[1]
- Fighter [1]
- Fighter Logistics Mastery, Active Assault[]
- Fighter [2]
- Fighter Forge Lore, Improved Delay[]
- Fighter [1]
- Fighter Foil Action[1]
- Fighter [1]
- Fighter Lunging Attacks[]
- Fighter [2]
[12]
[]
Danger Sense (make a sense motive check on anyhting within 60', you know if they want to hurt you, even if you don't see them)
Whirlwind (as a full round: make a move action and attack anyone you can reach use only one attack roll; +3 on balance checks, anyone who moves into your threatened area after you whirlwind provokes and AoO)
Blitz, (+12 damage, only -2 to bonus attacks, intimidate for free)
Weapon Finesse (Dex to hit & damage, dex for tripping, gain edge if you have more dex)
Hordebreaker, (3 AoOs, stock, +3 TWF, +8 Dex = 14 AoOs/Round)
Great Fortitude, (die at -20 HP, +1 hp/HD, DR 5/-)
Iron Will (Slippery Mind, Dazed instead of Stunned, Pain and Fear have no effect)
Lighting Reflexes (Evasion, Balance check instead of reflex save, +3 Init)
Combat School (+2 hit, +2 damage, DC 18 Fort or be dazed one round; TAKE 10 on attacks)
Two Weapon Fighting (+2 Shield Bonus, double attacks,
Point Blank Shot (+3 to hit within 30 feet, +BaB to ranged damage, AoOs with a ranged weapon but not on movement)
Sniper (all 30 feet things upgrade to 60'; shoot into mele fine, ignore partial cover, need to be found when ranged attacking)
XXXMage Slayer, [Subbed in with Problem Solver]
XXXElusive Target,
Class Features:
Weapon and Armor Proficiency: Fighters are proficient with all simple and Martial Weapons. Fighters are proficient with Light, Medium, and Heavy Armor and with Shields and Great Shields.
Weapons Training (Ex): Fighters train obsessively with armor and weapons of all kinds, and using a new weapon is easy and fun. By practicing with a weapon he is not proficient with for a day, a Fighter may permanently gain proficiency with that weapon by succeeding at an Intelligence check DC 10 (you may not take 10 on this check).
Combat Focus (Ex): A Fighter is at his best when the chips are down and everything is going to Baator in a handbasket. When the world is on fire, a Fighter keeps his head better than anyone. If the Fighter is in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a Swift Action to gain Combat Focus. A Fighter may end his Combat Focus at any time to reroll any die roll he makes, and if not used it ends on its own after a number of rounds equal to his Base Attack Bonus.
Problem Solver (Ex): A Fighter of 3rd level can draw upon his intense and diverse training to respond to almost any situation. As a Swift action, he may choose any [Combat] feat he meets the prerequisites for and use it for a number of rounds equal to his base attack bonus. This ability may be used once per hour.
Pack Mule (Ex): Fighters are used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment. A 3rd level Fighter suffers no penalties for carrying a medium load, and may retrieve stored items from his person without provoking an attack of opportunity.
Logistics Mastery (Ex): Fighters are excellent and efficient logisticians. When a Fighter reaches 5th level, he gains a bonus to his Command Rating equal to one third his Fighter Level.
Active Assault (Ex): A 5th level Fighter can flawlessly place himself where he is most needed in combat. He may take a 5 foot step as an immediate action. This is in addition to any other movement he takes during his turn, even another 5 foot step.
Forge Lore: A 7th level Fighter can produce magical weapons and equipment as if he had a Caster Level equal to his ranks in Craft.
Improved Delay (Ex): A Fighter of 7th level may delay his action in one round without compromising his Initiative in the next round. In addition, a Fighter may interrupt another action with his delayed action like it was a readied action (though he does not have to announce his intentions before hand).
Foil Action (Ex): A 9th level Fighter may attempt to monkeywrench any action an opponent is taking. The Fighter may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object, but the result is the same: the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. A Fighter must be within 30 feet of his opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an Immediate action. A Fighter may not wait until an action is partially completed before deciding to attempt to foil the action, but must instead attempt to foil an action as it is declared. Note that this means that a Fighter may not foil a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range.
At 17th level, Foil Action may be used at up to 60 feet.
Lunging Attacks (Ex): The battlefield is an extremely dangerous place, and 11th level Fighters are expected to hold off Elder Elementals, Hezrous, and Hamatulas. Fighters of this level may add 5 feet to the reach of any of their weapons.
AC breakdown:
10
8 (base 3 + 1/2 BaB) Dex
2 Vest of Natural Armour +2 (Enhancement Natural Armour)
8 (Crucian Form) Headband of Alter Self (Racial Natural Armour)
2 Ring of Protection +2 (Defletction)
8 +1 Moderate Fortification Silk Steel Armour (Armour) (+2 on hide checks, negate the 1st -10 on move silently checks for moving, take 10 less damage when falling on flat ground)
4 +3 Buckler (Sheild) (no penalty, 13+ ranks in balance)
=52 Touch 30 FlatFooted 34
Feats:
Tactics:
By Round
Not done yet.
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I'm not done the RoW fighter yet, but here's a preview of what I'm working with.