| Third Mind |
Yet another backup character for a Kingmaker game I'm in. We lack a good heavy hitting melee type and I wanted to try to fill that void IF my current character dies. Since it's kingmaker, a feat and some skills may not seem "optimal".
Granted this character would be quickly dispatched by my crane style agile rapier build at first, but once this character gets multiple attacks with his earth breaker, things will start breaking.
Here he is:
Attributes –
STR: 18 (+2 racial trait)
DEX: 14
CON: 12
INT: 10
WIS: 13
CHA: 10
Traits –
Defender of the City
Homebrew Perception (DM allowed homebrew trait. +1 to perception and it is always a class skill.)
Skills –
Perception: 3 ranks + 3 class bonus + 1 Wis+ 1 trait = +8
Sense Motive: 3 ranks + 3 class bonus + 1 Wis + 1 trait = +8
Knowledge (Religion): 3 ranks + 3 class bonus + 1 trait = +7
Intimidate = 3 ranks + 3 class bonus = +6
Feats –
1st Level
Power Attack
Weapon Focus (Earth Breaker)
Additional Traits (Homebrew Sense Motive & Homebrew Knowledge: Religion)
2nd Level
Toughness
3rd Level
Furious Focus
Equipment –
Masterwork Earth Breaker = 340gp, 14lbs.
Masterwork Agile Breastplate = 550gp, 25lbs.
Languages Known –
Common
Undercommon
Combat Stats –
HP = 27 (10 + 1 + 8 + 3 + 1 + 3 + 1 = 27hp)
AC = 19 (10 + 2 Dex + 6 Armor + 1 Trait for wearing medium armor = 19)
BAB = +3 (To hit melee w/ earth breaker = 3 BAB + 4 STR + 1 Weapon Focus + 1 Earth Breaker Masterwork = +9)
Initiative = +2
Fort = +4
Ref = + 3
Will = +2
CMB = +7 (3 BAB + 4 Str = +7)
CMD = 19 (10 base + 3 BAB + 4 Str + 2 Dex = 19)
The social skills allow me to try to do things outside of battle, but battle is what he's (sort of) good at. Haven't gotten Iron Will or Cleave in there just yet, that will be coming up at probably around 5th level. 4th will be for weapon specialization.
I was contemplating going the sunderer route to provide more things to do inside and outside of battle, but as I can't afford an adamantine weapon at lv. 3 (all I've set him up for thus far) I figured I'd wait.
I also realize he isn't stat dumped. Since it's Kingmaker, social interaction becomes important as do skills. I know the party has some of them, but if I'm ever cornered (or for RP reasons need) to talk, I'd like to be survivable there. I would have liked more skill points (for intimidation) but I wasn't sure if 17 in STR would do enough damage and attack help for me.
Quick Question(s): Does anyone know of a magic item that allows for armor checks to be decreased? I know mithral helps a lot and that there are some traits and masterwork helps a tiny bit. Is there anything else though?
Also, would I be better off taking the Armor Training trait instead of the Defender of the City? Lose an extra AC point for less armor check penalties?
Thanks in advance.
| drbuzzard |
Yeah, normal fighter Armor Training is sufficient and will solve the problem itself.
I will differ from the other advice. Cleave is situational, and I would skip it (only works on liked up targets, etc). Dodge would be better if you have any interest in AC (though being 2 hander, AC can't be a main focus).
In the Kingmaker game I play in we have an earthbreaker wielding barbarian that does pretty well. The damage she does is plain silly at times.
Feats I would be shooting for are probably improved sunder in the power attack chain, and lunge.
Intimidating Prowess might be a good idea since then strength can be added to intimidate checks (since you are worried about the social stuff).
| Third Mind |
Awesome, thanks for the input everyone. I was actually looking into a synth summoner, but when I fiddled around with him, he was barely hitting (but that was just at level 3) so I tried this build out.
Currently I'm playing a wizard and while I enjoy (and prefer) playing him, we recently lost our melee player and gained another wizard player. So, while I'm not guaranteed to die, I figured if I did, I could fill the melee damage dealer for the group.
I think I will hold off on Cleave, if just for a while and focus on getting improved sunder since the two-handed fighter archetype gives a bonus to sunder attempts and the damage can be really good.
Any thoughts on starting with a 17 in strength and upping it to 18 at 4th level?
| drbuzzard |
Well since you're third already, it's not much of a big deal. Though admittedly, you will be putting off a 20 until 12th which is fairly late (though since Kingmaker goes to 16, not that big a deal). However you'll never get that full strength thing going. I guess to some extent it depends on what else is in the party and if you really do need more skills.
| Wiggz |
If you're at all interested, I have a Human 4th level Two-Handed Fighter / 16th level Scout & Thug build I put together to specifically create a super hard-hitting Earthbreaker weilder. With just one attack a round the damage he deals is truely unbelievable... he's also a high skill guy with more than a few tricks up his sleeve.
| Wiggz |
@drbuzzard - I was thinking of the two-handed fighter archetype ability called Overhand Chop. When using a two handed weapon for one attack it doubles your strength for damage.
@Wiggz - Sounds awesome. I would very much like to see it, thanks.
Overhand Chop increases your Strength damage bonus with two-handed weapons from the normal x1.5 to x2.0 - a lot of people get confused over that.
I'll post the build in just a minute.
| Third Mind |
Overhand Chop increases your Strength damage bonus with two-handed weapons from the normal x1.5 to x2.0 - a lot of people get confused over that.
Whoops, yeah. I meant strength damage BONUS not just strength. My bad.
So for 18 strength on one attack using a two-handed weapon and power strength it'd be: 2d6 + (2 x str = 8) + power attack (i.e. +2)
| Wiggz |
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Human 4th level Two-Handed Fighter / 16th level Thug & Scout
Focused Study, Favored Class option for Rogue levels 3rd - 14th
Attributes: (20 point buy)
STR - 16 (+2 racial bonus)
DEX - 12
CON - 13 (+1 at 4th)
INT - 12
WIS - 8
CHA - 14 (+1 at 8th, 12th, 16th & 20th)
Traits:
Defender of the Society
Carefully Hidden
Feats & Rogue Talents:
1st (F1) - Power Attack, Furious Focus, Skill Focus: Survival
2nd (F2) - Bludgeoner
3rd (R1) - Sap Adept
4th (R2) - Strong Impression*
5th (R3) - Eldritch Heritage (Orc Bloodline - Touch of Rage)
6th (R4) - Combat Trick: Enforcer*
7th (R5) - Sap Master
8th (R6) - Offensive Defense*, Weapon Training: Earthbreaker*, Skill Focus: Intimidate
9th (R7) - Vital Strike
10th (R8) - Underhanded*
11th (R9) - Improved Eldritch Heritage (Orc Bloodline - Strength of the Beast)
12th (R10) - Hunter's Surprise*
13th (R11) - Iron Will
14th (R12) - Hard to Fool*, Opportunist*
15th (R13) - Dreadful Carnage
16th (R14) - Unwitting Ally*, Skill Focus: Bluff
17th (R15) - Greater Eldritch Heritage (Orc Bloodline - Power of Giants)
18th (F3)
19th (F4) - Weapon Specialization: Earthbreaker
20th (R16) - Feat: Greater Vital Strike*
Skills: (10 ranks/Rogue level, 4 ranks/Fighter level)
Climb (1st)
Swim (1st)
Ride (2nd)
Handle Animal (2nd)
Bluff (3rd - 20th)
Diplomacy (3rd - 17th, 20th)
Intimidate (1st - 20th)
Acrobatics (3rd - 17th, 20th)
Stealth (3rd - 17th, 20th)
Perception (3rd - 20th)
Sense Motive (3rd - 17th, 20th)
Sleight of Hand (3rd - 17th, 20th)
Knowledge: Local (3rd - 17th, 20th)
Basic Equipment:
Light Armor, Heavy Armor, Earthbreaker, Sap, 2 Daggers
Obviously there is a lot going on here. I'm not sure how extensive your knowledge of the rules go, so if there's anything that seems out of place or that you're curious about make sure and let me know.
I definitely reccomend you familiarize yourself with Sap Adept and Sap Master as well as Enforcer, Bludgeoner and the listed Eldritch Heritage feats. You should also look at the capabilities of the Thug - this character hits very, very hard and spreads debuffs like Sickened or Shaken as free actions. He's got offensive tricks like Underhanded and Hunter's Surprise, defensive tricks like his debuffs and Offensive Defense and is very, very skilled both in and out of combat.
Remember that the Vital Strikes double, triple and eventually quadruple your 2d6 Earthbreaker damage... and when you eventually get Power of Giants (or if you can get someone to Enlarge you) it doubles again.
This character is designed to be fairly mobile in combat, hitting someone once hard enough to take them out and then moving on to the next. Don't be intimidated by the ability to deal non-lethal damage - an unconscious foe is far mor evaluable than a dead one and is just as little a threat.
Let me know what you think.
| Wiggz |
Wiggz wrote:Overhand Chop increases your Strength damage bonus with two-handed weapons from the normal x1.5 to x2.0 - a lot of people get confused over that.Whoops, yeah. I meant strength damage BONUS not just strength. My bad.
So for 18 strength on one attack using a two-handed weapon and power strength it'd be: 2d6 + (2 x str = 8) + power attack (i.e. +2)
Your attack with an Earthbreaker using Overhand Chop and Power Attack would deal:
2d6 [Earthbreaker] +8 [18 STR mod x2] +3 [Two-handed Power Attack]
| ashern |
Don't forget power attack gives you 3:1 returns with a two handed weapon. So it would actually be +11 damage (8 from strength, 3 from power attack), and that would go up another 3 at 4th level when you get the second tic from power attack.
That's why two handed fighters are so amazing. They can really just rack up the static bonuses to damage, which is why I love them. I've never seen a game go all the way, but if you ever made it to 20th, I've put together a bare bones build that does over 300 damage in a single hit.
| Wiggz |
That's why two handed fighters are so amazing. They can really just rack up the static bonuses to damage, which is why I love them. I've never seen a game go all the way, but if you ever made it to 20th, I've put together a bare bones build that does over 300 damage in a single hit.
They're certainly amazing at dealing single target damage in melee combat - unfortunately that's pretty much all they're good at. With a little care a character with similar abilities can be made that is capable of a lot more.
| Third Mind |
My bad again on the power attack, I had forgotten that.
@ Wiggz - A very interesting build. I do like the sap adept take on it. It seems to take off come 7th level when Scout gets the charge sneak attack, which is fine. Up until then you can still get Sap through sneak attacks and even if it's normal damage it's nothing to sneeze at. I do have one question. You list both light armor and heavy armor. Is that just for the players option? Or do you carry around 2 different armors with you?
I will say I probably wouldn't drop Wis down to 8, but that's just personal preference. Either way, cool build.
@ashern - The two-handed fighters do one thing, but they do it very well. Plus if you have some skills and a combat maneuver you get some other things to do too.
| Wiggz |
@ Wiggz - A very interesting build. I do like the sap adept take on it. It seems to take off come 7th level when Scout gets the charge sneak attack, which is fine. Up until then you can still get Sap through sneak attacks and even if it's normal damage it's nothing to sneeze at. I do have one question. You list both light armor and heavy armor. Is that just for the players option? Or do you carry around 2 different armors with you?I will say I probably wouldn't drop Wis down to 8, but that's just personal preference. Either way, cool build.
The armor thing is for the character to take advantage of his versatility. We tend to run a fairly low magic campaign where players have to rely on their abilities more than items - if he's going into a dungeon to get his hands dirty, medium or heavy armor would be worn... but if he is going to want to be using skills like stealth and acrobatics (or even just walking around town), its better to wear something lighter - an extra set of armor can be carried easily in your saddlebags.
The Wisdom drop is fairly minor and the Will save penalty is more than made up for by Carefully Hidden. A bit later in the build when mind-affecting threats become more common he takes both Iron Will and Hard to Fool which, together, make for some very nice Will saves.
FWIW, @ 12th level he deals 14d6+26 non-lethal damage with an attack, NOT counting any magical items like weapons or STR enhancements. @20th level he tops out around 28d6+53 damage with a single strike - again without the benefit of magical weapons, magic items or magical buffs.
This character is actually one of a group of three I designed who act as a kind of 'nemesis' group of bounty-hunters that my PC's have run into more than once. Two very dangerous melee types that can deal lots of non-lethal damage (the one shown and another who is the definition of unarmed badassery) and a Witch who makes excellent us of the Slumber Hex
| Third Mind |
Very impressive. Normally I wouldn't be as worried about will saves this early on in the game, but one of our party is an enchantment sorcerer and I'm fairly certain he's evil. At least evil in the way that he'll do anything he can to be put into the ruler position in kingmaker (not that that is necessarily a bad thing.)
The unarmed badass sounds interesting as well as another option I was considering besides the earth breaker and the summoner (either synth or master) was a MOMS monk focusing on crane and dragon style at first. Anyways, I will definitely take your earthbreaker build into consideration. Thanks for showing it to me / us.
| Wiggz |
Very impressive. Normally I wouldn't be as worried about will saves this early on in the game, but one of our party is an enchantment sorcerer and I'm fairly certain he's evil. At least evil in the way that he'll do anything he can to be put into the ruler position in kingmaker (not that that is necessarily a bad thing.)
The unarmed badass sounds interesting as well as another option I was considering besides the earth breaker and the summoner (either synth or master) was a MOMS monk focusing on crane and dragon style at first. Anyways, I will definitely take your earthbreaker build into consideration. Thanks for showing it to me / us.
Not a problem. If you want to see the unarmed character, let me know - his build is a 1st level MOMS (mantis & snake) / 19th level Brawler. He is much more of a pure damage dealer than the one listed above and with less versatility but what he does, he does sick. I call it my 'Lady Shiva' build.
My favorite characters are actually Summoners - got a standard and a master which I actually get to play when I'm not GM'ing.
Good luck and let me know how it goes.
| drbuzzard |
I tend to dislike giving up armor training myself which is why I don't consider that archetype. However it certainly does boost damage.
The bludgeoner/sap master series does do silly damage, but that always has to assume a sneak attack. Now granted scout does cover that (but it's a lot of levels in before scout actually helps). You also have greater vital strike without improved vital strike.
For a Kingmaker campaign, max level is 17, unless the GM decides to add extra, so the build goes further than what is needed.
Personally I'd favor running a ranger/fighter if I wanted to get more skill monkey angle or even a pure ranger. I quite like the guide archetype myself.
Sometime I might run the numbers and see how this build does in my DPR calculator compared to a fighter.