Attack-o-matic Build


3.5/d20/OGL


Attack-o-matic vA.1
Fighter (minDEX=17,minINT=13)
Feats
1: Dodge, Weapon Finesse
2: Combat Reflexes
3: Deft Opportunist
4: Two Weapon Fighting
6: Improved 2Weapon Fighting, Combat Expertise
8: Dual Strike (vA.2 Karmic Strike)
9: Double Hit
10: Improved Trip
12: Robilar's Gambit, 2Weapon Defense (vA.2 Dual Strike)
BAB:+12/+7/+2 or +10/+10/+5/+5/+0 (no modifiers from stats shown)
Activate Karmic Strike(vA.2) or Robilar's Gambit(vA.1) for -4AC and those wonderful AoO
Declare -4BAB from Combat Expertise during attack (+4AC)
Move/charge and strike twice, or full attack
When opponent makes melee attack (or hits w/v.A.2), AoO at +4 making up for Expertise's -4
Off-hand AoO (light flail) is a trip attempt

Attack-o-matic vB.1 is the same, except we lucked out and rolled high on STR as well (13+).
Replace Weapon Finesse(lvl1) with Combat Expertise(lvl6). Replace Combat Expertise with Oversized 2Weapon Fighting and use a Flail off-handed instead of light flail.

Favored Armors: Ring Mail, Chain Shirt, Studded Leather, Bucklers (lvls. < 12)
Favored Allies: Bards (especially ones with Ironskin Chant), and Dragon Shamans (Vigor or Toughness Auras, please )
These are the armors that will allow the most possible AoOs (4+). These allies also grant DR or Fast Healing. Either of those will take the sting out of getting hit by negating the damage or healing it asap.

P.S. Strongly suggested finding a Keen edged or Holy weapon (or both). Human Fighters are suggested to take up Improved Critical Hits or Monkey Grip.


Monkey grip is mathematically pretty much the same as power attack but with less versatility unless you can get a really big weapon. So if Monkey Grip lets you use a gargantuan weapon (say if your an enlarged half giant) then its very worthwhile, otherwise power attack is generally better since you can choose not to take the penalty to hit if the enemy has very good AC or choose to take a big penalty if the enemy has really lousy AC.


This is a pretty tough build to get to.

I suppose I'd go with
strength = 10
dexterity = 17
con = 12
int = 13
wis = 08
chr = 08

I'll need a feat that adds dex bonus to damage if I want to hit at all hard.

Hps are moderate at best and my will save is awful - so occasionally I'll try and kill my fellow players - ginsue the mage basically.

If the player does combat expertise to get +4 to AC their more likely to miss with their counter hits, +12 is pretty crappy against CR 12 bad guys whose ACs tend to be in the 30-35 range.

Also, against CR 12 enemies, those hits either do obscene amounts of damage or they come coupled with save or die, save of be paralyzed, save or take ability damage type effects.


Jeremy Mac Donald wrote:
If the player does combat expertise to get +4 to AC their more likely to miss with their counter hits, +12 is pretty crappy against CR 12 bad guys whose ACs tend to be in the 30-35 range.

First off, your main hand attack with just the DEX bonus is going to be +15 (and we're assuming this level 12 fighter has not found any magical weapons with this.)

And what bad guys are you talking about? Out of the entire monster manual the highest AC for a CR12 is the Leonal and the Kolyarut (though you may actually have a harder time hitting the displacer beast pack lord). And theirs is only AC27!
Why did I even waste my time looking? I know good and well your numbers were way off. I knew because I've actually played a level 12 game and very few were the ACs in the 30s.
Have you played a level 12 game?


CharlieRock wrote:
Jeremy Mac Donald wrote:
If the player does combat expertise to get +4 to AC their more likely to miss with their counter hits, +12 is pretty crappy against CR 12 bad guys whose ACs tend to be in the 30-35 range.

First off, your main hand attack with just the DEX bonus is going to be +15 (and we're assuming this level 12 fighter has not found any magical weapons with this.)

And what bad guys are you talking about? Out of the entire monster manual the highest AC for a CR12 is the Leonal and the Kolyarut (though you may actually have a harder time hitting the displacer beast pack lord). And theirs is only AC27!
Why did I even waste my time looking? I know good and well your numbers were way off. I knew because I've actually played a level 12 game and very few were the ACs in the 30s.
Have you played a level 12 game?

My current game the PCs are all around 11th so CR 12 critters are pretty routine at the moment.

I suppose our different experiences with this might come from a number of factors. I'm using a lot of books and I think their has been something of a power creep in the monsters with each release so the ACs from later books might average a little higher then the monster manual. I'll often swap feats out so that might raise my ACs a little. CR 12 and above creatures start having various spell powers and are often spell casters - when thats the case they can raise the ACs. If you take a lower level creature and add class levels to it to make it a CR 12 creature you'll probably get higher ACs though lower overall HD,

In any case I suspect if your in a game where something like an attack-o-matic PC is in play your probably going to be needing to hit in the AC 30-35 range unless your DM is not at all pro-active. This is an optimized build for a combat heavy game. I'd expect the DM to be keeping an eye on the monsters in such a game. One of the best ways of limiting this build is to push monster ACs up somewhat, and usually thats not really that tough with some feats or spells.


Jeremy Mac Donald wrote:


I suppose our different experiences with this might come from a number of factors. I'm using a lot of books and I think their has been something of a power creep in the monsters with each release so the ACs from later books might average a little higher then the monster manual. I'll often swap feats out so that might raise my ACs a little. CR 12 and above creatures start having various spell powers and are often spell casters - when thats the case they can raise the ACs. If you take a lower level creature and add class levels to it to make it a CR 12 creature you'll probably get higher ACs though lower overall HD,

In any case I suspect if your in a game where something like an attack-o-matic PC is in play your probably going to be needing to hit in the AC 30-35 range unless your DM is not at all pro-active. This is an optimized build for a combat heavy game. I'd expect the DM to be keeping an eye on the monsters in such a game. One of the best ways of limiting this build is to push monster ACs up somewhat, and usually thats not really that tough...

You can bump up a lot of monster ACs, sure. But the bottom line is that +12 is the highest BAB your going to get in a level 12 game. You can take a trained weapon and bump that BAB to +13 (again, for that one weapon). But that's it. You go no higher on a BAB. And most options to improve the attack modifier are available to the Attack-o-matic as well as anyone else. So while a higher AC may pose a problem to the Attack-o-matic, it will prove to be just as much if not more so to everyone else.


Also, get your wizard buddy to take Bloodstar (Libris Mortis). Anyone designated by the caster takes CON damage as well. With as many hits as the Attack-o-matic is looking to dish out an opponent could likely die from CON damage in just a few rounds. The save is Fort based (and try to find that many monsters weak against that). But, as many times as they will be required to save, the chances of rolling low gets higher.


I'm busy statting up an evil cleric and came upon a spell that would be fun for a DM to throw at this build or any build with lots of attacks.

The spell is Mark of Doom (PHII p. 119) No save and every discrete hostile act causes the victim of the spell to take 1d6 points of damage. With the number of attacks an attack-o-matic has the player could be doing a lot of damage to herself every round.


Jeremy Mac Donald wrote:

I'm busy statting up an evil cleric and came upon a spell that would be fun for a DM to throw at this build or any build with lots of attacks.

The spell is Mark of Doom (PHII p. 119) No save and every discrete hostile act causes the victim of the spell to take 1d6 points of damage. With the number of attacks an attack-o-matic has the player could be doing a lot of damage to herself every round.

LMAO! Pure DM-Evilness! >:)

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