Broken Zenith
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I have an idea for a fighter I'd like to try out. The basic gist is that I am trying to get as many criticals as I can per round. To that end, I'm picking up the two-weapon fighting tree (to get as many attacks as possible), and much of the critical tree as possible (to increase the likelihood of criticals and make them better, as well as using a 18-20 threat range weapon..
Here is what I have. (and here is a link to the same, but with better formatting) This looks like a really good idea to me, but I want to make sure that it is as good as it sounds. Stuff like an 88% chance of at least one crit at level 12 is appealing, especially with bleed, blind, etc... added on. Anyway, here you are.
The Crit Fiend is all about dealing damage and de-buffing his enemies, in that order. He achieves both of those objectives by getting critical hits through a high threat range and multiple attacks. To this end, the Crit Fiend uses dual katanas, weapons with d8 damage and a threat range of 18-20. After the threat range is doubled to 15-20 at level 9, the Crit Fiend is virtually guaranteed at least one critical on his multiple attacks when using his full round action to slice away. At higher levels, these criticals blind, stun, stagger, and bleed his enemies.
Crit Fiend - Human Fighter (Weapon Master Archetype)
Level Feat Fighter
1
(Fighter - Light,Medium,Heavy Armor Proficiency)
(Fighter - Martial, Simple Weapon Proficiency)
(Fighter - Tower Shield, Shield Proficiency)
Exotic Weapon Proficiency: Katana
Two-Weapon Fighting
Double Slice
2
Weapon Focus: Katana
Weapon Guard
3
Weapon Specialization: Katana
Weapon Training
4
Two-Weapon Defense
5
Dodge
Reliable Strike
6 Improved Two weapon Fighting
7
Lunge
8 Improved Critical
9 Critical Focus
10 Greater Weapon Focus: Katana Mirror Move
11
Bleeding Critical
12
Greater Two Weapon Fighting
13 Two-Weapon Rend Deadly Critical
14
Greater Weapon Specialization
15 Blinding Critical
16
Critical Mastery
17 Stunning Critical Critical Specialist
18
Staggering Critical
19
Dodge
Armor Mastery
20
Lunge
Weapon Mastery: Katana
Stats
The Crit Fiend is a specialist, but he requires both a high strength and a high dexterity to get moving. A high constitution will also help keep him alive. Charisma, Inteligence, and Wisdom are all potential dump stats, with Wisdom being the dumpiest of them all. The Crit Fiend does occasionally use intimidate at low levels, so choose whether Inteligence or Charisma are more important to you.
Str>Dex/Con>Int/Cha>Wis. The only wrinkle here is that Dexterity must be at least 15.
Point Buy 20 with a +2 racial bonus to strength looks like this:
STR:18
DEX: 17
CON: 11
INT:10
WIS:8
CHA: 8
The first two stat advances should go to Dexterity, and the second two to Strength. 19 is the magic number for dexterity, while strength should simply be as high as you can make it.
If you cannot start with at least 17 dexterity and 18 strength, then the Crit fiend is still a valid option. Favor strength over dexterity, and make sure that your dexterity is at least 15. You will be unable to qualify for some of the higher two weapon fighting feats, but take what you can, and replace what you can't. This is another approach to the Crit Fiend and almost as deadly.
Skills
Skills are not the Crit Fiend's specialty. He will have a low inteligence score, and his +2 bonus for being a fighter isn't really helping. The only skill to really focus on is Intimidate. After that, advance the usual - perception, sense motive, and anything campgain related.
How to Play
The Crit Fiend should always be using full round actions to attack with both his weapons. Because of this, moving around the battlefield will be a challenge - make sure to use your five foot steps strategically. If you have to enter combat adjactent to one enemy, try to step around him during combat to get ready to attack a second enemy when the first one falls.
RationalEdit
If we are dual wielding, why not use the Ranger? The simple explanation is feats. The Crit-fiend is going to eat up a lot of feats: Crit feats, Weapon specific feats such as focus and speicalization, and Two-Weapon fighting feats. Rangers simply cannot get that number of feats.
Why Humans? This build does not depend on a human to play it. However, gaining the extra feat right off the bat is nice, and the +2 to strength is key.
Why Two of the Same Weapon? Why not a Light weapon for the off hand? There are many feats and abilities that will only effect one specific weapon, such as Weapon focus and the entire Weapon Master Archetype. By specializing in one weapon for both hands, we can double the effectiveness of those feats. Also the Katana is awesome.
Why the Katana? Because it's awesome? Yes. There are three one handed weapons that have an 18-20 critical range that are also deal d8 damage; The Urumi, the Rhoka, and the Katana. There is no functional difference between the three, except that the Katana also has the "Deadly" quality. One feat (exotic weapon proficiency) is a small price to pay for this weapon, especially at a feat every level and three to start. But feel free to use the Urumi or Rhoka if you wish.
But the Katana only has a x2 critical multiplier. Why not use something with x4? The important thing about this build is the critical range, not the critical multiplier. The Katana has a critical range of 18-20, and when that is doubled by improved critical it becomes 15-20. Scoring criticals allows the Crit Fiend to stagger, blind,stun, and bleed his opponent. We have to favor scoring criticals over the damage they deal.
Okay, these feats mostly make sense. But Lunge? The Crit Fiend is going to have some trouble moving around the battlefield, given that he should use full round actions to make his attacks. Lunge helps make sure that he can make attacks without using move actions.
Traits? If your Gm lets you choose traits, choose Anatomist. Anatomist gives you a +1 on rolls to confirm critical hits (which you will be doing a lot of).
What He Looks Like at Level...
At level 1 - At Level 1, the Crit fiend is already impressive. He's a viable option from level one out. As a full round action he makes Two Katana attacks at +1 each, dealing d8+4 on each hit. Additionally, he has a 28% chance of scoring a threat on at least one of these hits. He has 11 hit points and a "naked" AC of 13
At Level 6 - At level 6, the weapon master makes a +9/+9/+4/+4 attack, dealing d8+8 on each successful strike. Each hit has a 3/20 chance of getting a threat, meaning that the Crit Fiend has a 48% chance of getting at least one threat. He has 16+5d10 hp(about 44) and a naked AC of 16. But as soon as he hits level 8, he will get much, much better.
At Level 12 - Level 12 is the Crit Fiend hitting his stride. He attacks at +19/+19/+14/+14/+9/+9, dealing d8+13 on each hit. Each hit has a 3/10 chance to be a threat, which means that there is an 88% chance that he will get at least one crit. In addition to dealing double damage, each crit also deals 2d6 bleed damage, and that bleed damage stacks with sucessive crits! He has 21+11d10hp (about 83) and a naked AC of 16.
At Level 18 - At level 18 is the Crit Fiend really knows how to deal some damage. He attacks at +29/+29/+24/+24/+19/+19/+10, dealing d8+17 on each hit. Each hit has a 3/10 chance to be a threat, which means that there is an 92% chance that he will get at least one threat. Each threat has a +8 chance to be confirmed. In addition to dealing double damage, each crit can do any two of the following things: Stun, Stagger, 2d6 Bleed (stacks), and Blind. If he hits with at least one main hand and one off hand attack, he deals an additional d10+19 damage. He has 27 + 17d10 hp (average 122), and a naked ac of 16.
Drawbacks
Full round actions means less mobility around the battlefield. Try to reposition yourself with five foot steps - make sure that when you kill one enemy, you can tear into another enemy without using a move action.
The Crit Fiend is overly reliant on his specific fighting style - Dual wielding, with katanas. Because most of his feats either boost dual wielding or the katana specifically, getting disarmed or fighting with alternate weapons poses more of a problem for the Crit Fiend then it does other fighters.
Obviously, the Crit Fiend will be significantly less effective against enemies that are immune to critical hits.
| Jackissocool |
I would beware the -4 to attack penalties. Wielding a one-handed weapon, as opposed to a light weapon, in your off hand gives you twice the penalty for two weapon fighting. Deadly is also not a terribly useful weapon quality unless you plan on being the champion of coup de graces. Also, it requires exotice weapon proficiency to wield one handed. I would encourage you to go dual kukris. Sure, you'll have smaller damage die. But those aren't what really matter anyways. Kukris will save you a feat and increase every single attack you take by 2.
| Anonymous Visitor 163 576 |
Consider paladin. And read the bless weapon spell. It could easily be worth the investment.
Plus, four levels of paladin will help your defenses a ton. The crit master isn't worth much if he's cringing in fear, or killing his allies.
I'm afraid you've built the kind of overspecialized character that only looks good on paper. In actual play, you could easily be bored. With no skills and little mention of role-playing, you may find yourself standing around and waiting for a fight to start.
And, if you succeed and end every fight quickly because of your critical hit power, then you are back tot standing around again.
Broken Zenith
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Jackissocool: I considered going with a light weapon, but ultimately d8 vs d4 proved too big a difference. Anyway, I hope that I would be making up for the 2 difference by going weapon master archetype and nabbing all the weapon focus feats
rkraus: I will certainly take a look into paladin and the bless weapon skill. The Crit Fiend is admittedly bad on defenses, and he could use a few boosters. As for skills and roleplaying, I'm not worried. I've found that all characters, regardless of build, require an equal amount of skill to role-play. Simply because this build lacks skills, doesn't mean he will be fun out of combat. It's simply unrelated to the build, and (hopefully) within the skill set of the player. I'm not worried about standing around in between fights, but I appreciate the warning. I'm more interested for the way this build will function in battle.