| Mercurial |
This is far and away the most 'defenseless' character I've ever made, i.e. a melee type with low defenses across the board. I'm expecting him to be a fun challenge to play, but I wanted to get thoughts from those who haveplayed similar characters.
He can trip - VERY well - but he's not specifically designed as a tripper as I find there are far too many opportunities when that simply isn't an option. I'm also trying to maximize his critical hit ability and double dip a bit, laying on layers of conditions.
Human Lore Warden
Attributes: (25 point build)
STR - 16 (+2 racial bonus, +1 at 4th, 8th, 12th and 16th level)
DEX - 14
CON - 14
INT - 13 (+1 at 20th level)
WIS - 14
CHA - 7
Feats:
Human - Exotic Weapon Proficiency: Fauchard
1st - Power Attack
1st - Dodge
2nd - Cleave
2nd - Combat Expertise
3rd - Mobility
4th - Spring Attack
[Retrain Cleave to Whirlwind Attack]
5th - Combat Reflexes
6th - Lunge
7th - Improved Trip
8th - Improved Critical: Fauchard
9th - Tripping Strike
10th - Critical Focus
11th - Weapon Focus: Fauchard
12th - Sickening Critical
13th - Staggering Critical
14th - Critical Mastery
15th - Greater Weapon Focus: Fauchard
16th - Furious Focus
17th - Stunning Critical
18th - Greater Trip
19th - Weapon Specialization: Fauchard
20th - Greater Weapon Specialization: Fauchard
Any Trait reccomendations?
| Shields |
I am glad to have finally found a full build on Lore Warden. I see the archetype mentioned a lot, but nothing built for it.
This is just a first draft of a possible build. I placed feats based off of when they are available per level and then filled in the blanks. Power Attack isn't at 1st level, I know and please do comment on that. I haven't figured out what the last 2 would be.
The main problem that most people have with trip builds is that tripping isn't as great in the later game, namely when you are going up against big and/or flying monsters. With that in mind, I placed most of my trip related feats earlier on to maximize on their output. Still I think that as fighter doesn't really sacrifice much, if anything, to become an awesome tripper, and even more so for the Lore Warden.
I have been wanting to make an Android Fighter for sometime and I find the Lore Warden really makes it shine. All those immunities and resistances, plus the states are cohesive with what makes the Lore Warden great.
Lastly, some thoughts, with both your build and the Lore Warden as a whole, if I want to make a decent Lore Warden, it seems like a MAD Build. Str (DMG and Tripping), Dex(For AoO and Hair's Bredth)), Con, and Int(For Know Thy Enemey) are all important, Wis needs to be decent, and Chr can be super dumped. So my question would be, should all these parts of the Lore Warden be maximized, and if not which ones? I see builds made for tripping with the Lore Warden's bonus to CMB, but at the same time mention how tripping is sub-par. My next question would be then, why take Lore Warden if the Archetype isn't being maximized? Why not be a full fighter?
Just thoughts I'd like some feedback on. I have been a fan of your posts and builds for a bit, so I am sure you will have a great spin on this.
Android Lore Warden
Attributes: (20 point build)
STR - 16 (+1 at 4th, 8th, 12th, 16th and 20th level)
DEX - 13 (+2 racial bonus)
CON - 14
INT - 14 (+2 racial bonus)
WIS - 11
CHA - 7
Feats:
1st - Exotic Weapon Proficiency: Fauchard
1st - Weapon Focus: Fauchard
2nd - Combat Reflexes
2nd - Combat Expertise
3rd - Improved Trip
4th - Quick Draw
5th - Weapons Specialization: Fauchard
6th - Fury's Fall
7th - Greater Trip
8th - Lunge
9th - Greater Weapon Focus: Fauchard
10th - Tripping Strike
11th - Power Attack
12th - Dodge
13th - Greater Weapon Specialization: Fauchard
14th - Mobility
15th - Spring Attack
16th - Whirlwind Attack
17th - Improved Critical: Fauchard
18th - Critical Focus
19th -
20th -