Eldariel
2009-07-07, 09:02 PM
Well, this thread shows up every couple of weeks.
Basically, someone wants to build a Fighter and kill Wizards. Then he's quickly disillusioned by the fact that the higher you go, the more "Wops, I win"-tricks the Wizard has in his arsenal, until he begins to become invulnerable as we approach 20, and easily capable of killing the Fighter-type through any defenses. At this point, some Monk-builds are invariably brought to thread by people who believe Spell Resistance + good saves + touch AC means you kill Wizards, but that's neither here nor now.
So anyways, we had a mage slaying party on this very forum long ago (you can find the thread here (http://www.giantitp.com/forums/showthread.php?t=81144)) and thanks to severe limitations on the Mage's part, the mage slayers achieved some victories. This little exercise got me thinking just how many contingencies a level 20 martial character can cover; how many of the Wizard's possible defenses can he penetrate and how many of Wizard's possible offenses can he survive, maximizing the Wizard's chance of making a fatal mistake.
So point of this thread in a nutshell: Trying to figure out how many different defenses and offenses employed by a level 20 Wizard can be beaten by 1 single Mage Slaying-specialized level 20 non-caster (including Psionics, Tome of Magic and Meldshaping, trying to keep it Ex here). Well, that, and working on the build I used back then, as I find it to actually have a decent number of bases covered.
The character used in the challenge:
Dragonborn (Wings) Fire Elf Ranger 2/Targeteer 2/Warblade 6/Eternal Blade 10
BAB: 20/15/10/5
HP: 8+12d10+6d12+1d8+140 = 226
AC: 10 + 10 Dex + 6 armor + 5 shield + 3 deflection + 1 insight = 35
Touch AC: 10 + 10 dex + 5 armor + 3 shield + 3 deflection + 1 insight= 32
Speed: 30', Fly 30' (Good)
Initiative: 10+2+7 = +19
Base saves
Fort: 18 - composite 18+6 Con+5 Res = +29
Ref: 8 - composite 8+10 Dex+5 Int+5 Res-3 Flaw = +25
Will: 5 - composite 5+2 Wis+5 Res=+12 (see Maneuvers, Stance of Alacrity and Ring of Mental Fortitude though)
Str: 16 (22)
Dex: 16 (30)
Con: 14 (22)
Int: 16 (20)
Wis: 8 (14)
Cha: 6
Flaws:
Poor Reflexes
Shaky
Feats:
F) Knowledge Devotion
F) Weapon Focus: Greatbow
1) Point Blank Shot
R) Rapid Shot
T) Exotic Weapon Proficiency: Greatbow, Harpoon (Vital Aim as ability)
3) Mage Slayer
T) Hail of Arrows
6) Woodland Archer
W) Blind-Fight
9) Improved Flight
12) Power Attack
15) Martial Study: Shadow Blink
18) Martial Stance: Stance of Alacrity
Skill ranks:
5 Balance
23 Knowledge (Local)
23 Spot
23 Concentration
5 Jump
13 Tumble
11 Climb
5 Hide
2 Spellcraft
1 Sleight of Hand
Speak Language: Celestial
Point It Out
Collector of Stories
Spot the Weak Point
Clarity of Vision
Back on your Feet
Stances:
Blood in the Water
Absolute Steel Stance
Hearing the Air
Stance of Alacrity (on at the start)
Maneuvers:
Mountain Hammer
Wall of Blades
Moment of Perfect Mind
Iron Heart Surge
Iron Heart Endurance
Mind over Body
Douse the Flames
White Raven Tactics
Order Forged From Chaos
Shadow Blink
Diamond Defense
Time Stands Still
Maneuvers Readied:
White Raven Tactics
Iron Heart Surge
Diamond Defense
Time Stands Still
Shadow Blink
Order Forged from Chaos
Moment of Perfect Mind
Active Stance:
Stance of Alacrity
Class Features:
Ranger - Favoured Enemy: Arcanists, Spiritual Connection (CC), Track
Targetteer - Vital Aim, Hail of Arrows, Proficiencies: Longbow, Greatbow, Harpoon
Warblade - Battle Clarity, Weapon Aptitude, Battle Ardor, Uncanny Dodge, Improved Uncanny Dodge
Eternal Blade - Eternal Training 5/day, Eternal Knowledge (Arcana, The Planes, Nature, Dungeoneering, Religion), Defensive Insight, Tactical Insight, Island in Time
Equipment:
Tome of Dex +3 82.5k
Tome of Con +2 55k
2 Force Elvencraft Composite Greatbow +1 40k
1 Elvencraft Mw. Composite Greatbow (+3) 1.4k
Eager Greatsword of Warning +1 16.3k
50 +1 Magebane Arrows 8.3k
150 Mundane Arrows 20gp
48 Serrenwood Arrows 3.9k
200 Blunt Arrows 20gp
50 Adamantine Arrows 3.3k
Antimagic Torc 25k
Heward's Handy Haversack 2k
Chronocharm of the Grand Master .5k
Chronocharm of the Horizon Walker .5k
Cloak of Resistance +5 25k
Quiver of Ehlonna 1.8k
Ring of Mental Fortitude 110k
Ring of Freedom of Movement and Deflection +3 58k
Belt of Battle, Healing and Giant Strength +6 (as per MiC rules) 49.125k
Thistledown Padded Ghost Ward Armor of Greater Healing +5 60.7
Animated Ghost Ward Mithril Heavy Steel Shield +3 40.2k
Gloves of Dexterity +6 36k
Headband of Intellect +4 16k
Vest of Constitution +6 36k
Boots of Speed 12k
Dusty Rose Ioun Stone 5k
Eyes of Dark Vision, the Eagle and Wisdom +4 35.5k
3 Rod of Cancellation 33k
4 Potion of Enlarge Person .2k
Martial Script of Iron Heart Focus 2250gp
Rules of engagement enabled getting two buffs on, which critically increased the capabilities of the Fighter (I chose Greater Blinking and True Seeing in the last fight, for example) against the Wizard, but for the purposes of this thread we'll work with the Fighter only without any caster support.
First thing to note is that he's got a bunch of things covered quite nicely:
- Invisibility & al.: Spot is naturally +30, thus making "Notice Still Invisible Living Creature" an autosuccess, and pinpointing it within 50%. See also Clarity of Vision. Also access to Blindsense on command.
- Etherealness, Incorporeality & Ironguard: Provided detection, Force-bow autohits these.
- Wind Wall: Force projectiles are unaffected.
- Shapechange, Polymorph and other AC buffs: Thanks to Woodland Archer + Time Stands Still (which can be combined with Island in Time and Belt of Battle for up to 5 full attacks per round), ramping up to +100 to hit and dealing ~300 damage is quite doable. It works out thusly:
Base bonus is 20 BAB + 10 Dex + 5 Knowledge Devotion + 1 Point Blank Shot + 1 Weapon Focus + 1 Weapon + 1 haste - 2 Rapid Shot - 5 Arrow Swarm = 27+Knowledge Devotion+Mage Bane/whatever. Each attack contains 16 attack rolls (4 base + 1 rapid shot + 2 arrow swarm + 1 haste x2 Splitting) for a total of 80 when novaing with Eternal Training, Island in Time and Belt of Battle to get a total of two Time Stands Stills and one standard full-round attack.
Each miss adds +4 to the following attacks making for 20 misses to get +80 going over +100. This is a standard Eternal Blade Archer flurry. More importantly, a single Time Stands Still (32 attacks) should be capable of killing an AC 100 opponent with 300 HP, assuming 30 damage a piece for all arrows.
- Walls of Force, Prismatic Spheres and the like, while not ignorable, can be removed via. Rods of Cancellation.
- Walls of Stone and the like are trivial to break.
- +19 Initiative is sufficient to at least force a roll vs. Moment of Prescience
- Island in Time enables counteracting Celerity and a wide variety of Mage's tools.
- Iron Heart Surge can be used to remove shaped AMFs and such when they are giving grief; Island in Time enables this at practically any time.
- Extraordinary flight and combat capabilities make dispelling a rather trivial matter.
- Decent saves combined with Evasion, Diamond Defense and Moment of Perfect Mind mean failing saves is unlikely.
- Thanks to Defensive Insight [Eternal Blade] being constantly usable, he can easily maintain 37 Touch AC at all times, and Uncanny Dodge & Blind-Fight ensure he is not flat-footed against invisible attacks.
- He has the ability to learn any Diamond Mind-maneuver via. Eternal Training including Diamond Nightmare Blade to make a probably-lethal melee attack vs. medium AC caster in one standard action, with Pierce Magical Concealment to deal with pesky illusions.
- He has limited teleportation capability in Shadow Blink and good mobility thanks to Boots of Speed mimicking Haste for a 60' fly speed (though only average maneuvrability) along with the ability to take move actions as swift action (Quicksilver Motion) and extra move actions (Belt of Battle) along with the Island in Time lurking nigh'. In other words, he's quite mobile.
- He has Mage Slayer and the capability to generate AMF around him [Anti-Magic Torc], allowing him to fly on top of a caster and effectively locking him out in case he's vulnerable to AMF.
- His bow has range increment of 150' giving him trivially the ability to fire 1500' away (given detection).
- Solid Fog et al. are pre-empted by Ring of Freedom of Movement.
That said, there are glaring weaknesses in the build (that I will strive to cover):
- He has no way of pre-empting Contingencies other than hoping they are worded not to cover him (even assuming no Craft Contingent Spell, this is huge).
- He has no teleportation that ignores Line of Effect, making walls, cages and such a major issue.
- He has no capability of acting through walls, making incorporeality, walls and such a relevant factor.
- He has no capability of detecting things through solid objects, making above things even worse.
- He only has a little over 200 HP without the ability to heal it all in one turn, meaning few trivial maximized Maws of Chaos are lethal.
- He has no defense against Time Stop.
- He lacks defenses beyond Mind Blank against location.
- He obviously has nothing to protect him against Astral Projections, Simulacri, etc. being employed against him, nor the means to locate a caster who doesn't want to be found (and is using the said abilities), nor the means to reach someone who doesn't want to be reached.
Here we go with a take 2:
Dragonborn (Wings) Fire Elf Ranger 2/Targeteer 1/Barbarian 1/Warblade 6/Eternal Blade 10
BAB: 20/15/10/5
HP: 8+12d10+6d12+1d8+140 = 226
AC: 10 + 10 Dex + 6 armor + 5 shield + 3 deflection + 1 insight = 35
Touch AC: 10 + 10 dex + 5 armor + 3 shield + 3 deflection + 1 insight= 32
Speed: 30', Fly 30' (Good)
Initiative: 10+2+7 = +19
Base saves
Fort: 18 - composite 18+6 Con+5 Res = +29
Ref: 8 - composite 8+10 Dex+5 Int+5 Res-3 Flaw = +25
Will: 5 - composite 5+2 Wis+5 Res=+12 (see Maneuvers, Stance of Alacrity and Ring of Mental Fortitude though)
Str: 16 (22)
Dex: 16 (30)
Con: 14 (22)
Int: 16 (20)
Wis: 8 (14)
Cha: 6
Flaws:
Poor Reflexes
Murky-Eyed
Feats:
F) Knowledge Devotion
F) Quick Draw
1) Point Blank Shot
R) Rapid Shot
T) Exotic Weapon Proficiency: Greatbow, Harpoon
3) Mage Slayer
T) Hail of Arrows
6) Woodland Archer
W) Blind-Fight
9) Weapon Focus: Greatbow
12) Power Attack
15) Improved Flight
18) Combat Reflexes
Skill ranks:
5 Balance
23 Knowledge (Local)
23 Spot
23 Concentration
5 Jump
13 Tumble
23 Hide
2 Spellcraft
1 Sleight of Hand
Speak Language: Celestial
Point It Out
Collector of Stories
Spot the Weak Point
Clarity of Vision
Back on your Feet
Stances:
Blood in the Water
Absolute Steel Stance
Hearing the Air
Stance of Alacrity (on at the start)
Maneuvers:
Mountain Hammer
Wall of Blades
Moment of Perfect Mind
Iron Heart Surge
Foehammer
Mind over Body
Douse the Flames
White Raven Tactics
Order Forged From Chaos
Diamond Defense
Time Stands Still
Maneuvers Readied:
White Raven Tactics
Iron Heart Surge
Diamond Defense
Time Stands Still
Mountain Hammer
Order Forged from Chaos
Moment of Perfect Mind
Active Stance:
Stance of Alacrity
Class Features:
Ranger - Favoured Enemy: Arcanists, Spiritual Connection (CC), Track
Targetteer - Hail of Arrows, Proficiencies: Longbow, Greatbow, Harpoon
Barbarian - Spirit Lion Totem, Whirling Frenzy
Warblade - Battle Clarity, Weapon Aptitude, Battle Ardor, Uncanny Dodge, Improved Uncanny Dodge
Eternal Blade - Eternal Training 5/day, Eternal Knowledge (Arcana, The Planes, Nature, Dungeoneering, Religion), Defensive Insight, Tactical Insight, Island in Time
Equipment:
Tome of Dex +3 82.5k
Tome of Con +2 55k
2 Force Elvencraft Composite Greatbow +1 40k
1 Elvencraft Mw. Composite Greatbow (+3) 1.4k
Eager Guisarme of Warning +1 16.3k
50 +1 Phasing Arrows 8.3k
150 Mundane Arrows 20gp
48 Serrenwood Arrows 3.9k
200 Blunt Arrows 20gp
50 Adamantine Arrows 3.3k
Antimagic Torc 25k
Heward's Handy Haversack 2k
Chronocharm of the Grand Master .5k
Chronocharm of the Horizon Walker .5k
Cloak of Resistance +5 25k
Quiver of Ehlonna 1.8k
Ring of Mental Fortitude 110k
Ring of Freedom of Movement and Deflection +3 58k
Belt of Battle, Healing and Giant Strength +6 (as per MiC rules) 49.125k
Thistledown Padded Ghost Ward Armor of Greater Healing +5 60.7
Animated Ghost Ward Mithril Heavy Steel Shield +3 40.2k
Gloves of Dexterity +6 36k
Headband of Intellect +4 16k
Vest of Constitution +6 36k
Boots of Speed 12k
Dusty Rose Ioun Stone 5k
Eyes of Dark Vision, the Eagle and Wisdom +4 35.5k
3 Rod of Cancellation 33k
4 Potion of Enlarge Person .2k
Martial Script of Iron Heart Focus 2250gp
Basically, someone wants to build a Fighter and kill Wizards. Then he's quickly disillusioned by the fact that the higher you go, the more "Wops, I win"-tricks the Wizard has in his arsenal, until he begins to become invulnerable as we approach 20, and easily capable of killing the Fighter-type through any defenses. At this point, some Monk-builds are invariably brought to thread by people who believe Spell Resistance + good saves + touch AC means you kill Wizards, but that's neither here nor now.
So anyways, we had a mage slaying party on this very forum long ago (you can find the thread here (http://www.giantitp.com/forums/showthread.php?t=81144)) and thanks to severe limitations on the Mage's part, the mage slayers achieved some victories. This little exercise got me thinking just how many contingencies a level 20 martial character can cover; how many of the Wizard's possible defenses can he penetrate and how many of Wizard's possible offenses can he survive, maximizing the Wizard's chance of making a fatal mistake.
So point of this thread in a nutshell: Trying to figure out how many different defenses and offenses employed by a level 20 Wizard can be beaten by 1 single Mage Slaying-specialized level 20 non-caster (including Psionics, Tome of Magic and Meldshaping, trying to keep it Ex here). Well, that, and working on the build I used back then, as I find it to actually have a decent number of bases covered.
The character used in the challenge:
Dragonborn (Wings) Fire Elf Ranger 2/Targeteer 2/Warblade 6/Eternal Blade 10
BAB: 20/15/10/5
HP: 8+12d10+6d12+1d8+140 = 226
AC: 10 + 10 Dex + 6 armor + 5 shield + 3 deflection + 1 insight = 35
Touch AC: 10 + 10 dex + 5 armor + 3 shield + 3 deflection + 1 insight= 32
Speed: 30', Fly 30' (Good)
Initiative: 10+2+7 = +19
Base saves
Fort: 18 - composite 18+6 Con+5 Res = +29
Ref: 8 - composite 8+10 Dex+5 Int+5 Res-3 Flaw = +25
Will: 5 - composite 5+2 Wis+5 Res=+12 (see Maneuvers, Stance of Alacrity and Ring of Mental Fortitude though)
Str: 16 (22)
Dex: 16 (30)
Con: 14 (22)
Int: 16 (20)
Wis: 8 (14)
Cha: 6
Flaws:
Poor Reflexes
Shaky
Feats:
F) Knowledge Devotion
F) Weapon Focus: Greatbow
1) Point Blank Shot
R) Rapid Shot
T) Exotic Weapon Proficiency: Greatbow, Harpoon (Vital Aim as ability)
3) Mage Slayer
T) Hail of Arrows
6) Woodland Archer
W) Blind-Fight
9) Improved Flight
12) Power Attack
15) Martial Study: Shadow Blink
18) Martial Stance: Stance of Alacrity
Skill ranks:
5 Balance
23 Knowledge (Local)
23 Spot
23 Concentration
5 Jump
13 Tumble
11 Climb
5 Hide
2 Spellcraft
1 Sleight of Hand
Speak Language: Celestial
Point It Out
Collector of Stories
Spot the Weak Point
Clarity of Vision
Back on your Feet
Stances:
Blood in the Water
Absolute Steel Stance
Hearing the Air
Stance of Alacrity (on at the start)
Maneuvers:
Mountain Hammer
Wall of Blades
Moment of Perfect Mind
Iron Heart Surge
Iron Heart Endurance
Mind over Body
Douse the Flames
White Raven Tactics
Order Forged From Chaos
Shadow Blink
Diamond Defense
Time Stands Still
Maneuvers Readied:
White Raven Tactics
Iron Heart Surge
Diamond Defense
Time Stands Still
Shadow Blink
Order Forged from Chaos
Moment of Perfect Mind
Active Stance:
Stance of Alacrity
Class Features:
Ranger - Favoured Enemy: Arcanists, Spiritual Connection (CC), Track
Targetteer - Vital Aim, Hail of Arrows, Proficiencies: Longbow, Greatbow, Harpoon
Warblade - Battle Clarity, Weapon Aptitude, Battle Ardor, Uncanny Dodge, Improved Uncanny Dodge
Eternal Blade - Eternal Training 5/day, Eternal Knowledge (Arcana, The Planes, Nature, Dungeoneering, Religion), Defensive Insight, Tactical Insight, Island in Time
Equipment:
Tome of Dex +3 82.5k
Tome of Con +2 55k
2 Force Elvencraft Composite Greatbow +1 40k
1 Elvencraft Mw. Composite Greatbow (+3) 1.4k
Eager Greatsword of Warning +1 16.3k
50 +1 Magebane Arrows 8.3k
150 Mundane Arrows 20gp
48 Serrenwood Arrows 3.9k
200 Blunt Arrows 20gp
50 Adamantine Arrows 3.3k
Antimagic Torc 25k
Heward's Handy Haversack 2k
Chronocharm of the Grand Master .5k
Chronocharm of the Horizon Walker .5k
Cloak of Resistance +5 25k
Quiver of Ehlonna 1.8k
Ring of Mental Fortitude 110k
Ring of Freedom of Movement and Deflection +3 58k
Belt of Battle, Healing and Giant Strength +6 (as per MiC rules) 49.125k
Thistledown Padded Ghost Ward Armor of Greater Healing +5 60.7
Animated Ghost Ward Mithril Heavy Steel Shield +3 40.2k
Gloves of Dexterity +6 36k
Headband of Intellect +4 16k
Vest of Constitution +6 36k
Boots of Speed 12k
Dusty Rose Ioun Stone 5k
Eyes of Dark Vision, the Eagle and Wisdom +4 35.5k
3 Rod of Cancellation 33k
4 Potion of Enlarge Person .2k
Martial Script of Iron Heart Focus 2250gp
Rules of engagement enabled getting two buffs on, which critically increased the capabilities of the Fighter (I chose Greater Blinking and True Seeing in the last fight, for example) against the Wizard, but for the purposes of this thread we'll work with the Fighter only without any caster support.
First thing to note is that he's got a bunch of things covered quite nicely:
- Invisibility & al.: Spot is naturally +30, thus making "Notice Still Invisible Living Creature" an autosuccess, and pinpointing it within 50%. See also Clarity of Vision. Also access to Blindsense on command.
- Etherealness, Incorporeality & Ironguard: Provided detection, Force-bow autohits these.
- Wind Wall: Force projectiles are unaffected.
- Shapechange, Polymorph and other AC buffs: Thanks to Woodland Archer + Time Stands Still (which can be combined with Island in Time and Belt of Battle for up to 5 full attacks per round), ramping up to +100 to hit and dealing ~300 damage is quite doable. It works out thusly:
Base bonus is 20 BAB + 10 Dex + 5 Knowledge Devotion + 1 Point Blank Shot + 1 Weapon Focus + 1 Weapon + 1 haste - 2 Rapid Shot - 5 Arrow Swarm = 27+Knowledge Devotion+Mage Bane/whatever. Each attack contains 16 attack rolls (4 base + 1 rapid shot + 2 arrow swarm + 1 haste x2 Splitting) for a total of 80 when novaing with Eternal Training, Island in Time and Belt of Battle to get a total of two Time Stands Stills and one standard full-round attack.
Each miss adds +4 to the following attacks making for 20 misses to get +80 going over +100. This is a standard Eternal Blade Archer flurry. More importantly, a single Time Stands Still (32 attacks) should be capable of killing an AC 100 opponent with 300 HP, assuming 30 damage a piece for all arrows.
- Walls of Force, Prismatic Spheres and the like, while not ignorable, can be removed via. Rods of Cancellation.
- Walls of Stone and the like are trivial to break.
- +19 Initiative is sufficient to at least force a roll vs. Moment of Prescience
- Island in Time enables counteracting Celerity and a wide variety of Mage's tools.
- Iron Heart Surge can be used to remove shaped AMFs and such when they are giving grief; Island in Time enables this at practically any time.
- Extraordinary flight and combat capabilities make dispelling a rather trivial matter.
- Decent saves combined with Evasion, Diamond Defense and Moment of Perfect Mind mean failing saves is unlikely.
- Thanks to Defensive Insight [Eternal Blade] being constantly usable, he can easily maintain 37 Touch AC at all times, and Uncanny Dodge & Blind-Fight ensure he is not flat-footed against invisible attacks.
- He has the ability to learn any Diamond Mind-maneuver via. Eternal Training including Diamond Nightmare Blade to make a probably-lethal melee attack vs. medium AC caster in one standard action, with Pierce Magical Concealment to deal with pesky illusions.
- He has limited teleportation capability in Shadow Blink and good mobility thanks to Boots of Speed mimicking Haste for a 60' fly speed (though only average maneuvrability) along with the ability to take move actions as swift action (Quicksilver Motion) and extra move actions (Belt of Battle) along with the Island in Time lurking nigh'. In other words, he's quite mobile.
- He has Mage Slayer and the capability to generate AMF around him [Anti-Magic Torc], allowing him to fly on top of a caster and effectively locking him out in case he's vulnerable to AMF.
- His bow has range increment of 150' giving him trivially the ability to fire 1500' away (given detection).
- Solid Fog et al. are pre-empted by Ring of Freedom of Movement.
That said, there are glaring weaknesses in the build (that I will strive to cover):
- He has no way of pre-empting Contingencies other than hoping they are worded not to cover him (even assuming no Craft Contingent Spell, this is huge).
- He has no teleportation that ignores Line of Effect, making walls, cages and such a major issue.
- He has no capability of acting through walls, making incorporeality, walls and such a relevant factor.
- He has no capability of detecting things through solid objects, making above things even worse.
- He only has a little over 200 HP without the ability to heal it all in one turn, meaning few trivial maximized Maws of Chaos are lethal.
- He has no defense against Time Stop.
- He lacks defenses beyond Mind Blank against location.
- He obviously has nothing to protect him against Astral Projections, Simulacri, etc. being employed against him, nor the means to locate a caster who doesn't want to be found (and is using the said abilities), nor the means to reach someone who doesn't want to be reached.
Here we go with a take 2:
Dragonborn (Wings) Fire Elf Ranger 2/Targeteer 1/Barbarian 1/Warblade 6/Eternal Blade 10
BAB: 20/15/10/5
HP: 8+12d10+6d12+1d8+140 = 226
AC: 10 + 10 Dex + 6 armor + 5 shield + 3 deflection + 1 insight = 35
Touch AC: 10 + 10 dex + 5 armor + 3 shield + 3 deflection + 1 insight= 32
Speed: 30', Fly 30' (Good)
Initiative: 10+2+7 = +19
Base saves
Fort: 18 - composite 18+6 Con+5 Res = +29
Ref: 8 - composite 8+10 Dex+5 Int+5 Res-3 Flaw = +25
Will: 5 - composite 5+2 Wis+5 Res=+12 (see Maneuvers, Stance of Alacrity and Ring of Mental Fortitude though)
Str: 16 (22)
Dex: 16 (30)
Con: 14 (22)
Int: 16 (20)
Wis: 8 (14)
Cha: 6
Flaws:
Poor Reflexes
Murky-Eyed
Feats:
F) Knowledge Devotion
F) Quick Draw
1) Point Blank Shot
R) Rapid Shot
T) Exotic Weapon Proficiency: Greatbow, Harpoon
3) Mage Slayer
T) Hail of Arrows
6) Woodland Archer
W) Blind-Fight
9) Weapon Focus: Greatbow
12) Power Attack
15) Improved Flight
18) Combat Reflexes
Skill ranks:
5 Balance
23 Knowledge (Local)
23 Spot
23 Concentration
5 Jump
13 Tumble
23 Hide
2 Spellcraft
1 Sleight of Hand
Speak Language: Celestial
Point It Out
Collector of Stories
Spot the Weak Point
Clarity of Vision
Back on your Feet
Stances:
Blood in the Water
Absolute Steel Stance
Hearing the Air
Stance of Alacrity (on at the start)
Maneuvers:
Mountain Hammer
Wall of Blades
Moment of Perfect Mind
Iron Heart Surge
Foehammer
Mind over Body
Douse the Flames
White Raven Tactics
Order Forged From Chaos
Diamond Defense
Time Stands Still
Maneuvers Readied:
White Raven Tactics
Iron Heart Surge
Diamond Defense
Time Stands Still
Mountain Hammer
Order Forged from Chaos
Moment of Perfect Mind
Active Stance:
Stance of Alacrity
Class Features:
Ranger - Favoured Enemy: Arcanists, Spiritual Connection (CC), Track
Targetteer - Hail of Arrows, Proficiencies: Longbow, Greatbow, Harpoon
Barbarian - Spirit Lion Totem, Whirling Frenzy
Warblade - Battle Clarity, Weapon Aptitude, Battle Ardor, Uncanny Dodge, Improved Uncanny Dodge
Eternal Blade - Eternal Training 5/day, Eternal Knowledge (Arcana, The Planes, Nature, Dungeoneering, Religion), Defensive Insight, Tactical Insight, Island in Time
Equipment:
Tome of Dex +3 82.5k
Tome of Con +2 55k
2 Force Elvencraft Composite Greatbow +1 40k
1 Elvencraft Mw. Composite Greatbow (+3) 1.4k
Eager Guisarme of Warning +1 16.3k
50 +1 Phasing Arrows 8.3k
150 Mundane Arrows 20gp
48 Serrenwood Arrows 3.9k
200 Blunt Arrows 20gp
50 Adamantine Arrows 3.3k
Antimagic Torc 25k
Heward's Handy Haversack 2k
Chronocharm of the Grand Master .5k
Chronocharm of the Horizon Walker .5k
Cloak of Resistance +5 25k
Quiver of Ehlonna 1.8k
Ring of Mental Fortitude 110k
Ring of Freedom of Movement and Deflection +3 58k
Belt of Battle, Healing and Giant Strength +6 (as per MiC rules) 49.125k
Thistledown Padded Ghost Ward Armor of Greater Healing +5 60.7
Animated Ghost Ward Mithril Heavy Steel Shield +3 40.2k
Gloves of Dexterity +6 36k
Headband of Intellect +4 16k
Vest of Constitution +6 36k
Boots of Speed 12k
Dusty Rose Ioun Stone 5k
Eyes of Dark Vision, the Eagle and Wisdom +4 35.5k
3 Rod of Cancellation 33k
4 Potion of Enlarge Person .2k
Martial Script of Iron Heart Focus 2250gp