Dusk Eclipse
2011-01-16, 08:33 PM
Ok here is the yet another build that I came up with, for the playground's critique.
Longtooth Shifter
Trap-finding Sublime Way Wildshape Ranger 1/Hit and Run Fighter 1/ Unarmed Swordsage 8
Stats: Rolled (post racial adjustment)
Str: 17 (17) <- 8th level bonus here
Dex: 18 (20)
Con: 14 (14)
Int 18 (16)
Wis: 16 (16
Cha: 11 (9) <- 4th level bonus here
Feat Progression
1 ------ Need something
Fighter: Two-weapon Fighting
3 Adaptive Style
6 Shadow Blade
9 Craven (DM let my qualify with assassin's stance
Overal Stats
HD 8d8+28+1d10 (average 69)
BAB: +8/+3 (fractional bab)
Saves +5/+7/+5 (fractional saves and the +2 bonus for being a good save only count once)
IL 9
Maneuvers Known: 13
Maneuvers Readied: 7
Stances Known: 3
AC 10 + 5(Dex)+3 (Wis)+Armor
I intend to ask my DM to change access to Stone Dragon and gain access to Steel Serpent (http://www.giantitp.com/forums/showthread.php?t=161258).
Will focus on Diamond Mind and Tiger Claw, with a side dish of Shadow Hand and steel serpent and some smithereens from desert wind (flashing sun and the ____Blade chain, using the replace maneuver mechanic to have the highest level maneuver to increase my damage output).
And thanks to my group's houserule about variant chaining, I have pounce :smallcool:
Planned Maneuvers per level: I need to recheck my IL when taking them; but I don't have much time to do it now.:smallredface:
Sublime Way Ranger
1st
Distracting Ember
Shadow Blade Technique
Sudden Leap
Stances
Flames' Blessing (Not that useful, more to satisfy some maneuvers pre-requisites)
Swordsage
1st:
[S]Burning Blade Re-trained into Flashing Sun at level 6 (4th swordsage)
Moment of the Perfect Mind
Sapphire Nightmare Blade Retrained into Insightful Strike at level 7 (5th swordsage)
Clinging Shadow Strike Retrained into Shadow Jaunt at level 9 (7th Swordsage)
Wolf Fang Strike
Sting of the Rattler (Steel Serpent) Retrained into Sight Piercing Fang at level 8 (6th swordsage)
2nd level
Cloak of Deception
Rabid Wolf Strike
Sting of the Asp Retrained into Sting of the Adder at level 10 (8th Swordsage)
Flashing Sun (Changed from Burning Blade)
Shadow Jaunt (Changed from Shadow Blade Technique)
3rd level
Insightful Strike (Changed from Sapphire Nightmare Blade)
Shadow Garrote
Soaring Raptor Strike
Weakening Venom Prana
4th level
Bounding Assault
Searing Blade
Sting of the Adder [Steel Serpent] [Steel Serpent](Changed from Sting of the Rattler)
Stances
Level 1
Poisoner's Stance
Hunter's Sense
Level 3
Assassin's Stance
The core idea of this character is to be a mobile melee combatant, that will be a pain in the ass for enemies to deal; I have so many maneuvers and tricks up my proverbial sleeve that I will have something to do every turn, and also serve as a good skill monkey.
As far magic items I have some ideas
Weapons:
Will ask if I keying an Necklace of Natural Weapons to unarmed strike means that I have to pay only enhancements for 1 or if I want it to affect my two fists I have to double the price as if enchanting two claws.
The enhancements I have in mind are a +1 Diamond Mind Mage Bane (ComArc version)
I am also thinking on a +1 skilful Assassination Gnomish Quickrazor, to deliver my poisons (which will have a respectable DC due assassination enhancement and poisoner's stance (1/2 initiator level as a perfection bonus to the DC and due the wording of the stance I don't have to remain in the stance after applying the poison).
Misc Items, I think I'll get a periat of wisdom +2, gloves of the balanced hand/+2 Dex, Novice Belt of Stone Dragon (Mountain Hammer)/+2 Str, survial pouch (indispensable item IMO) Handy Haversack (ditto), anklets of tanslocation. Adamantine Dagger. Burglar's Vest /Resistance +1
So what do you think?
Edit: Made some changes as per some comments.
Longtooth Shifter
Trap-finding Sublime Way Wildshape Ranger 1/Hit and Run Fighter 1/ Unarmed Swordsage 8
Stats: Rolled (post racial adjustment)
Str: 17 (17) <- 8th level bonus here
Dex: 18 (20)
Con: 14 (14)
Int 18 (16)
Wis: 16 (16
Cha: 11 (9) <- 4th level bonus here
Feat Progression
1 ------ Need something
Fighter: Two-weapon Fighting
3 Adaptive Style
6 Shadow Blade
9 Craven (DM let my qualify with assassin's stance
Overal Stats
HD 8d8+28+1d10 (average 69)
BAB: +8/+3 (fractional bab)
Saves +5/+7/+5 (fractional saves and the +2 bonus for being a good save only count once)
IL 9
Maneuvers Known: 13
Maneuvers Readied: 7
Stances Known: 3
AC 10 + 5(Dex)+3 (Wis)+Armor
I intend to ask my DM to change access to Stone Dragon and gain access to Steel Serpent (http://www.giantitp.com/forums/showthread.php?t=161258).
Will focus on Diamond Mind and Tiger Claw, with a side dish of Shadow Hand and steel serpent and some smithereens from desert wind (flashing sun and the ____Blade chain, using the replace maneuver mechanic to have the highest level maneuver to increase my damage output).
And thanks to my group's houserule about variant chaining, I have pounce :smallcool:
Planned Maneuvers per level: I need to recheck my IL when taking them; but I don't have much time to do it now.:smallredface:
Sublime Way Ranger
1st
Distracting Ember
Shadow Blade Technique
Sudden Leap
Stances
Flames' Blessing (Not that useful, more to satisfy some maneuvers pre-requisites)
Swordsage
1st:
[S]Burning Blade Re-trained into Flashing Sun at level 6 (4th swordsage)
Moment of the Perfect Mind
Sapphire Nightmare Blade Retrained into Insightful Strike at level 7 (5th swordsage)
Clinging Shadow Strike Retrained into Shadow Jaunt at level 9 (7th Swordsage)
Wolf Fang Strike
Sting of the Rattler (Steel Serpent) Retrained into Sight Piercing Fang at level 8 (6th swordsage)
2nd level
Cloak of Deception
Rabid Wolf Strike
Sting of the Asp Retrained into Sting of the Adder at level 10 (8th Swordsage)
Flashing Sun (Changed from Burning Blade)
Shadow Jaunt (Changed from Shadow Blade Technique)
3rd level
Insightful Strike (Changed from Sapphire Nightmare Blade)
Shadow Garrote
Soaring Raptor Strike
Weakening Venom Prana
4th level
Bounding Assault
Searing Blade
Sting of the Adder [Steel Serpent] [Steel Serpent](Changed from Sting of the Rattler)
Stances
Level 1
Poisoner's Stance
Hunter's Sense
Level 3
Assassin's Stance
The core idea of this character is to be a mobile melee combatant, that will be a pain in the ass for enemies to deal; I have so many maneuvers and tricks up my proverbial sleeve that I will have something to do every turn, and also serve as a good skill monkey.
As far magic items I have some ideas
Weapons:
Will ask if I keying an Necklace of Natural Weapons to unarmed strike means that I have to pay only enhancements for 1 or if I want it to affect my two fists I have to double the price as if enchanting two claws.
The enhancements I have in mind are a +1 Diamond Mind Mage Bane (ComArc version)
I am also thinking on a +1 skilful Assassination Gnomish Quickrazor, to deliver my poisons (which will have a respectable DC due assassination enhancement and poisoner's stance (1/2 initiator level as a perfection bonus to the DC and due the wording of the stance I don't have to remain in the stance after applying the poison).
Misc Items, I think I'll get a periat of wisdom +2, gloves of the balanced hand/+2 Dex, Novice Belt of Stone Dragon (Mountain Hammer)/+2 Str, survial pouch (indispensable item IMO) Handy Haversack (ditto), anklets of tanslocation. Adamantine Dagger. Burglar's Vest /Resistance +1
So what do you think?
Edit: Made some changes as per some comments.