Incanur
2011-05-22, 11:42 AM
Level-one warriors with the non-elite array, specifically. I've been playing around with various equipment and feat combinations. I'm particularly interested in cost-effectiveness. Here are a few examples:
Human pikeman 13|11|12|10|9|8 14/10/14 AC F+3 R+0 W-1 Init+0 5hp
Awl pike +3(1d8+1), longsword +2(1d8+1)
Feats: Exotic Weapon Proficiency: Awl Pike, Weapon Focus: Awl Pike
Gear: awl pike (10gp, 10lbs), scale (50gp, 30lbs), battleaxe (10gp, 6lbs), dagger (2gp, 1lb) total: 72gp, 47lbs
Comments: 15-foot reach thanks to the awl pike (Dragon Magazine Compendium). Like their historical counterparts, these guys could be decent in large groups. Too bad soft cover stops attacks of opportunity.
Human crossbowman 11|13|12|10|9|8 F+3 R+1 W-1 12/11/11 AC Init+1 5hp
Great crossbow +2(2d8), battleaxe +1(1d8)
Feats: Exotic Weapon Proficiency:Great Crossbow, Point Blank Shot
Gear: great crossbow (150gp, 14lbs), padded armor (5gp, 10lbs), forty bolts (4gp, 4lbs), battleaxe (10gp, 6lbs), dagger (2gp, 1lb) total: 169gp, 34lbs
Comments: This build seeks to take advantage of the great crossbow's high damage and crit range. I made a point of keeping the combatant mobile by staying under a light load. Using a longbow or heavy crossbow instead would be cheaper and give an extra feat.
Human targetier 13|11|12|10|9|8 F+3 R+0 W-1 17/10/17 AC Init+0 5hp
Battleaxe +3(1d8+1), javelin +1(1d6+1)
Feats: Shield Specialization: Heavy, Weapon Focus: Battleaxe
Gear: battleaxe (10gp, 6lbs), two javelins (2gp, 4lbs), heavy wooden shield (7gp, 10lbs), scale (50gp, 30lbs), dagger (2gp, 1lb) total: 70gp, 51lbs
Comments: Basic AC build on a budget.
Human grenadier 11|13|12|10|9|8 F+3 R+1 W-1 13/11/12 AC Init+5 5hp
Acid flask +3(1d6+1), battleaxe +1(1d8)
Feats: Grenadier, Improved Initiative
Gear: ten acid flasks (100gp, 10lbs), padded armor (5gp, 10lbs), light wooden shield (3gp, 5lbs), battleaxe (10gp, 6lbs) total: 118gp, 31lbs
Comments: Expensive but dangerous thanks to the touch attacks.
Human tripper 12|10|11|13|9|8 F+2 R+0 W-1 14/10/14 AC Init+0 4hp
Guisarme +2(2d4+1), trip +5, flail +2(1d8+1), javelin +1(1d8+1)
Feats: Combat Expertise, Improved Trip
Gear: guisarme (9gp, 12lbs), flail (8gp, 5lbs), two javelins (2gp, 4lbs), scale (50gp, 30lbs), dagger (2gp, 1lb) total: 71gp, 52lbs
Comments: Look at me, I've only got four hit points because I'm smart enough to figure out how to defend myself!
Thoughts welcome. Needless to say, races with bonus to physical stats hold a major advantage. Orcs in particular can dish out impressive damage. The ultimate budget option might be orc commoners with slings: 1d3+3 damage for an easy 1 sp per day.
Human pikeman 13|11|12|10|9|8 14/10/14 AC F+3 R+0 W-1 Init+0 5hp
Awl pike +3(1d8+1), longsword +2(1d8+1)
Feats: Exotic Weapon Proficiency: Awl Pike, Weapon Focus: Awl Pike
Gear: awl pike (10gp, 10lbs), scale (50gp, 30lbs), battleaxe (10gp, 6lbs), dagger (2gp, 1lb) total: 72gp, 47lbs
Comments: 15-foot reach thanks to the awl pike (Dragon Magazine Compendium). Like their historical counterparts, these guys could be decent in large groups. Too bad soft cover stops attacks of opportunity.
Human crossbowman 11|13|12|10|9|8 F+3 R+1 W-1 12/11/11 AC Init+1 5hp
Great crossbow +2(2d8), battleaxe +1(1d8)
Feats: Exotic Weapon Proficiency:Great Crossbow, Point Blank Shot
Gear: great crossbow (150gp, 14lbs), padded armor (5gp, 10lbs), forty bolts (4gp, 4lbs), battleaxe (10gp, 6lbs), dagger (2gp, 1lb) total: 169gp, 34lbs
Comments: This build seeks to take advantage of the great crossbow's high damage and crit range. I made a point of keeping the combatant mobile by staying under a light load. Using a longbow or heavy crossbow instead would be cheaper and give an extra feat.
Human targetier 13|11|12|10|9|8 F+3 R+0 W-1 17/10/17 AC Init+0 5hp
Battleaxe +3(1d8+1), javelin +1(1d6+1)
Feats: Shield Specialization: Heavy, Weapon Focus: Battleaxe
Gear: battleaxe (10gp, 6lbs), two javelins (2gp, 4lbs), heavy wooden shield (7gp, 10lbs), scale (50gp, 30lbs), dagger (2gp, 1lb) total: 70gp, 51lbs
Comments: Basic AC build on a budget.
Human grenadier 11|13|12|10|9|8 F+3 R+1 W-1 13/11/12 AC Init+5 5hp
Acid flask +3(1d6+1), battleaxe +1(1d8)
Feats: Grenadier, Improved Initiative
Gear: ten acid flasks (100gp, 10lbs), padded armor (5gp, 10lbs), light wooden shield (3gp, 5lbs), battleaxe (10gp, 6lbs) total: 118gp, 31lbs
Comments: Expensive but dangerous thanks to the touch attacks.
Human tripper 12|10|11|13|9|8 F+2 R+0 W-1 14/10/14 AC Init+0 4hp
Guisarme +2(2d4+1), trip +5, flail +2(1d8+1), javelin +1(1d8+1)
Feats: Combat Expertise, Improved Trip
Gear: guisarme (9gp, 12lbs), flail (8gp, 5lbs), two javelins (2gp, 4lbs), scale (50gp, 30lbs), dagger (2gp, 1lb) total: 71gp, 52lbs
Comments: Look at me, I've only got four hit points because I'm smart enough to figure out how to defend myself!
Thoughts welcome. Needless to say, races with bonus to physical stats hold a major advantage. Orcs in particular can dish out impressive damage. The ultimate budget option might be orc commoners with slings: 1d3+3 damage for an easy 1 sp per day.