Fruchtfliege
2011-12-22, 05:11 AM
Hey all,
I'll soon be joining a group that's got a first/second level d&d 3.5 game going.
Talking to the master gave me a pretty good idea of what to expect.
The group consists of
a dwarven fighter (THF, guy uses core only. PA, but never even goes leap attack. Rather cleave and stuff),
a Sorcerer (New, but so far core only with no desire to make the most of his class),
a druid (played like a tier 5/6),
a barbarian (THF, PA, Cleave [going for supreme cleave], who is core only too and doesnt seem to munchkin a lot) and occasionaly
a cleric (so far core only healbot).
Cleric, Sorc, Barb and Druid will be level 2, Fighter and me will be level 1.
Since the fighter (current DM) will join when I do and the barbarian (next DM) will leave, they just need a frontliner.
Now obviously a min/max-ed charger would be wrong in this group.
This gives me quite the opportunity to create a more flavoured character. Thing is: I'm a powergamer at heart, so it should not dish out sucky damage, which is hard to do with a warblade anyway. But still it has to be playable throughout the levels.
So far my build is a tripping fighter 2/WB 8
Name: Khantou D'giss (Cant touch this ^^ )
Human:
Str: 16 (+3)
Dex: 14 (+2)
Con: 14 (+2)
Wi: 08 (-1)
Int: 14 (+2)
Cha: 08 (-1)
Skills:
1. Craft(Weaponsmithing)[Int] 4; Climb [Str] 4; Jump [Str] 4; Swim [Str] 4; Ride[Dex] 4
2. Concentration [Con] 5; Jump 5; Knowledge History [Int] 0, Craft 5, Climb 4, Swim 4, Ride 4
3. Concentration 6; Jump 6, Craft 6, Climb 6, Swim 6 KH 0, Ride 4
4. Concentration 7, Jump 7, Craft 7, Climb 7, Swim 7, KH 0, Ride 4
5. Conc 8, Jump 8, Craft 8, Climb 8, Swim 8, KH 2, Ride 4
6. Conc 9, Jump 9, Craft 9, Clim 9, Swim 9, KH 4, Ride 4
Weapons:
Bladed Guantlet [Arms & Equipment](1w6/19-20 x2; slashing; for infight) + Reach Weapon (Guisarme 2w4/x3 + trip)
Feats:
*=fighter/Warblade Bons
F 1 :Improved Trip(+4 trip attempt; When trip, then extra att) ; Combat Expertise* (-x att = +x dodge; x<BAB, x<6) ; Combat Reflexes (AoOs while flat footet; +x AoOs, x= Dex Mod)
F 2 :PA*
WB 1 (2):Knock Down (10+ dmg = free trip)
WB 2 (3):
WB 3 (4):
WB 4 (5):Leap Attack (jump check = PA 3x mod)
WB 5 (6):Improved Initiative*
WB 6 (7):
WB 7 (8):Improved Sunder (entry for combat brute. Not sure about this)
WB 8 (9):
Maneuvers/Stances:
3. S- Leading the Charge (WR); m-Moment of perfect mind (DM); m-Steel Wind (IH)[Retrain at 6-> Insightful Strike (DM){Retrain at 8-> Bounding Assault (DM)}]
m-charging Minotaur (TC)
4. m-Battle Leaders Charge(WR)
5. m-Mountain Hammer (SD)
6. s-Hunters sense (TC)
7. m-Iron heart Surge (IH)
9. m-Ruby Nightmare Blade (DM)[Retrain at 10-> Dancing Mongoose (TC)]
The tactics would be:
Level 1 First Round Charge, followed by usage of improved trip
Level 2-3 First Round Charge, using PA, followed by usage of improved trip
Level 4+ Charge as often as possible using PA (and possibly leap attacking) using maneuvers if not possible
Also after a fight in which hes not been hit he should sing his name (Cant touch this... Mc Hammer)
The problems so far are:
1. I never played a character like this before, so I dont know whats good for him.
2. Is this "low" str. and "only" +4 to tripping enough to make the build viable? The DM should be looking for monsters to make the build not work (there are enough) and not for monsters to make it work in order for me to have fun.
3. It kind of feels like there is a high damage maneuver missing in case the char has to stand in one spot and just hit the snot out of a big guy.
Now if you have ANY ideas how to improve this guy without cheesing it up too much regarding damage I would very much appreciate it.
Also if you have another flavoured build idea for a WB just hit me with it. (Idea floating around was a UAS WB, but that one seems way weaker than a tripping expert.)
Thanks for reading.
I'll soon be joining a group that's got a first/second level d&d 3.5 game going.
Talking to the master gave me a pretty good idea of what to expect.
The group consists of
a dwarven fighter (THF, guy uses core only. PA, but never even goes leap attack. Rather cleave and stuff),
a Sorcerer (New, but so far core only with no desire to make the most of his class),
a druid (played like a tier 5/6),
a barbarian (THF, PA, Cleave [going for supreme cleave], who is core only too and doesnt seem to munchkin a lot) and occasionaly
a cleric (so far core only healbot).
Cleric, Sorc, Barb and Druid will be level 2, Fighter and me will be level 1.
Since the fighter (current DM) will join when I do and the barbarian (next DM) will leave, they just need a frontliner.
Now obviously a min/max-ed charger would be wrong in this group.
This gives me quite the opportunity to create a more flavoured character. Thing is: I'm a powergamer at heart, so it should not dish out sucky damage, which is hard to do with a warblade anyway. But still it has to be playable throughout the levels.
So far my build is a tripping fighter 2/WB 8
Name: Khantou D'giss (Cant touch this ^^ )
Human:
Str: 16 (+3)
Dex: 14 (+2)
Con: 14 (+2)
Wi: 08 (-1)
Int: 14 (+2)
Cha: 08 (-1)
Skills:
1. Craft(Weaponsmithing)[Int] 4; Climb [Str] 4; Jump [Str] 4; Swim [Str] 4; Ride[Dex] 4
2. Concentration [Con] 5; Jump 5; Knowledge History [Int] 0, Craft 5, Climb 4, Swim 4, Ride 4
3. Concentration 6; Jump 6, Craft 6, Climb 6, Swim 6 KH 0, Ride 4
4. Concentration 7, Jump 7, Craft 7, Climb 7, Swim 7, KH 0, Ride 4
5. Conc 8, Jump 8, Craft 8, Climb 8, Swim 8, KH 2, Ride 4
6. Conc 9, Jump 9, Craft 9, Clim 9, Swim 9, KH 4, Ride 4
Weapons:
Bladed Guantlet [Arms & Equipment](1w6/19-20 x2; slashing; for infight) + Reach Weapon (Guisarme 2w4/x3 + trip)
Feats:
*=fighter/Warblade Bons
F 1 :Improved Trip(+4 trip attempt; When trip, then extra att) ; Combat Expertise* (-x att = +x dodge; x<BAB, x<6) ; Combat Reflexes (AoOs while flat footet; +x AoOs, x= Dex Mod)
F 2 :PA*
WB 1 (2):Knock Down (10+ dmg = free trip)
WB 2 (3):
WB 3 (4):
WB 4 (5):Leap Attack (jump check = PA 3x mod)
WB 5 (6):Improved Initiative*
WB 6 (7):
WB 7 (8):Improved Sunder (entry for combat brute. Not sure about this)
WB 8 (9):
Maneuvers/Stances:
3. S- Leading the Charge (WR); m-Moment of perfect mind (DM); m-Steel Wind (IH)[Retrain at 6-> Insightful Strike (DM){Retrain at 8-> Bounding Assault (DM)}]
m-charging Minotaur (TC)
4. m-Battle Leaders Charge(WR)
5. m-Mountain Hammer (SD)
6. s-Hunters sense (TC)
7. m-Iron heart Surge (IH)
9. m-Ruby Nightmare Blade (DM)[Retrain at 10-> Dancing Mongoose (TC)]
The tactics would be:
Level 1 First Round Charge, followed by usage of improved trip
Level 2-3 First Round Charge, using PA, followed by usage of improved trip
Level 4+ Charge as often as possible using PA (and possibly leap attacking) using maneuvers if not possible
Also after a fight in which hes not been hit he should sing his name (Cant touch this... Mc Hammer)
The problems so far are:
1. I never played a character like this before, so I dont know whats good for him.
2. Is this "low" str. and "only" +4 to tripping enough to make the build viable? The DM should be looking for monsters to make the build not work (there are enough) and not for monsters to make it work in order for me to have fun.
3. It kind of feels like there is a high damage maneuver missing in case the char has to stand in one spot and just hit the snot out of a big guy.
Now if you have ANY ideas how to improve this guy without cheesing it up too much regarding damage I would very much appreciate it.
Also if you have another flavoured build idea for a WB just hit me with it. (Idea floating around was a UAS WB, but that one seems way weaker than a tripping expert.)
Thanks for reading.