LanSlyde
2013-05-10, 02:32 AM
So, next week we may end up in a low magic islandworld campaign where the largest landmass is about the size of Australia. A friend of mine wanted to play a Darfellan Fighter. So I sat down and helped her out with a build. We are starting at level 2 and use a feat progression of 1st,2nd, and every other level.
In this setting Darfellans have Powerful Build and are LA +1. We ignore LA unless its 2 or more.
No magic (including items), no ToB.
Class Progression:
(1) EWP: Net (Required for Net and Trident)
(F1) TWF (Same as EWP)
(2) WF: Trident (Same as EWP)
(F2, 6) Dungeoncrasher (Bursting through the bottom of someones boat is hilarious)
(3 (F3)) Skill Focus Intimidate; Zentarium varient
(4) Net and Trident (Main point of this build)
(F4) Resolute (Low magic, but boosting the fighters will is a good thing)
(F5) Extended Intimidation (Zentarium goodness)
(6) Combat Expertise (Required for feats)
(8) Imperious command (Swift Demoralization is right round the corner)
(8 (F8)) Improved Disarm (To help control the netted opponent)
(10) Blindfight (Because why not?)
(10 (F10)) Improved trip (See improved disarm)
(12) Combat Reflexes (for all those tasty AoO they will be provoking from trying to stand, pick up their weapon, and escaping the net)
(12 (F12)) Power Attack (Comes in late, but its at this point in the game where you can really get some good dmg out of it)
(14) Knife Fighter (I know about the restrictions, we don't care. I chose this one on the off chance something big and nasty eats her)
(14 (F14)) Improved Bullrush (Required feat)
(16) Steadfast Determination (We pretend Endurance does not exist, also Con to Will saves is a good thing.)
(18) Knockback (For those days she can't net someone, trip them, disarm them, then stab them repeatedly)
(18 (F18)) Cometary Collision (Really just for playing pinball with the bad guys)
(20) Diehard (I ran out of ideas, endurance is not needed, and in our games you die when your -hp is >= one half your full normal hp total)
(20 (F20)) Shock Trooper (Because why not?)
My general idea when creating this thing was make one that would be effective regardless of the situation or environment she would be in.
Assuming she is on land she can fight with her net and trident and effectively lock down and drop targets with a combination of trip, disarm, entanglement, and scaring the piss out of them. If she losses her net thats perfectly fine, as she can then wield her trident with both hands and dish out more damage overall, but the net and trident idea was to help minimize risking her character.
Assuming she is on a boat at sea its roughly the same idea, with the exception of dragging her netted target overboard and letting them drown :smallamused:
Underwater combat means she would have to eschew the net entirely, but that isn't as bad as it might seem as she has the feats to end combat quickly if needed, but it is risky.
It's like 2:30 right now, so my brain hurts. Feel free to pick apart my ideas.
In this setting Darfellans have Powerful Build and are LA +1. We ignore LA unless its 2 or more.
No magic (including items), no ToB.
Class Progression:
(1) EWP: Net (Required for Net and Trident)
(F1) TWF (Same as EWP)
(2) WF: Trident (Same as EWP)
(F2, 6) Dungeoncrasher (Bursting through the bottom of someones boat is hilarious)
(3 (F3)) Skill Focus Intimidate; Zentarium varient
(4) Net and Trident (Main point of this build)
(F4) Resolute (Low magic, but boosting the fighters will is a good thing)
(F5) Extended Intimidation (Zentarium goodness)
(6) Combat Expertise (Required for feats)
(8) Imperious command (Swift Demoralization is right round the corner)
(8 (F8)) Improved Disarm (To help control the netted opponent)
(10) Blindfight (Because why not?)
(10 (F10)) Improved trip (See improved disarm)
(12) Combat Reflexes (for all those tasty AoO they will be provoking from trying to stand, pick up their weapon, and escaping the net)
(12 (F12)) Power Attack (Comes in late, but its at this point in the game where you can really get some good dmg out of it)
(14) Knife Fighter (I know about the restrictions, we don't care. I chose this one on the off chance something big and nasty eats her)
(14 (F14)) Improved Bullrush (Required feat)
(16) Steadfast Determination (We pretend Endurance does not exist, also Con to Will saves is a good thing.)
(18) Knockback (For those days she can't net someone, trip them, disarm them, then stab them repeatedly)
(18 (F18)) Cometary Collision (Really just for playing pinball with the bad guys)
(20) Diehard (I ran out of ideas, endurance is not needed, and in our games you die when your -hp is >= one half your full normal hp total)
(20 (F20)) Shock Trooper (Because why not?)
My general idea when creating this thing was make one that would be effective regardless of the situation or environment she would be in.
Assuming she is on land she can fight with her net and trident and effectively lock down and drop targets with a combination of trip, disarm, entanglement, and scaring the piss out of them. If she losses her net thats perfectly fine, as she can then wield her trident with both hands and dish out more damage overall, but the net and trident idea was to help minimize risking her character.
Assuming she is on a boat at sea its roughly the same idea, with the exception of dragging her netted target overboard and letting them drown :smallamused:
Underwater combat means she would have to eschew the net entirely, but that isn't as bad as it might seem as she has the feats to end combat quickly if needed, but it is risky.
It's like 2:30 right now, so my brain hurts. Feel free to pick apart my ideas.