tricktroller
2013-09-25, 12:04 PM
Ok Folks,
So one of the groups I play with uses stuff form 3.0 and 3.5. For instance rope tricks last 8 hours and you can pick between the 3.0 and 3,5 versions of bull's strengh etc.
So my character will be using a mercurial greatsword.
They also allow use of the AEG feats book which has a lot of fun/nifty/sometimes broken feats.
We also roll our stats.
Stats
Str 18
Dex 14
Con 17
Int 18
Wis 17
Cha 15
Feats
Flaw1 EWP Mercurial Greatsword
Flaw2 Combat Expertise
Human Nobleman 1st Knowledge Devotion
F1 Weapon Focus Greatsword
F2 Patience
3rd Rope a Dope
F4 Weapon Spec Greatsword
6th Warrior General
F6 Armor Penetration
F8 Weapon Mastery
9th Imp Armor Penetration
F10 Improved Critical Greatsword
12th
F12 Elite Weapon Mastery
Nobleman: (+350 starting gold, Ride, diplomacy, and all knowledge skills as class skills.)
Patience: for every consecutive round you use combat expertise you reduce your critical threat by 1 to a max of your BAB or Int mod whichever is lower.
Rope a Dope: You can automatically miss your first attack and then add double your int bonus to your next attack against the target
Warrior General: If your intelligence is greater than your opponents you add it to your attack roll.
Armor Penetration: if opponent is in light +1 to hit medium +2 heavy +3
Weapon Mastery: Increase the die size of your weapon by 1
Improved Armor Penetration: If you crit in opponent in light or heavier armor add +1 to the crit modifier. Natural armor 10+ counts as heavy armor.
Elite Weapon Mastery: Increase the critical modifier of your weapon focus/weapon spec by +1
So basically I am trying to pump the crit multiplier and range and "tank by being someone hard to hit and someone who when they do hits like a truck.
So one of the groups I play with uses stuff form 3.0 and 3.5. For instance rope tricks last 8 hours and you can pick between the 3.0 and 3,5 versions of bull's strengh etc.
So my character will be using a mercurial greatsword.
They also allow use of the AEG feats book which has a lot of fun/nifty/sometimes broken feats.
We also roll our stats.
Stats
Str 18
Dex 14
Con 17
Int 18
Wis 17
Cha 15
Feats
Flaw1 EWP Mercurial Greatsword
Flaw2 Combat Expertise
Human Nobleman 1st Knowledge Devotion
F1 Weapon Focus Greatsword
F2 Patience
3rd Rope a Dope
F4 Weapon Spec Greatsword
6th Warrior General
F6 Armor Penetration
F8 Weapon Mastery
9th Imp Armor Penetration
F10 Improved Critical Greatsword
12th
F12 Elite Weapon Mastery
Nobleman: (+350 starting gold, Ride, diplomacy, and all knowledge skills as class skills.)
Patience: for every consecutive round you use combat expertise you reduce your critical threat by 1 to a max of your BAB or Int mod whichever is lower.
Rope a Dope: You can automatically miss your first attack and then add double your int bonus to your next attack against the target
Warrior General: If your intelligence is greater than your opponents you add it to your attack roll.
Armor Penetration: if opponent is in light +1 to hit medium +2 heavy +3
Weapon Mastery: Increase the die size of your weapon by 1
Improved Armor Penetration: If you crit in opponent in light or heavier armor add +1 to the crit modifier. Natural armor 10+ counts as heavy armor.
Elite Weapon Mastery: Increase the critical modifier of your weapon focus/weapon spec by +1
So basically I am trying to pump the crit multiplier and range and "tank by being someone hard to hit and someone who when they do hits like a truck.