wolfstone
2014-08-26, 08:32 PM
So the idea is to turn a Tiefling into a tank with reach. Here's what I came up with...
Class: Fighter
Race: Tiefling
Starting Level: 5
Initiative: +6
Speed: 5 (-1 for Scale Armor)
HP: 55
Weapon - Flaming Greatspear
Armor - Plate
Fighter Option: Combat Agility (see below)
Defenses: AC: 22, For: 18, Ref: 16, Wil: 15
Stats approved by DM: STR: 19(18+1), CON: 16 (14+2), DEX: 19 (18+1), INT: 7, WIS: 16, CHA: 8 (6+2)
+12 atk bonus (+14 with Flaming weapon + Infernal Prince theme + Hellfire Blood feat, Spear Expertise feat, and +4 STR mod at Lvl. 5)
STR and DEX are my strongest stats, followed by WIS, then CON with INT and CHA as the dump stats.
Powers:
A-W: Knockdown Assault (weak, but fits the theme) + Footwork Lure (for extra mobility)
E: 1= Spinning Sweep, 3= Dance of Steel
D: 1= Driving Attack, 5= Crashing Assault
U: 2= Pass Forward
Strategy: Knock Prone from 2 squares away and repeat to keep them locked in place. I went with Combat Agility over Combat Superiority because I don't plan on being adjacent to enemies, so opportunity attacks will be rare, plus I can stop outside 2 squares away from the target and knock them prone, which fits the overall strategy better and gives me CA for my next turn unless the target has a way to counter it. As teamwork has never been a factor in my play group, this seems like a better strategy to go with.
Any thoughts on this? It feels fairly reliable in theory, but I'm uncertain due to my lack of D&D experience.
At Lvl. 6, I'm thinking of Deadly draw to combo with Footwork Lure.
Class: Fighter
Race: Tiefling
Starting Level: 5
Initiative: +6
Speed: 5 (-1 for Scale Armor)
HP: 55
Weapon - Flaming Greatspear
Armor - Plate
Fighter Option: Combat Agility (see below)
Defenses: AC: 22, For: 18, Ref: 16, Wil: 15
Stats approved by DM: STR: 19(18+1), CON: 16 (14+2), DEX: 19 (18+1), INT: 7, WIS: 16, CHA: 8 (6+2)
+12 atk bonus (+14 with Flaming weapon + Infernal Prince theme + Hellfire Blood feat, Spear Expertise feat, and +4 STR mod at Lvl. 5)
STR and DEX are my strongest stats, followed by WIS, then CON with INT and CHA as the dump stats.
Powers:
A-W: Knockdown Assault (weak, but fits the theme) + Footwork Lure (for extra mobility)
E: 1= Spinning Sweep, 3= Dance of Steel
D: 1= Driving Attack, 5= Crashing Assault
U: 2= Pass Forward
Strategy: Knock Prone from 2 squares away and repeat to keep them locked in place. I went with Combat Agility over Combat Superiority because I don't plan on being adjacent to enemies, so opportunity attacks will be rare, plus I can stop outside 2 squares away from the target and knock them prone, which fits the overall strategy better and gives me CA for my next turn unless the target has a way to counter it. As teamwork has never been a factor in my play group, this seems like a better strategy to go with.
Any thoughts on this? It feels fairly reliable in theory, but I'm uncertain due to my lack of D&D experience.
At Lvl. 6, I'm thinking of Deadly draw to combo with Footwork Lure.