Wait, no one said there was gonna be math…

Quote Originally Posted by Bash Jordon
Bash Jordon

LN Raptoran Fighter 2/ sohei 2/ monk 2

"I cast sugliin!"



Take some giant advanced caribou antlers,
affix them to a stick,
dip the whole thing in molten magical gold,
Do 4d8+str Damage with a melee attack
Decisive strike for 8d8+2x Str
Ki frenzy + pole fighter to double your attacks by treating sugliin as a monk weapon
Pushback if you can or want to
Short haft allows you to strike adjacently

Or
Dive charge for 8d8+2x Str

Or
Battle jump + sudden leap for 8d8+2xStr
Add decisive strike for 12d8 +3x Str (multiplying rules)


Or
greater flyby attack for 4d8 against 2 persons,
3 persons during a ki frenzy

Or
Blink shirt+ sun school for 4d8+Str



At level 1 you’re doing 4d8+3. Those basement rats gonna die.

At level 3, you’re doing 8d8+6, those orcs gonna die.





Abilities
Initial Level 4
Str 17 18
Dex 14
Con 14
Int 9
Wis 14
Cha 8


Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Raptoran Fighter 1 2 0 0 Jump 4 exotic weapon proficiency (heavy (MoF 179) sugliin (FB 76)), monkey grip
(CW 103)
Encumbered flight, bonus feat
2nd sohei (OA 27) 1 4 0 2 Craft: weapon smithing 1, Jump 4 Weapon focus (Heavy sugliin) ki frenzy, weapon focus
3rd Decisive strike (PHB2 51) Overwhelming attack (UA 52) Monk 1 6 2 4 craft 1, Jump 6, tumble 1 Power Attack, Improved unarmed strike, polefighter (Dragon Comp 105) Decisive strike, unarmed attack, wis to AC
4th Overwhelming attack monk 2 7 3 5 craft 1, Jump 7, tumble 3 Improved Bullrush bonus feat, evasion
5th Fighter 2 3 8 3 5 Jump 8 Short Haft (PHB2 82) bonus feat
6th Sohei 2 4 9 3 6 craft 2, Jump 8, tumble 3 extra rage (CW 98)




Epic Feats
Feat 1 flyby attack (MMV 204)
Feat 2 Great Flyby attack (Savage species 35)
Feat 3 Pushback (Miniatures handbook 27)
Feat 4 Cobalt Charge (MoI 35)
Feat 5 Sun School (CW 112)
Feat 6 shape soulmeld (blink shirt) (MoI 40, 68)
Feat 7 Martial Study (Sudden Leap) (ToB 31, 89)
Feat 8 Battle jump (Unapproachable East 42)
Feat 9 Evasive reflexes (ToB 30)
Feat 10 Vault (Dragon Compendium 109)

Spoiler
Show
Dive attack
A raptoran with flight can make a dive attack. A dive attack works like a charge, but the raptoran must move a minimum of 30 feet and descend at least 10 feet. A raptoran can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage.

Decisive strike
As a full-round action, make one attack with an unarmed strike or a special monk weapon, using your highest base attack bonus but taking a -2 penalty on this attack roll. If the attack hits, it deals double damage (as does any other attack you make before the start of your next turn). If you use this strike to deliver a stunning attack, increase the save DC to resist the stun by 2. This is an extraordinary ability.

Ki Frenzy
Starting at 1st level, a sohei gains the ability to focus her ki power into a frenzy of berserk energy. In this frenzied state, she temporarily gains +2 to Strength and +2 to Dexterity. Her speed increases by 10 feet, and she can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a —2 penalty on every attack.

Greater flyby attack
Using this feat is a full-round action. When flying, you can move up to your fly speed in a straight line and attack a number of opponents equal to your Dexterity bonus. All targets must be within your reach along the line of your movement. Make one attack roll, add the appropriate modifiers, and compare the result to the AC of each opponent you are attacking. If any hits are successful, make one damage roll and add the appropriate modifiers. Each successful hit does the full damage to that creature; do not divide the result of the damage roll among the targets. Targets of your attack do not get attacks of opportunity against you, but other opponents that would be entitled to attacks of opportunity may take them.

Battlejump
You can execute a charge by simply dropping from a height of at least 5 feet above your opponent. For example, a ledge 10 feet above the floor of a cavern would suffice for jumping on a Medium-sized creature, while a ledge 15 feet high is required for a jumping on a Large creature. You can't jump from more than 30 feet above your opponent, nor can you effectively battle jump while under the influence of a fly or levitate spell or effect, as you have to hurl yourself down on your foe. If you hit, you can choose either to deal double damage with a melee weapon or natural attack or to attempt a trip attack.

SUGLIIN - FROSTBURN (3.5)
Exotic Two-Handed Melee Weapon
[Reach]
Cost: 35 gp
Damage (s): 2d6
Damage (m): 2d8
Damage (l): 3d8
Damage (h): 4d8
Critical: x2
Weight: 20 lb
Type: P and S
The infamous sugliin was created by primitive tribes more to strike terror into the hearts of their enemies rather than to be an effective weapon. This massive polearm consists of several sets of sharpened caribou and/or megaloceros antlers affixed to a long wooden shaft. You attack with the sugliin as if it were a massive axe or scythe, slashing and chopping at the targets with great arcs. This weapon is so unwieldy and heavy that making a single attack with it is a full-round action. Sugliins are favored weapons for low-level characters who want to deal huge amounts of damage and lack the skill to make additional attacks; higher-level characters only rarely use sugliins due to their awkwardness. The Sugliin Mastery feat allows a character to make attacks with this massive weapon normally. A sugliin has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.