Tidus, Templar of Tyr
LN->LG Human Ardent 2/Fighter 4/Pious Templar 8/Bone Collector 6
Spoiler: Stats
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Str 16, Dex 10, Con 14, Int 12, Wis 14, Cha 8
Every single increase goes to strength.


Spoiler: Level Breakdown
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Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Ardent 1 0 0 0 2 16: {+4} Concentration: 4; {+4} Heal: 4; {+4} Knowledge (Arcana): 4; {+4} Knowledge (Religion): 4; 1st: Endurance, H: Great Fortitude, Conflict Mantle: Weapon Focus (Longsword) Assume Psionic Mantle (Conflict, Physical Power)
2nd Fighter 1 1 2 0 2 4: Concentration: 4; {+1} Craft (alchemy): 1; {+1} Craft (weaponsmithing): 1; Heal: 4; {+2} Jump: 2; Knowledge (Arcana): 4; Knowledge (Religion): 4; Power Attack Bonus Feat
3rd Dungeoncrasher Fighter 2 2 3 0 2 4: Concentration: 4; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 4; {+4} Jump: 6; Knowledge (Arcana): 4; Knowledge (Religion): 4; Great Fortitude
4th Zhentarim Fighter 3 3 3 1 3 4: Concentration: 4; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 4; {+3} Intimidate: 3; {+1} Jump: 7; Knowledge (Arcana): 4; Knowledge (Religion): 4; Skill Focus (Intimidate) Bonus Feat: Skill Focus (Intimidate)
5th Fighter 4 4 4 1 3 4: Concentration: 4; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 4; {+3} Intimidate: 6; {+1} Jump: 8; Knowledge (Arcana): 4; Knowledge (Religion): 4; Improved Bullrush Bonus Feat
6th Ardent 2 5 4 1 4 4: {+1} Concentration: 5; Craft (alchemy): 1; Craft (weaponsmithing): 1; {+1} Heal: 5; Intimidate: 6; Jump: 8; {+1} Knowledge (Arcana): 5; {+1} Knowledge (Religion): 5; True Believer Assume Psionic Mantle (Justice)
7th Pious Templar 1 6 6 1 6 4: {+4} Concentration: 9; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; Intimidate: 6; Jump: 8; Knowledge (Arcana): 5; Knowledge (Religion): 5; Mettle
8th Pious Templar 2 7 7 1 7 4: {+2} Concentration: 11; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; Intimidate: 6; Jump: 8; Knowledge (Arcana): 5; {+2} Knowledge (Religion): 7; Smite 1/day
9th Pious Templar 3 8 7 2 7 4: {+1} Concentration: 12; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; Intimidate: 6; Jump: 8; Knowledge (Arcana): 5; {+3} Knowledge (Religion): 10; B: Weapon Specialization (Longsword), 9th: Knowledge Devotion (Add Knowledge (Religion) as permanent class skill) Damage Reduction 1/-
10th Pious Templar 4 9 8 2 8 4: {+1} Concentration: 13; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; Intimidate: 6; Jump: 8; Knowledge (Arcana): 5; {+3} Knowledge (Religion): 13; B: Necropotent (Longsword) Bonus Fighter Feat
11th Bone Collector 1 9 8 2 10 6: {+1} Concentration: 14; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; {+3} Intimidate: 9; Jump: 8; {+1} Knowledge (Arcana): 6; {+1} Knowledge (Religion): 14; Lesser Bone Armor, Recognize Undead
12th Bone Collector 2 10 8 2 11 2: {+1} Concentration: 15; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; Intimidate: 9; Jump: 8; {+1} Knowledge (Arcana): 7; Knowledge (Religion): 14; 12th: Craft Magic Arms and Armor Lesser Bone Weapon
13th Bone Collector 3 11 9 3 11 6: {+1} Concentration: 16; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; {+2} Intimidate: 11; Jump: 8; {+1} Knowledge (Arcana): 8; {+2} Knowledge (Religion): 16; Negative Energy Shroud
14th Bone Collector 4 12 9 3 12 6: {+1} Concentration: 17; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; Intimidate: 11; Jump: 8; {+4} Knowledge (Arcana): 12; {+1} Knowledge (Religion): 17; Greater Bone Armor
15th Bone Collector 5 12 9 3 13 6: {+1} Concentration: 18; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; Intimidate: 11; Jump: 8; {+4} Knowledge (Arcana): 16; {+1} Knowledge (Religion): 18; 15th: Melee Weapon Mastery (Slashing) Greater Bone Weapon
16th Bone Collector 6 13 10 4 14 6: {+1} Concentration: 19; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; {+1} Intimidate: 12; Jump: 8; {+3} Knowledge (Arcana): 19; {+1} Knowledge (Religion): 19; Undead channel
17th Pious Templar 5 14 10 4 14 4: {+1} Concentration: 20; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; Intimidate: 12; {+2} Jump: 10; Knowledge (Arcana): 19; {+1} Knowledge (Religion): 20;
18th Pious Templar 6 15 11 5 15 4: {+1} Concentration: 21; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; Intimidate: 12; {+2} Jump: 12; Knowledge (Arcana): 19; {+1} Knowledge (Religion): 21; 18th: Slashing Flurry Smite 2/day
19th Pious Templar 7 16 11 5 15 4: {+1} Concentration: 22; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; Intimidate: 12; {+2} Jump: 14; Knowledge (Arcana): 19; {+1} Knowledge (Religion): 22; Damage Reduction 2/-
20th Pious Templar 8 17 12 5 16 4: {+1} Concentration: 23; Craft (alchemy): 1; Craft (weaponsmithing): 1; Heal: 5; Intimidate: 12; {+2} Jump: 16; Knowledge (Arcana): 19; {+1} Knowledge (Religion): 23; B: Shock Trooper Bonus Feat


Spoiler: Spells & Powers
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Level Class Base Power Points 1st
1st-5th Ardent 1 2 Adrenaline Boost, Prescience, Offensive
6th+ Ardent 2 6 Vigor

Level Class 1st 2nd 3rd
11th Bone Collector 1 1
12th Bone Collector 2 2 0
13th Bone Collector 3 2 1
14th Bone Collector 4 2 2 0
15th Bone Collector 5 2 2 1
16th+ Bone Collector 6 2 2 2


Level Class 1st 2nd 3rd 4th
7th Pious Templar 1 0
8th Pious Templar 2 1
9th Pious Templar 3 1 0
10th-16th Pious Templar 4 1 1
17th Pious Templar 5 1 1 0
18th Pious Templar 6 1 1 1
19th Pious Templar 7 2 1 1 0
20th Pious Templar 8 2 1 1 1

As a good character, Tidus casts spells off of the Paladin list, giving him some redundancy with his Bone Collector spells but also things like Divine Favor for extra to-hit bonuses, Divine Protection for better saves and AC, Mark of Doom for some low cost extra damage, Shield Other to help any allies, Knight's Move for swift action, short ranged teleportation (albeit contingent on landing in a flanking position), Rhino Rush for more charge damage, and eventually wonderful toys like Favor of the Martyr, Draconic Might, and Holy Sword.


Spoiler: Might Makes Right
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While Tidus eventually stands as a beacon against evil, he was not always an honorable man. He begins as an Ardent with a focus on Conflict and Physical Power for his mantles. Conflict is the natural state of the world between opposing forces with Physical Power as one of the best ways to insure you can survive for the next fight.

Although he has some latent talent in the Invisible Art, he is still a brash young man at this point and joins the Zhentarim, bent on extending his strength in arms and pushing people around - quite literally, given his training as a dungeoncrasher.

Mechanically, low levels are dedicated to various prerequisites and making Dungeoncrasher work with Improved Bullrush. He never has many power points, but they help add a little bit of damage at lower levels or soak an attack or two with Vigor. Physical Prowess gives a shot boost to physical stats at the low cost of spending psionic focus, effectively adding another +1 to-hit and damage for a turn.


Spoiler: Road to Redemption
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By chance, the Zhent would send their up and coming bully rusher into the path of a Tyrran cleric while on the road to Neverwinter. While his comrades escaped, Tidus instead found mercy from the follower of the Maimed God. At first, he questioned why he was shackled instead of slain, but his captor explained that the only crime he had witnessed was attempted robbery - not something that demanded his blood.

Outside in the wilds with only each other's company, the priest began to proselytize, speaking to Tidus initially in terms he understood. "Conflict is a part of life, and your strength can help you overcome a hungry wolf or helpless traveler, but it can also serve to catch people such as yourself before delivering justice. It can also be the struggle to simply survive the winter."

In the weeks of sermons, Tidus found the convictions in ways only a convert could. As a true believer of Tyr, he would seek conflict in righting wrongs to bring people to justice.

Levels 6-10 start with Tidus's conversion and addition of the Justice mantle. He learns none of its powers, but the ability gives him a way to get an immediate action attack, potentially bullrushing away the person who triggers the ability.

Pious Templar gives Tidus some extra defense with Mettle and the limited DR. On the offensive side, it offers a bonus feat, which he uses to grab Necropotent, and a Smite 1/day.

Pious Templar levels also give him access to a few Paladin spells. Rhino Rush gives him a way to multiple damage on a charge. Divine Protection gives a small boost to saves and AC to all allies in an area. Knight's Move is a limited, short range teleportation spell. Plus, while not a Paladin, he now can safely use things like wands and scrolls.

Weapon Specialization is needed for Necropotent later, and Knowledge Devotion gives more ways to better hit and hurt undead.


Spoiler: Death to Undeath
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In his turn to fighting the forces of evil, the most insidious of foes all seem abuse the corpses of the fallen to battle former allies. Searching for ways to stop these unnatural and cruel creations, he trains as a Bone Collector.

He can put his training with Lesser Bone Armor/Weapon to use almost immediately. Craft Magic Arms and Armor at level 12 more than doubles his effective caster level, meaning he can make more weapons beyond his limited Collector stock. He also picks up more low level spell slots, which he can use to better hide from undead with hide from undead and negative energy shroud class feature.

The slots aren't nothing, but with so few, he's mostly loading up on CLW, ghost touch armor, lesser restoration, and forced manifestation.

Melee Weapon Mastery is a bit like Weapon Specialization 2, but it does open up Slashing Flurry later on.


Spoiler: Right makes Might
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Coming into his own, Tidus continues his fight against the undead.

Returning to Pious Templar eventually nets Tidus third and fourth level spells, only slightly slower than a Paladin would have. Prayer is another decent way to give everyone a little bump in combat. Favor of the Martyr gives a slew of defensive abilities that help him keep fighting. Draconic Might gives a boost to physical stats and some draconic flavored immunities.

Class features are just a few extra smites and points of DR, but the bonus feat does allow Tidus to take Shock Trooper at level 20. Slashing Flurry at 18 also gives him a janky way to almost make a full attack without using the full attack action.



Spoiler: Sources
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Complete Psionics - Ardent (5-8), Conflict Mantle (67), Justice Mantle (69), Physical Prowess Mantle (71), Adrenaline Boost (78)
SRD - Vigor (SRD), Prescience, Offensive (SRD)
Dungeonscape - Dungeoncrasher Fighter Substitution levels (10)
Zhentarim Fighter Substitution Levels -
Ghostwalk - Bone Collector (21-23), Ghost Touch Armor, Forced Manifestation
Complete Divine - Pious Templar (50-51), True Believer (86)
Complete Champion - Knowledge Devotion (60)
Libris Mortis - Necropotent
Complete Warrior - Shock Trooper (112)
Faiths and Pantheons - Tyr (79), referenced
PHB2 - Melee Weapon Mastery (81), Slashing Flurry (82-83), Mark of Doom
Spell Compendium - Divine Protection, Knight's Move, Rhino Rush, Favor of the Martyr, Draconic Might, Ghost Touch Armor