12th level AoO build


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szilard said:
Human Hexblade 4/Rogue 1 - Get a Charisma bonus. Use it for both the Knight's Challenge and Hexblade Curse. Don't take a familiar - take the PHBII option, and you'll almost always be flanking - and getting +1d6 damage from the Rogue level.

You can't flank with your Dark Companion. It does not threaten any area and opponents automatically recognize it as an illusion.
 

Hmm.

2 Options come to mind.

First.
Human, Wiz2/Fighter1/Human Paragon3/Spellsword1/Abjurant Champion 5

Feats
Combat Reflexes, Combat Expertise, Improved Trip, Combat Casting and Robelars Gambit for Lvl 12 feat.
Leaves 3 extra feats. Arcane Strike is Great on An AoO build as the Boni Last for the round and thus include any AoO You make later in the round. POwer Attack is allways useful, deft opertunist works well for Powerattacking AoO.

10th lvl caster/BAB of 10

Celestial Armour leaves only a 5% ASF chance which can be removed by using the Thistle down Padding Option from RoW

Wear Armour Spikes and Use A Halberd. +enlarge Person etc. or drop a feat for a Spiked Chain.

Option 2
Goliath Wolf Totem Barbarian2/Knight3/Fighter 4/EWM 2

Feats
Combat Reflexes, Improved trip comes from wolf totem Barbarian Lvl 2, Extra Rage, EWP Spiked Chain
Robelars Gambit at 12th
4 Remaining Feats. Defensive sweep Works V Well With Knights Bulwark of defense. Deft OPertunist as above, Power Attack as above.

Can Rage and use improved trip as IT is a bonus feat and does not require expertise. Mountain Rage makes Large.
BUlwark of defense make threat area Dificult Terain, EWM allows you to Take AoO against Oponents with cover.

Jeremy
 

You want Knight 5 for the Knight's Challenge ability at L4 and the feat at L5. Go for a polearm build with spiky armour and TWF.
 

Meh, the Knight bonus feats mostly suck, and the challenge ability gained at 4th isn't great. It's the anti-Tumbling benefit at 5th-level that matters for battlefield control with your reach weapon. If not for that, you'd be better off just dipping 1-3 levels in Knight then focusing on Fighter or something.
 

Arkhandus said:
Meh, the Knight bonus feats mostly suck, and the challenge ability gained at 4th isn't great.

I disagree. For a Cha-oriented warrior (Knight / Paladin anyone?) the Test of Mettle is pretty good against someone with a poor Will save. I'll grant you that it becomes near useless later on since it's based on class level, not character level (unlike Knight's Challenge).

It's the anti-Tumbling benefit at 5th-level that matters for battlefield control with your reach weapon. If not for that, you'd be better off just dipping 1-3 levels in Knight then focusing on Fighter or something.

I'll grant you that that's good as well.
 

Two AoO tricks

1) Grand Master of Flowers: There is an item in 3e's Arms & Equipment that teaches Monks to take 10ft steps instead of 5ft steps. Using that and a small selection of feats (combat reflexes, evasive reflexes, & robilar's gambit) I've created a Grandmaster who is nigh untouchable in melee combat (you roll to hit in melee, he gets a 10ft step...)... weakness: monsters with reach!

edit: perhaps worth noting that on his turn, the Grand Master of Flowers also has a 25ft reach with his UA attacks. :D

2) Iaijutsu is Broken: OA's Iai-Master has only gotten more powerful as new books have been released.

*Mercurial Strike (Dragon Compendium): if you're allowed an AoO while unarmed, you get to draw your blade and strike... and foe is FLATFOOTED
*Robilar's Gambit (PHBII): If opponent attacks you, gain an AoO (while taking some penalties).

Clearly these two feats tie in very nicely with the Iaijutsu Focus skill and are horribly borken with the Iaijutsu Master.

edit: I've used the above together along with another Dragon-mag feat that gives you iteritive AoO attacks... you attack me, I Iai-strike you, and then dance back 10ft before your corpse hits the floor (or, more rarely, you get to attack back).

Ahh, goodtimes.
 
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