A request for information/opinion

Okay, I'm trying to brainstorm this up with a fresh perspective.

Main goal: Trip-spec Vow of Poverty character.
Important abilities: high AC (preferrably Monk AC bonus) and Defensive Throw (or something similar)
Noteworthy information: primary focus is the incapacitation of an opponent, damage is secondary concern.

I know of only two ways to get a character's WIS mod added to their AC, and that's to take levels in Monk or to gain two levels in Sword Sage. Do you guys have any other methods to gain this ability? I'm trying to gather my options and look at the big picture.
 

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I've heard the phrase 'love is a battlefield' but I didn't think DnD played into that. (marital vs martial)

I'm not seeing Martial Maneuver in the Tome of Battle, is it somewhere else? I'm assuming that it grants access to the White Raven maneuvers, because the Sword Sage class reads that it doesn't grant access to them on its own. As for Setting Sun, I was reading those abilities, and had already planned on specializing in that discipline.
Sorry, it is martial study, also in all honesty ask your DM how he is going to use the materia system for D&D and if a couple of bonus feats of VoP don't have to be exalted. If VoP bans you out of it and he says no than it really hurts you. It would then be better to just choose to be a benevolent, ascetic stranger.
 

Sorry, it is martial study, also in all honesty ask your DM how he is going to use the materia system for D&D and if a couple of bonus feats of VoP don't have to be exalted. If VoP bans you out of it and he says no than it really hurts you. It would then be better to just choose to be a benevolent, ascetic stranger.


Yeah, I'm going to ask him about it, but I'm not sure that he even knows if he's going to implement it at this point. If he does decide on using them, I'll just opt for a couple of Exalted feats rather than the VoP template, and that'll make me able to optimize my abilities with magical gear.

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Okay, now that I've got a set goal in mind, I've been able to consolidate what I'm wanting to do into six levels, provided my DM's rule of the first four being either Fighter, Knight, or Paladin. I'm excluding VoP bonus feats for now, because it's just extra at this point, and doesn't help obtain the goal.

Lv1: Human feat: Sacred Vow; Starter Feat: Vow of Poverty; Fighter1: Combat Expertise

Lv2: Fighter2: Improved Trip

Lv3: Dodge

Lv4: Fighter4: **

Lv5: Monk1: Improved Unarmed Strike, Stunning Fist

Lv6: Monk2: Combat Reflexes; Level: Defensive Throw


I'm thinking of putting Improved Natural Attack at Ftr4 and coupling it with VoP bonus exalted feat of Sanctify Natural Attack for the fourth level feat line, but it's open here because it can't help me get the build any faster with anything else.

If I substitute Monk for Sword Sage, I don't get Improved Unarmed strike, and I don't get Combat Reflexes- this offsets the build by three levels, as I'd put IUS at Ftr 4, gain Combat Reflexes at the 6th level feat, and then Defensive Throw at the 9th level feat.

On the other hand, if I do it this way, I could- given my DM's willingness to let me retrain feats- choose IUS at Ftr 4, then retrain it to Weapon Focus (Unarmed) when I gain Monk, and prestige to Kensai at level 7 and still maintain my Trip focus.
 

About the Kensai PrC; if you spec unarmed, you apply the imbued weapon bonus to your preferred unarmed strike (hands), right? But if a weapon can only have a +5 bonus, plus abilities that would add up to additional pluses to get the +6 to +10 bonuses for the second half of the PrC, how would you get those bonuses for an unarmed strike, and what bonuses would be applicable to an exalted character?

Also, Defensive Throw/Improved Trip + Hold the Line. Does this mean that I can trip a charging opponent before they hit me?
 
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About the Kensai PrC; if you spec unarmed, you apply the imbued weapon bonus to your preferred unarmed strike (hands), right? But if a weapon can only have a +5 bonus, plus abilities that would add up to additional pluses to get the +6 to +10 bonuses for the second half of the PrC, how would you get those bonuses for an unarmed strike, and what bonuses would be applicable to an exalted character?

Also, Defensive Throw/Improved Trip + Hold the Line. Does this mean that I can trip a charging opponent before they hit me?
You can only have a base enhancement bonus of +5 but you can also have weapon properties totaling to +10. If you look back to the magical properties I mentioned a +1 which is what you pay as an equivalent price.
You don't need defensive throw to do that you can substitute the attack for a trip and if successful you stop them.
Since you are going for control and enabling you ought to look at a crusader and take the Decisive strike variant for monk. I know you are going to get testy about feats but a single stance in devoted spirit(thicket of blades) does the work of several other feats. It also has White Raven as a class discipline. Then Stand Still trades the typical AoO on movement for a straight damage roll+10 making a fort. save DC to stop moving all together. Decisive strike trades your iteratives on a full attack to one but any attack to your next turn is double damage. Otherwise it is a similar mechanic to flurry of blows. I would ask the DM to see if the crusader can be a substitute for a Paladin or Knight as it is very similar.
 

You can only have a base enhancement bonus of +5 but you can also have weapon properties totaling to +10. If you look back to the magical properties I mentioned a +1 which is what you pay as an equivalent price.

Well, yes, you did mention it in passing, but I was wondering specifically what kind of bonus properties I would actually be able to apply to my natural attacks by using the Kensai's Signature Weapon feature, and whether or not I had to go for a straight '+ insert number here' for the first five bonuses.

Basically, I'm wondering if I can Keen my fists or something like that by using this feature.
 

Alright, long post coming up.

I've done the basic 20 level mock-up of what I would like to do with the character, barring any bounses from the Kensai Signature Weapon feature (since I don't quite know what to expect from it with natural weapons) and this is what I came up with.

* denotes feats that my DM has approved to retrain due to Class feature overlap at later levels. I've tried to maintain balance by retraining a feat into another feat that is related to the previous feat. [I.E. Improved Unarmed Strike retrains to Weapon Focus (Unarmed Strike)]

** denotes bonus feats that have been granted Exalted status due to DM ruling that only after gaining all other applicable Exalted bonus feats, I could dip into normal feats for Vow of Poverty bonus feats.

Armor Class in our campaign is determined by rolling d20 and adding modifiers. AC should be read as +DEX +Monk AC bonus-if any (+VoP AC bonus)(+deflection bonus-if any)(+Natural armor bonus-if any)(+dodge bonus-if any)

Attack Bonus should be read as +Base (+WIS mod)(+Exalted Strike)(+proficency bonus)

Race: Human
Class: Fighter 4/Monk 6/Kensai 10 ECL: 20
Stats: [Base/Lvl mod (+ability bonuses)]
STR: 17/+1 (+4)
DEX: 17/+1 (+6)
CON: 17/+1 (+2)
INT: 16
WIS: 18/+2 (+8)
CHA: 17

Lv1: Human: Sacred Vow; Lv1: Vow of Poverty; Ftr1: Combat Expertise; VoP1: AC+4, Intuitive Attack

Lv2: Ftr2: Improved Trip; VoP2: Touch of Golden Ice

Lv3: Lv3: Dodge; VoP3: AC+5, Endure Elements

(Campaign start) Lv4: +1 DEX; Ftr4: Improved Unarmed Strike; VoP4: Exalted Strike +1(magic), Sanctified Natural Attack
AC: +4(+5)(+1) AB: +4(+4)(+1) Saves: +4, +1, +1 Dmg: d3+1(magic)

Lv5: Mnk1: Improved Unarmed Strike, Flurry (-2), Monk AC, Stunning Fist; Retrain Ftr 4: Weapon Focus (Unarmed)*; VoP5: Sustenance
AC:+4+4(+5)(+1) AB: +4(+4)(+1)(+1) Svs: +6, +3, +3 Dmg: d6+1 (magic)

Lv6: Mnk2: Evasion, Combat Reflexes; Lv6: Defensive Throw; VoP6: AC+6, Deflection +1, Nymph's Kiss
AC: +4+4(+6)(+1)(+1) AB: +5(+4)(+1)(+1) Svs: +7, +4, +4 Dmg: d6+1 (magic)

Lv7: Mnk3: Still Mind, Fast Movement +10; VoP7: Wis+2, Resistance +1
AC: +4+5(+6)(+1)(+1) AB: +6/+1(+5)(+1)(+1) Svs: +8, +5, +5 Dmg: d6+1 (magic)

Lv8: +1 STR; Ken1: Signature weapon (Unarmed-fists), Monk cross-class; VoP8: Natural Armor +1, Mind Shielding, Servant of the Heavens
AC: +4+5(+6)(+1)(+1)(+1) AB: +6/+1(+5)(+1)(+1) Svs: +8, +5, +7 Dmg: d6 +1 (magic)

Lv9: Ken2: Power Surge; Lv9: Hold the Line; VoP9: AC+7
AC: +4+5(+7)(+1)(+1)(+1) AB: +7/+2(+5)(+1)(+1) Svs: +8, +5, +8 Dmg: d6 +1 (magic)

Lv10: Ken3; VoP 10: Exalted Strike +2(good), DR 5/magic, Nimbus of Light
AC: +4+5(+7)(+1)(+1)(+1) AB: +8/+3(+5)(+2)(+1) Svs: +9, +6, +9 Dmg: d6 +2 (magic/good)

Lv11: Ken4: Ki Projection (1/2); VoP 11: Wis+4, Dex+2
AC: +5+6(+7)(+1)(+1)(+1) AB: +9/+4(+6)(+2)(+1) Svs: +9, +6, +10 Dmg: d6 +2 (magic/good)

Lv12: +1 Con; Ken5: Withstand; Lv12: Improved Natural Attack; VoP12: AC+8, Deflect +2, Greater Sustenance, Holy Radiance
AC: +5+6(+8)(+2)(+1)(+1) AB: +9/+4(+6)(+2)(+1) Svs: +9, +6, +10 Dmg: d8 +2 (magic/good)

Lv13: Mnk4: Ki Strike (magic), Slowfall (20ft), Flurry (-1); VoP13: Resistance +2, Energy Resistance 5 (acid, cold, electricity, fire, sonic)
AC: +5+6(+8)(+2)(+1)(+1) AB: +10/+5(+6)(+2)(+1) Svs: +11, +8, +12 Dmg: 2d6 +2 (magic/good)

Lv14: Ken6; VoP14: Exalted Strike +3, Freedom of Movement, Stigmata
AC: +5+6(+8)(+2)(+1)(+1) AB: +11/+6/+1(+6)(+3)(+1) Svs: +12, +9, +13 Dmg: 2d6 +3 (magic/good)

Lv15: Mnk5: AC bonus +1, Purity of Body; Lv15: Superior Unarmed Strike; VoP15: AC+9, DR 5/evil, Wis+6, Dex+4, Str+2
AC: +6+8(+9)(+2)(+2)(+1) AB: +11/+6/+1(+7)(+3)(+1) Svs: +12, +9, +13 Dmg: 2d8 +3 (magic/good)

Lv16: +1 Wis; Ken7; VoP16: Natural Armor +2, Gift of Faith
AC: +6+8(+9)(+2)(+2)(+1) AB: +12/+7/+2(+7)(+3)(+1) Svs: +12, +9, +14 Dmg: 2d8 +3 (magic/good)

Lv17: Ken8: Ki Projection (full), Instill; VoP17: Exalted Strike +4, Resistance +3, Regeneration
AC: +6+8(+9)(+2)(+2)(+1) AB: +13/+8/+3(+7)(+4)(+1) Svs: +13, +10, +16 Dmg: 2d8 +4 (magic/good)

Lv18: Ken9; Lv18: Power Attack; VoP18: AC+10, Deflection +3, True Seeing, Exalted Improved Bull Rush**
AC: +6+8(+10)(+3)(+2)(+1) AB: +13/+8/+3(+7)(+4)(+1) Svs: +14, +11, +16 Dmg: 2d8 +4 (magic/good)

Lv19: Mnk6: Improved Trip, Slowfall (30ft), Fast movement +20; Retrain Ftr2: Cleave*; VoP19: DR 10/evil, Wis+8, Dex+6, Str+4, Con+2
AC: +7+9(+10)(+3)(+2)(+1) AB: +14/+9/+4(+8)(+4)(+1) Svs: +15, +12, +17 Dmg: 2d8 +4 (magic/good)

Lv20: +1 Wis; Ken10: Ki Warlord; VoP20: Exalted Strike +5, Energy Resistance 15 (acid, cold, electricity, fire, sonic), Exalted Great Cleave**
AC: +7+10(+10)(+3)(+2)(+1) AB: +15/+10/+5(+9)(+5)(+1) Svs: +15, +12, +18 Dmg: 2d8 +5 (magic/good)

So, what do you think?
 

Alright, long post coming up.

I've done the basic 20 level mock-up of what I would like to do with the character, barring any bounses from the Kensai Signature Weapon feature (since I don't quite know what to expect from it with natural weapons) and this is what I came up with.

* denotes feats that my DM has approved to retrain due to Class feature overlap at later levels. I've tried to maintain balance by retraining a feat into another feat that is related to the previous feat. [I.E. Improved Unarmed Strike retrains to Weapon Focus (Unarmed Strike)]

** denotes bonus feats that have been granted Exalted status due to DM ruling that only after gaining all other applicable Exalted bonus feats, I could dip into normal feats for Vow of Poverty bonus feats.

Armor Class in our campaign is determined by rolling d20 and adding modifiers. AC should be read as +DEX +Monk AC bonus-if any (+VoP AC bonus)(+deflection bonus-if any)(+Natural armor bonus-if any)(+dodge bonus-if any)

Attack Bonus should be read as +Base (+WIS mod)(+Exalted Strike)(+proficency bonus)

Race: Human
Class: Fighter 4/Monk 6/Kensai 10 ECL: 20
Stats: [Base/Lvl mod (+ability bonuses)]
STR: 17/+1 (+4)
DEX: 17/+1 (+6)
CON: 17/+1 (+2)
INT: 16
WIS: 18/+2 (+8)
CHA: 17

Lv1: Human: Sacred Vow; Lv1: Vow of Poverty; Ftr1: Combat Expertise; VoP1: AC+4, Intuitive Attack

Lv2: Ftr2: Improved Trip; VoP2: Touch of Golden Ice

Lv3: Lv3: Dodge; VoP3: AC+5, Endure Elements

(Campaign start) Lv4: +1 DEX; Ftr4: Improved Unarmed Strike; VoP4: Exalted Strike +1(magic), Sanctified Natural Attack
AC: +4(+5)(+1) AB: +4(+4)(+1) Saves: +4, +1, +1 Dmg: d3+1(magic)

Lv5: Mnk1: Improved Unarmed Strike, Flurry (-2), Monk AC, Stunning Fist; Retrain Ftr 4: Weapon Focus (Unarmed)*; VoP5: Sustenance
AC:+4+4(+5)(+1) AB: +4(+4)(+1)(+1) Svs: +6, +3, +3 Dmg: d6+1 (magic)

Lv6: Mnk2: Evasion, Combat Reflexes; Lv6: Defensive Throw; VoP6: AC+6, Deflection +1, Nymph's Kiss
AC: +4+4(+6)(+1)(+1) AB: +5(+4)(+1)(+1) Svs: +7, +4, +4 Dmg: d6+1 (magic)

Lv7: Mnk3: Still Mind, Fast Movement +10; VoP7: Wis+2, Resistance +1
AC: +4+5(+6)(+1)(+1) AB: +6/+1(+5)(+1)(+1) Svs: +8, +5, +5 Dmg: d6+1 (magic)

Lv8: +1 STR; Ken1: Signature weapon (Unarmed-fists), Monk cross-class; VoP8: Natural Armor +1, Mind Shielding, Servant of the Heavens
AC: +4+5(+6)(+1)(+1)(+1) AB: +6/+1(+5)(+1)(+1) Svs: +8, +5, +7 Dmg: d6 +1 (magic)

Lv9: Ken2: Power Surge; Lv9: Hold the Line; VoP9: AC+7
AC: +4+5(+7)(+1)(+1)(+1) AB: +7/+2(+5)(+1)(+1) Svs: +8, +5, +8 Dmg: d6 +1 (magic)

Lv10: Ken3; VoP 10: Exalted Strike +2(good), DR 5/magic, Nimbus of Light
AC: +4+5(+7)(+1)(+1)(+1) AB: +8/+3(+5)(+2)(+1) Svs: +9, +6, +9 Dmg: d6 +2 (magic/good)

Lv11: Ken4: Ki Projection (1/2); VoP 11: Wis+4, Dex+2
AC: +5+6(+7)(+1)(+1)(+1) AB: +9/+4(+6)(+2)(+1) Svs: +9, +6, +10 Dmg: d6 +2 (magic/good)

Lv12: +1 Con; Ken5: Withstand; Lv12: Improved Natural Attack; VoP12: AC+8, Deflect +2, Greater Sustenance, Holy Radiance
AC: +5+6(+8)(+2)(+1)(+1) AB: +9/+4(+6)(+2)(+1) Svs: +9, +6, +10 Dmg: d8 +2 (magic/good)

Lv13: Mnk4: Ki Strike (magic), Slowfall (20ft), Flurry (-1); VoP13: Resistance +2, Energy Resistance 5 (acid, cold, electricity, fire, sonic)
AC: +5+6(+8)(+2)(+1)(+1) AB: +10/+5(+6)(+2)(+1) Svs: +11, +8, +12 Dmg: 2d6 +2 (magic/good)

Lv14: Ken6; VoP14: Exalted Strike +3, Freedom of Movement, Stigmata
AC: +5+6(+8)(+2)(+1)(+1) AB: +11/+6/+1(+6)(+3)(+1) Svs: +12, +9, +13 Dmg: 2d6 +3 (magic/good)

Lv15: Mnk5: AC bonus +1, Purity of Body; Lv15: Superior Unarmed Strike; VoP15: AC+9, DR 5/evil, Wis+6, Dex+4, Str+2
AC: +6+8(+9)(+2)(+2)(+1) AB: +11/+6/+1(+7)(+3)(+1) Svs: +12, +9, +13 Dmg: 2d8 +3 (magic/good)

Lv16: +1 Wis; Ken7; VoP16: Natural Armor +2, Gift of Faith
AC: +6+8(+9)(+2)(+2)(+1) AB: +12/+7/+2(+7)(+3)(+1) Svs: +12, +9, +14 Dmg: 2d8 +3 (magic/good)

Lv17: Ken8: Ki Projection (full), Instill; VoP17: Exalted Strike +4, Resistance +3, Regeneration
AC: +6+8(+9)(+2)(+2)(+1) AB: +13/+8/+3(+7)(+4)(+1) Svs: +13, +10, +16 Dmg: 2d8 +4 (magic/good)

Lv18: Ken9; Lv18: Power Attack; VoP18: AC+10, Deflection +3, True Seeing, Exalted Improved Bull Rush**
AC: +6+8(+10)(+3)(+2)(+1) AB: +13/+8/+3(+7)(+4)(+1) Svs: +14, +11, +16 Dmg: 2d8 +4 (magic/good)

Lv19: Mnk6: Improved Trip, Slowfall (30ft), Fast movement +20; Retrain Ftr2: Cleave*; VoP19: DR 10/evil, Wis+8, Dex+6, Str+4, Con+2
AC: +7+9(+10)(+3)(+2)(+1) AB: +14/+9/+4(+8)(+4)(+1) Svs: +15, +12, +17 Dmg: 2d8 +4 (magic/good)

Lv20: +1 Wis; Ken10: Ki Warlord; VoP20: Exalted Strike +5, Energy Resistance 15 (acid, cold, electricity, fire, sonic), Exalted Great Cleave**
AC: +7+10(+10)(+3)(+2)(+1) AB: +15/+10/+5(+9)(+5)(+1) Svs: +15, +12, +18 Dmg: 2d8 +5 (magic/good)

So, what do you think?
You can choose any property that is for a melee, light, or bludgeoning weapon. A couple of good ones are collision(straight up +5 damage), corrosive, screaming, magebane(bane property against anything using arcane spells/spell-like abilities), and wounding. Wrathful healing(50% damage dealt is healed) and Vampiric are good for tanking, heal fast and over. Also be careful how you use cleave it technically says drop but some DM's get testy when you consider that tripping. Also improved natural attack is applied after the base damage not included so you deal 3d8. You doubled on Improved Unarmed Strike and get rid of improved bull rush, you should consider Stand Still. So, what is the deal with the materia system then?
 

You can choose any property that is for a melee, light, or bludgeoning weapon. A couple of good ones are collision(straight up +5 damage), corrosive, screaming, magebane(bane property against anything using arcane spells/spell-like abilities), and wounding. Wrathful healing(50% damage dealt is healed) and Vampiric are good for tanking, heal fast and over. Also be careful how you use cleave it technically says drop but some DM's get testy when you consider that tripping. Also improved natural attack is applied after the base damage not included so you deal 3d8. You doubled on Improved Unarmed Strike and get rid of improved bull rush, you should consider Stand Still. So, what is the deal with the materia system then?

Yeah, I'll ask him about the drop=trip thing for Cleave. I only just found out about Stand Still a couple of hours ago, and I'm trying to figure out how ot put it into the build without losing something, cause it's definitely worth taking. I'll probably sack Bull Rush for it, but by that point it's kind of late in the game for such a useful ability.

As for INA, I'm reading it as that it increases my size for the sake of damage, so I'm working off the large monk damage tree. Since I'm only going to be level 6 monk- effectively level 10 due to SUS, the table on page 41 of the PHB says that I'd be dealing 2d8 damage.

I have Improved Unarmed Strike in there twice due to the odd mechanics of the game that state that a fighter isn't proficient with unarmed strikes, and as such I can't take Weapon Focus (Unarmed) unless I have IUS. So, for game mechanics, I take it at level four, and retrain it to WF(Unarmed) at level five when I gain IUS from the monk. For story/roleplay purposes, my training as a monk gives my character added insight into how to use his fists, and effectively gives him the bonus of WF(U) without having to worry about retraining. Same thing with Improved Trip to Cleave at level 19, provided that the DM allows for drop=trip mechanics.

I specifically asked about the Materia system yesterday, and he's still not sure about it, but he's told the entire party that he's trying to work something out; and there's a few people that really want to work it. If it does work out that there is going to be materia in the game, I'll think about working for the Saint template, which would completely OP my AC rating.

Those are some awesome bonuses that you suggested. Where can I find them? Also, is the Kensai bound to sticking to straight numbers bonuses for their weapon at the first five levels, or can I choose an ability (like Impact, the bludgeoning version of Keen) at the first level, since my fists are effectively a +1 magic weapon by the time that I take the class, even without the VoP ability?
 

Yeah, I'll ask him about the drop=trip thing for Cleave. I only just found out about Stand Still a couple of hours ago, and I'm trying to figure out how ot put it into the build without losing something, cause it's definitely worth taking. I'll probably sack Bull Rush for it, but by that point it's kind of late in the game for such a useful ability.

As for INA, I'm reading it as that it increases my size for the sake of damage, so I'm working off the large monk damage tree. Since I'm only going to be level 6 monk- effectively level 10 due to SUS, the table on page 41 of the PHB says that I'd be dealing 2d8 damage.

I have Improved Unarmed Strike in there twice due to the odd mechanics of the game that state that a fighter isn't proficient with unarmed strikes, and as such I can't take Weapon Focus (Unarmed) unless I have IUS. So, for game mechanics, I take it at level four, and retrain it to WF(Unarmed) at level five when I gain IUS from the monk. For story/roleplay purposes, my training as a monk gives my character added insight into how to use his fists, and effectively gives him the bonus of WF(U) without having to worry about retraining. Same thing with Improved Trip to Cleave at level 19, provided that the DM allows for drop=trip mechanics.

I specifically asked about the Materia system yesterday, and he's still not sure about it, but he's told the entire party that he's trying to work something out; and there's a few people that really want to work it. If it does work out that there is going to be materia in the game, I'll think about working for the Saint template, which would completely OP my AC rating.

Those are some awesome bonuses that you suggested. Where can I find them? Also, is the Kensai bound to sticking to straight numbers bonuses for their weapon at the first five levels, or can I choose an ability (like Impact, the bludgeoning version of Keen) at the first level, since my fists are effectively a +1 magic weapon by the time that I take the class, even without the VoP ability?
Okay, this is how I figured your superior unarmed strike maxes at level 16 2d6 your monk levels still do stack increasing it up by monk's unarmed damage which is 2d8 then you have improved natural which according to the SRD becomes 3d8.
Well in Unearthed Arcana there are things called flaws in which you take some form of penalty in trade for an extra general feat. Since you have good base stats I suggest pathetic, you take a -2 attribute of your choice. You can take a total of two but it must be another one. Since stand still is easy to qualify for you can get it immediately.
The problem with impact, keen,..etc is that natural attacks have crappy criticals(20/x2). So you get a 19-20 threat range, a 5% increase in chance to deal double against less then half the enemies out there and that is it. There is only one race that can get natural attacks with good criticals(Shifter Savagery), the Shifter. It is an Eberron race that has lineage of lycanthrope blooded half-breeds(elves, humans..who knows). As for the Kensai the VoP enhancement is outside what the Kensai can increase so you can put a +1 property immediately, it uses its own system. As for cost the fact is most people rely off spellcasters for greater magic weapon and go full properties so I don't see why you can't just treat exalted strike like that spell. Many of the ones mentioned and other good ones are in the Magic Item Compendium, wrathful healing is obscure(Enemies&Allies) and expensive(+3).
 
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