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Character Building Challenge: Master Swordsman
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<blockquote data-quote="Starbuck_II" data-source="post: 4580120" data-attributes="member: 61375"><p>The Master Swordsman has to live up to certain guidelines:</p><p></p><p>How high are we talking here?</p><p></p><p>So Light or no armor?</p><p>This will be hard, but sure.</p><p>Swordsage is best bet.</p><p></p><p>Question: is he going to be doing this every once in a while or specialized in tripping/disarm?</p><p></p><p>Balance and tumble ranks?</p><p></p><p>How high?</p><p></p><p>So no spellcasters?</p><p> </p><p>11th level:</p><p>Binder 7/Swordsage 4</p><p>BAB: +8/+3 (while low, it will be enough)</p><p>Saves (before mods): 6/6/9</p><p>Hp: 11d8 (only 1 less than a D10 om average)</p><p>I suggest for Stats be rearraged:</p><p>15, 15, 15, 13, 17, 15 (since wisdom will be a important stat for AC).</p><p>I suggest Stat increases to Wisdom and Con (one increases AC and the other hps)</p><p>So before magic items we get:</p><p>15, 15, 16, 13, 18, 15</p><p>Stances: 2 (1 1st and 1 up to 3rd)</p><p>Total Manuevers: 9 (6 up to 2nd, 2 up to 3rd, and 1 up to 4th), but ready only 5.</p><p>Discipline Focus: Weapon focus with chosen discipline and Wisdom to damage from strikes from a Discipline.</p><p>Wisdom to AC in light armor.</p><p>Vestiges up to 3rd (4th with Improved Binding feat)</p><p>Immune to fear and 2 Pact Augments:</p><p> I suggest +2 insight attack rolls or Armor bonus depending on if they are too low for you.</p><p>Alternatively, 2 resist 5 to a certain energies might be helpful if fight alot of certain energies or 1 Resist 10.</p><p>Vestiges to improve your fighting ability (I'm assuming took Improved Binding here), I left out ones that don't fit your character: You choose 1 each day (2 possible next level)</p><p>1) Agares: Earth + Air mastery, so you fight better if foe on ground and airborne foes do worse against you.</p><p>2) Andras: Smite Good or Evil, 1/5 rounds, adding usually Cha to hit and Binder level to damage. Also summon a mount 1/day. And Improved Critical.</p><p>3) Buer: Fast Healing (so you can stay in the fight longer)/immune disease and poison.</p><p>4) Eurynome: DR 2/lawful, Summon a Maul (large magic Warhammer) useable in one hand that you are proficient with.</p><p>5) Paimon: +4 Dex, Whirlwind Attack feat, Uncanny Dodge, +4 perform and Tumble checks, Weapon Finesse with Rapoer/Short sword, Dance of Death (can move by enemies and strike them once each) 1/5 rounds.</p><p> </p><p>Manuevers ideas: (I mark what school beforethe manuver)</p><p>1) Set-Mighty Throw/ Devastating Throw (acts like a trip, no provoke) </p><p>2) Set-Baffling Defense</p><p>3) Stone Dragon-Charging Minotuar: it acts like bull rush + damages foe.</p><p>4) Stone Dragon-Mountain Hammer: ignore DR/Hardness, +2d6 damage</p><p>5) Tiger-Sudden Jump- Jump as swift action (better getting into the battle maybe?)</p><p>6) Diamond-Sapphire Nightmare Blade: Concentration check vs opponent's AC, succeed they are flat foot against attack +1d6 damage. Still roll attack roll, but this has a chance to make it easier to hit.</p><p>7) Diamond-Emerald Razor: Make a touch attack with melee weapon instead of melee attack to deal damage (makes it a whole lot easier to hit).</p><p>8) Feigned Opening: You let your self look open to attack in order to trap the foe.</p><p>9) Ruby Nightmare Blade: Concentration check vs opponent's AC, succeed melee attack deals double damage. Still roll attack roll, but this has a chance to make it easier to kill foe. If fail check, deal only normal damage with -2 penalty to hit.</p></blockquote><p></p>
[QUOTE="Starbuck_II, post: 4580120, member: 61375"] The Master Swordsman has to live up to certain guidelines: How high are we talking here? So Light or no armor? This will be hard, but sure. Swordsage is best bet. Question: is he going to be doing this every once in a while or specialized in tripping/disarm? Balance and tumble ranks? How high? So no spellcasters? 11th level: Binder 7/Swordsage 4 BAB: +8/+3 (while low, it will be enough) Saves (before mods): 6/6/9 Hp: 11d8 (only 1 less than a D10 om average) I suggest for Stats be rearraged: 15, 15, 15, 13, 17, 15 (since wisdom will be a important stat for AC). I suggest Stat increases to Wisdom and Con (one increases AC and the other hps) So before magic items we get: 15, 15, 16, 13, 18, 15 Stances: 2 (1 1st and 1 up to 3rd) Total Manuevers: 9 (6 up to 2nd, 2 up to 3rd, and 1 up to 4th), but ready only 5. Discipline Focus: Weapon focus with chosen discipline and Wisdom to damage from strikes from a Discipline. Wisdom to AC in light armor. Vestiges up to 3rd (4th with Improved Binding feat) Immune to fear and 2 Pact Augments: I suggest +2 insight attack rolls or Armor bonus depending on if they are too low for you. Alternatively, 2 resist 5 to a certain energies might be helpful if fight alot of certain energies or 1 Resist 10. Vestiges to improve your fighting ability (I'm assuming took Improved Binding here), I left out ones that don't fit your character: You choose 1 each day (2 possible next level) 1) Agares: Earth + Air mastery, so you fight better if foe on ground and airborne foes do worse against you. 2) Andras: Smite Good or Evil, 1/5 rounds, adding usually Cha to hit and Binder level to damage. Also summon a mount 1/day. And Improved Critical. 3) Buer: Fast Healing (so you can stay in the fight longer)/immune disease and poison. 4) Eurynome: DR 2/lawful, Summon a Maul (large magic Warhammer) useable in one hand that you are proficient with. 5) Paimon: +4 Dex, Whirlwind Attack feat, Uncanny Dodge, +4 perform and Tumble checks, Weapon Finesse with Rapoer/Short sword, Dance of Death (can move by enemies and strike them once each) 1/5 rounds. Manuevers ideas: (I mark what school beforethe manuver) 1) Set-Mighty Throw/ Devastating Throw (acts like a trip, no provoke) 2) Set-Baffling Defense 3) Stone Dragon-Charging Minotuar: it acts like bull rush + damages foe. 4) Stone Dragon-Mountain Hammer: ignore DR/Hardness, +2d6 damage 5) Tiger-Sudden Jump- Jump as swift action (better getting into the battle maybe?) 6) Diamond-Sapphire Nightmare Blade: Concentration check vs opponent's AC, succeed they are flat foot against attack +1d6 damage. Still roll attack roll, but this has a chance to make it easier to hit. 7) Diamond-Emerald Razor: Make a touch attack with melee weapon instead of melee attack to deal damage (makes it a whole lot easier to hit). 8) Feigned Opening: You let your self look open to attack in order to trap the foe. 9) Ruby Nightmare Blade: Concentration check vs opponent's AC, succeed melee attack deals double damage. Still roll attack roll, but this has a chance to make it easier to kill foe. If fail check, deal only normal damage with -2 penalty to hit. [/QUOTE]
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