Critique this build: WAR PC

RUMBLETiGER

Adventurer
The objectives of this character are:
-hit as many opponents as possible
-at as much of a reach as possible
-Survive & thrive in the midst of many enemies, lasting as many rounds as necessary.

This is not a build designed to maximize as much damage as possible, but improving damage per hit is something I'm open to.

And so I present to you:

Half-Minotaur Changeling WARblade4/WARshaper4/WAR Hulk10/..X1

Half Minotaur is a template from Dragon Mag. 313 p.94. it grants the following relevant features to the build:
size increase (Medium up to Large)
1d8 Gore attack
+10 landspeed
Natural AC 2
+4 Str
+2 Con
+2 Wis
-2 Int
Level adjustment +1
(I'm fuzzy on the stat adjustments for gaining a size catagory, so I'm ignoring those for now)

Changeling grants they following features relevant to the build:
Minor Change Shape
+2 Bluff, Intimidate, sense motive
+2 save to sleep and charm effects

Half-Minotaur permits access to the War Hulk PrC, Changeling permits access to the Warshaper PrC.

Level 1: Template. Feat: Exotic Weapon- Spiked Chain (Large sized, 15')
This results in an attack reach of 20'.
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Level 2: Warblade. Relevant features of this level include:
Iron Heart's Punishing Stance (+1d6 damage, -2AC)
Steel Wind (standard action hit 2 targets you threaten)
Diamond Mind's Moment of Perfect Mind (Concentration for Will save)
and, for thematic flavor, Stone Dragon's Charging Minotaur.

Level 3-5: Warblade. Relevant features of this level include:
Stone Dragon's Stone Bones manuver (DR5/Adamatine)
Diamond Mind's Action Before Thought (Concentration for Reflex save)
Tiger Claw Blood in the Water stance (+1 attack & Damage per crit. hit)
Feat: Power Attack.

Level 6-9: Warshaper.
Changeling race with the shapechanger subtype allows entrance into the PrC, and the Minor Shape Change should count for the triggering of the class ability features in the way the PrC text states a doppleganger would always have them active, assuming the changeling is not in natural form.
Relevant Features of these levels include:
Morphic Immunities (ignore stunning & crit. hits)
Morphic Weapons (Gore attack goes up to 1d10)
Morphic Body (+4 Str, +4 Con)
Morphic Reach (+5' reach)
Morphic Healing (Fast Healing 2, Constitution check DC=damage taken, heal 10hp)
Feats: Cleave, Martial Study- Diamond Mind's Mind Over Body (Concetration as a class skill from now on, Concentration for Fortitude save)
by level 8, this has a reach of 25'.

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Level 10-19: War Hulk. Relevant Features of these levels include:
+2 Str increase every level, totalling +20 Str by level 19.
Great Swing (Hit 3 adjacent opponents as full action, can avoid allies)
Mighty Swing (As Great Swing, but standard action)
Massive Swing (Can attack every square this character threatens as a standard action)

Notes:

By the time we get to Massive Swing, we've got a +28 strength applied to attacks, threatening 60 squares.

Concentration is maxed out at each level, keeping Concentration skill at level + 3(max ranks) + 3 (+6 Con from template & Morphic Body). Actual starting stats haven't been figured in yet, nor stat up every 4 levels. Concentration applies to Will, Reflex and Fort. saves! Concentration also applies to the ability to heal 10HP per round as a full action.

Initimidate would also be kept at max ranks. Not sure how to capitalize on that yet.

I've got 3 more feats to assign. There are other class features not given attention, like all the rock throwing. I have no idea what to use the final level for, but it wouldn't have to be a class or PrC with the word WAR in it =).

Make the spiked chain a +2 Vampiric weapon and this character will heal 1d6 hitpoints with each individual hit. that's potentially 60d6 hitpints healed as a standard action, 120d6 hitpoints healed as a full attack action. In addition to Fast Healing 2.

Are there any other ways to increase the reach of this build?

Any other thoughts/suggestions?
 

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I would have gone into Warmind for expansion and Sweeping Strike.
Alright, did some reading and trying to compare options between Warmind and War Hulk (Great job keeping with the WAR name theme, btw)

Lets ignore War Hulk's Massive Swing, which this build would receive at level 19. While it's Amazing, determining the usefulness between 2 PrC's based upon the last ability isn't going to get me through the levels.

Warmind has Sweeping Strike, level 5 ability (so at level 15 in my build, if I keep everything else the same, resulting in an attack of 14/9/4, ignoring any bonus for the purpose of comparison), allowing hitting 2 adjacent opponents with each melee attack. Since Warmind has a BAB progression and War Hulk does not, this allows the buildup of multiple hits in a full attack. This is nice.

War Hulk has Great Swing, level 2 ability (so at level 12 in my build, attack 11/6 including the Str bonus to ballance BAB progression) allowing the hitting of 3 adjacent opponents as a full action. Mighty Swing at character level 14 (attack 13/8) hitting 3 opponents with each melee attack. at level 15, (attack 14/9) against 3 adjacent opponents with each melee attack.

At level 19, Warmind it attacking 18/13/8/3, 2 adjacent opponents each swing. War Hulk it attacking 18/13, 3 adjacent opponents each swing.

However, Warmind is bringing more to the table than just this comparison. The Expansion power, with the ability to turn this Large build into a Huge one, adding to both character and weapon reach, is very yummy. Is there an errata that clarifies if this is a 1 round/level or 1 min./level, since in the text it says, "If you spend 2 additional power points, this power's duration is 1 minute per level rather than 1 round per level", when, in the power's summary entry under duration, it already says it's 1 min./level? If it is in fact 1 minute/level, it is ridiculously cool. If it is 1 round/level, it is useful. Taking a standard action every few rounds to get big again interrupts the flow of endless attacks.

Warmind's other abilities, such as +Str, +Con (while having the full BAB progression, unlike War Hulk) and +AC are great selling points.

Having to not give up all Int., Cha. and Wis. based skills would be nice. Not a decision making factor to this build, but still nice.

The downfall against Warmind is the prereqs. I'd need Wild Talent feat, plus a feat that granted me Knowledge (psionics) as a class skill, or I'd need to restructure my build more drastically, perhaps using only 3 levels Warblade and 1 level Psychic Warrior. Also, The build would be slightly more MAD, requiring an investment into Wisdom stat.

Are there any other powers for the Warmind (Psychic Warrior list) that allow for more attacks per swing/standard action? I see some really useful powers, but nothing that directly addresses the purpose for this build. I think finding specific Powers that work towards these goals will tip the favor towards Warmind over War Hulk, otherwise I'll keep War Hulk.
 

Expansion is indeed 1 min/level according to the SRD.

Warmind get some nifty powers like Hustle, which would allow for a move + full attack. Also, defensive powers and utility powers.

What I find interesting is a Changeling Warblade 3/Psychic Warrior2/Warblade2/War Hulk 4/Warmind5/Warshaper4

Bonus points if you convince your other party members to play a Warforged Warlock, Bard/War Chanter, and a Warmage/War Mage/War Weaver.
 
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:D I lolled at the Warforged Warlock...

The bard could then sing
[ame=http://www.youtube.com/watch?v=Cv5BYEOQYLo]War! What Is It Good For? Absolutely nothing, huh! Sing it again...[/ame]
 



The normal rules for increasing size are in the MM appendix on advancing monsters, but IIRC templates override those rules.
that's honestly what I figured, and preferred. Simpler this way to build it into the template.

I just assume the grapple, AC changes and the like apply.
 

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