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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o o o o o X o o o o o
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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?
-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'.
______ o
_____o o o
.__ o o o o o
_ o o o o o o o
o o o o X o o o o
_ o o o o o o o
.__ o o o o o
_____o o o
______ o
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'.
._______ o
______ o o o
_____o o o o o
.__ o o o o o o o
_ o o o o o o o o o
o o o o o X o o o o o
_ o o o o o o o o o
.__ o o o o o o o
_____o o o o o
______ o o o
._______ o
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?