Creeperman
First Post
Hey! Give me back my character!
Alain: male human Ftr7; CR 7; Medium-size Humanoid (human); HD 7d10+14; hp 73; Init +1 (Dex); Spd 40 ft; AC 20 (+8 masterwork full plate, +1 Dex, +1 Dodge); Atks +14/+9 melee (2d8+10/crit x4, Final Judgement), or +11/+6 melee (1d8+4, heavy mace), or +11/+6 melee (1d4+4/crit 19-20, dagger), or +8/+3 ranged (1d4+4/crit 19-20, dagger), or +8/+3 ranged (1d8/crit x3, longbow); AL NG; SV Fort +7, Ref +3, Will +2; Str 18, Dex 13, Con 15, Int 14, Wis 10, Cha 8.
Skills and Feats: Bluff +1, Climb +2, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Handle Animal +1, Intimidate +3, Jump +12, Knowledge (history) +3, Listen +3, Move Silently -2, Ride +3, Sense Motive +2, Spot +4, Swim -22; Dodge, Exotic Weapon Proficiency (Heavy Mercurial Greatsword), Expertise, Improved Trip, Knockdown, Mobility, Weapon Focus (Heavy Mercurial Greatsword), Weapon Specialization (Heavy Mercurial Greatsword).
Possessions: Final Judgement (+2 heavy adamantine mercurial greatsword), composite longbow, heavy mace, dagger, masterwork full plate, boots of striding and springing, lesser harper pin.
As you might tell, I'm headed towards Weapon Master with this character myself. I also invested in the Knockdown feat, which, with my minimum damage of 12, ensures every attack of mine triggers a trip attempt. Useful for keeping enemies from getting off full-attack actions on me, especially considering my relatively weak AC.
As for weaponry, my plans are, in no particular order: Keen, Knockback, Sure Striking, Shocking Burst, and Sweeping. This adds to my combat effectiveness by improving both criticals and knockdowns, which should keep me mostly unharmed despite my aforementioned weak AC. And when I pick up Ki Whirlwind... let the bodies fly.
Alain: male human Ftr7; CR 7; Medium-size Humanoid (human); HD 7d10+14; hp 73; Init +1 (Dex); Spd 40 ft; AC 20 (+8 masterwork full plate, +1 Dex, +1 Dodge); Atks +14/+9 melee (2d8+10/crit x4, Final Judgement), or +11/+6 melee (1d8+4, heavy mace), or +11/+6 melee (1d4+4/crit 19-20, dagger), or +8/+3 ranged (1d4+4/crit 19-20, dagger), or +8/+3 ranged (1d8/crit x3, longbow); AL NG; SV Fort +7, Ref +3, Will +2; Str 18, Dex 13, Con 15, Int 14, Wis 10, Cha 8.
Skills and Feats: Bluff +1, Climb +2, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Handle Animal +1, Intimidate +3, Jump +12, Knowledge (history) +3, Listen +3, Move Silently -2, Ride +3, Sense Motive +2, Spot +4, Swim -22; Dodge, Exotic Weapon Proficiency (Heavy Mercurial Greatsword), Expertise, Improved Trip, Knockdown, Mobility, Weapon Focus (Heavy Mercurial Greatsword), Weapon Specialization (Heavy Mercurial Greatsword).
Possessions: Final Judgement (+2 heavy adamantine mercurial greatsword), composite longbow, heavy mace, dagger, masterwork full plate, boots of striding and springing, lesser harper pin.
As you might tell, I'm headed towards Weapon Master with this character myself. I also invested in the Knockdown feat, which, with my minimum damage of 12, ensures every attack of mine triggers a trip attempt. Useful for keeping enemies from getting off full-attack actions on me, especially considering my relatively weak AC.
As for weaponry, my plans are, in no particular order: Keen, Knockback, Sure Striking, Shocking Burst, and Sweeping. This adds to my combat effectiveness by improving both criticals and knockdowns, which should keep me mostly unharmed despite my aforementioned weak AC. And when I pick up Ki Whirlwind... let the bodies fly.
