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Character Builds & Optimization
looking to be build powerful level 12 duelist
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<blockquote data-quote="Will" data-source="post: 1429139" data-attributes="member: 5566"><p>I think people are missing an obvious choice... the rogue.</p><p></p><p>Here's my build for a 'western iaijitsu guy': Rog 10/Duelist 2</p><p></p><p>Str 10, Con 16 (orig 13), Dex 22 (orig 15, then 18 with ability advancement), Int 15, Wis 8, Cha 10.</p><p></p><p>82 hit points</p><p></p><p>Improved reaction +2, Sneak attack +5d6, Improved evasion, Improved uncanny dodge, trap sense +3</p><p></p><p>Feats: Dodge, Mobility, Weapon finesse, Two-weapon fighting, Combat expertise, Improved feint, Improved initiative</p><p></p><p>Want to gain Improved and Greater two-weapon fighting at higher levels. Possibly spring attack to get in and out of trouble, but this duelist’s power comes from the initial round or use of feint.</p><p></p><p>BAB +9/+4, Init +12, Melee +16/+11, 1d6 +1 19-20/x2, 2 weapon: +14/+9/+14, 1d6 +1 19-20/x2</p><p>+5d6 sneak attack</p><p></p><p>AC 25 (+6 Dex, +2 Canny defense, +3 bracers of armor, +2 amulet of natural armor, +2 ring of protection)</p><p></p><p>Possessions:</p><p>Gloves of dex +4 16k, Amulet of natural armor +2 8k, + amulet of health +3 13.5k, Ring of protection +2 8k, Cloak of resistance +3 9k, Bracers of armor +3 9k, Boots of speed 12k, Two +1 adamant short swords 10k</p><p></p><p>Assuming he wins initiative, that's potentially 3 hits with sneak attack damage. Draw stroke SLASH SLASH SLASH. And if he's flanking, more opportunities to do sneak attack damage.</p><p></p><p>Sure, like most rogues, he has trouble if he can't use sneak attack. But 25 AC isn't bad, and his hit points are rather respectable. With 3 attacks (more with improved and greater two-weapon), he can hold his own against other targets. A crossbow and tanglefoot bags can flesh him out.</p></blockquote><p></p>
[QUOTE="Will, post: 1429139, member: 5566"] I think people are missing an obvious choice... the rogue. Here's my build for a 'western iaijitsu guy': Rog 10/Duelist 2 Str 10, Con 16 (orig 13), Dex 22 (orig 15, then 18 with ability advancement), Int 15, Wis 8, Cha 10. 82 hit points Improved reaction +2, Sneak attack +5d6, Improved evasion, Improved uncanny dodge, trap sense +3 Feats: Dodge, Mobility, Weapon finesse, Two-weapon fighting, Combat expertise, Improved feint, Improved initiative Want to gain Improved and Greater two-weapon fighting at higher levels. Possibly spring attack to get in and out of trouble, but this duelist’s power comes from the initial round or use of feint. BAB +9/+4, Init +12, Melee +16/+11, 1d6 +1 19-20/x2, 2 weapon: +14/+9/+14, 1d6 +1 19-20/x2 +5d6 sneak attack AC 25 (+6 Dex, +2 Canny defense, +3 bracers of armor, +2 amulet of natural armor, +2 ring of protection) Possessions: Gloves of dex +4 16k, Amulet of natural armor +2 8k, + amulet of health +3 13.5k, Ring of protection +2 8k, Cloak of resistance +3 9k, Bracers of armor +3 9k, Boots of speed 12k, Two +1 adamant short swords 10k Assuming he wins initiative, that's potentially 3 hits with sneak attack damage. Draw stroke SLASH SLASH SLASH. And if he's flanking, more opportunities to do sneak attack damage. Sure, like most rogues, he has trouble if he can't use sneak attack. But 25 AC isn't bad, and his hit points are rather respectable. With 3 attacks (more with improved and greater two-weapon), he can hold his own against other targets. A crossbow and tanglefoot bags can flesh him out. [/QUOTE]
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