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My first Iron Heroes... er, umm... Hero!
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<blockquote data-quote="A'koss" data-source="post: 2464218" data-attributes="member: 840"><p><strong>Just for fun... a 20th level Weapon Master.</strong></p><p></p><p><strong>Grenloke</strong></p><p> </p><p>Class: Weapon Master</p><p>Level: 20</p><p>Hit Points: 251</p><p>Reserve Points: 251</p><p></p><p>Strength: 14</p><p>Dexterity: 19</p><p>Constitution: 18</p><p>Intelligence: 12</p><p>Wisdom: 12</p><p>Charisma: 12</p><p></p><p>Fort Save: +24</p><p>Ref Save: +24</p><p>Will Save: +21</p><p></p><p>Traits:</p><p>1. Weapon Bond – Large Bastard Sword proficiency and use Dex bonuses with it.</p><p>2. Mighty Build – Use large weapons without penalty.</p><p></p><p>Feats: </p><p>L1. Combat Expertise 1: Up to -5 on attack roll to add up to +5 on your defense.</p><p>L1. Improved Initiative: +4 Init.</p><p>L2. Blind fighting 1: No loss of active defense vs melee, ½ the move penalties, 2 rolls vs miss chance.</p><p>L4. Two-Weapon Fighting 1: -4 penalty for dual large bastard swords.</p><p>L6. Two-Weapon Fighting 4: Second attack at -5.</p><p>L8. Improved Critical 4: Crit 17-20 x2 for large bastard swords.</p><p>L10. Two-Weapon Fighting 6: Cannot be flanked.</p><p>L12. Combat Expertise 7: If using CE, you may spend 4 tokens on a single opponent that lose their AD bonus to AC if they miss you.</p><p>L14. Two-Weapon Fighting 7: Third attack at -10.</p><p>L16. Improved Critical 8: Crit 15-20 x2 for large bastard swords.</p><p>L18. Two-Weapon Fighting 8: Rend if both weapons hit at least once. + Base Dmg + Dex.</p><p>L20. Improved Critical 10: Auto confirm any threat roll.</p><p></p><p>Skills: (4+Int) x4, 4+Int </p><p></p><p>Athletics Group: </p><p>- Climb: +25 (23 RANKS, +2 STR)</p><p>- Jump: +27 (23 RANKS, +2 STR, +2 SYN)</p><p>- Swim: +25 (23 RANKS, +2 STR)</p><p>Tumble: +29 (23 RANKS, +4 DEX, +2 SYN)</p><p>Sense Motive: +24 (23 RANKS, +1 WIS)</p><p>Spot: +24 (23 RANKS, +1 WIS)</p><p>Listen: +24 (23 RANKS, +1 WIS)</p><p></p><p>Class Abilities:</p><p></p><p>Favored Weapon: Large Bastard Sword</p><p></p><p>Feat Mastery: </p><p>1. Primary: Finesse</p><p>2. Secondary: Power</p><p></p><p>Weapon Pool: For each successful hit on a single target, earn 1 token which can be used against that target alone.</p><p></p><p>Weapon Styles: </p><p></p><p>1. Expert Strike: For each token spent, gain a +1 bonus to either your attack roll or damage on your next attack. Bonus cannot exceed your level.</p><p>2. Mighty Blow: 3 Tokens to re-roll all damage, including bonus damage, taking the highest.</p><p>3. Weapon Agility: Every token spent grants a +2 bonus to base attack checks and ability checks as part of an attack action or defending against one. No more than 2x level.</p><p></p><p>Weapon Expertise:</p><p></p><p>1. Master’s Accuracy: You may spend 5 tokens to re-roll an attack.</p><p>2. Penetrating Attack: As a free action, for each token spent the target losses 1 pt of DR vs your attacks until your next action. Max ½ level.</p><p>3. Flurry of Strikes: Spend 5 tokens and gain an extra attack at your highest BAB. This and all other attacks though suffer a -4 penalty to hit.</p><p></p><p>Weapon Supremacy:</p><p></p><p>1. Armed Feint: Make Base Attack Checks and use 2 tokens to cause target to lose their active bonus for the remainder of your action. Opposed roll as normal.</p><p>2. Masterful Attack: By spending 10 tokens, make a full attack as a standard action.</p><p>3. Vicious Riposte: After a foe hits you, but before determining damage, spend 6 tokens to gain a bonus to an attack. The bonus equals the highest amount of damage taken between spending your tokens and your next action. Apply it to any attack on your next action.</p><p></p><p>Favored Defense: +3 AC</p><p></p><p>Weapon of Legend: +2 Diplomacy, Gather Information, Intimidate Checks.</p><p></p><p></p><p>Armor: Masterwork Studded Leather</p><p></p><p>Defense: 34 (+17 AD, +3 FD, +4 DEX)</p><p>Passive Defense: 10 </p><p>DR: 1d3</p><p></p><p>Move: 30’</p><p>Init: +7</p><p></p><p></p><p>Weapons: 2 Masterwork Bastard Swords, Large (Favored Weapon)</p><p></p><p>Attack (2W): P: +26/+21/+16/+11 (+25 LVL, +4 DEX, +1 MSTWK, -4 TWF)</p><p>Attack (2W): S: +26/+21/+16 (+25 LVL, +4 DEX, +1 MSTWK, -4 TWF)</p><p>Attack (1W/T-H): P: +30/+25/+20/+15 (+25 LVL, +4 DEX, +1 MSTWK)</p><p></p><p>Damage (2W/1W): P: 2d8+4 + Rend (2d8+5 if both weapons hit, see feats) / Crit: 15-20 (x2)</p><p>Damage (2W): S: 2d8+2 + Rend (2d8+5 if both weapons hit, see feats) / Crit: 15-20 (x2)</p><p>Damage (2-H): 2d8+6 / Crit: 15-20 (x2)</p><p></p><p>Note: All threats auto-confirm. Possible other extra damage – see feats, class abilities, skills.</p><p></p><p>Other weapons: Masterwork Composite Longbow (+2 Dmg bonus), Masterwork Arrows, 2 Adamantine Grapple-daggers (10’ and 30’) (special device), etc, etc.</p><p></p><p>I tried to build him with an eye on survivability rather than just pure damage output. I could have gone the finesse route and just stacked up the sneak attack damage, but I like the visual of this concept better. Note the factors that go towards protecting him from flanking, blindness/darkness and noticing ambushes. Also, tried to gear him towards removing the active defense bonuses of his foes while not losing them himself. Since the weapon master is geared towards getting tokens on successful attacks, the two weapon route is the most logical choice. </p><p></p><p>Enjoy!</p><p></p><p>(editted for proper Dex bonus...)</p></blockquote><p></p>
[QUOTE="A'koss, post: 2464218, member: 840"] [b]Just for fun... a 20th level Weapon Master.[/b] [b]Grenloke[/b] Class: Weapon Master Level: 20 Hit Points: 251 Reserve Points: 251 Strength: 14 Dexterity: 19 Constitution: 18 Intelligence: 12 Wisdom: 12 Charisma: 12 Fort Save: +24 Ref Save: +24 Will Save: +21 Traits: 1. Weapon Bond – Large Bastard Sword proficiency and use Dex bonuses with it. 2. Mighty Build – Use large weapons without penalty. Feats: L1. Combat Expertise 1: Up to -5 on attack roll to add up to +5 on your defense. L1. Improved Initiative: +4 Init. L2. Blind fighting 1: No loss of active defense vs melee, ½ the move penalties, 2 rolls vs miss chance. L4. Two-Weapon Fighting 1: -4 penalty for dual large bastard swords. L6. Two-Weapon Fighting 4: Second attack at -5. L8. Improved Critical 4: Crit 17-20 x2 for large bastard swords. L10. Two-Weapon Fighting 6: Cannot be flanked. L12. Combat Expertise 7: If using CE, you may spend 4 tokens on a single opponent that lose their AD bonus to AC if they miss you. L14. Two-Weapon Fighting 7: Third attack at -10. L16. Improved Critical 8: Crit 15-20 x2 for large bastard swords. L18. Two-Weapon Fighting 8: Rend if both weapons hit at least once. + Base Dmg + Dex. L20. Improved Critical 10: Auto confirm any threat roll. Skills: (4+Int) x4, 4+Int Athletics Group: - Climb: +25 (23 RANKS, +2 STR) - Jump: +27 (23 RANKS, +2 STR, +2 SYN) - Swim: +25 (23 RANKS, +2 STR) Tumble: +29 (23 RANKS, +4 DEX, +2 SYN) Sense Motive: +24 (23 RANKS, +1 WIS) Spot: +24 (23 RANKS, +1 WIS) Listen: +24 (23 RANKS, +1 WIS) Class Abilities: Favored Weapon: Large Bastard Sword Feat Mastery: 1. Primary: Finesse 2. Secondary: Power Weapon Pool: For each successful hit on a single target, earn 1 token which can be used against that target alone. Weapon Styles: 1. Expert Strike: For each token spent, gain a +1 bonus to either your attack roll or damage on your next attack. Bonus cannot exceed your level. 2. Mighty Blow: 3 Tokens to re-roll all damage, including bonus damage, taking the highest. 3. Weapon Agility: Every token spent grants a +2 bonus to base attack checks and ability checks as part of an attack action or defending against one. No more than 2x level. Weapon Expertise: 1. Master’s Accuracy: You may spend 5 tokens to re-roll an attack. 2. Penetrating Attack: As a free action, for each token spent the target losses 1 pt of DR vs your attacks until your next action. Max ½ level. 3. Flurry of Strikes: Spend 5 tokens and gain an extra attack at your highest BAB. This and all other attacks though suffer a -4 penalty to hit. Weapon Supremacy: 1. Armed Feint: Make Base Attack Checks and use 2 tokens to cause target to lose their active bonus for the remainder of your action. Opposed roll as normal. 2. Masterful Attack: By spending 10 tokens, make a full attack as a standard action. 3. Vicious Riposte: After a foe hits you, but before determining damage, spend 6 tokens to gain a bonus to an attack. The bonus equals the highest amount of damage taken between spending your tokens and your next action. Apply it to any attack on your next action. Favored Defense: +3 AC Weapon of Legend: +2 Diplomacy, Gather Information, Intimidate Checks. Armor: Masterwork Studded Leather Defense: 34 (+17 AD, +3 FD, +4 DEX) Passive Defense: 10 DR: 1d3 Move: 30’ Init: +7 Weapons: 2 Masterwork Bastard Swords, Large (Favored Weapon) Attack (2W): P: +26/+21/+16/+11 (+25 LVL, +4 DEX, +1 MSTWK, -4 TWF) Attack (2W): S: +26/+21/+16 (+25 LVL, +4 DEX, +1 MSTWK, -4 TWF) Attack (1W/T-H): P: +30/+25/+20/+15 (+25 LVL, +4 DEX, +1 MSTWK) Damage (2W/1W): P: 2d8+4 + Rend (2d8+5 if both weapons hit, see feats) / Crit: 15-20 (x2) Damage (2W): S: 2d8+2 + Rend (2d8+5 if both weapons hit, see feats) / Crit: 15-20 (x2) Damage (2-H): 2d8+6 / Crit: 15-20 (x2) Note: All threats auto-confirm. Possible other extra damage – see feats, class abilities, skills. Other weapons: Masterwork Composite Longbow (+2 Dmg bonus), Masterwork Arrows, 2 Adamantine Grapple-daggers (10’ and 30’) (special device), etc, etc. I tried to build him with an eye on survivability rather than just pure damage output. I could have gone the finesse route and just stacked up the sneak attack damage, but I like the visual of this concept better. Note the factors that go towards protecting him from flanking, blindness/darkness and noticing ambushes. Also, tried to gear him towards removing the active defense bonuses of his foes while not losing them himself. Since the weapon master is geared towards getting tokens on successful attacks, the two weapon route is the most logical choice. Enjoy! (editted for proper Dex bonus...) [/QUOTE]
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