Destil
Explorer
Because I'm still not sick of making PCs
... they always end up as elves, though ...
Kratos, Elf Pit Fighter 16
Str 19 Dex 19 Con 13 Int 12 Wis 17 Cha 9
Speed 9
AC: 30 Fort: 25 Refl: 26 Will: 24
HP: 118, Bloodied 59, Surge 29 (10/day)
Flaming Spiked Chain +19vs.AC, 2d4+10, reach
At Will
Reaping Strike, Cleave, Sure Strike
Encounter
Chains of Sorrow (f13) - 6d4+10 and the target takes a -4 (dex) penalty to all all defenses until next turn
All Bets Are Off (pf11) - 4d4+10 damage, second attack vs. reflex to damage and daze
Hawk's Talon (r7) - +22 (+str +wis) vs. AC 4d4+9, ignores cover and concealment.
Sweeping Blow (f3) - +21 (+1 1/2 str) vs. AC, 2d4+9,
burst 1
Elven Accuracy - Reroll an attack
Hunter's Quarry - +2d6
Daily
Serpent Dance Strike (f15) - 2d4+10, and knock prone, can hit up to three times against up to three targets, shift before each attack
Attacks on the Run (r9) - Move your speed and make two 6d4+10 attacks at any point.
Dizzying Blow (f5) - 6d4+10 and immobilized
Utility
Surprise Step (w16), encounter - Reaction to an adjacent enemy moving away from you. You shift into their space and gain combat advantage
Deadly Payback (pf12), daily - Reaction to melee damage, gain +2 to attack and damage for one turn against that enemy
Expeditious Stride (r10), encounter - +4 speed and shift an extra square turn until next turn (minor)
Into the Frey (f10)(encounter) - Shift 3 as long as you end adjacent to an enemy (minor)
Battle Awareness (f5), daily - +10 to Initiative
No Opening (f2), encounter - Negate combat advantage for one attack
Feats
Weapon Focus [Flail] - +2 damage
Exotic Weapon Prof [Spiked Chain]
Ranger Multiclass (4)
Sweeping Flail - +2 to attacks with flail vs. foes with shields
Fleet Footed - +1 speed
Powerful Charge - +2 damage on a charge
Power Attack - -2 to hit, +6 damage
Devastating Critical - +1d10 on a crit
Other
Dirty Fighting - +3 (Wis) damage with weapons
Armor Optimization - +1 AC in armor
Extra Damage Action - +8 (1/2 level) damage when spending an action point
Combat Challenge
Combat Superiority - +3 (wis) bonus to opportunity attacks, stops movement
Fighter Weapon Talent - +1 to attacks with two-handed weapons
Shift into difficult terrain
Gear
Darkhide Armor +4
Flaming Spiked Chain +3
Amulet of False Life +3
Boots of Striding
Some of your powers (your two ranger ones, in fact) can even be used with a bow instead. Skimp on Dex and Con a bit more for 18 Str or as a dragonborn for really excellent attack bonuses, there's a lot of synergy there...
In fact fighter weapon talent and the +3 prof bonus most likely add back in a lot of the damage that quarry gives in most fights that don't drag out forever.
There are a few options here that let/force you to get adjacent. I don't think that's a problem at all thematically, as you're usually hitting more than one opponent. Choking up on the chain and going wild with it.
... they always end up as elves, though ...
Kratos, Elf Pit Fighter 16
Str 19 Dex 19 Con 13 Int 12 Wis 17 Cha 9
Speed 9
AC: 30 Fort: 25 Refl: 26 Will: 24
HP: 118, Bloodied 59, Surge 29 (10/day)

At Will
Reaping Strike, Cleave, Sure Strike
Encounter
Chains of Sorrow (f13) - 6d4+10 and the target takes a -4 (dex) penalty to all all defenses until next turn
All Bets Are Off (pf11) - 4d4+10 damage, second attack vs. reflex to damage and daze
Hawk's Talon (r7) - +22 (+str +wis) vs. AC 4d4+9, ignores cover and concealment.
Sweeping Blow (f3) - +21 (+1 1/2 str) vs. AC, 2d4+9,

Elven Accuracy - Reroll an attack
Hunter's Quarry - +2d6
Daily
Serpent Dance Strike (f15) - 2d4+10, and knock prone, can hit up to three times against up to three targets, shift before each attack
Attacks on the Run (r9) - Move your speed and make two 6d4+10 attacks at any point.
Dizzying Blow (f5) - 6d4+10 and immobilized
Utility
Surprise Step (w16), encounter - Reaction to an adjacent enemy moving away from you. You shift into their space and gain combat advantage
Deadly Payback (pf12), daily - Reaction to melee damage, gain +2 to attack and damage for one turn against that enemy
Expeditious Stride (r10), encounter - +4 speed and shift an extra square turn until next turn (minor)
Into the Frey (f10)(encounter) - Shift 3 as long as you end adjacent to an enemy (minor)
Battle Awareness (f5), daily - +10 to Initiative
No Opening (f2), encounter - Negate combat advantage for one attack
Feats
Weapon Focus [Flail] - +2 damage
Exotic Weapon Prof [Spiked Chain]
Ranger Multiclass (4)
Sweeping Flail - +2 to attacks with flail vs. foes with shields
Fleet Footed - +1 speed
Powerful Charge - +2 damage on a charge
Power Attack - -2 to hit, +6 damage
Devastating Critical - +1d10 on a crit
Other
Dirty Fighting - +3 (Wis) damage with weapons
Armor Optimization - +1 AC in armor
Extra Damage Action - +8 (1/2 level) damage when spending an action point
Combat Challenge
Combat Superiority - +3 (wis) bonus to opportunity attacks, stops movement
Fighter Weapon Talent - +1 to attacks with two-handed weapons
Shift into difficult terrain
Gear
Darkhide Armor +4
Flaming Spiked Chain +3
Amulet of False Life +3
Boots of Striding
Some of your powers (your two ranger ones, in fact) can even be used with a bow instead. Skimp on Dex and Con a bit more for 18 Str or as a dragonborn for really excellent attack bonuses, there's a lot of synergy there...
In fact fighter weapon talent and the +3 prof bonus most likely add back in a lot of the damage that quarry gives in most fights that don't drag out forever.
There are a few options here that let/force you to get adjacent. I don't think that's a problem at all thematically, as you're usually hitting more than one opponent. Choking up on the chain and going wild with it.
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