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No THF striker?
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<blockquote data-quote="Destil" data-source="post: 4298025" data-attributes="member: 1980"><p><strong>Because I'm still not sick of making PCs</strong></p><p></p><p>... they always end up as elves, though ...</p><p></p><p>Kratos, Elf Pit Fighter 16</p><p>Str 19 Dex 19 Con 13 Int 12 Wis 17 Cha 9</p><p>Speed 9</p><p>AC: 30 Fort: 25 Refl: 26 Will: 24</p><p>HP: 118, Bloodied 59, Surge 29 (10/day)</p><p></p><p> <img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Flaming Spiked Chain +19vs.AC, 2d4+10, reach</p><p><strong>At Will</strong></p><p>Reaping Strike, Cleave, Sure Strike</p><p></p><p><strong>Encounter</strong></p><p>Chains of Sorrow (f13) - 6d4+10 and the target takes a -4 (dex) penalty to all all defenses until next turn</p><p>All Bets Are Off (pf11) - 4d4+10 damage, second attack vs. reflex to damage and daze</p><p>Hawk's Talon (r7) - +22 (+str +wis) vs. AC 4d4+9, ignores cover and concealment.</p><p>Sweeping Blow (f3) - +21 (+1 1/2 str) vs. AC, 2d4+9, <img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> burst 1</p><p>Elven Accuracy - Reroll an attack</p><p>Hunter's Quarry - +2d6</p><p></p><p><strong>Daily</strong></p><p>Serpent Dance Strike (f15) - 2d4+10, and knock prone, can hit up to three times against up to three targets, shift before each attack</p><p>Attacks on the Run (r9) - Move your speed and make two 6d4+10 attacks at any point.</p><p>Dizzying Blow (f5) - 6d4+10 and immobilized</p><p></p><p><strong>Utility</strong></p><p>Surprise Step (w16), encounter - Reaction to an adjacent enemy moving away from you. You shift into their space and gain combat advantage</p><p>Deadly Payback (pf12), daily - Reaction to melee damage, gain +2 to attack and damage for one turn against that enemy</p><p>Expeditious Stride (r10), encounter - +4 speed and shift an extra square turn until next turn (minor)</p><p>Into the Frey (f10)(encounter) - Shift 3 as long as you end adjacent to an enemy (minor)</p><p>Battle Awareness (f5), daily - +10 to Initiative</p><p>No Opening (f2), encounter - Negate combat advantage for one attack</p><p></p><p><strong>Feats</strong></p><p>Weapon Focus [Flail] - +2 damage</p><p>Exotic Weapon Prof [Spiked Chain]</p><p>Ranger Multiclass (4)</p><p>Sweeping Flail - +2 to attacks with flail vs. foes with shields</p><p>Fleet Footed - +1 speed</p><p>Powerful Charge - +2 damage on a charge</p><p>Power Attack - -2 to hit, +6 damage</p><p>Devastating Critical - +1d10 on a crit</p><p></p><p><strong>Other</strong></p><p>Dirty Fighting - +3 (Wis) damage with weapons</p><p>Armor Optimization - +1 AC in armor</p><p>Extra Damage Action - +8 (1/2 level) damage when spending an action point</p><p>Combat Challenge</p><p>Combat Superiority - +3 (wis) bonus to opportunity attacks, stops movement</p><p>Fighter Weapon Talent - +1 to attacks with two-handed weapons</p><p>Shift into difficult terrain</p><p></p><p><strong>Gear</strong></p><p>Darkhide Armor +4</p><p>Flaming Spiked Chain +3</p><p>Amulet of False Life +3</p><p>Boots of Striding</p><p></p><p>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 <strong>really</strong> excellent attack bonuses, there's a lot of synergy there... </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Destil, post: 4298025, member: 1980"] [b]Because I'm still not sick of making PCs[/b] ... 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) :bmelee: Flaming Spiked Chain +19vs.AC, 2d4+10, reach [b]At Will[/b] Reaping Strike, Cleave, Sure Strike [b]Encounter[/b] 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, :close: burst 1 Elven Accuracy - Reroll an attack Hunter's Quarry - +2d6 [b]Daily[/b] 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 [b]Utility[/b] 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 [b]Feats[/b] 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 [b]Other[/b] 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 [b]Gear[/b] 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 [b]really[/b] 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. [/QUOTE]
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