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[Smackdown] Whip-wielder
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<blockquote data-quote="RangerWickett" data-source="post: 1402056" data-attributes="member: 63"><p>Zorrus the Mighty, 28-point buy tripping stabby guy</p><p>Human Rogue 12/Fighter 4</p><p></p><p>Str 18 (24)</p><p>Dex 15</p><p>Con 12</p><p>Int 13</p><p>Wis 8</p><p>Cha 12</p><p>HP: 83</p><p>Feats:</p><p>Two-Weapon Fighting</p><p>Exotic Weapon Proficiency (whip)</p><p>Weapon Focus (longsword)</p><p>Weapon Specialization (longsword)</p><p>Combat Expertise</p><p>Improved Feint</p><p>Improved Trip</p><p>Point-Blank Shot</p><p>Precise Shot</p><p>Power Attack</p><p></p><p>Base Attack Bonus: +13/+8/+3</p><p>Key Equipment:</p><p>Belt of Strength +6 (36000)</p><p>Mask of Bluffing +10 (10000)</p><p>Hat of Enlarge (2000)</p><p>+1 holy whip (18302)</p><p>+5 keen longsword (72315)</p><p>Three +1 returning daggers (24906)</p><p>Item of becoming enlarged</p><p></p><p>Zorrus is a good man, so whenever he fights, he'll first try to trip his foe, and use his improved trip bonus attack to hit his foe and see if they're hurt. If they're hurt, he'll know they're evil, so he'll have no qualms moving forward and attacking with his longsword. If his foe is normally a fairly mobile target, tripping him will leave him vulnerable, allowing Zorrus to power attack for 13 and get +6d6 sneak attack damage on each hit.</p><p></p><p>Whenever he's not able to use his whip to trip, he hurls daggers at distant foes, or feints and power-sneak attacks in melee.</p><p></p><p>Zorrus has a special cloak that lets him cast enlarge person at will on himself. Officially this only counts as a 2000gp item, but it extends his reach 5 ft. and gives him +2 Str, so it might need to be upcosted a bit.</p><p></p><p>Attack:</p><p>Whip (off hand) +17 touch attack, trip bonus +11</p><p>Longsword (good hand) +22/+17/+12 (1d8+14)</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1402056, member: 63"] Zorrus the Mighty, 28-point buy tripping stabby guy Human Rogue 12/Fighter 4 Str 18 (24) Dex 15 Con 12 Int 13 Wis 8 Cha 12 HP: 83 Feats: Two-Weapon Fighting Exotic Weapon Proficiency (whip) Weapon Focus (longsword) Weapon Specialization (longsword) Combat Expertise Improved Feint Improved Trip Point-Blank Shot Precise Shot Power Attack Base Attack Bonus: +13/+8/+3 Key Equipment: Belt of Strength +6 (36000) Mask of Bluffing +10 (10000) Hat of Enlarge (2000) +1 holy whip (18302) +5 keen longsword (72315) Three +1 returning daggers (24906) Item of becoming enlarged Zorrus is a good man, so whenever he fights, he'll first try to trip his foe, and use his improved trip bonus attack to hit his foe and see if they're hurt. If they're hurt, he'll know they're evil, so he'll have no qualms moving forward and attacking with his longsword. If his foe is normally a fairly mobile target, tripping him will leave him vulnerable, allowing Zorrus to power attack for 13 and get +6d6 sneak attack damage on each hit. Whenever he's not able to use his whip to trip, he hurls daggers at distant foes, or feints and power-sneak attacks in melee. Zorrus has a special cloak that lets him cast enlarge person at will on himself. Officially this only counts as a 2000gp item, but it extends his reach 5 ft. and gives him +2 Str, so it might need to be upcosted a bit. Attack: Whip (off hand) +17 touch attack, trip bonus +11 Longsword (good hand) +22/+17/+12 (1d8+14) [/QUOTE]
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[Smackdown] Whip-wielder
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