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3 months ago ::
Mar 06, 2013 - 4:09AM
#1
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Date Joined:
Jun 13, 2011
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1 minute ago by DDFANTIKZZZ I'm starting a new campaing and I had this idea of a warrior with a large arsenal of weapons and huge bag of tricks to bestow countless effects to his opponents. He would be mainly ranged but could still keep up in a brawl.
I'm looking to see which class would best fit my concept. I've already taken a look at the executionner and the league of whispers but I'm not sure I like the blowgun thing. I like the idea of a bola but I think the net suits my concept better.
Anyway, if any of you has an idea please share?
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3 months ago ::
Mar 06, 2013 - 4:23AM
#2
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Date Joined:
Apr 14, 2010
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It's more of a melee thing, but the Fighter's at-will Weapon Master's Strike delivers all sorts of effects on your target depending on the weapon you use. Most interesting are Mace for a slide and Spear/Polearm so the enemy is unable to shift away.
If you want to go ranged, the Hunter's Clever Shot power lets you choose from 3 effects when you hit a target. Not a very good class though.
And there's always the option of just taking a bunch of powers with different effects, then reflavoring your character to use a different weapon with each power he uses. Ranger has a pretty large assortment of ranged powers that do all sorts of coll stuff.
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3 months ago ::
Mar 06, 2013 - 5:18AM
#3
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Date Joined:
Jun 19, 2004
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And there's always the option of just taking a bunch of powers with different effects, then reflavoring your character to use a different weapon with each power he uses. Ranger has a pretty large assortment of ranged powers that do all sorts of coll stuff.
Build yourself to mechanically use one thing, then refluff as needed. Rain of Blows becomes you rapidly switching between weapons and leaving the first two in your targets, etc etc.
Currently working on making a Dex based defender. Check it out hereSpoiler:
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
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3 months ago ::
Mar 06, 2013 - 5:42AM
#4
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Date Joined:
Oct 27, 2011
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Maybe an Arena Fighter with Extended Arena Training?
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3 months ago ::
Mar 06, 2013 - 6:08AM
#5
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Or if you want to still use different weapons , take the Elemental Initiate Theme for Ki Focus and use that for your attack boost while being able to swap out whichever weapon you want without trying to keep multiple enhancements up-to-par.
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3 months ago ::
Mar 06, 2013 - 6:41AM
#6
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Maybe an Arena Fighter with Extended Arena Training?
+1
With Arena Fighting any weapon your proficient in, shares all the expertise bonuses you have accumulated. So in theory (not sure very practical) you could have 5 starting proficient weapons, then buy buy the 5 corresponding expertise feats (which is the major draw back) But then you could do BMAs that stacks a lot of different condition (Reach,Prone,Charge+,Rerols ext)
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3 months ago ::
Mar 06, 2013 - 7:05AM
#7
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Date Joined:
Jun 19, 2004
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Maybe an Arena Fighter with Extended Arena Training?
+1
With Arena Fighting any weapon your proficient in, shares all the expertise bonuses you have accumulated.
So in theory (not sure very practical) you could have 5 starting proficient weapons, then buy buy the 5 corresponding expertise feats (which is the major draw back)
But then you could do BMAs that stacks a lot of different condition (Reach,Prone,Charge+,Rerols ext)
If you wanted to just get expertise rather than wasting all those feats you could get Master at Arms. That would also help you with your goofy weapon swapping.
Currently working on making a Dex based defender. Check it out hereSpoiler:
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
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3 months ago ::
Mar 06, 2013 - 7:23AM
#8
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@Matyr I think you misunderstood my intent (easy to do as I’m bad to not make it obvious) If you’re an Arena Fighter, you get the benefits of all expertise with any weapon you are currently holding (as long as your proficient in it) Meaning if he took extended training he would be able to have 5 total expertise, note the + to attacks/dmg don’t stack (But still apply, meaning you only need one expertise as an Arena Fighter to get the + bonuses to all proficient weapons) but the real magic is the extra stuff DOES apply. (Here is an example of what I think are the best 5) “Axe- Also, when rolling damage for a weapon attack you make with an axe, you can reroll one damage die that results in a 1, but you must use the second result Spear- When charging, you also gain a +1 bonus to damage rolls of weapon attacks that you make with a spear. Both of these bonuses increase to +2 at 11th level and +3 at 21st level. Flail- In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it. Staff - When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1. Bludgeon- You also gain a +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or a mace.” Meaning if you had extended training and bought these 5 feats, you could wield any of the weapon and gain the benefits of all the expertise you have taken. Ex- You have all the mentioned feats; you are wilding an axe. That Axe now has Reach 1, can push things 1 extra (When applies) can knock prone when sliding, + charge damage, reroll 1s. These apply to any attack you make with that weapon. I play an Arena fighter (no extended training) with flail and staff expertise, so I can use my flail to hit things with reach 1, and then knock them prone (When using sliding attack (which I focused on))
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3 months ago ::
Mar 06, 2013 - 8:12AM
#9
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Date Joined:
Jul 29, 2008
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1 minute ago by DDFANTIKZZZ I'm starting a new campaing and I had this idea of a warrior with a large arsenal of weapons and huge bag of tricks to bestow countless effects to his opponents. He would be mainly ranged but could still keep up in a brawl.
Bow or crossbow ranger with magic ammo, the Hunter Fighting Style (gives you quick draw AND a free action weapon stow), Archery Mastery (for Clever Shot), and Melee Training: Dexterity. Or forget Melee Training, take Battle Caster's Defense (for a total of +8 AC vs opportunity attacks) or get a suit of Shadowdance Armor, and be a pure gunslinger.
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3 months ago ::
Mar 06, 2013 - 9:41AM
#10
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Date Joined:
Jun 19, 2004
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@Matyr
I think you misunderstood my intent (easy to do as I’m bad to not make it obvious)
If you’re an Arena Fighter, you get the benefits of all expertise with any weapon you are currently holding (as long as your proficient in it)
Meaning if he took extended training he would be able to have 5 total expertise, note the + to attacks/dmg don’t stack (But still apply, meaning you only need one expertise as an Arena Fighter to get the + bonuses to all proficient weapons)
but the real magic is the extra stuff DOES apply. (Here is an example of what I think are the best 5)
“Axe- Also, when rolling damage for a weapon attack you make with an axe, you can reroll one damage die that results in a 1, but you must use the second result
Spear- When charging, you also gain a +1 bonus to damage rolls of weapon attacks that you make with a spear. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
Flail- In addition, when you hit with a melee weapon attack using a flail and the attack lets you slide the target, you can knock the target prone instead of sliding it.
Staff - When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1.
Bludgeon- You also gain a +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or a mace.”
Meaning if you had extended training and bought these 5 feats, you could wield any of the weapon and gain the benefits of all the expertise you have taken.
Ex- You have all the mentioned feats; you are wilding an axe.
That Axe now has Reach 1, can push things 1 extra (When applies) can knock prone when sliding, + charge damage, reroll 1s. These apply to any attack you make with that weapon.
I play an Arena fighter (no extended training) with flail and staff expertise, so I can use my flail to hit things with reach 1, and then knock them prone (When using sliding attack (which I focused on))
I understand what you are saying. But spending 5 feats to get the riders for your expertise is just plain silly. You have so many other better ways to go about doing something actually meaningful with your feats...
Edit: I guess if you picked as your arena weapons two weapons that have lots of types (gouge for spear/axe for example) you could work at getting them to crossover. I just don't understand why you would want to do that...
Currently working on making a Dex based defender. Check it out hereSpoiler:
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
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