MysticRhythms
06-11-2009, 05:37 PM
So I have a two-handed WF Fighter that was always intended to stay pure. Now with hte advent of the Warforged enhancements for THF and the Kensai Prestige Enhancement coming in Mod 9, I'm thinking of going that route. Kensai gives you a lot of options for other means of branching out. It gives bonuses to Intimidate if you want to go that route or strategic feats (which synergizes well with Warforged).
It's the Strategy feats and damage potential that I wanted to focus on. That means I have to drop (or reduce) one of the following ideas: Maxxing Intimidate with feats, Getting more Toughness hit points, building a decent debuffed DR.
Here's the core of the build which I don't see changing (unless I'm convinced that it's spreading too thin)
Chaotic Good Warforged Fighter 16 (eventually Fighter 20)
Starting build points:
Strength 16 (10pts)
Dexterity 14 (6pts)
Constitution 18 (10pts)
Intelligence 14 (6pts)
Wisdom 8 (0pts)
Charisma 6 (0pts)
If I were to reroll, I'd consider moving points out of Dexterity and Intelligence into Strength and/or Charisma and dealing with the prereq for Combat Expertise with a tome.
Total feats:
General: 7
Fighter: 11
Total: 18
Feats that cannot change (needed for Kensai):
1) Weapon Focus(Slashing)
2) Weapon Specialization(Slashing)
3) Greater Weapon Focus(Slashing)
4) Greater Weapon Specialization(Slashing)
5) Superior Weapon Focus(Slashing)
Feats that work well with Kensai/Warforged:
6) Power Attack
7) Cleave
8) Great Cleave
(essentially run into group, Intimidate, Cleave, Great Cleave and Kensai/WF THF enhancements to trigger weapon effects more often)
9) Improved Critical (Slashing)
10) Two-Handed Fighting
11) Improved Two-HandedFighting
12) Greater Two-Handed Fighting
Feats I'd like to keep for the Tactics idea:
13) Combat Expertise (needed for Improved Trip)
14) Improved Trip
15) Stunning Blow
That leaves me 3 feats left out of the five below. Current front-runners are:
a) Adamantine Body (I have this now but can retrain)
b) Toughness (the popular choice, but might not fit it in here)
c) Skill Focus(Intimidate)
d) Bullheaded
e) Quick Draw (for swapping from tactics weapons to DPS to S/B)
Before I discuss the feats some more, I want to discuss enhancements
For 20 levels, we get 80 AP and this is how they break down for me now:
Need the following for Kensai:
1) Fighter Attack Boost IV (10AP)
2) Fighter Critical Accuracy IV (10AP)
3) Fighter Kensai III (8AP)
4) Weapon Specialization II (3AP)
5) Kensai Weapon Mastery III (3AP)
Total spent: 34
I see no point in NOT taking the following:
1) Fighter Weapon Alacrity Capstone (2AP)
2) Fighter Strength III (12AP)
3) Warforged Power Attack III (6AP)
4) Warforged Great Weapon Aptitude III (6AP)
5) Haste Boost I (1AP)
6) Warforged Constitution I (2AP) (gets me an even Con with a +1 tome)
7) Warforged Tactics II (6AP)
8) Fighter Strategy(Stun) II (3AP)
9) Fighter Strategy(Trip) II (3AP)
Total spent: 75
That gives me 5 points left over to buy any of the following:
Toughness I-II (1-3AP)
Damage Reduction I (2AP)
Intimidate I-II (1-3AP)
Healer's Friend I (2AP)
Construct Thinking I-II (3AP)
I'm currently leaning toward dropping Adamantine Body and goign with:
Toughness
Skill Focus(Intimidate)
Bullheaded
as my feats
with:
Intimidate II (3AP)
Healer's Friend I (2AP)
as my last feat/enhancement choices.
That would give me an Intimidate of:
23 Ranks
02 Untyped (Fighter Intimidate II)
03 Untyped (Kensai III)
03 Feat (Skill Focus:Intimidate)
02 Feat (Bullheaded)
02 Stat (Charisma 12 with a +6 Charisma item)
04 Morale (Greater Heroism)
02 Luck (Head of Good Fortune)
15 Competence (+15 Intimidate Item)
06 Untyped (Shroud Charisma Skill item)
62, not counting any short-term buffs like Bardsong or any other items that may come along (58 at level 16 with only 19 ranks)
Enhanced Statistics:
Strength 16 + 4 levels + 6 enhancement + 2 inherent + 3 Fighter Strength III = 31 (+10) (32 at 20)
Constitution 18 + 6 enhancement + 1 inherent + 1 WF Con I = 26 (+8)
Hit points with existing model:
020 - Heroic Durability
160 - 16 levels of Fighter
128 - Constitution 26
020 - Minos Legens (Mod 9)
030 - Greater False Life
010 - Argonnessen Favor
018 - Toughness Feat (level 16)
045 - Shroud Item
431 without temporary buffs
Attack/Damage with Favored Weapon (I'm probably going Greatsword instead of Greataxe):
16 - Base Attack Bonus
10 - Strength
01 - Weapon Focus
01 - Greater Weapon Focus
01 - Superior Weapon Focus
03 - Kensai Weapon Specialty III
05 - Enhancement bonus from weapon
01 - Haste
04 - Morale from Greater Heroism
01 - Rage spell
02 - Luck bonus possible
01 - Exceptional Strength item
01 - Competence (various armors)
That's up to +47 to hit not counting a decent bardsong or any temporary Kensai bonuses, attack boost or flanking. This is with Power Attack off, so turning it on means +39 to hit.
Damage:
15 - Strength (2-handed)
16 - Power Attack
02 - Weapon Specialization feat
02 - Greater Weapon Specialization feat
02 - Weapon specialization enhancement II
06 - Kensai weapon specialty III
05 - Weapon enhancement
2d6+48 + weapon damage effects, not counting critical enhancement multipliers from Kensai or any temporary bonuses like Bardsong.
AC is probably not woth mentioning since I have only Combat Expertise and usually go Two-Handed and have no real Dex if I dump Adamantine Body. Otherwise, it's likely in the 50s with the right gear.
I considered building AC, but it's difficult - I play casually. I will have a Strength +2 Tome and can only count on a Con +1 Tome.
Another option is to skip the Intimidate altogether and maybe drop Cleave and/or Great Cleave and build more Toughness and use the Warforged Brute Fighting enhancement line to be my "Intimidate." This throws away some of the bonuses of the Kensai enhancement but lets me get maybe 1 more DC on my strategy feats and more hit points.
I'm also considering dumping Toughness (since I don't use the enhancements) and taking Quick Draw.
My fear with the offensive Kensai build is that with crappy AC, the hit points may not be enough. I can hope to find some good DR via Docents and other gear and do the "best possible" I can with AC. I do have Combat Expertise in the build and can put on a Tower SHield and hopefully find some DR against things that I can't Stun/Trip. Another option is to take more of the Warforged DR since Stoneskin and the like will wear off.
Yet another option is to dump ONE of the strategies (like Trip) and focus only on the other. I do liek the versatility of using Trip or Stun as some things may be immune to Stun.
I'd appreciate feedback.
Which way would you lean? SHould I reroll and dump the Intelligence altogether and forget Improved Trip and get more Strength and Charisma?
It's the Strategy feats and damage potential that I wanted to focus on. That means I have to drop (or reduce) one of the following ideas: Maxxing Intimidate with feats, Getting more Toughness hit points, building a decent debuffed DR.
Here's the core of the build which I don't see changing (unless I'm convinced that it's spreading too thin)
Chaotic Good Warforged Fighter 16 (eventually Fighter 20)
Starting build points:
Strength 16 (10pts)
Dexterity 14 (6pts)
Constitution 18 (10pts)
Intelligence 14 (6pts)
Wisdom 8 (0pts)
Charisma 6 (0pts)
If I were to reroll, I'd consider moving points out of Dexterity and Intelligence into Strength and/or Charisma and dealing with the prereq for Combat Expertise with a tome.
Total feats:
General: 7
Fighter: 11
Total: 18
Feats that cannot change (needed for Kensai):
1) Weapon Focus(Slashing)
2) Weapon Specialization(Slashing)
3) Greater Weapon Focus(Slashing)
4) Greater Weapon Specialization(Slashing)
5) Superior Weapon Focus(Slashing)
Feats that work well with Kensai/Warforged:
6) Power Attack
7) Cleave
8) Great Cleave
(essentially run into group, Intimidate, Cleave, Great Cleave and Kensai/WF THF enhancements to trigger weapon effects more often)
9) Improved Critical (Slashing)
10) Two-Handed Fighting
11) Improved Two-HandedFighting
12) Greater Two-Handed Fighting
Feats I'd like to keep for the Tactics idea:
13) Combat Expertise (needed for Improved Trip)
14) Improved Trip
15) Stunning Blow
That leaves me 3 feats left out of the five below. Current front-runners are:
a) Adamantine Body (I have this now but can retrain)
b) Toughness (the popular choice, but might not fit it in here)
c) Skill Focus(Intimidate)
d) Bullheaded
e) Quick Draw (for swapping from tactics weapons to DPS to S/B)
Before I discuss the feats some more, I want to discuss enhancements
For 20 levels, we get 80 AP and this is how they break down for me now:
Need the following for Kensai:
1) Fighter Attack Boost IV (10AP)
2) Fighter Critical Accuracy IV (10AP)
3) Fighter Kensai III (8AP)
4) Weapon Specialization II (3AP)
5) Kensai Weapon Mastery III (3AP)
Total spent: 34
I see no point in NOT taking the following:
1) Fighter Weapon Alacrity Capstone (2AP)
2) Fighter Strength III (12AP)
3) Warforged Power Attack III (6AP)
4) Warforged Great Weapon Aptitude III (6AP)
5) Haste Boost I (1AP)
6) Warforged Constitution I (2AP) (gets me an even Con with a +1 tome)
7) Warforged Tactics II (6AP)
8) Fighter Strategy(Stun) II (3AP)
9) Fighter Strategy(Trip) II (3AP)
Total spent: 75
That gives me 5 points left over to buy any of the following:
Toughness I-II (1-3AP)
Damage Reduction I (2AP)
Intimidate I-II (1-3AP)
Healer's Friend I (2AP)
Construct Thinking I-II (3AP)
I'm currently leaning toward dropping Adamantine Body and goign with:
Toughness
Skill Focus(Intimidate)
Bullheaded
as my feats
with:
Intimidate II (3AP)
Healer's Friend I (2AP)
as my last feat/enhancement choices.
That would give me an Intimidate of:
23 Ranks
02 Untyped (Fighter Intimidate II)
03 Untyped (Kensai III)
03 Feat (Skill Focus:Intimidate)
02 Feat (Bullheaded)
02 Stat (Charisma 12 with a +6 Charisma item)
04 Morale (Greater Heroism)
02 Luck (Head of Good Fortune)
15 Competence (+15 Intimidate Item)
06 Untyped (Shroud Charisma Skill item)
62, not counting any short-term buffs like Bardsong or any other items that may come along (58 at level 16 with only 19 ranks)
Enhanced Statistics:
Strength 16 + 4 levels + 6 enhancement + 2 inherent + 3 Fighter Strength III = 31 (+10) (32 at 20)
Constitution 18 + 6 enhancement + 1 inherent + 1 WF Con I = 26 (+8)
Hit points with existing model:
020 - Heroic Durability
160 - 16 levels of Fighter
128 - Constitution 26
020 - Minos Legens (Mod 9)
030 - Greater False Life
010 - Argonnessen Favor
018 - Toughness Feat (level 16)
045 - Shroud Item
431 without temporary buffs
Attack/Damage with Favored Weapon (I'm probably going Greatsword instead of Greataxe):
16 - Base Attack Bonus
10 - Strength
01 - Weapon Focus
01 - Greater Weapon Focus
01 - Superior Weapon Focus
03 - Kensai Weapon Specialty III
05 - Enhancement bonus from weapon
01 - Haste
04 - Morale from Greater Heroism
01 - Rage spell
02 - Luck bonus possible
01 - Exceptional Strength item
01 - Competence (various armors)
That's up to +47 to hit not counting a decent bardsong or any temporary Kensai bonuses, attack boost or flanking. This is with Power Attack off, so turning it on means +39 to hit.
Damage:
15 - Strength (2-handed)
16 - Power Attack
02 - Weapon Specialization feat
02 - Greater Weapon Specialization feat
02 - Weapon specialization enhancement II
06 - Kensai weapon specialty III
05 - Weapon enhancement
2d6+48 + weapon damage effects, not counting critical enhancement multipliers from Kensai or any temporary bonuses like Bardsong.
AC is probably not woth mentioning since I have only Combat Expertise and usually go Two-Handed and have no real Dex if I dump Adamantine Body. Otherwise, it's likely in the 50s with the right gear.
I considered building AC, but it's difficult - I play casually. I will have a Strength +2 Tome and can only count on a Con +1 Tome.
Another option is to skip the Intimidate altogether and maybe drop Cleave and/or Great Cleave and build more Toughness and use the Warforged Brute Fighting enhancement line to be my "Intimidate." This throws away some of the bonuses of the Kensai enhancement but lets me get maybe 1 more DC on my strategy feats and more hit points.
I'm also considering dumping Toughness (since I don't use the enhancements) and taking Quick Draw.
My fear with the offensive Kensai build is that with crappy AC, the hit points may not be enough. I can hope to find some good DR via Docents and other gear and do the "best possible" I can with AC. I do have Combat Expertise in the build and can put on a Tower SHield and hopefully find some DR against things that I can't Stun/Trip. Another option is to take more of the Warforged DR since Stoneskin and the like will wear off.
Yet another option is to dump ONE of the strategies (like Trip) and focus only on the other. I do liek the versatility of using Trip or Stun as some things may be immune to Stun.
I'd appreciate feedback.
Which way would you lean? SHould I reroll and dump the Intelligence altogether and forget Improved Trip and get more Strength and Charisma?