Hi everyone. I’ve been kicking around a couple of concepts for a WF THF Kensai. I haven’t played a melee-based WF before and haven’t played a THF-focused melee character either so I figured this would be a good way to kill two birds with one stone once I unlock 1750.
Build criteria:
Must be WF.
Prefer not to multiclass to get Fighter capstone.
Primary fighting style will be THF.
Will focus on bludgeoning weapons.
Kensai signature weapon will be the maul.
Ability to tank when needed.
After doing some research, I’ve narrowed it down to 2 builds. The only real difference is that one is focused on UMD and the other doesn’t but that changes the builds a LOT.
I’m basically looking to get some opinions on which build would be more viable and if I made any glaring mistakes in either of the builds. Thanks!
Version 1 (no UMD):
Str 17 (+1 tome at 1st level) = 18
Dex 11 (+1 tome at 1st level) = 12
Con 17 (+1 tome at 1st level) = 18
Int 13 (+1 tome at 1st level) = 14
Wis 10
Cha 6
Skills:
Max Balance
Max Intimidate
Tumble: 2 ranks
Rest in Jump and Repair
Feats (18 total):
1. Adamantine Body
2. Weapon Focus (bludgeoning)
3. Greater Weapon Focus
4. Superior Weapon Focus
5. Weapon Specialization
6. Greater Weapon Specialization
7. Two-Handed Fighting
8. Improved Two-Handed Fighting
9. Greater Two-Handed Fighting
10. Improved Critical
11. Power Attack
12. Stunning Blow
13. Toughness
That leaves 5 slots left. Here are some ideas I had.
Combat Expertise (for when I need to tank)
Improved Trip (might as well take if I have CE)
Shield Mastery (for when I need to tank)
Improved Shield Mastery (for when I need to tank)
Iron Will (boost Will save)
Bullheaded (boost Will save and Intimidate)
Cleave + Great Cleave (for grabbing aggro, although not sure I’ll need this with all the THF feats and WF enhancements)
Improved DR (how many feats and enhancements do you need before it becomes worthwhile?)
I would probably lean towards CE, Shield Mastery, Imp ShM, Imp Trip, and Iron Will.
Pros:
High Str and Con.
Great versatility in feat selection.
Good tanking ability, especially with Combat Expertise and Shield Mastery feats.
Cons:
Average-to-Low Will save.
Not very self-sufficient. Relies on pots for self-healing.
Version 2 (with UMD):
Str 17 (+1 tome at 1st level) = 18
Dex 11 (+1 tome at 1st level) = 12
Con 13 (+1 tome at 1st level) = 14
Int 13 (+1 tome at 1st level) = 14
Wis 6
Cha 13 (+1 tome at 1st level) = 14
Skills:
Max Balance
Max Intimidate
Max UMD
Tumble: 2 ranks
Rest in Jump
Feats (18 total):
1. Adamantine Body
2. Weapon Focus (bludgeoning)
3. Greater Weapon Focus
4. Superior Weapon Focus
5. Weapon Specialization
6. Greater Weapon Specialization
7. Two-Handed Fighting
8. Improved Two-Handed Fighting
9. Greater Two-Handed Fighting
10. Improved Critical
11. Power Attack
12. Stunning Blow
13. Toughness
14. Skill Focus (UMD)
15. Force of Personality
16. Iron Will
That leaves 2 feat slots. See above for possible options. Would lean towards the shield mastery feats or CE + Imp Trip.
Pros:
Very self-sufficient and self-healing with UMD.
Can use race-restricted items.
Much-improved Will save with high Cha, Force of Personality and Iron Will.
Cha item improves Will save, UMD, and Intim.
Cons:
Very stat- and feat-intensive.
UMD requires heavy investment to be useful.
Weaker tanking ability with lower hit points and potential lack of CE and shield mastery feats.