Brothers I am calling from the valley of the kings
With nothing to atone
A dark march lies ahead, together we will ride
Like thunder from the sky
May your sword stay wet like a young girl in her prime
Hold your hammers high
U31 Version
Harper Kensei - 11 Ranger, 8 Fighter, 1 Monk
11 Ranger for TWF feats, evasion, Manyshot and Favored Enemies.
1 Monk for 16% Doublestrike and +1.5[W] damage.
8 Fighter to be Centered with a 1d10 one handed weapon.
Pure Ranger vs. Hammer of Gods - in development!
- Ranger gets +1 Competence Bonus to Critical Threat Range and Multiplier.
- HoG also gets +1 Range and +1 Multiplier (you can get an additional +1 Multiplier from Earth stance but then you sacrifice 10% Doublestrike).
- Ranger gets +10% Melee Doublestrike with Whirlwind and A Thousand Cuts (see Grailhawk's analysis in #5 below).
- HoG gets 16% Melee Doublestrike with Wind stance, Hail of Blows and Running with Wind.
- Ranger gets +10 Melee Power from Dervish.
- HoG gets +20 Melee Power (an additional +20 is possible from Opportunity Attack).
- With off-hand, Ranger gets 10% more chance to hit, +25% chance to doublestrike and your full attribute damage modifier.
- Ranger also gets +3 to hit and damage while dualwielding.
- HoG gets +12 to hit and damage with one handed weapons (+14 if there is a Tier 1 Weapon Group Specialization).
- HoG also gets +1.5[W] to attacks (Dance of Flowers).
- Ranger gets A Thousand Cuts (+30 Melee Power and Doublestrike for 15 seconds) and Dance of Death (strike 4 targets per swing for 10 seconds) to quickly eliminate a large group of targets.
- HoG gets Deadly Strike (500 damage which scales with 400% melee power) and A Good Death (500 damage if target is below 30% health) to quickly eliminate a tough target.
The idea with the build:
You can be whatever race you want. This build does not rely on the extra feat from Human to reach its maximum potential, so you can choose Dwarf if you wish to experiment with Throw Your Weight Around and Dwarven Axes, or Elf if you prefer ranged with Aerenal Weapon Training. If you can afford a Lesser Heart of Wood +1, you can also roll a Bladeforged for double action boosts and an extra +0.5[W] damage.
Unless you choose to play as Dwarf or Elf, this build only relies on strength as its main source for damage. TWF feats are granted automatically from taking 11 Ranger levels, just like all the ranged feats. Ranger also automatically comes with Bow Strength, which means you use your strength for damage with Longbows. In other words, you don't need to put ability points into dexterity unless you play with Aerenal Weapon Training. You can even take Strategic Combat I and II and go all out on Intelligence. Costs Action Points but makes it easier to get gear.
Since you have so many feats with this build, you can choose freely what you want with many of the feats. I have left the feat description in the level progression open. Feats marked with red are feats where you can choose freely from what’s available. All the essential feats have been listed below with yellow. Those are the pre-requisite feats that you need in order to unlock enhancements in the Kensei enhancements.
Similarly, I have not specified a certain weapon to choose. That is up to you to decide. Just make sure that you choose the same weapon in your Weapon Focus and Specialization feats that you want to use as your Kensei Focus in your Kensei enhancements.
Stats:
If you have 16 Strength, 14 Dexterity, 16 Constitution and 12 Intelligence, everything else is just a bonus. If you’re playing with Harper Agent, see if you can get 16 ability points in Intelligence. Don’t neglect Dexterity because you still need it to hit with ranged attacks. With Harper Agent, you can take Strategic Combat I and then you can dump Dexterity. Take Insightful Reflexes as one of your many feats and you also use Intelligence for Reflex Saves. With a Dwarf’s Throw Your Weight Around, you can go with maximum Constitution and Intelligence. You can also do that with Strategic Combat II, as mentioned above. The only problem is that your Stunning Blow uses strength modifier for DCs. Whatever you do, make sure you have 13 Strength to take Power Attack and 13 Dex if you want Dodge.
When I played the build as a 36 point build, I chose a Human with 18 Strength and 18 Intelligence. I took all ability increases in Strength. If you a +3 Dex Tome, put 2 ability points in Dex so you're starting with 10 and take the Dodge feat at level 15. Put the remaining 2 points in Con. If you don't have a lot of Primal and Barbarian past lives, you would probably be better off with more in Con.
Skills:
You will have plenty of skill points to invest, fortunately, since skills have become very powerful. Some of the good ones are UMD, Heal, Search, Balance, Spellcraft, Jump, Diplomacy, Spot, Perform, Haggle. If you take the Scion of the Ethereal Plane as your Legendary feat, you can also take Hide for extra sneak damage (+1 dam per 3 Hide skills).
Leveling order and feats:
Lawful Good in order to be Monk!
1 Fighter: Feat of your choice, Weapon Focus (Fighter bonus feat)
2 Monk: Power Attack (Monk martial arts feat)
3 Ranger: Feat of your choice
4 Ranger:
5 Ranger:
6 Ranger: Adept of Forms
7 Ranger:
8 Ranger:
9 Ranger: Feat of your choice
10 Ranger:
11 Ranger:
12 Ranger: Master of Forms
13 Ranger:
14 Fighter: Improved Critical (Fighter bonus feat)
15 Fighter: Feat of your choice
16 Fighter: Weapon Specialization (Fighter bonus feat)
17 Fighter:
18 Fighter: Grand Master of Forms, Cleave (Fighter bonus feat)
19 Fighter:
20 Fighter: Greater Weapon Focus (Fighter bonus feat)
For Epic and Legendary feats see below.
Feat suggestions:
Heroic feats: Stunning Blow, Exotic Weapon Proficiency, Quicken, Completionist, Dodge (13 Dex), Mobility, Oversized Two Weapon Fighting, Tactical Training, Tactical Combatant. If playing with Harper Agent enhancements take Insightful Reflexes. Favored Enemies: Undead, Elf (includes Drow), Evil Outsider.
Epic feats: Overwhelming Critical, Epic Reflexes, one of abovementioned Heroic feats.
Epic Destiny feats: Perfect Two Weapon Fighting, Tactician, Dire Charge, a ton of good options.
Legendary feat: Scion of the Astral Plane is my preference but others are also good.
Because I was a Human Harper Agent when I played the build, I chose Stunning Blow at level 1, and Insightful Reflexes as my Human bonus feat. I had Strength for my main stat and Intelligence for my secondary in order to boost my damage and stun DC bonus from Know the Angles. For weapons, I chose Warhammers because they will get the highest DPS in Epic levels. So, my Weapon Focus was Bludgeoning Weapons.
At level 3, I took the Completionist feat and Favored Enemy (Undead). If you don’t have that feat, I would take Quicken. Another option is additional Weapon Focus feats. Each of the Weapon Focus feats gives +2 Melee Power. Weapon Focus: Ranged and Thrown of course gives +2 Ranged Power each. At level 9 I took Quicken and level 15 Dodge.
In Epic levels I chose Overwhelming Critical at level 21, Tactical Combatant at 24, Epic Reflexes at 27 and Tactical Training at 30. My three Epic Destiny feats were Perfect Two Weapon Fighting at level 26, Tactician at level 28 and Dire Charge at level 29, and I took the Scion of the Astral Plane as my Legendary feat at level 30. That's a total of +12 to Stun DCs and a Reflex save that's high enough to tank Miior in Haunted Halls on Epic Elite.
Enhancements and Epic Destiny:
As Human, the first enhancements I aimed for were Human Versatility: Damage Boost, and Haste Boost from the Kensei enhancements. Since you won’t be able to get more enhancements from Kensei until you take a second level of Fighter, spend the enhancements in Harper Agent. You will probably have to reset many of your enhancements at level 20 anyway. Getting Killer early on is also really nice.
In early levels, it is more efficient to fight with two-handed weapons. Don't waste Action Points on Tempest enhancements. It's not until mid levels that your TWF is worthwhile. Especially if you have one-handed Greensteel weapons or some of the weapons from completing the Tome of Legends in Upper Necropolis.
Weapon Meditation and A Growing Storm are powerful short term boosts to take out a red named boss in a matter of seconds. When they are stacked, you get +20 to damage that can be further boosted by double action boosts. Weapon Meditation doesn't stack with Know the Angles so it's only useful at early levels.
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Twists of Fate:
Tier 4: Sense Weakness.
Tier 3: Sacred Ground.
Tier 2: Consecrate.
Tier 1: A Dance of Flowers.
Tier 1: Cocoon.
End game:
LE something
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LE something
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LE something
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