Post by the1kobra on Apr 22, 2008 17:59:01 GMT
Pirate of the Seven Stones
This build is based on a certain pirate/dwarven defender who was one of my friends. I took a lot of his building ideas and personality into account with this character. He was a scimitar dual wielding dwarven defender. The dwarven defender class is largely defensively based, gaining a great deal of physical immunity and resistance, however, this build has an offensive twist to it, which will help it with enhanced offensive capabilities. Weapon master will give you spectacular critical hits, while the two weapon fighting will allow you to use two weapons which will give you 2 more attacks per round. The dual wielding is a dicey move, though if you find your defense is lacking while using a second weapon, put a shield on and tank, since you will still have nice hits to deal. The pirate himself, when playing, would often switch his weapon in the middle of fights, putting on a shield when leading or surrounded by enemies, and dual wielding when a certain target needed to go down quickly, or when he was not under attack.
Subrace:
Derzzagon +2Dex +2int -2wis -2cha
SR: 18, DR: 5/Acid 5/Fire
Feat: Blind Fight
Derzzagon dwarf is a good subrace to use, wisdom and charisma are not important for your pirate, while dexterity and intelligence will help your pirating, intelligence gives you more skills to play with while dexterity allows you to dual wield and possibly wear medium armor with the full AC bonus. (Medium armor has a max dex+AC of 13, meaning chainmail(AC 5) has a max dex of 8)
Levels:
By 20: 6/4/10 Fighter/Weapon Master/Dwarven Defender
By 40: 14/7/19 Fighter/WeaponMaster/Dwarven Defender
14 Fighter levels gives you 8 feats, weapon master will greatly enhance your critical hits, and Dwarven defender will give you a great deal of damage resistance, immunity, natural armor, and an ability to gain critical hit immunity.
Alignment must be lawful, amazingly enough. Whether you will be a good robin hood like pirate, spreading your pirated wealth amoung the less fortunate, a neutral pirate, who pirates for personal gain but not to be malicious, or an evil, ruthless pirate who steals and murders as he wishes, is entirely up to you.
Stats:
17/13/16/14/8/6 (At creation)
17/15/16/16/6/4 (Derzzagon)
1: Fighter, Blooded, Weapon Exotic Weapon Proficiency, Bullheaded(Free), BlindFight(Free),
Blooded is what is called an investment feat. It won't give you much when you get it, but it will allow you to take a feat called Legendary Skill Affinity tumble at level 42, which can get you the full 12 Tumble AC, instead of normal crossclass 6 AC.
Exotic weapon proficiency is required if you want to wield this build's weapon of choice: The dwarven waraxe. When a dwarven defender wields a dwarven waraxe, it will give him some shield AC based on his constitution modifier. Of course, this is entirely needless IF you use a shield, on the other hand, if you decide to wield two at once, then you will get the AC benefits, helping you stand strong while dual wielding.
Bullheaded is an investment feat like Blooded that will give you the ability to take Legendary Skill Affinity Discipline, and also gives you a 1 to will save. However, since Dwarven Defenders get Discipline as a class skill anyways, all you really get is a +1 to will.
Blind fight is a feat that helps against enemies with concealment and gives you defense bonuses while blind. This one is very useful, but it's free.
2: Fighter Dodge
Dodge will give you 1 AC against one enemy, but is also a prerequisite for the two prestiege classes you will be taking, Weapon Master and Dwarven Defender.
3: Fighter: Weapon Focus Dwarven Waraxe
This is a prerequisite for weapon master, and it also gives you +1 AB when wielding a dwarven waraxe. It's a feat you certainly want.
4: Fighter: Expertise
Expertise is a prerrequisite feat for taking the Weapon Master class, and is allows you to enter a mode that gives you 5 AC at the expense of 5 AB. It is useful for those situations where you are surrounded by hostiles wanting to take yer booty, arr.
Str + 1
5: Fighter
6: Fighter: Mobility and Spring attack
Mobility is a prerequisite feat for taking the Weapon Master class, but otherwise will give you 4 AC against attacks of opportunity incurred by moving through an enemy's threat range.
Spring attack is a prerequisite feat for the Weapon Master class. It will allow you to move around without risking attacks of opportunity from enemies, useful for a quick escape or running past melee based enemies to rush towards a spellcaster or the like.
Also remember to sink 4 points into intimidate.
7: Fighter:
8: Fighter: Whirlwind attack
While whirlwind attack is a prerequisite feat for the weapon master class, it is completely useless and is only good for causing graphical and engine bugs that prevent you from doing anything. It makes you look like you spend all your time drinking pirate rum and is only good for falling off the deck and into the sea. Never use it.
Str + 1
9: Weapon Master, Toughness
Toughness is a feat that will allow you to gain 1 hit point per level, and is also a prerequisite feat for the Dwarven Defender class. It also enhances your ability to drink a legendary amount of rum.
10: Weapon Master,
11: Dwarven Defender
12: Dwarven Defender, Improved Critical hit Scimitar
Improved Critical is a feat that will allow your scimitar to double it's critical threat range, for you, that is a range boost of 18-20X2, to 15-20X2, allowing you to dispatch enemies more quickly.
Str + 1
13: Dwarven Defender
14: Dwarven Defender
15: Dwarven Defender, Iron Will
Iron will is a feat that will give you a +2 to your will save. It will also allow you to take the legendary will feat later, which will give you an additional +7 to your will. It will also make you more resistance to the taunts of other pirates.
16: Dwarven Defender,
Str + 1
17: Dwarven Defender
18: Dwarven Defender, Lightning Reflexes
Lightning reflexes is a feat that will give you a +2 to your reflex save. It will also allow you to take the legendary reflexes feat later, which will give you an additional +7 to your reflexes. It also enhances your ability to evade cannonballs from cowardly pirates.
19: Dwarven Defender
20: Dwarven Defender,
Str + 1
21: Weapon Master, Armor Skin
Armor skin is a feat that will give you a +2 to AC, enhancing your defense. It is highly recommended for any front-line character.
22: Weapon Master,
23: Weapon Master,
24: Weapon Master, Great Strength 1
Great Strength feats will give you a bonus to your strength, every 2 strength will give you 1 to AB, 1 to damage, and increase your Dwarven Defender based strength benefits.
Str + 1
25: Weapon Master
26: Dwarven Defender
27: Dwarven Defender, Great Strength 2
Great Strength will give you another 1 to strength
28: Dwarven Defender
Str + 1
29: Dwarven Defender, Epic Weapon Focus Dwarven Waraxe
Epic weapon focus Dwarven Waraxe will give you another 2 AB when you use a scimitar, which will enhance your offensive capabilities.
30: Dwarven Defender, Great Strength 3
Great Strength will give you another point of strength.
31: Dwarven Defender,
32: Dwarven Defender,
Str + 1
33, Dwarven Defender, Great Strength 4, Epic Prowess
Epic prowess is a feat that will give you +1 to AB when using any weapon, which will help your offensive capabilities.
Great Strength will give you another point of strength.
34: Fighter
35: Fighter, Two Weapon Fighting
Two weapon fighting is a feat that will allow you to use two weapons at once without as harsh a penalty. Since you get some AC from wielding dwarven waraxes, you should be able to survive in most situations while wielding two of them. Be advised however, that if you find yourself getting beaten down too quickly, switch back to a shield.
36: Fighter, Great Stength 5
Great Strength will give you another point of strength
Str + 1
37: Fighter, Ambidexterity
Ambidexterity will allow you to use an offhand weapon without penalty, making it much easier for your character to dual wield.
38: Fighter
39: Fighter, Improved Two weapon fighting, Great Strength 6
Improved two weapon fighting will give you a second attack when you use an offhand weapon, useful for anyone planning on dual wielding often.
Greath Strength will give you another point of strength
40: Dwarven Defender
Str + 1
Legendary Levels:
Put all available stat points into strength, you get feats every 3 levels.
You will also gain your Dwarven Defender class abilities, you will get natural armor based on your strength modifier, to a maximum of 20, but it does not stack with your amulet AC. This will give you some flexibility with that gear slot.
42: Legendary skill Affinity Tumble
This feat will allow you to take tumble as a class skill in the legendary levels, giving you the opportunity to be able to get the full 12 AC, starting at level 43, your AC will jump up by 9 AC if you take the full tumble dump.
45: Legendary Weapon Focus Scimitar
This feat will give you 3 AB whenever you are using a scimitar, greatly enhancing your offensive capabilities.
48: Legendary Will
This feat will give you 7 to your will save, greatly enhancing your resistance to will checks, and improving your resistance to the taunts of other pirates.
51: Legendary Reflexes
This feat will give you 7 to your reflexes, greatly enhancing your resistance to reflex checks, and getting hit by the mast of falling ships.
54: Epic Fortitude
This feat will give you a 4 to your fortitude save, enhancing your ability to resist poisons, instant death, drowning, and lousy rum.
57: Epic Will
This feat will give you 4 points to your will save.
60: Great Strength 7
Ending stats:
44/15/16/14/6/4 (Base)
56/27/28/26/18/16 (Fully geared)
Attack Bonus calculation:
20(Base attack bonus)+10(Epic bonus)+15(Legendary Bonus)+23(Strength)+7(Weapon Foci)+1(Weapon Master)+0-20(Enhancement)-4(Dual wielding)=76-96 single wielding, 72-92 Dual wielding.
Saves calculation:
6/2/2 (6 Fighter pre epic)
0/3/0 (4 WM pre epic)
7/3/7 (10 DD pre epic)
10/10/10 (epic)
5/5/5 (Legendary levels)
4/9/14 (feats)
20/20/20 (gear)
66/6 (stat gear)
3/2/-2 (stats)
61/60/62
HP Calculation:
21(10)(Fighter/WM levels)+19(12)(DD levels)+60(3), con bonus, + 60(toughness)+20(12), LL bonus, + 240(con gear) = 1158 HP
Skills section:
Overall, you get 63(5)=315 skills, but since your subrace's intelligence bonus applies after level 1, you miss out on 4, bringing you to 311.There are a large number of useful skills on this server, so choose wisely. Here is what I would spend them on:
63 Discipline
Discipline is a skill that comes up repeatedly, enemies will often make checks against your characters discipline, and failing them will often disarm you, knock you down, or damage your gear, none of which are fun to have happen.
4 Intimidate (cross class takes 8 points)
Not a useful skill on it's own, but you need it to become a weapon master. Besides, it may help straighten yer crew out when piratin, arrr...
60 Tumble
5 points put into tumble will give you an AC, to a maximum of 12 at 60. Yer be wantin to have this skill as well if yer be needin some fancy footwork on the plank.
63 Listen
Listen is a skill that can help a character overcome a target's conceal, enhancing what you can get from blind fight. It also helps to hear the storm coming so you can prepare your boat for anything that can happen to pirate ships in the ocean.
63 Craft Weapon
Every 40 points into craft weapon, including modifiers from enhancement, will increase your AB by one, though your sheet won't notice. This can be the difference between missing and hitting often, and yer wanten to be keepin yer cutlass sharp.
54 Craft Armor
Every 40 points into craft armor, including modifiers from gear, spells, etc, will increase your AC by one. This can help you get a nice edge surviving while using two weapons.
This build is based on a certain pirate/dwarven defender who was one of my friends. I took a lot of his building ideas and personality into account with this character. He was a scimitar dual wielding dwarven defender. The dwarven defender class is largely defensively based, gaining a great deal of physical immunity and resistance, however, this build has an offensive twist to it, which will help it with enhanced offensive capabilities. Weapon master will give you spectacular critical hits, while the two weapon fighting will allow you to use two weapons which will give you 2 more attacks per round. The dual wielding is a dicey move, though if you find your defense is lacking while using a second weapon, put a shield on and tank, since you will still have nice hits to deal. The pirate himself, when playing, would often switch his weapon in the middle of fights, putting on a shield when leading or surrounded by enemies, and dual wielding when a certain target needed to go down quickly, or when he was not under attack.
Subrace:
Derzzagon +2Dex +2int -2wis -2cha
SR: 18, DR: 5/Acid 5/Fire
Feat: Blind Fight
Derzzagon dwarf is a good subrace to use, wisdom and charisma are not important for your pirate, while dexterity and intelligence will help your pirating, intelligence gives you more skills to play with while dexterity allows you to dual wield and possibly wear medium armor with the full AC bonus. (Medium armor has a max dex+AC of 13, meaning chainmail(AC 5) has a max dex of 8)
Levels:
By 20: 6/4/10 Fighter/Weapon Master/Dwarven Defender
By 40: 14/7/19 Fighter/WeaponMaster/Dwarven Defender
14 Fighter levels gives you 8 feats, weapon master will greatly enhance your critical hits, and Dwarven defender will give you a great deal of damage resistance, immunity, natural armor, and an ability to gain critical hit immunity.
Alignment must be lawful, amazingly enough. Whether you will be a good robin hood like pirate, spreading your pirated wealth amoung the less fortunate, a neutral pirate, who pirates for personal gain but not to be malicious, or an evil, ruthless pirate who steals and murders as he wishes, is entirely up to you.
Stats:
17/13/16/14/8/6 (At creation)
17/15/16/16/6/4 (Derzzagon)
1: Fighter, Blooded, Weapon Exotic Weapon Proficiency, Bullheaded(Free), BlindFight(Free),
Blooded is what is called an investment feat. It won't give you much when you get it, but it will allow you to take a feat called Legendary Skill Affinity tumble at level 42, which can get you the full 12 Tumble AC, instead of normal crossclass 6 AC.
Exotic weapon proficiency is required if you want to wield this build's weapon of choice: The dwarven waraxe. When a dwarven defender wields a dwarven waraxe, it will give him some shield AC based on his constitution modifier. Of course, this is entirely needless IF you use a shield, on the other hand, if you decide to wield two at once, then you will get the AC benefits, helping you stand strong while dual wielding.
Bullheaded is an investment feat like Blooded that will give you the ability to take Legendary Skill Affinity Discipline, and also gives you a 1 to will save. However, since Dwarven Defenders get Discipline as a class skill anyways, all you really get is a +1 to will.
Blind fight is a feat that helps against enemies with concealment and gives you defense bonuses while blind. This one is very useful, but it's free.
2: Fighter Dodge
Dodge will give you 1 AC against one enemy, but is also a prerequisite for the two prestiege classes you will be taking, Weapon Master and Dwarven Defender.
3: Fighter: Weapon Focus Dwarven Waraxe
This is a prerequisite for weapon master, and it also gives you +1 AB when wielding a dwarven waraxe. It's a feat you certainly want.
4: Fighter: Expertise
Expertise is a prerrequisite feat for taking the Weapon Master class, and is allows you to enter a mode that gives you 5 AC at the expense of 5 AB. It is useful for those situations where you are surrounded by hostiles wanting to take yer booty, arr.
Str + 1
5: Fighter
6: Fighter: Mobility and Spring attack
Mobility is a prerequisite feat for taking the Weapon Master class, but otherwise will give you 4 AC against attacks of opportunity incurred by moving through an enemy's threat range.
Spring attack is a prerequisite feat for the Weapon Master class. It will allow you to move around without risking attacks of opportunity from enemies, useful for a quick escape or running past melee based enemies to rush towards a spellcaster or the like.
Also remember to sink 4 points into intimidate.
7: Fighter:
8: Fighter: Whirlwind attack
While whirlwind attack is a prerequisite feat for the weapon master class, it is completely useless and is only good for causing graphical and engine bugs that prevent you from doing anything. It makes you look like you spend all your time drinking pirate rum and is only good for falling off the deck and into the sea. Never use it.
Str + 1
9: Weapon Master, Toughness
Toughness is a feat that will allow you to gain 1 hit point per level, and is also a prerequisite feat for the Dwarven Defender class. It also enhances your ability to drink a legendary amount of rum.
10: Weapon Master,
11: Dwarven Defender
12: Dwarven Defender, Improved Critical hit Scimitar
Improved Critical is a feat that will allow your scimitar to double it's critical threat range, for you, that is a range boost of 18-20X2, to 15-20X2, allowing you to dispatch enemies more quickly.
Str + 1
13: Dwarven Defender
14: Dwarven Defender
15: Dwarven Defender, Iron Will
Iron will is a feat that will give you a +2 to your will save. It will also allow you to take the legendary will feat later, which will give you an additional +7 to your will. It will also make you more resistance to the taunts of other pirates.
16: Dwarven Defender,
Str + 1
17: Dwarven Defender
18: Dwarven Defender, Lightning Reflexes
Lightning reflexes is a feat that will give you a +2 to your reflex save. It will also allow you to take the legendary reflexes feat later, which will give you an additional +7 to your reflexes. It also enhances your ability to evade cannonballs from cowardly pirates.
19: Dwarven Defender
20: Dwarven Defender,
Str + 1
21: Weapon Master, Armor Skin
Armor skin is a feat that will give you a +2 to AC, enhancing your defense. It is highly recommended for any front-line character.
22: Weapon Master,
23: Weapon Master,
24: Weapon Master, Great Strength 1
Great Strength feats will give you a bonus to your strength, every 2 strength will give you 1 to AB, 1 to damage, and increase your Dwarven Defender based strength benefits.
Str + 1
25: Weapon Master
26: Dwarven Defender
27: Dwarven Defender, Great Strength 2
Great Strength will give you another 1 to strength
28: Dwarven Defender
Str + 1
29: Dwarven Defender, Epic Weapon Focus Dwarven Waraxe
Epic weapon focus Dwarven Waraxe will give you another 2 AB when you use a scimitar, which will enhance your offensive capabilities.
30: Dwarven Defender, Great Strength 3
Great Strength will give you another point of strength.
31: Dwarven Defender,
32: Dwarven Defender,
Str + 1
33, Dwarven Defender, Great Strength 4, Epic Prowess
Epic prowess is a feat that will give you +1 to AB when using any weapon, which will help your offensive capabilities.
Great Strength will give you another point of strength.
34: Fighter
35: Fighter, Two Weapon Fighting
Two weapon fighting is a feat that will allow you to use two weapons at once without as harsh a penalty. Since you get some AC from wielding dwarven waraxes, you should be able to survive in most situations while wielding two of them. Be advised however, that if you find yourself getting beaten down too quickly, switch back to a shield.
36: Fighter, Great Stength 5
Great Strength will give you another point of strength
Str + 1
37: Fighter, Ambidexterity
Ambidexterity will allow you to use an offhand weapon without penalty, making it much easier for your character to dual wield.
38: Fighter
39: Fighter, Improved Two weapon fighting, Great Strength 6
Improved two weapon fighting will give you a second attack when you use an offhand weapon, useful for anyone planning on dual wielding often.
Greath Strength will give you another point of strength
40: Dwarven Defender
Str + 1
Legendary Levels:
Put all available stat points into strength, you get feats every 3 levels.
You will also gain your Dwarven Defender class abilities, you will get natural armor based on your strength modifier, to a maximum of 20, but it does not stack with your amulet AC. This will give you some flexibility with that gear slot.
42: Legendary skill Affinity Tumble
This feat will allow you to take tumble as a class skill in the legendary levels, giving you the opportunity to be able to get the full 12 AC, starting at level 43, your AC will jump up by 9 AC if you take the full tumble dump.
45: Legendary Weapon Focus Scimitar
This feat will give you 3 AB whenever you are using a scimitar, greatly enhancing your offensive capabilities.
48: Legendary Will
This feat will give you 7 to your will save, greatly enhancing your resistance to will checks, and improving your resistance to the taunts of other pirates.
51: Legendary Reflexes
This feat will give you 7 to your reflexes, greatly enhancing your resistance to reflex checks, and getting hit by the mast of falling ships.
54: Epic Fortitude
This feat will give you a 4 to your fortitude save, enhancing your ability to resist poisons, instant death, drowning, and lousy rum.
57: Epic Will
This feat will give you 4 points to your will save.
60: Great Strength 7
Ending stats:
44/15/16/14/6/4 (Base)
56/27/28/26/18/16 (Fully geared)
Attack Bonus calculation:
20(Base attack bonus)+10(Epic bonus)+15(Legendary Bonus)+23(Strength)+7(Weapon Foci)+1(Weapon Master)+0-20(Enhancement)-4(Dual wielding)=76-96 single wielding, 72-92 Dual wielding.
Saves calculation:
6/2/2 (6 Fighter pre epic)
0/3/0 (4 WM pre epic)
7/3/7 (10 DD pre epic)
10/10/10 (epic)
5/5/5 (Legendary levels)
4/9/14 (feats)
20/20/20 (gear)
66/6 (stat gear)
3/2/-2 (stats)
61/60/62
HP Calculation:
21(10)(Fighter/WM levels)+19(12)(DD levels)+60(3), con bonus, + 60(toughness)+20(12), LL bonus, + 240(con gear) = 1158 HP
Skills section:
Overall, you get 63(5)=315 skills, but since your subrace's intelligence bonus applies after level 1, you miss out on 4, bringing you to 311.There are a large number of useful skills on this server, so choose wisely. Here is what I would spend them on:
63 Discipline
Discipline is a skill that comes up repeatedly, enemies will often make checks against your characters discipline, and failing them will often disarm you, knock you down, or damage your gear, none of which are fun to have happen.
4 Intimidate (cross class takes 8 points)
Not a useful skill on it's own, but you need it to become a weapon master. Besides, it may help straighten yer crew out when piratin, arrr...
60 Tumble
5 points put into tumble will give you an AC, to a maximum of 12 at 60. Yer be wantin to have this skill as well if yer be needin some fancy footwork on the plank.
63 Listen
Listen is a skill that can help a character overcome a target's conceal, enhancing what you can get from blind fight. It also helps to hear the storm coming so you can prepare your boat for anything that can happen to pirate ships in the ocean.
63 Craft Weapon
Every 40 points into craft weapon, including modifiers from enhancement, will increase your AB by one, though your sheet won't notice. This can be the difference between missing and hitting often, and yer wanten to be keepin yer cutlass sharp.
54 Craft Armor
Every 40 points into craft armor, including modifiers from gear, spells, etc, will increase your AC by one. This can help you get a nice edge surviving while using two weapons.