As the Hammer Falls Mk.II [Archive] - Wizards Community

Post/Author/DateTimePost
LachlarlanIII

05-14-07, 11:37 AM
This build is a revised version of my previous build found here: http://boards1.wizards.com/showthread.php?t=793232

Human

Barbarian 1 / Fighter 12 / Ranger 1 / Exotic Weapon Master 1

Str 16, Dex 10, Con 15, Int 10, Wis 14, Cha 8

1: Barbarian 1 - Extra Rage, Reckless Rage
2: Fighter 1 - *Exotic Weapon Proficiency (Tigerskull Club)
3: Fighter 2 - Combat Focus, *Weapon Focus (Tigerskull Club)
4: Fighter 3 - Str 17
5: Fighter 4 - *Weapon Specialization (Tigerskull Club)
6: Fighter 5 - Combat Stability
7: Fighter 6 - *Power Attack
8: Exotic Weapon Master 1 - Str 18
9: Fighter 7 - Improved Critical (Tigerskull Club)
10: Fighter 8 - *Melee Weapon Mastery (Tigerskull Club)
11: Fighter 9
12: Fighter 10 - Combat Vigor, *Greater Weapon Focus (Tigerskull Club), Con 16
13: Fighter 11
14: Fighter 12 - *Greater Weapon Specialization (Tigerskull Club)
15: Ranger 1 - Crushing Strike

*Bonus Feat

EWM Trick - Uncanny Blow

First, before people ask why I chose Ranger at 15th, it was to make the HPs at 15th a rounded divisible by 5 number.

It's just one of my personal idiosyncrasies, and shouldn't really affect the build much.

This build is +23/+18/+13 to hit before a strength belt and rage and does 1d10+10 or 1d10+14 damage on a hit.

After a strength belt and rage, the build jumps to +29/+24/+19 to hit and does 1d10+16 or 1d10+26 before magic weapon modifiers.

Saves are +17/+6/+6 before buffs. Will jumps by +6 points while in combat focus and raging.
UMiskatonic

05-14-07, 12:47 PM
I think it's a good build. Is there anything in particular you want us to look at? I mean, there are obvious comments like you won't have a lot of skill points, but I think you know all of that already.

In an overall sense, I'd be happy with this build as is, but you might be able to squeeze a bit more from that 9th level feat. I don't think you'll crit all that often with a blunt weapon.

Also, taking power attack at 3rd level is an advantage in my opinion. It gives you more versatility, and makes low AC opponents and property damage MUCH easier to deal with.
Mommy was an Orc

05-14-07, 01:40 PM
I think it looks pretty good - I'd make the following changes
Str 15, Dex 10, Con 16, Int 10, Wis 14, Cha 8
1: Barbarian 1 - Extra Rage, Reckless Rage
2: Fighter 1 - *Exotic Weapon Proficiency (Maul)
3: Fighter 2 - Power Attack, *Weapon Focus (Maul)
4: Fighter 3 - Str 16
5: Fighter 4 - *Weapon Specialization (Maul)
6: Fighter 5 - Combat Focus
7: Exotic Weapon Master 1
8: Fighter 6 - Str 17 - *Melee Weapon Mastery (Maul)
9: Fighter 7 - Combat Stability
10: Fighter 8 - Combat Vigor
11: Fighter 9
12: Fighter 10 - Improved Critical (Maul), *Greater Weapon Focus (Maul), Str 18
13: Fighter 11
14: Fighter 12 - *Greater Weapon Specialization (Maul)
15: Ranger 1 - Crushing Strike

Reasons:
Stats - this way you have 1 odd stat at 1-3 and 8-11 instead of 1 odd stat at 1-3, 2 odd stats from 4-7, and 1 odd stat from 9-11. True, you're not quite as strong for 7 levels, but you always have more hit points. If you're not going to do that, I'd put the 2 extra points from Con into Dex. 15 levels of +1 to AC/Reflex Saves is a lot more likely to save your life at some point than 4 levels of extra hit points...

Melee Weapon Mastery - getting this at 8th is amazing and you want Exotic Weapon Master at 7th anyway.

Combat Vigor - that gets you 3 Combat Focus feats by 10th
LachlarlanIII

05-14-07, 02:08 PM
That looks better, but I don't think the Combat Stance feats are Fighter bonus feats.
Mommy was an Orc

05-14-07, 02:22 PM
That looks better, but I don't think the Combat Stance feats are Fighter bonus feats.

They are :)
magebeast

05-14-07, 04:47 PM
I posted this build, almost literally, about a week ago. Feats are moved around a bit, but we have pretty much the exact same feats.

The only suggestion I have is that if you're going to be using the Maul two-handed the entire time, take EWP at 6. You only need it as a pre-req, and you're prefectly capable of two-handing it before that.
LachlarlanIII

05-14-07, 05:00 PM
Well, I can assure you I didn't steal your build as I've not read it :)

Anyway, the build I posted is updated from another build (linked) I posted about three months or ago using the suggestions from various commentors.

You know what they say, "great minds think alike." :)

That's also a very good point about EWP. I'm only taking to qualify for Exotic Weapon Master and I'll probably be using it two-handed for most of my career.
LachlarlanIII

05-14-07, 05:15 PM
So as not to be a near carbon copy of your build Mage, I'm changing out the Maul for the Tigerskull Club.

Tigerskull Club is a one-handed exotic weapon that does 1d8 with a x4 crit multiplier.
magebeast

05-14-07, 05:23 PM
So as not to be a near carbon copy of your build Mage, I'm changing out the Maul for the Tigerskull Club.

Tigerskull Club is a one-handed exotic weapon that does 1d8 with a x4 crit multiplier.

I probably stole it from you anyway. I vaugely remember MK. 1

Why make a build like this anyhow? You've got Plaque (is that how you spell it?)
LachlarlanIII

05-14-07, 05:26 PM
I probably stole it from you anyway. I vaugely remember MK. 1

Why make a build like this anyhow? You've got Plaque (is that how you spell it?)

It's pronounced Plaque, but it's spelled Plakk, and because I think I'm going to retire him sometime next year and he needs a successor. :)

That, and I just like posting various builds that come to mind.

Finally, this build isn't one Will save at +4 from killing the entire party.
Mommy was an Orc

05-14-07, 05:39 PM
So as not to be a near carbon copy of your build Mage, I'm changing out the Maul for the Tigerskull Club.

Tigerskull Club is a one-handed exotic weapon that does 1d8 with a x4 crit multiplier.

Aren't you worried about material problems? Bone isn't exactly a common DR...
Mithreinmaethor

05-14-07, 05:41 PM
This looks alot like my build I drew up as a possible Greyhawk Ruins character. Except I changed it from Maul to Dwarven Waraxe.

1 Fighter - Feat: Weapon Focus (Dwarven Waraxe), Bonus Feat: Power Attack
2 Fighter - Bonus Feat: Combat Focus
3 Fighter - Feat: Combat Stability
4 Fighter - Bonus Feat: Close Quarters Fighting
5 Fighter
6 Fighter - Feat: Dodge, Bonus Feat: Combat Defense
7 Exotic Weapon Master - Uncanny Blow
8 Pious Templar - Mettle
9 Pious Templar - Feat: Combat Vigor
10 Pious Templar - Bonus Feat: Weapon Specialization (Dwarven Waraxe)
11 Pious Templar - Bonus Feat: Melee Weapon Mastery (Slashing)
12 Pious Templar - Feat: Titan Fighting (or maybe Extra Smite)
13 Pious Templar
14 Pious Templar
15 Pious Templar - Feat: Blind Fight, Bonus Feat: Combat Awareness
LachlarlanIII

05-14-07, 05:42 PM
Aren't you worried about material problems? Bone isn't exactly a common DR...

No, not really. When you do enough damage to overcome most DR before rolling dice it's generally (at least in my experience) not a problem. :)