| Post/Author/DateTime | Post |
|---|---|
| JRROGERS02-13-07, 07:40 PM | Hey All: This is my first time building a concept on these boards, and I'm pretty new at the long-range planning a character in LG seems to need. Basically, I'm looking to build a spellcasting killer of some sort. I want him to be relatively fast, with a near-full BAB progression, and able to do some wicked damage. Here's what I've hashed out: Hill Dwarf STR 18 DEX 12 CON 16 INT 8 WIS 10 CHA 6 1 Barb (Power Attack) 2 Scout 3 Fighter (Extra Rage, Cleave) 4 Fighter (Improved Sunder) 5 Fighter 6 Fighter (Improved Init, Weapon Focus: greatsword) 7 Occult Slayer I've got improved critical and great cleave on my list of things to to for, maybe mage slayer. My questions are as follows: 1--Is the level in scout worth it? I like the +1d6 to attack, and being able to charge right for the spellcasters fits, but I'm worried it's going to just not be worth the xp penalty I took at higher levels...and I've never played beyond APL 6. Also, I'll have to wear light armor, which I'm afraid is gonna get me killed quick. 2--I went hill dwarf for the extra bonus versus spells, and the Con bump, but is it worth losing the 10' speed? 3--Is Mage Slayer worth looking at? 4--How can I up my AC? Anything is open for discussion here, folks: race, feats, etc. Help me build the better spellcaster slayer! Yours, John Rogers |
| clannagh02-13-07, 07:50 PM | 1--Is the level in scout worth it? I like the +1d6 to attack, and being able to charge right for the spellcasters fits, but I'm worried it's going to just not be worth the xp penalty I took at higher levels...and I've never played beyond APL 6. Also, I'll have to wear light armor, which I'm afraid is gonna get me killed quick. Fighter is favored class for a dwarf so i do not see where the multiclass penalty is supposed to be coming from ? On first glance this build does not atract an XP penalty. |
| Grantor02-13-07, 08:01 PM | Hey All: This is my first time building a concept on these boards, and I'm pretty new at the long-range planning a character in LG seems to need. Basically, I'm looking to build a spellcasting killer of some sort. I want him to be relatively fast, with a near-full BAB progression, and able to do some wicked damage. Here's what I've hashed out: Yours, John Rogers I believe the number one killer of mages are: Monks. Your build is susceptable to the spells that mages use (although less so with Dwarf). He cannot get past the front line defense by tumbling or using Mobility. He is focused on doing huge damage, when wizards don't have that many hp. Try either a monk build, aiming for Mage Killer feat (I think that's the name) to prevent Cast on the Defensive, or go for sniping as an archer. Wizards almost never come alone, waiting for you to kill them before they disintergrate you... |
| trollbill02-13-07, 10:56 PM | I believe the number one killer of mages are: Monks. Your build is susceptable to the spells that mages use (although less so with Dwarf). He cannot get past the front line defense by tumbling or using Mobility. He is focused on doing huge damage, when wizards don't have that many hp. Try either a monk build, aiming for Mage Killer feat (I think that's the name) to prevent Cast on the Defensive, or go for sniping as an archer. Wizards almost never come alone, waiting for you to kill them before they disintergrate you... I agree. Monks kill Wizards better than just about any other class. They have incredible resistances to spells. Can reach a back line mage in a single round going through or around the front line. They are fabulous grapplers, which mages hate. Stunning attack can be pretty nasty on Wizards because it requires a Fort save. The list just goes on and on when it comes to Monks vs. Wizards. I think the Mage Slayer feat is on the Closed list, though. |
| Lomiat02-13-07, 10:58 PM | Monks are good (especially with Sun School), but other classes work quite well against wizards: Namely, other wizards, other casters, anyone who can take a wizard by surprise (shadowdancer/archer), and occult slayers. Since you were focused on the Occult Slayer, let's go with that. The mage-killing abilities of the class tend to work best with ranged weapons (more attacks, readied actions from further away), so you might want to consider an archer rather than a melee specialist. You can get your ranks in Knowledge (arcana) and Spellcraft as class skills as a Hexblade, so let's take 1st level as a Hexblade. Bows no longer have strength caps, so make your dwarf (+2 to saves) a Barbarian for the rage bonus to strength (and damage). This also lets him speed up a bit. Dwarf Str 15 Dex 16 Con 16 Int 10 Wis 10 Cha 6 1st Hexblade - Point-blank 2nd Fighter - Precise 3rd Barbarian - Extra Rage 4th Fighter - Rapid Shot, Str 16 5th Fighter 6th Fighter - Weapon Focus (longbow), Improved Initiative 7th Occult Slayer 8th Occult Slayer, Str 17 9th Occult Slayer, Weapon Specialization 10th Occult Slayer 11th Occult Slayer 12th Fighter - Improved Precise Shot, Str 18 13th Fighter - Ranged Weapon Mastery (piercing) 14th Barbarian - uncanny dodge 15th Hexblade - Reckless Rage, (w/Occult Slayer and dwarf, now a total +6 to saves vs. magic) |
| DerekSTheRed02-16-07, 07:04 PM | Monks are good (especially with Sun School), but other classes work quite well against wizards: Namely, other wizards, other casters, anyone who can take a wizard by surprise (shadowdancer/archer), and occult slayers. Since you were focused on the Occult Slayer, let's go with that. The mage-killing abilities of the class tend to work best with ranged weapons (more attacks, readied actions from further away), so you might want to consider an archer rather than a melee specialist. You can get your ranks in Knowledge (arcana) and Spellcraft as class skills as a Hexblade, so let's take 1st level as a Hexblade. Bows no longer have strength caps, so make your dwarf (+2 to saves) a Barbarian for the rage bonus to strength (and damage). This also lets him speed up a bit. Dwarf Str 15 Dex 16 Con 16 Int 10 Wis 10 Cha 6 1st Hexblade - Point-blank 2nd Fighter - Precise 3rd Barbarian - Extra Rage 4th Fighter - Rapid Shot, Str 16 5th Fighter 6th Fighter - Weapon Focus (longbow), Improved Initiative 7th Occult Slayer 8th Occult Slayer, Str 17 9th Occult Slayer, Weapon Specialization 10th Occult Slayer 11th Occult Slayer 12th Fighter - Improved Precise Shot, Str 18 13th Fighter - Ranged Weapon Mastery (piercing) 14th Barbarian - uncanny dodge 15th Hexblade - Reckless Rage, (w/Occult Slayer and dwarf, now a total +6 to saves vs. magic) I like this build. My only suggestion would be to get at least 3 levels of Hexblade to get mettle. You'll have good saves anyway and now you won't take any damage (or other secondary effects) on fort or will saves. Derek |