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| Vanadium02-23-07, 02:07 PM | Alright, I realize that there is an active charger post here, but that thread mostly is dealing with some viability issues. I'm here for builds. Now, I've wanted to play a charger type for a while. I mean, its the Shield Lands. We literally have vast expanses of nothing here. However, I was disheartened by the fact that there are several conflicting wants of the charge build. 1: They need feats early on. Hell, their main schtick requires four feats by itself (Power Attack, Mounted Combat, Ride-by, and Spirited Charge). Thus, you need levels of fighter, or be a human (or both). 2: You want a class that gives and advances your mount. A Heavy Warhorse can't cut it at APL 8 unless its, you know, something more than your average warhorse. 3: You don't want to be medium sized. Medium size means that you are less likely to be able to charge or even take your mount with you. If you aren't able to charge, you aren't doing what you wanted to do in the first place. Problems: You need feats (fighter levels) and a mount (either Ranger or Paladin, I guess. Paladin has better prestige classes). No small-sized legal race favors fighter (or any other fighty-type class), so we need to do things a little differently if we want to avoid penalties. Enter the Knight. Not only does it fit with the whole concept, it gives you Mounted Combat at level 2. Probably not the greatest, but I think I can make a small mounted build work now without any pesky XP or Gold penalties. Here are two builds I'm mulling over. I'm thinking the small would win simply because its small, but I can't say the human build doesn't have some appeal. The Human build Its just Medicelious-Melharmonac's build from the Compilation. Seeing as that build doesn't seem to exist anymore (the original thread it was in doesn't seem to have been archived), here is what it was, or as I would do it: 1. Fighter 1: Mounted Combat, Ride-By, Spirited Charge 2. Fighter 2: Power Attack 3. Paladin 1: Improved Bullrush 4. Paladin 2: Divine Grace 5. Paladin 3: 6. Paladin 4: Shock Trooper 7. Hospitaler 1: Weapon Focus: Lance 8. Paladin 5: Mount 9. Cavalier 1: Divine Might Then Cavalier to the End. Since I'm in the Shield Lands, there is a nifty Metaorg that would let me have a griffin as my Mount at a -2 level penalty for abilities. 'Course, I've heard that Griffins are a chore to care for. Small Build (Could be either race, really) 1. Knight 1: Power Attack 2. Knight 2: Mounted Combat 3. Fighter 1: Ride-By Attack, Spirited Charge 4. Fighter 2: Improved Bull Rush 5. Something 1, Probably Marshal for Over the Top (Cha to charge damage) 6. Beastmaster 1, retraining Spirited Charge for Skill Focus: Handle Animal. Spirited Charge would be taken as my feat for 6th level then. And then the build would take Beastmaster until the end. I would pick up Shock Trooper at level 9, unsure for feats beyond there. Through the same metaorg, I could get a griffin as an animal companion (at a -6 penalty). Some thoughts: 1. I think although the first build is superior in terms of saves, damage, and badassery, the second would be better if only for the fact that its using a small race. Not being able to use your main attack 9 times out of 10 doesn't really make up for that 10th time being spectacular. Also, the second gets a 'special mount' (and a flying one at that) much sooner than the first. 2. I don't know what to do for classes for the second one. There really aren't too many good Animal Companion-advancing prestige classes. I guess instead of SF: Handle Animal, I could take Mounted Archery and go into Halfling Outrider, but then I'm stuck with a dog. 3. If that 'something' is Ranger, I get access to Wild Plains Outrider. Not the greatest, but it works. However, I think Marshal works better, if only for the CHA to damage. If I were to take Ranger, the CHA would be lower than I have planned (only about 14). 4. If that 'something' is full BAB, then I can get Shock Trooper sooner. Probably not worth it, though, seeing as I would have to give up Spirited Charge for it. What are the general opinions? I'm leaning towards the second build myself. I must admit, it might be fun having a gnome running around all Quixote on us. Not the most original, but certainly enjoyable. |
| evilaustintom02-23-07, 02:27 PM | Just a few suggestions you could consider. There isn't a one below that is 'the way to go', though. Just brain-storming... Possibilities: Fighter/arcane caster with improved familiar (hippogriph or blink dog) - of course, the blink dog won't allow you to blink... Leadership, taking a druid cohort (and he spends much of his time as a mount) - of course, you won't get to play your cohort much at cons (tables of 6 everywhere). Arcane Heirophant - the toughest animals around, but the PC has pretty weak BAB. Just a few levels of druid and then other fighter classes/p-classes. You'll probably never get good armor, but hopefully you're charging past the bad guys anyway. The Complete Divine p-class (effective CG paladin). I can't remember the name off the top of my head (Holy Liberator?). Though it takes a while to get a mount, the bonus is the mount's benefits are based off of your TOTAL class levels, rather than just the p-class. Tom Thowe |
| Gwumph02-23-07, 02:37 PM | I am one of those mounted guys. Personally I would take you Human build and just change it to a Halfling. Take weapon focus earlier. Get your special mount 7th level. Hospitaler at 8th take bullrush Cav at 9th with shock trooper and you are good to go! Its a simple effective build. If you are looking for an interesting mount. Hopefully you will find one or maybe you can do a special mission? Cheer Gwumph |
| Alpha_Nerd02-23-07, 02:40 PM | Halfling Paladin 5/Fighter 2= 20% exp penalty. |
| Jay_Ibero_91102-23-07, 02:53 PM | Alright, I realize that there is an active charger post here, but that thread mostly is dealing with some viability issues. I'm here for builds. Now, I've wanted to play a charger type for a while. I mean, its the Shield Lands. We literally have vast expanses of nothing here. However, I was disheartened by the fact that there are several conflicting wants of the charge build. 1: They need feats early on. Hell, their main schtick requires four feats by itself (Power Attack, Mounted Combat, Ride-by, and Spirited Charge). Thus, you need levels of fighter, or be a human (or both). 2: You want a class that gives and advances your mount. A Heavy Warhorse can't cut it at APL 8 unless its, you know, something more than your average warhorse. 3: You don't want to be medium sized. Medium size means that you are less likely to be able to charge or even take your mount with you. If you aren't able to charge, you aren't doing what you wanted to do in the first place. Problems: You need feats (fighter levels) and a mount (either Ranger or Paladin, I guess. Paladin has better prestige classes). No small-sized legal race favors fighter (or any other fighty-type class), so we need to do things a little differently if we want to avoid penalties. Enter the Knight. Not only does it fit with the whole concept, it gives you Mounted Combat at level 2. Probably not the greatest, but I think I can make a small mounted build work now without any pesky XP or Gold penalties. Here are two builds I'm mulling over. I'm thinking the small would win simply because its small, but I can't say the human build doesn't have some appeal. The Human build Its just Medicelious-Melharmonac's build from the Compilation. Seeing as that build doesn't seem to exist anymore (the original thread it was in doesn't seem to have been archived), here is what it was, or as I would do it: 1. Fighter 1: Mounted Combat, Ride-By, Spirited Charge 2. Fighter 2: Power Attack 3. Paladin 1: Improved Bullrush 4. Paladin 2: Divine Grace 5. Paladin 3: 6. Paladin 4: Shock Trooper 7. Hospitaler 1: Weapon Focus: Lance 8. Paladin 5: Mount 9. Cavalier 1: Divine Might Then Cavalier to the End. Since I'm in the Shield Lands, there is a nifty Metaorg that would let me have a griffin as my Mount at a -2 level penalty for abilities. 'Course, I've heard that Griffins are a chore to care for. Small Build (Could be either race, really) 1. Knight 1: Power Attack 2. Knight 2: Mounted Combat 3. Fighter 1: Ride-By Attack, Spirited Charge 4. Fighter 2: Improved Bull Rush 5. Something 1, Probably Marshal for Over the Top (Cha to charge damage) 6. Beastmaster 1, retraining Spirited Charge for Skill Focus: Handle Animal. Spirited Charge would be taken as my feat for 6th level then. And then the build would take Beastmaster until the end. I would pick up Shock Trooper at level 9, unsure for feats beyond there. Through the same metaorg, I could get a griffin as an animal companion (at a -6 penalty). Some thoughts: 1. I think although the first build is superior in terms of saves, damage, and badassery, the second would be better if only for the fact that its using a small race. Not being able to use your main attack 9 times out of 10 doesn't really make up for that 10th time being spectacular. Also, the second gets a 'special mount' (and a flying one at that) much sooner than the first. 2. I don't know what to do for classes for the second one. There really aren't too many good Animal Companion-advancing prestige classes. I guess instead of SF: Handle Animal, I could take Mounted Archery and go into Halfling Outrider, but then I'm stuck with a dog. 3. If that 'something' is Ranger, I get access to Wild Plains Outrider. Not the greatest, but it works. However, I think Marshal works better, if only for the CHA to damage. If I were to take Ranger, the CHA would be lower than I have planned (only about 14). 4. If that 'something' is full BAB, then I can get Shock Trooper sooner. Probably not worth it, though, seeing as I would have to give up Spirited Charge for it. What are the general opinions? I'm leaning towards the second build myself. I must admit, it might be fun having a gnome running around all Quixote on us. Not the most original, but certainly enjoyable. Here's a build that I think gains power pretty evenly over it's carreer...quite a mutt, but no XP penalties around. Race:Gnome Alignment:Lawful Neutral STR-15 (8)-2 DEX-12 (4) CON-14 (6)+2 INT-10 (2) WIS-12 (4) CHA-12 (4) Lv1(Knight)Skill Focus (Handle Animal) Lv2(Knight)Mounted Combat Lv3(Fighter)Ride-by Attack, Spirited Charge Lv4(Fighter)Power Attack, +1 STR Lv5(Druid) Lv6(Beastmaster)Track Lv7(Wild Plains Outrider) Lv8(Wild Plains Outrider)+1 STR Lv9(Wild Plains Outrider)Weapon Focus(Lance) Lv10(Marhsal)Skill Focus (Diplomacy) Lv11(Marhsal) Lv12(Cleric)Divine Might, +1 STR Lv13(Cleric) Lv14(Druid) Lv15(Druid)Feat Gets you the important feats early, gets you a tougher mount for mid levels, boosts damage towards the end with marshal and divine might. Domains are up to you, but has to be Lawful Neutral to work. Cyndor for Destiny and Travel seems one of the better options...Only lose 3 bab over carreer, and have very good fort and will saves, as well as the animal companion of a 10th level druid, and some minor spellcasting. From 5th level on, you are probably better sticking with metal full plate until you can find non-metallic heavy armor. All you lose is a few first and zero level spells from the metal armor. Also, there are JUST enough skill points to squeeze into both beastmaster and wild plains outrider, so your skills for the first 6 levels are pretty much set in stone...after that it's up to you. |
| clik_ml02-23-07, 07:03 PM | My theory for chargers is that they be small, and that if at all possible, they have something else to do in combat outside of charging (some mods make it very hard to charge, even for the little guys) and that their mount be hardy or at the very least, easily replacable. A near-pure druid fits the bill pretty nicely in my experience. My small charger in current play has a fighter level and a minor experience (and gold) penalty that comes with it. Race/Stats: Deep Halfling (could be gnome, tis simply personal preference) 14/12/14/12/15/8 (feel free to rob build points from Int if desired... I just happen to like skills a lot. Spot/Listen are good for getting to throw on a buff during a surprise round, and Ride ought be maxxed out) Level Build: Here's a small-charger with a fighter level. 1 Druid/1 Fighter/13 Druid 1)Mounted Combat 2)Ride By Attack (Lance Profciency) 3)Spirited Charge 6)Power Attack 9)Craft Wonderous Item 12)Natural Spell 15)Craft Arms and Armor I know that the math says that Power Attack actually yields more damage than Spirited Charge when simply comparing each other while using a lance; however, one cannot always use a reach weapon in combat, and also when you get to self-buff with a Bull's Strength, that shifts more power over to Spirited Charge. That is why I prioritize those feats as such. There is plenty of wiggle room at the end. You could take a level of Hospitaler (or Fighter) at level 9 and immediately take Improved Bull Rush+Shock Trooper if your goal is to make DMs cry and your co-adventurers to feel inadequate. If you detest a multiclass penalty then go (7 Druid/1 Hospitaler/7 Druid) but it takes til 6th level to get spirited charge and 8th for Power Attack. This is recommended if you are doing a druid rebuild especially. Tactics: I often play up with this character and still provide comparable (or usally better) damage for the APL. My riding dog mount was nigh indestructible for my first 5 levels or so (even survived a coup de grace!), but now I've traded in for a dire bat, who is even tougher with his extra HD. Biggest downside for the dire bat is the annoyance of poorly modeled aerial combat in DnD (which prompted me to take Improved Flight as its bonus feat to make things easier), and their pitiful 40' fly speed. Anywho... when a mount is killed, it is a simple matter to summon 1d3 or 1d4+1 wolves (or some hippogriffs) to stand in. I summon extras since an encounter that killed my dog may be hazardous to my stand-in mounts as well. Often I find myself needing 1 round here or there to manuever to set up a charge, and in those times I will either cast Bull's Strength or a cure spell which can be shared with the mount. Being able to self-buff has been invaluable so far. Also being able to wildshape into a bird has saved me from doom whilst on flying mounts (sometimes summoned hippogriffs). In some combats I find myself summoning a dire wolf as a meat shield to help set up charges as well. As a small cavalry, I find that I do get to make use of spirited charge in at least 9 out of 10 combats, and so far, in every single mod. Sharing spells with the mount is a big advantage. I shared bull's strength at early levels in order to assist my canine mount in tripping enemies. Spider climb let me take my mount to all sorts of odd places. And sharing lesser vigor or cure spells really saved on the damage soaking. That's all I got for now... gotta go get dinner. |