Almost Alice

Post/Author/DateTimePost
#1

waazraath

Jan 05, 2010 15:39:50
Inspired by resident evil – extinction, I wanted to make a dual kukri wielding melee fighter. For a decent representation of Alice, you’d need next to the kukri’s at least some psionic goodness and unarmed martial prowess. That was too much for me at the moment, so for now, there’s just Almost Alice.

Hope to get some comments, feedback and improvements for the build!

Race: human
Classes: warblade 1 ranger 2 rogue 1 binder 3 fighter 2 blood claw master 2 rogue +1 warblade +1 rogue +1 warblade + 6 (multiclass legal, without XP penalties)

Idea behind the build:
- mobile melee fighter
- 2 weapon fighting, many attacks
- extra damage from critical hits, sneak attack
- as good as automatic succes on confirmation rolls (with warblade class ability and the confirm critical feat)
- telling blow to add sneak attack damage to every critical
- blood in the water for +1 on attack and damage for each critical

The end result has almost full BaB (+18 at lvl 20), good saves with the exeption on will (but hey, iron heart surge & iron heart focus!) with evasion and int on reflex saves, is able to function as a decent scout (trapfinding, track, nice total skillpoint amount) and has some minor abilities like 1 favored enemy, full str bonus on off hand attacks, no -2 for 2wf, see invisibility at will, pact augmentation 1, improved uncanny dodge and some minor stuff. Ow, and at the end it’s a martial adept with IL 15.

The build starts working already at level 1, when you have the confirm critical, a kukri and blood in the water. You won’t trigger your stance to often, but when you do, the +1 already counts at this level. At lvl 3 you’re fighting with 2 kukri’s, highly raising the chance of a crit. At lvl 4, sneak attack is added to the mix, which improves to 1d6 + character level at lvl 6 and 3d6 + character lvl at lvl 7. At lvl 9 the build is as good as finished, in concept: improved critical adds a lot of criticals, and telling blow gives SA damage on every one of them. The rest of the levels other options are added in: pounce and charge bonusses on lvl 16, extra attacks during several levels, staggering strike to impose a negative condition on anybody struck by a SA, the warblade ability to add int to the confirmation roll and, with clarion commander, the possiblity to take a move action to make a DC 20 intimidate (auto-success) to flank somebody for 10 rounds.

Ability scores:
Wis < cha < int < con < dex < str

Feats:
1                    weapon focus (kukri)
1human                confirm critical (kukri)
2ranger                track
3                    improved initiative
3ranger                two weapon fighting
6                    craven
8fighter                improved 2 weapon fighting
9                    improved critical (kukri)
9fighter                telling blow
12                    staggering strike
15                    greater 2wf
17warblade                white raven defense
18                    clarion commander

Skills of note:
- tumble: maxed out
- intimidate: auto succes against DC 20 at lvl 18
- Survival & search (for trapfinding and tracking)
- spot & listen as much as possible

Manouvers

1    Blood in the water, wolf fang strike, sudden leap, steal wind
10    Flesh ripper
13    Iron heart surge
15    Dancing Mongoose
16    Pouncing charge replaces wolf fang strike, leading the charge
17    Iron heart focus
18    white raven tactics replaces steal wind
19    Iron heart endurance
20    Raging Mongoose replaces sudden leap

Base saves: 17 12 6

Some basic tactics:
- Go for the grunts. The build works best if it can load up a few rounds, killing random orcs with criticals some rounds before charging the giant with a lot of +++ from blood in the water.
- flanking is important, find party with a flanking buddy (or a summoner), from level 18 onward: spend a move action for perpetual flank
- if the DM is crazy, drag a troll in chains with you to keep blood in the water active 24/7 with +much/+much to hit and damage.
#2

phaedrusxy

Jan 05, 2010 15:55:24
Inspired by resident evil – extinction, I wanted to make a dual kukri wielding melee fighter. For a decent representation of Alice, you’d need next to the kukri’s at least some psionic goodness and unarmed martial prowess. That was too much for me at the moment, so for now, there’s just Almost Alice.

No time to look over the details of your build at the moment, but you might consider an ardent/swordsage as the basis for such a build with psionics. Ardents are quite tolerante of multiclassing, unlike most other casting/manifesting classes. They are also wisdom based, and so mesh well with the swordsage. They lack in skills terribly, but the SS takes care of that. A psionic JPM might be a decent way to progress this later.

You're going to have a lot fewer feats this way, but psionic powers and mantles will compensate somewhat for that. A 2-level dip into ranger is still probably a good way to go, also.