Bringing back the *Bamph* Fighter

Post/Author/DateTimePost
#1

jondera

Dec 04, 2008 9:10:08
All right, so I was doing some looking around the other day for interesting fighter builds, and browsed through the old Bamph Fighter thread. Mildly intrigued, I did a little looking around myself, and have my own thoughts on the build... but I'd like to see what the greats around here can do with it.

Human Fighter 2/Rogue 5/Dragonmark Heir 3/Blade of Orien 10

Feats:
1: Favored in House, Least Dragonmark (Dimension Leap), Exotic Weapon Prof: Spiked Chain
2: Combat Expertise
3: Quicken Dragonmark (Least)
6: Improved Trip
9: TWF
12: Improved TWF
15: Combat Reflexes
18: ((Not sure... any recommendations?))

With 8 uses of quickened dimension leap at 5-foot intervals (rather than the normal 10 foot intervals), and a 2/day Blink effect, there's lots of ability to get sneak attacks... I could probably squeeze more than 3 dice of SA out of the build, but this is just a preliminary concept. Tripping, AoOs, and TWF are around to take the greatest advantage of your superior mobility and ability to make lots of full attacks.
#2

frerezar

Dec 04, 2008 9:33:22
double hit would seem to naturally follow as feat. idk the prerequisites so ...
#3

vglcat

Dec 04, 2008 15:18:51
well this may be a dissapointment but i no nothing about the bamph fighter. but if there's a bamph fighter then thier needs to be a woosh wizard.....
#4

carnivore

Dec 04, 2008 16:14:07
Horizon Walker will give you more for your Investment.... a Combination between Jaunter and Horizon Walker seems best

Ranger 3/ Fighter 1/ Jaunter 4/ Horizon Walker 6/ xxxx 6

gives many more options:


heres a fun build i did a while back:

The Transporter
The Transporter

Fire Elf(+2 Dex,+2 Int,-2 Con,-2 Cha)

Ranger 2((Substitution lvl 1) Trapfinding Variant)/ Monk(Cobra Strike Variant) 2/ Swashbuckler 3/ Swordsage 2/ Crusader 2/ Champion of Corellon 2/ Jaunter 4/ Shadow Dancer 2/ Exotic Weapon Master 1

Ranger((Elf Substitution lvl 1) Trapfinding Variant) 1.... looses track, Gains Trapfinding and Disable Device is Class Skill, also Sub lvl gives 8 Skill points!!!!!.... @ 1st level he gets 44 skill points!!!


Attributes:
32 point buy

20 Str(base 14 +6 Belt)
32 Dex(base 14 +2 Racial +5 lvls+5 Inherent+6 Belt)
18 Con(base 14 -2 racial+6 Belt)
26 Int(base 14 +2 Racial +4 inherent+6 Belt)
20 Wis(base 14 +6 Belt)
14 Cha(base 10 -2 racial +6 Belt)



Feats:
2 Wpn Fighting(ranger bonus)
Weapon Finnesse(Swashbuckler bonus)
Dodge(monk bonus)
Mobility(monk bonus)
Spring Attack(CoC bonus)

1st lvl Combat reflexes
3rd lvl Improved Weapon Familiarity
6th lvl Combat Expertise
9th lvl Mounted Combat
12th lvl Shadow Blade
15th lvl Weapon Focus(Lightblade)
18th lvl Robilars Gambit

Exotic Weapon Stunt:
Twin Exotic Weapon Fighting – when wielding the
same Light Exotic Weapon in each hand, you
are treated as having the Feat: Two Weapon
Fighting. If you actually have the feat, then the
penalty is reduced from –2 to –1 on each hand.

Martial Manuvers:
Swordsage ... 11th lvl Initiator...6th lvl manuvers
Crusader ...... 11th lvl initiator ... 6th lvl manuvers
Also he has Access to a few Shadow Hand manuvers and other Manuvers(Devoted Spirit,White Raven,etc...)... but Shadow Hand also have some Quick Teleport abilities, and great combat manuvers and Stances. i havent even looked into what would be best.... feel free to suggest some.

What this Build gives:
Dex to Attack
2x Dex to Damage(CoC 2, and Shadow Blade feat... using Lightblade(Shortsword)
Str to Damage
Int to Damage
Wis to AC
Dex to AC

BAB +16
Attack bonus=BAB +16 +11 Dex +5 Enhancement +1 Haste -1 2 Wpn Fight= +32
Full Attack with 2 weapon Fighting Improved 2 weapon Fighting and Speed Weapon =
+32/+32/+27/+22/+17 and +32/+27 and 11 AoO @+32 Robilars Gambit

basically he gets 14 Attacks @ +32 and +27/+27/+22/+17 ... all doing Average +47 Damage each Hit .... if all hit he does 846 Damage/round..not too bad for a 2 Weapon Finnesse fighter who doesnt need Power Attack, and he heals 18d6 per round if all hit ..... this doesnt even take into consideration Martial Manuvers from Swordsage or Crusader

+35 to Damage without counting Weapon Enhancements or anything other than Attributes, total Weapon Damage= +35+ 5 enhancement +1d6 Vampiric +1d6 Weapon= Average +47 Damage each Hit

weapons:

212000gp(+/-)2 swords =
1) +1(+5 GMW) Keen Vampiric Speed with Vanishing Kaorti resin Elven Lightblade 1d6(15-20/x4)
2)+1(+5 GMW) Keen Vampiric Eager Transmuting with Vanishing Kaorti resin Elven Lightblade 1d6(15-20/x4)

due to some feeling that Kaorti resin is cheesy... just ignore that part if you want... make them Adamantine

200000gp +6 belt of magnificense
238770gp 9 points Inherent Bonuses(Wishes cast by 17th lvl Wiz)
10000gp Ring of Avoidance 3/day +20 Deflection AC 1 round
6000gp Ring of Anticipation
43200gp 2x Tooth of Dahlver Nar(Leraje.... cast greater magic weapon @20th Caster level... to give Each Sword +5 Enhancement, that lasts 20 hours)
8000gp Gloves of the Balanced Hand .... give Imp 2 Weapon Fighting
12000gp Boots of Speed
#5

emansdrawkcab

Dec 05, 2008 0:14:06
There's also multi-pounce builds, such as this and this.
#6

Wyvernhand

Dec 05, 2008 0:43:06
There's also multi-pounce builds, such as this and this.

Multipounce builds are kind of illegel anymore, due to the FAQ clarifying that the RKV's ability to gain additional swift actions per round can only be used once time. Thats kind of a bummer, but it does reign in things like these and Chuck.
#7

frerezar

Dec 05, 2008 8:53:32
I hope you mean that the RVK vindicagto's ability ahs been reduced to once per round and not per encountr ro something horrible like that, because then i might cry
#8

Wyvernhand

Dec 05, 2008 11:00:38
I hope you mean that the RVK vindicagto's ability ahs been reduced to once per round and not per encountr ro something horrible like that, because then i might cry

Yea, once per round. Still good, but not abusive in the way that Chuck or any of the various multipouncers do it.