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| #1bonzaiApr 15, 2008 11:10:56 | I came up with a thematic build for a gladiatorial tournament in a Forgotten Realms Campaign. For one of the NPC's, I came upon the idea of a Fire Gensai Swordsage Dervish. The idea being that it would focus on the Desert Wind manuevers. Yeah, I know they are generally considered weak. However, Desert wind is the set that focuses the most on boosts. As a Dervish, you will not be using your strikes that much, as you will want to take advantage of your Dervish Dance. Focusing on boosts and counters solves that problem, and the Desert wind just so happens to be the best at it (which fits my theme perfectly). Here is the 15th lvl NPC build. Fire Gensai Swordsage 7/Dervish 6/ Swordsage 1 HP: 180 Init: +7 Speed: 30ft Space/Reach: 5ft AC: 23 t: 18 F: 18 Bab: 12/7/2 Abilities: Str: 10, Dex: 17, Con: 18 , Int: 10 Wis: 16, Cha: 6 Saves: Fort 8, Ref 14, Will 14 Skills: Hide 10, Move Silently 10, Jump 7,Tumble 17, Sense Motive 10, Listen 17 Escape artist 6, Perform 15, Balance 10, Feats: Combat Expertise, Dodge, Mobility, Weapon Finesse, Two Weapon Fighting, Bonus: spring attack. Features: Dark Vision 60ft, +3 to saves vs fire, Control Flame. AC Bonus: +wis to AC Discipline Focus: Weapon Focus (Scimitar), Insightful Strike: +wis to damage on strikes (desert Wind) Defense Stance: +2 to saves while in Desert Wind Stance Sense Magic: 10 minutes study, DC 10+CL check Quick to act: +2 to initiative. AC Bonus: +2 Dervish Dance: 3/day, adds +3 to attack and damage rolls, allows full movement, and full attack, but must move at least 5 ft between attacks. Lasts for 7 rds, then becomes fatigued. Usable once per encounter. Movement Mastery: can always take a 10 on perform, Jump, and Tumble checks. Slashing Blades: Scimitars are considered light weapons. Dance of Death: Gain the cleave feat while doing the Dervish Dance. Improved reaction: +2 to initiative. Maneuvers: 13 known, 7 readied, 3 stances 1. Searing Blade (Boost): Attacks deal an additional 2d6+11 fire damage till end of turn. 2. Fan the Flames (Strike): make a ranged touch attack, deal 6d6 fire damage. 3. Fiery Repost (Counter): If opponent hits you, make a touch attack, deal 4d6 fire damage. 4. Burning Brand (Boost): Gain 5ft reach, your attack deals all fire damage. 5. Zephyr Dance (counter): In responce to an attack, gain a +4 dodge bonus. 6. Flashing Sun (strike): Make a full attack, taking a -2 penalty to all. Gain one additional attack. 7. Ring of Fire (strike): Move at twice your speed. You trail fire behind you. If you enclose some one in it, it deals 12d6 fire damage (reflex dc 19 for half). Stances 1. Flames Blessing: gain fire resistance 20 2. Step of the Wind: Ignore difficult or rough terrain. 3. Holocaust Cloak: foes who hit you with non-reach melee attacks take 5 fire damage. It seemed like a real flavorful character, and I may want to play something like that one day. So I bring it here, to see what the masters of optimization can come up with. Any help on a full 20 build would be great! |
| #2risadaApr 15, 2008 11:21:12 | You could try adding Adaptive Style as one of your feats, so you can change your readied maneuvers by spending a full round action. Also try fitting in the counter that allows you to teleport up to 100 ft towards the enemy (in case the enemy is ranged). Nice NPC you have there.... good luck ![]() |
| #3bonzaiApr 16, 2008 11:27:10 | Thank you. Feat wise, I was leaning towards having the last two feats be Imp Two Weapon fighting, and Greater Two Weapon fighting. Adaptive style is a great feat, but I am not sure if it would outweigh the extra attacks. In a full lvl 20 build I was thinking of going Swordsage 7/Dervish 10/Sword Sage 2, though I am open to suggestions. |
| #4davethemagicweaselApr 16, 2008 11:50:15 | n/m |
| #5wolfie-kunApr 17, 2008 8:08:01 | Adaptive Style is going to do more good than GTWF, but Imp TWF should be kept. That last attack from GTWF isn't going to hit very reliably with a med BAB. |