| Post/Author/DateTime | Post |
|---|---|
| #1kelb_havocJun 13, 2009 16:10:54 | Here's something I'm tinkering with, and I decided I'd ask for a little help. I'm trying to make a fighter 20 geared for killing arcane spellcasters. I have my own ideas on the matter but I thought I'd ask the CO guys for ideas/comparisons. 30pt buy for abilities, no Forgotten realms, and only the ECS, RoE, and MoE for Eberron, and no Unearthed Arcana. Otherwise anything goes. Please note I'm looking for practical optimization, something a sane DM would allow. Edit: almost forgot, please don't tell me I should be playing a Warblade, or multiclassing my brains out. I know the fighter's not the best guy for the job but I still want to give it a try. Edit 2: a detail I did forget earlier: max LA +2 |
| #2nice2meetuJun 13, 2009 16:50:43 | As a sketch, if you appreaciate the idea or not at all: Kobold, use the web enhancement so he can count as tiny (it is like powerful build, but the other way round). Confound the Big Folk and Underfoot Combat (RoW) - run into their space if they are medium sized or bigger, and get some goodies the next round. Now you threaten all the squares around them. If psi is allowed, wild talent & stand still (XPH) will be very helpful in this situation - as you can keep the mage fixed in place. Combat reflexes Together with a spiked chain and stand still you could prevent others from closing, to help this poor guy. Mage Slayer, Pierce Magical Concealment & Protection (CW) Dash Improved Init & all other feats into things that give + init, like quick reconnoiter, blooded, whatever you find Simple and forward: Win init, run into their space, use standard action to pierce magical protection. Next round they are treated as if flat footed, so kick in all power attack you got. For small casters, prepare a magic item that reduces your size, or ask the party's caster. _______ Now, I am off laughing hard at this build. This is probably too funny. Let them call you the Skaterbold (skate in kobold). Edit: Alternative if psi is not in: Drop Pierce Magical Protection And go for either Dire flail smash (CoR) or Anvil of thunder (CW) & in either case dual strike (Cadv). Skate in their position and dual strike them. Pray you hit and they won't make their save vs daze. Could also be fun to get some antimagic field, then however, all the low level helpers (mage slayer tree) become pointless. |
| #3jseahJun 13, 2009 16:56:32 | Might want to look at the Anti-Caster Thread over in BG forums. http://brilliantgameologists.com/boards/index.php?topic=3821.0 It's very heavy CO, so expect the strats to be way out there. I heard something about Imperious Command, anyone knowing about that? There was also the trick of the adamantine, shrunken shoe to counter the adamantine, shrunken hat that countered AMF. Otherwise, you need to hope the GM is cracking down on Contingency... (ie. Craft Contingent Spell is banned) Might also want to look at Horizon Walker 6, for DD every 1d4 rounds. WILL save your ass all time, not just against casters. That said, the above post mentioned initiative. That is the major problem. Initiative MUST be won at all costs. Unless doing so ruins your "killing move". |
| #4kelb_havocJun 14, 2009 2:51:53 | Right now I'm looking at using a Half-elf with combat focus, iron will, and indominatable will; to try and shore up my normally low will save. That's only up to level 3 though and I still haven't looked too much into magic items just yet. Keep the ideas coming please :D |
| #5ninjarabbitJun 14, 2009 6:45:23 | You might want to change your race to dwarf, the +2 racial bonus to saving throws against spells and spell-like abilities goes a long way. You also might want to consider archery instead of melee, that way you have a better chance of taking of taking out a spellcaster before he has a chance and you're out of range of many of the spellcaster's spells, especially a lot of the spells that require a will save. |
| #6Omen_of_PeaceJun 14, 2009 15:41:33 | Check out the Lockdown build. The basis is reach+Mage Slayer to prevent casting, and reach+Thicket of Blades+Combat Reflexes+Standstill to prevent moving out of your threatened zone. You'll want to diversify to pick up some ranged abilities as well. |
| #7kelb_havocJun 14, 2009 18:01:58 | I've actually seen the lockdown build, but unfortunately I'm pretty sure some of what was mentioned isn't available to me. |
| #8nice2meetuJun 14, 2009 19:50:32 | Sounds like there will be no Stand Still and ToB. Other tactics: If you know who the spellcaster is and you are within charge range, always ready a charge action to disrupt spellcasting. Also get Hurling Charge from Minis Handbook (p. 27), which allows you to throw a weapon during your charge - like a net. Then quick draw a spiked chain. Obviously you have the net ready to charge, not the spiked chain. The sequence is pretty straightforward: Charge, before you hit, net. The caster now is forever within your range. AoO the **** out of him, using the Mage Killer feat chain. A good alternative to the net is the harpoon from Stormwrack (p. 107). If you do not like spiked chains, and are more a friend of spiked armor and stuff, I suggest heading for Shield Slam (Complete Warrior p. 105) to force a Fort save or daze. Throw in bloodspiked charger (PH2 p. 92f) and you get two attacks on a charge + some added damage. It could be interesting to add a mount via Wild Cohort to add more movement options to your charge. Look for some nice feats that enhance druid companions, like exalted companion to get a pegasus (BoED p.42) - now you can fly. Another good thing as a rider is that you can make ranged full-attacks while moving, so boomerang daze (RoE) could be nice, instead of the harpoon / net. Sidenote here: If you decide to use a net, do so without proficiency, it is a touch attack and fairly easy. Furthermore mounts greatly enhance your mobility, as they have their own move actions, as described in "rules of the game" here (off-topic: there you can also find the reasoning why scouts can ride and get skirmish). You are furthermore ready to take spirited charge, which doubles your damage on a charge attack - however, only with your melee weapons (which would make the net more interesting, that could also be bound to your mount, if its Str is higher than yours). I wonder what happens if a mount at full speed draggles someone in a net... Cries for a houserule. And to repeat: All spare feats into initiative^^ |
| #9blightersbaneJun 14, 2009 23:12:52 | Alignment ? paragons are aloud? any other class allowed or just Fighter? LA +2 plus any HD? Half fey? BB |
| #10kelb_havocJun 15, 2009 0:36:30 | Alignment ? paragons are aloud? any other class allowed or just Fighter? LA +2 plus any HD? Alignment unrestricted, no paragons, Just fighter, LA+2 no restriction on racial HD. |
| #11blightersbaneJun 15, 2009 12:03:52 | I dont know about you but a guy weilding a toothpick with butterfly wings has pure intimidation written all over him! Archer build, work the feats get some acidic arrows, explosive arrows for secondary damages, barbed arrow heads = movement hurts with the pain and all, arrows with the spell "silence" on them, some with darkness, some with an explosive blinding quality, then shoot the spellcaster! Any magic arrows you pick up get some that ignore concealment, some phase arrows to penetrated force walls etc basically with the handy quiver of elonna (spelling) you pull out what you want...make sure you have some form of true seeing to avoid miss chance of mirror image, displacement or like spells. Im sure there is a whole list of magic and man-made arrows you could design especially combining them! tricks I learned/just thought of: when you are shooting off expensive arrows, only have the head and first few inches of arrow enchanted, you can then create a natural break point when the big bad ugly breaks off your arrow, as a side effect when he tries to rip it out the head stays in. Either way after he's dead, dig your arrow heads out, if your a bowyer fletcher design a screw head to discard wood shaft. 2nd part have a break away arrow head have arrow head enchanted, if monster gets away, you now have a built in tracer with whatever spells would do such a thing and the wiz could easily find big bad ugly...call it your tracker round! arrow heads that are glyphed that get more than X amount of feat away from the bow auto expload of deliver spell X. Kind of like explosive ruins on a arrow with a natural break piont made so when arrow is pulled it triggers explosion or what ever spell you could think of/get away with. Blightersbane BB |
| #12kelb_havocJun 15, 2009 18:09:18 | I like the idea of explosive runes on an arrow and arrows that carry spell effects, I had been thinking about something like that as a first line of offense anyway. Particularly an arrow or three made to cast dimensional anchor on impact. Last thing I need is that weasely arcanist teleporting away :P |
| #13kelb_havocJun 18, 2009 16:10:49 | That's it? No more advice for my fighter? |
| #14rungardJun 18, 2009 19:33:32 | My recomendation is about race not about feats have you seen the Spellwarped template of MM3 it has spell resistance bonification to all the phisical stats and the ability of absorb the magic negated trougth sr into bonuses combine it wit an object from DMG2 that's give you +5 to your SR and a feat that give you +2 (that is in some drow book) and you have a really good defense. That is my opinion also you are considered aberration (with pros an cons) |
| #15themistoklesJun 19, 2009 3:34:29 | That's it? No more advice for my fighter? You could try the following: 1. take improved unarmed strike and improved grapple feats, add superior unarmed strike and improved natural attack to get good damage dice. 2. max out your (non-magical) initiative mod (so DEX first, improved initiative feat, whatever else you can find) 3. Get the following items: a. AMF torc b. Belt of battle c. Time Stop in greater ring of spell storing (or on scroll via UMD). d. Flight item and boots of speed (for 90ft move) The remaining x-5 feats and wbl go into protective stuff vs everything a wizard can do to you (mind blank, death ward, ToB maneuvers, whatever) and also into something to max out your ability to research about where the wizard truly is (true seeing, see invisibility, arcane sight, spot/listen, gather information, npc contacts, access to bardic knowledge, contact other plane etc.) After having found the wizard, do the following: 1. Activate time stop 2. Move next to wizard, possibly with up to 8x your move (due to belt of battle, possibly 810ft in total* - this avoids nasty anticipate teleport effects) 3. Activate AMF 4. Win initiative. 5. Grapple 6. Wizard is dead. The good thing about this approach is: - the wizard may avoid a surprise against him (DM's call whether foresight would work in this case, I'd as a DM say yes), but the loss of all his magical initiative-boosters etc. mean he likely loses initiative . - immediate castings/abrupt jaunts are suppressed in the AMF - any contingencies (and I mean ANY) will simply not work - the fighter does not need to be level 20 to pull it, the prereqs could be met possibly at level 12 or so already (wbl being the restriction here, and how lenient your DM is towars use of 9th level effects before pc levels of 17) - in case the wizard is just an astral projection of himself, the AMF would likely mean the cord snaps and the wizard is dead anyhow (again DM call, in this case I'd rule it against the wizard). Hope that helps. *EDIT just noticed that some sort of time-warping effect of the belt of battle would overlap with the time stop effect. Would this result in the destruction of the multiverse? ![]() When in doubt, just leave out the belt of battle - you could still move a minimum of 450ft in the time stop and still activate the AMF within the minimum two time stop rounds. |
| #16magmer1Jun 20, 2009 0:09:59 | If incarnum is allowed I would pick up shape soulmeld :blink shirt and midnight dodge instead of dodge. At will 20' teleport. |
| #17hanniballJun 20, 2009 11:02:14 | While not dedicated to Mage-Slaying, Snow Savant's "Gatling Chain Gun Tripper" thread is classic Fighter 20 at its best: http://forums.gleemax.com/showthread.php?t=163005 Either way...just my 2 cp |