Mage Slayer Build

Post/Author/DateTimePost
#1

jang-gun

Aug 01, 2009 8:37:39
Okay, so I didn't make it clear, my bad. The build I have set forth later in the post is the build I will be using. I don't want suggestions that include wild dipping into random classes, nor wild race suggestions. The only allowed races are the core races. Mage Slayer is a generic title for this build. While I do expect to go up against a caster every now and then, this build is being built towards the direction of being versatile and useful in all encounters. Please limit advice towards improving the feat selection or tweaking the original build in order to maximize its utility.


fighter 1 / combat rogue 1 | Bonus featx2, Trapfinding
fighter 2 / combat rogue 2 | BF, Evasion
fighter 3 / combat rogue 3 | BF, Trap Sense +1
fighter 4 / combat rogue 4 | BF, Uncanny Dodge
fighter 5 / combat rogue 5 | BF
fighter 6 / Kensei 1 | BF, Signature Weapon
fighter 7 / Kensei 2 | Power Surge
fighter 8 / combat rogue 6 | BF
fighter 9 / combat rogue 7 | BF, Improved Uncanny Dodge
fighter 10 / combat rogue 8 | BF


The Feat Chain
10 Bonus feats from class levels, 4 bonus feats from levels, 1 from Human: 15 total Bonus Feats


Human: Mage Slayer
1st: Power Attack
Ftr 1: Improved Bullrush
Rg 1: Combat Expertise
Ftr 2: Pushback
3rd: Improved Trip
Rg 3: Sweeping Trip
Ftr 4: Combat Reflexes
Rg 5: Weapon Focus (Halberd)
Ftr 6: Shock Trooper
6th: Pierce Magical Protection
Ftr 8: Combat Focus
Lvl 9: Combat Vigor
Rg 9: (unsure)
Ftr 10: (unsure)


The campaign begins at third level and will probably end around 10-12. The reason for going into Kensei is that the DM has stated his campaign setting is distinctly low magic, and I thought that being able to imbue my own weapons and the occasional +8 strength bonus would be extremely utilitarian. If you guys have any suggestions for crowning feats or other general advice, let it fly. I'm not strictly out to optimize him to do anything other than control the battlefield.
#2

kabof_

Aug 01, 2009 10:27:20
Feat Rogue 2/Hexblade 3/Occult Slayer 5//Bariaur LA1/Fighter 4/Witch Slayer 5.
Evasion, Mettle, SR 11+lvl, Cha to saves vs. spells and SLA, etc.

As a weapon, you really should use a Spiked Chain.
#3

Wyvernhand

Aug 01, 2009 12:21:06
Dare I suggest a bit o' Suel Arcanamach? Dare I?

Course, that shuts out the Mage Slayer idea, but you get Dispelling Strike!!! WOOOO!!!

Maybe like Hexblade3/Fighter2/Barbarian1/Suel4//Rogue10

attack from Invisible (and Hiding with Darkstalker) with a 2handed power attacking Whirling Blade with Dispelling Strike, Staggering Strike, Craven, and 5d6 SA and Spellstored Vampiric Touch.

BOOM! HEAD SHOT!
#4

hijaxx

Aug 01, 2009 12:39:42
So what I set out to do was to craft a character that would show him that ToB is rather tame compared to the things that Fighters can do´

Its generally not nice to make a build that lies to your DM
and maybe change his attitude towards non-casters.

depending on his current attitude, a noble cause or an unholy quest.
#5

Senevri

Aug 01, 2009 13:43:08
Well, Fighters-as-a-role, albeit not Fighter-as-a-class.

Well, for an example, our group didn't really understand the numbers initially - we thought fireballs were powerful and 50 points of damage per round was a whole lot at level 15.... This was back in 2002 or so, admittedly.
#6

jang-gun

Aug 02, 2009 12:12:18
Okay, I edited my original post. I did not make it clear at first that I wanted to avoid wild dipping. I know that this is the Optimization forums and dipping is the name of the game for optimization's sake, but this is a build I actually plan on trying to use. Please try to limit advice on how to tweak the original build to get the most mileage out of the feats and the character being a fighter type that is useful in all situations
#7

hijaxx

Aug 02, 2009 15:24:33
ok, one question:
we cant change the original build.
how are we going to help you, exactly?

or was that just a phrohibition of wild dipping?
#8

dandu

Aug 02, 2009 15:41:49
Knock Down is in the SRD and gives you a free trip attempt if you do more than 10 damage to someone. Syngergises well with Improved Trip.

Not sure how well you'll do against casters though. From the looks of your build, you're gestalt, so i think you could invest in some wands?

And you'll want your Fighter side to progress as a Kensai. You lose some feats in exchange for special abilities. The rogue side loses out on skills, which are going to be more important than more feats imho, considering that you'll probably have enough feats being a feat rogue.