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Old 08-15-2006, 12:16 PM   #1
StigTC
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Join Date: September 15, 2002
Location: Denmark
Age: 44
Posts: 513
There's not that much to say about this build, it's a high AB, high damage fighter 11 / weapon master 28 / rogue 1 build.
It certainly has it's weaknesses, but it seems to shine in Undermountain if you use the right equipment.

I'm not gonna tell what to take for each level, but just list the requirements for the build to work and the level by which you need them.

The starting attributes should be:
Strength 20.
Dexterity 13.
Constitution 8.
Intelligence 13.
Wisdom 8.
Charisma 6.
You will have one point left after that, I recommend putting that into dexterity since that's the only attribute where it will actually make a difference (since you can't put it into intelligence due to cost).
Also, your intimidate skill should get 2 points right from the start.

During the first 10 levels (all fighter levels) you need the following feats and skills:
Dodge.
Mobility.
Expertise.
Spring Attack.
Whirlwind Attack.
Weapon Focus (Any simple or martial weapon).
Weapon Specialization for your chosen weapon type.
Improved Critical in your chosen weapon type.
Intimidate, raised to 4.

The next 28 levels form there should be weapon master (This is a half truth though, but I wont get into the details of that just yet). During these levels you should get the following feats (I've tried to put them in order of importance):
Great Strength VI, these feats should be taken whenever they can, they take priority over any other feat, take them whenever you can until you have 6 levels in it.
Power Attack.*
Cleave.*
Great Cleave.*
Overwhelming Critical.
Devastating Critical.
Epic weapon focus.
Epic Prowess.

There are some more feats that can be taken besides these and some of them can't be taken until after level 20 (I've marked those that can be taken before with an asterix). Besides those that are essential to the build, I recommend the following:
Improved Power Attack.*
Blind Fight.*
Toughnes.*
Epic Armor Class.
Epic Toughnes.

At level 39 you should take the 11th fighter level, this is because that after the 28th weapon master level, there are no longer enough total levels left before 40 for the weapon master prestige class to give you any more benefits. The fighter class however offers you a feat that no other class can give you (as far as I remember):
Epic Weapon Specialization!
This feat might not be an essential, but I'll be damned if I'm gonna give up on +2 damage to each and every hit that I land on an enemy, so Epic Weapon Specialization it is.

That leaves just 1 level before we hit the cap and if you've actually read this whole thing, you'll have noticed that the only class left from the build, is the single level of rogue. The even more perceptive of you will have noticed that I haven't distributed any skillpoints at all after I got the 4 intimidate that I needed to become a weapon master. This i because the rogue gets all those nice class skills such as:
Use Magic Device. Use it, love it, worship it's cheesiness.
Tumble. Yes, you could have put points into this before, but if we wait until this level, we get 4 more armor class for free since the tumble points now only cost half.
Open Lock. Nowhere near being essential, but it comes in handy sometimes.
Spot or Search. Because I have no clue whatsoever as to which one of them helps you spot secret door. Not as important as it used to be, after we got the new portal system. But let's face it, finding traps when you're level 40 just isn't worth it, they just don't have enough kapowy to be worth it.

Now, about those 28 half-true successive weapon master levels. These are only half-true because you can actually move the 11th fighter level to level 21, 24, 27, 30, 33 or 36 if you want to without changing anything vital to the build. The only thing that matters is that it falls on a level where you are allowed to chose a new general feat.

I'll be the first to admit that this build is heavily dependant on getting your hands on some value armor, this is due to the build being pretty damn offensive and offering little thought to the defensive side of combat, this can however be remedied by chosing a single handed weapon alongside a shield.
Another weakness to the build is that if you don't get your hands on a weapon up near the +10 range, you will be up a certain creek without a paddle when you hit the Proving Grounds and other similar places with very high AC enemies.

There are a few other things to note about the build:
1 - Since the strength can get as high as 48 with equipment, it actually makes a difference to go with two handed weapons and getting that 1.5 multiplication to the strength modifier, it does after all mean 9-10 points of damage more to each hit.
2 - You can actually use an exotic weapon if you want to, this means that you 'll be giving up on one of your low level feats though. It's a small sacrifice, but with the exotic weapons that are currently in Undermountain, it just isn't worth it.
3 - The person writing this has before been called a rambling madman, so all this info is to be taken with a grain of salt...

Hope you all find good use for it.
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One fine day in the middle of the night, two dead boys got up to fight, <br />Back to back they faced each other, drew their swords and shot each other. <br />The deaf policeman heard the noise, and came and shot those two dead boys. <br />If you don\'t believe this joke is true, ask the blind man, he saw it too!
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