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« on: November 22, 2011, 03:29:10 AM »
Yeah, just heard from the DM that DMM is a no go. Oh well.
I like your tripper idea. I have never played one before and it should give me some combat ability beyond "I hit it with a stick" which was the direction I was going (Charger)
By combining the two archetypes I should be able to create a fairly good trip monster while still having buffs and utility to back it up. Aside from Ice Slick what kind of BC does a cleric get?
Edit: The trip modifier I have seems rather lackluster and the counter trip they get seems just ugly, how do I fix that?
Between desecrate and animate dead, what kind of minions should I pick up? Currently thinking 2 10 headed hydras provided I can A: Find them, B: Kill them
Anything more common in E6 that would make a good fodder tank/pack mule/house?
By combining archetypes I now have the following:
Holy Warrior Crusader 5/Warblade 1
St 15+1
Dx 16
Cn 14
In 14
Ws 14
Ch 8
Feats: 1: Spellfire, F: Combat Expertise, F: Improved Trip, 3: Battle Jump, B: Combat Reflexes, 6: Power Attack
HD: 5d10+1d12+12 (74 max, 50 avg)
AC: 21 (M. Full Plate, 3 dex)
Attack: +10/+5 (2d4+5/x3, +1V. Guisarme) or +7 ranged
Speed: 30, F30 (P)
Special: Divine Foe (+4 attack and damage when attacking faithful of chosen god), Turn Divine Foe 2/day, Alternate Form, DR 10/+1, Resist Fire 10, Spell like Abilities, Battle Clarity
SLA: 1/day- Enervation, Dimension Door
Spells: 5/4/3/1 or 18 Spell Points (DM is strongly considering), CL 5, Spontaneous Healing
Maneuvers: Rabid Wolf Strike, Sudden Leap, Mountain Hammer
Stances: Punishing Stance
Skills: Jump +9, Diplomacy +8, Spellcraft +8, Concentration +8
Saves: 8/2/6
+1 Valorous Guisarme (For when I do decide to charge), Mythril Full Plate, Spiked Gauntlets, big chunk of onyx (20HD worth)
Flaws: Shaky, Poor Reflexes
Not bad. I am worried about the attack modifier but since the tripping part is touch it should not be that bad, and I can always pop an ice axe or two