Playable from levels 1-40...PvM

With a new pirate based module, I thought I would release a rapier and dagger swashbuckling weapon master. This character is a strictly RP (read not min/maxed, severely deficient) attempt to create a rapier and dagger weapon master. I wouldn't try to play this character in any setting outside of a primarily RP one, as pretty much any character could wipe the floor with this one. Honestly though, it does hold its own in a one on one fight against other melee builds (non dev. crit. setting). It does succeed in getting a high AB, focusing in both a rapier and dagger, and getting all the combat feats and skills an expert fencer should have. For feats, one would expect a fencer to know the knockdown and disarm techniques as well as expertise, which he has. For skills, he has a high discipline and concentration (which any focused warrior should have), parry (not a useful skill, but could he call himself a master fencer without it?) he has tumble (acrobatic grace, for swinging from the occasional chandelier) and taunt (Psychological warfare is a must for a weapon master, it also fits the swashbuckling personality).

Advantages

-High AB while dual wielding. A 45 AB while dual wielding is very good.
-High critical threat range. He has a 13-20 threat range with a mundane Rapier and an X3 multiplier with that weapon. He's not bad with a dagger either (15-20 x3). Against enemies who are vulnerable to critical hits, he does a good deal of damage.
-Fair AC. It could be better, but it's okay. Unfortunately he doesn't have uncanny dodge.
-Improved Knockdown and Improved Disarm. Good abilities for taking an opponent out of a fight.
-A high Taunt Skill. Against opponents who haven't maxed their concentration he can lower their AC by upto 6 points.
-A high Parry Skill. In a one on one fight, this skill can be useful, but it is pretty pointless otherwise.

Disadvanges

-Mediocre hitpoints. For a melee character, 476 is kind of low.
-Low Saves. Pretty much any spell or anything requiring a save will get this character.
-Melee is his only form of attack. If he can't damage an opponent with his weapons he can't hurt them.
-Low Damage. Weapon specialization helps a little, but he doesn't do well against opponents who are immune to critical hits or have damage reduction.

Master Fencer

Race Human

Alignment Any

Base Attribute
STR 14
DEX 16
CON 14
WIS 8
INT 14
CHA 10

Leveling Guide
Levels 1-12 Fighter
Levels 13-31 Weapon Master
Levels 32-39 Fighter
Level 40 Bard

Final Level Distribution
Bard 1
Fighter 20
Weapon Master 19

Attribute Bonuses
All 10 go to Dexterity

Feats
Level 1: Weapon Finesse, Weapon Focus (Dagger), Weapon Focus (Rapier)
Level 2: Expertise
Level 3: Dodge
Level 4: Weapon Specialization (Rapier)
Level 6: Weapon Specialization (Dagger), Mobility
Level 8: Spring Attack
Level 9: Whirlwind Attack
Level 10: Ambidexterity
Level 12: Two-Weapon Fighting, Improved Two-Weapon Fighting
Level 15: Improved Critical (Dagger)
Level 18: Improved Critical (Rapier)
Level 21: Knockdown
Level 24: Improved Knockdown
Level 25: Weapon of Choice (Dagger)
Level 27: Disarm
Level 28: Epic Weapon Focus (Rapier)
Level 30: Improved Disarm
Level 31: Epic Weapon Focus (Dagger)
Level 33: Blind-Fight, Epic Weapon Specialization (Rapier)
Level 35: Epic Weapon Specialization (Dagger)
Level 36: Great Dexterity I
Level 37: Epic Prowess
Level 39: Great Dexterity II, Armor Skin

Final Attributes
STR 14
DEX 28
CON 14
WIS 8
INT 14
CHA 10

Final Saves
Fortitude 22
Reflexes 29
Will 15

AB and Damage

(No buffs, normal Rapier and Dagger)
45/40/35/30 8+1D6 (13-20 x3)
45/40 7+1D4 (15-20 x3)

(+12 to Dexterity, +5 keen Rapier, +5 keen Dagger)
45/40/35/30 13+1D6 (10-20 x3)
45/40 12+1D4 (13-20 x3)

Maximum AB: 73 (71 while dual wielding)

AC
29 (30) (Robes)
32 (33) (Robes and Tower Shield)
54 (55) (+12 to Dex, +5 Robes, +5 Ring of Protection, +5 Amulet of Natural Armor, Boots of Speed)
62 (63) (As above, but with +5 Tower Shield)

Hit Points 476 (Max Every Level)

Final Skillpoints 217
Concentration 40 (42)
Discipline 43 (45)
Intimidate 4 (4)
Parry 43 (52)
Taunt 43 (43)
Tumble 40 (49)


Skillpoint Distribution
Level 1: Concentration 4, Discipline 4, Intimidate 2, Parry 4, Save 4
Level 2: Concentration 1, Discipline 1, Parry 1, Save 6
Level 3: Concentration 1, Discipline 1, Intimidate 1, Parry 1, Save 6
Level 4: Concentration 1, Discipline 1, Parry 1, Save 8
Level 5: Concentration 1, Discipline 1, Intimidate 1, Parry 1, Save 8
Level 6: Concentration 1, Discipline 1, Parry 1, Save 10
Level 7: Concentration 1, Discipline 1, Parry 1, Save 12
Level 8: Concentration 1, Discipline 1, Parry 1, Save 14
Level 9: Concentration 1, Discipline 1, Parry 1, Save 16
Level 10: Concentration 1, Discipline 1, Parry 1, Save 18
Level 11: Concentration 1, Discipline 1, Parry 1, Save 20
Level 12: Concentration 1, Discipline 1, Parry 1, Save 22
Level 13: Discipline 1, Save 26
Level 14: Discipline 1, Save 30
Level 15: Discipline 1, Save 34
Level 16: Discipline 1, Save 38
Level 17: Discipline 1, Save 42
Level 18: Discipline 1, Save 46
Level 19: Discipline 1, Save 50
Level 20: Discipline 1, Save 54
Level 21: Discipline 1, Save 58
Level 22: Discipline 1, Save 62
Level 23: Discipline 1, Save 66
Level 24: Discipline 1, Save 70
Level 25: Discipline 1, Save 74
Level 26: Discipline 1, Save 78
Level 27: Discipline 1, Save 82
Level 28: Discipline 1, Save 86
Level 29: Discipline 1, Save 90
Level 30: Discipline 1, Save 94
Level 31: Discipline 1, Save 98
Level 32: Concentration 20, Discipline 1, Parry 20, Save 62
Level 33: Concentration 1, Discipline 1, Parry 1, Save 64
Level 34: Concentration 1, Discipline 1, Parry 1, Save 66
Level 35: Concentration 1, Discipline 1, Parry 1, Save 68
Level 36: Concentration 1, Discipline 1, Parry 1, Save 70
Level 37: Concentration 1, Discipline 1, Parry 1, Save 72
Level 38: Discipline 1, Parry 1, Save 75
Level 39: Discipline 1, Parry 1, Save 78
Level 40: Discipline 1, Parry 1, Taunt 43, Tumble 40
_________________
Two wrongs don't make a right but three lefts do. Personally I would prefer to go fighter/rogue/wm or fighter/SD/weapon master

Evasion/improved evasion benefit from high DEX
Uncanny Dodge allows you to keep your (considerable) DEX AC if caught flatfooted.
Epic Dodge is a must for an epic DEX build if you can qualify.
Sneak attack (rogue only) helps out quite a bit especially if you combine with knockdown.

Bard adds a place to dump your skill points on the last level of the build IMO. If you drop 10 levels of fighter from this and take shadowdancer for example you lose 5 fighter bonus feats, you gain
Uncanny Dodge
Evasion
Improved Evasion
Slippery Mind
Defensive Roll

And most importantly qualify for Epic Dodge. So although you lose feats , you do gain a few useful ones and you are able to keep your tumble maxed throughout your build.

Anyway, just my thoughts.

Syrath
_________________
It's SHADOWDANCER, dammit, shadowdancer!!! I'm trying out a Fighter/Rogue/Bard since I felt Epic Dodge and Taunt were both appropriate for a Swashbuckler. Worse damage and AB than your build and sucks against Crit/Sneak Immune foes but fun to play.
_________________
Teaching men a lesson in combat etiquette.
Quote: Posted 06/23/05 14:26:34 (GMT) -- syrath1001

Personally I would prefer to go fighter/rogue/wm or fighter/SD/weapon master

I don't disagree with you, those are better builds, but, in my opinion, they are worse rapier/dagger fencers than this build. I really wanted to take weapon focus, weapon specialization, improved critical, weapon of choice, epic weapon focus and epic weapon specialization with both weapons as well as get improved knockdown and improved disarm (I also wanted called shot, but no room). I felt those were the feats that a european master of the rapier and dagger style should have. I took parry because a fencer should have that skill, even if it is next to useless. While the builds you mentioned are in general tougher, in an open field with spectators (no shadows to hide in) and no magic, I think that this build would be a stronger rapier/dagger fighter. Granted that is a contrived situation, but similar to the conditions under which real duels were fought.

Quote: 
Sneak attack (rogue only) helps out quite a bit especially if you combine with knockdown.

I tested with +5 equipment and I was doing between 40 and 50 points of damage a critical hit, so I wasn't doing too bad in the damage department.

Quote: 
Bard adds a place to dump your skill points on the last level of the build IMO.

That was the point, not out of any sort of power gaming perspective, but because the WM doesn't get the class skills it should. Those class skills are: concentration, parry, tumble and taunt.

The very nature of a weapon masters dedication and devotion to a single weapon, suggests that concentration should be a WM class skill. Especially if you consider that fighters get it, and the skill is used to avoid distractions.

I think parry should be self evident. Parrying is big part of using any weapon. A master with a weapon should be very skilled in using it defensively.

If the weapon master is based on the eastern samurai type weapon master, the samurai would be trained in jujitsu/akido be proficient in break falls and be skilled in maneuvering his body for defense and offense. Hence, while he might not be able to perform an acrobatic routine on demand (well I suppose a Kata might be viewed as an acrobatic routine), he would be able to move his body defensively. For a western weapon master, i.e. a fencer, foot work and mobility were as important as wrist speed. Hence tumble would seem to be an appropriate class skill.

Lastly taunt. Eastern or Western, the ultimate test of a weapon master is to defeat another weapon master in single combat. Any of the treatises on dueling stress the use of psycological tactics to intimidate, lull or trick an opponent into a mistep. The taunt skill seems a must for any class whose primary function would be dueling.

Those are my thoughts at any rate.
_________________
Two wrongs don't make a right but three lefts do.

Edited By Mithdradates on 06/24/05 09:29

Quote: Posted 06/24/05 09:28:46 (GMT) -- Mithdradates

Quote: Posted 06/23/05 14:26:34 (GMT) -- syrath1001

Personally I would prefer to go fighter/rogue/wm or fighter/SD/weapon master

I don't disagree with you, those are better builds, but, in my opinion, they are worse rapier/dagger fencers than this build. I really wanted to take weapon focus, weapon specialization, improved critical, weapon of choice, epic weapon focus and epic weapon specialization with both weapons as well as get improved knockdown and improved disarm (I also wanted called shot, but no room). I felt those were the feats that a european master of the rapier and dagger style should have. I took parry because a fencer should have that skill, even if it is next to useless. While the builds you mentioned are in general tougher, in an open field with spectators (no shadows to hide in) and no magic, I think that this build would be a stronger rapier/dagger fighter. Granted that is a contrived situation, but similar to the conditions under which real duels were fought.

Quote: 
Sneak attack (rogue only) helps out quite a bit especially if you combine with knockdown.

I tested with +5 equipment and I was doing between 40 and 50 points of damage a critical hit, so I wasn't doing too bad in the damage department.

Quote: 
Bard adds a place to dump your skill points on the last level of the build IMO.

That was the point, not out of any sort of power gaming perspective, but because the WM doesn't get the class skills it should. Those class skills are: concentration, parry, tumble and taunt.

The very nature of a weapon masters dedication and devotion to a single weapon, suggests that concentration should be a WM class skill. Especially if you consider that fighters get it, and the skill is used to avoid distractions.

I think parry should be self evident. Parrying is big part of using any weapon. A master with a weapon should be very skilled in using it defensively.

If the weapon master is based on the eastern samurai type weapon master, the samurai would be trained in jujitsu/akido be proficient in break falls and be skilled in maneuvering his body for defense and offense. Hence, while he might not be able to perform an acrobatic routine on demand (well I suppose a Kata might be viewed as an acrobatic routine), he would be able to move his body defensively. For a western weapon master, i.e. a fencer, foot work and mobility were as important as wrist speed. Hence tumble would seem to be an appropriate class skill.

Lastly taunt. Eastern or Western, the ultimate test of a weapon master is to defeat another weapon master in single combat. Any of the treatises on dueling stress the use of psycological tactics to intimidate, lull or trick an opponent into a mistep. The taunt skill seems a must for any class whose primary function would be dueling.

Those are my thoughts at any rate.

I agree with many of your points, but from a game point of view it would be better to use expertise instead of parry. They represent the same sort of thing. Expertise is generally much more useful.

As for hiding in the shadows a Fighter/WM/SD does not have to specialise in stealth. Epic Dodge fits in very well with the DEX based Weaponmaster idea. This immediately puts an opponent with 4 attacks down to 3 attacks at -5 AB. Add in taunt and you get your opponent at quite a penalty.

I do like your build though.

Syrath
_________________
It's SHADOWDANCER, dammit, shadowdancer!!!