This is the build for people who don't like to buff, but still want something as powerful as a cleric. Is it as powerful as a cleric? No, that can't be done, but with +5 equipment it can manage a higher AB than most clerics and with improved expertise it can manage a similar AC. So you kind of have to choose between having the AB of a cleric or the AC of a cleric (with expertise mode you come pretty close to having both) but of course you never have the spell casting of the cleric. The one advantage of this build, is you never have to buff and you can't be dispelled. Also the nasty critical hits come in handy. In higher magic settings, this build will start doing better and in terms of melee capability will end up better than the cleric. This build should do best in mid to high magic settings (where you can still hit an opponent on something other than a 20) and devastating critical has been banned.
There are a few Bard/Fighter/Weapon Masters with similar level distributions. The closest would be my own Master of Melee v. 2, Fernandooa's Improved Kukri Master Tyr Templar's Blade and Curse Blade and SovranSpecific's Humming Hurricane of Horror v1 and v2. First I'll compare it to the Master of Melee v. 2, the master uses a scythe and has DR and more hitpoints, but trades some AB for it. The Improved Kukri Master, Blade and Curse Blade go for devastating critical. Lastly, SovranSpecific's builds dual wield and go for overwhelming critical which costs a great deal of defence in comparison to this build (improved expertise, the knockdown feats and blind-fight). There really isn't a Fighter/WM/bard that goes sword and board without devastating critical in the guild so I figured I would post one. This is a powerful combo, which has many viable variations. Hopefully, this will be considered one of the better ones.
Advantages
-Great AB. One off of the human strength maximum. -Good AC. Around the best an armor wearer can expect, plus it can be boosted by the expertise feats. -Good HP. In the mid 500s is pretty good for a melee build. -Maxed out UMD. It can use equipment from other classes. -Pretty good taunt skill. It can taunt an opponent with no concentration for even more AB.
Disadvantages
-Poor Saves. The saves are mediocre vs. spells, except for the will save which is horrible. The low fortitude save is due to weapon master having reflex as its high save as opposed to fortitude like every other full AB class. Against anything other than spells the saves are horrible.
Assault and Battery
Race Human
Alignment Any non lawful
Base Attributes STR 17 DEX 13 CON 14 INT 14 WIS 8 CHA 8
Attribute Bonuses All 10 increase Strength
Final Level Distribution Bard 3 Fighter 12 Weapon Master 25
AC 22 (no buffs, no equipment) 33 (Full Plate, Tower Shield) 62 (+5 Full Plate, +5 Tower Shield, +5 Ring of Protection, +5 Amulet of Natural Armor, +5 Boots of the Sun Soul, Haste) 72 (As above with improved expertise)
Final Saves (Vs. Spells) Fortitude 22 (31) Reflex 21 (30) Will 15 (24)
Skillpoint Distribution Level 1: Discipline 4, Intimidate 2, Save 12 Level 2: Discipline 1, Save 16 Level 3: Discipline 1, Intimidate 1, Save 18 Level 4: Discipline 1, Save 22 Level 5: Discipline 1, Intimidate 1, Save 24 Level 6: Discipline 1, Save 28 Level 7: Discipline 1, Save 32 Level 8: Discipline 1, Save 36 Level 9: Discipline 1, Save 40 Level 10: Discipline 1, Save 44 Level 11: Discipline 1, Save 48 Level 12: Discipline 1, Save 52 Level 13: Discipline 1, Save 56 Level 14: Discipline 1, Save 60 Level 15: Discipline 1, Save 64 Level 16: Discipline 1, Save 68 Level 17: Discipline 1, Save 72 Level 18: Discipline 1, Save 76 Level 19: Discipline 1, Save 80 Level 20: Discipline 1, Save 84 Level 21: Discipline 1, Save 88 Level 22: Discipline 1, Perform 4, Spellcraft 23, Taunt 21, Tumble 25, UMD 21 Level 23: Discipline 1, Save 4 Level 24: Discipline 1, Save 8 Level 25: Discipline 1, Save 12 Level 26: Discipline 1, Save 16 Level 27: Discipline 1, Save 20 Level 28: Discipline 1, Save 24 Level 29: Discipline 1, Save 28 Level 30: Discipline 1, Save 32 Level 31: Discipline 1, Save 36 Level 32: Discipline 1, Perform 3, Spellcraft 10, Taunt 9, Tumble 10, UMD 10 Level 33: Discipline 1, Save 4 Level 34: Discipline 1, Save 8 Level 35: Discipline 1, Save 12 Level 36: Discipline 1, Save 16 Level 37: Discipline 1, Save 20 Level 38: Discipline 1, Save 24 Level 39: Discipline 1, Save 28 Level 40: Discipline 1, Perform 3, Spellcraft 10, Taunt 6, Tumble 5, UMD 10 _________________ Two wrongs don't make a right but three lefts do.
Edited By Mithdradates on 08/25/06 03:12
Nice, nice, very solid, high AB and damage, though I'd take a two handed weapon for most damage, but that is of no real consequence.
Not much to add, really well done.
Mith, could you please make a build that isn't dizzy with power? Thanks. _________________ Got Hommlet? World of Greyhawk Action Server (with 1/2 price ales on Mondays!)
Mith, could you please make a build that isn't dizzy with power? Thanks.
If he did, would he still be Mith? _________________ CATS!
Well, Mith, I'm with the Dwarflord on this one: could you please post a build that just plain sucks?
Nice job on this one. Nothing to add (other than the fact I really hate that WMs have so few good choices for Epic Bonus feats). _________________ It's rogue, dammit, ROGUE!!!
Hmmm... A build that sucks. What about a shifter focused on vampire form with the highest domination gaze DC managable? _________________ Two wrongs don't make a right but three lefts do.
That's some reputation man, but come on, Mith is the guy with most builds here, not all of them can be gods of destruction... right?
No, but they can, at the very least, be demideities of destruction. _________________ CATS!
Had you played on the server I play you'd be sooo tired of fighter/Bard/WM's you would deny their existence.
What is post I am answering again....? _________________ I see the fear you have inside, you can run but never hide. I will hunt you down and tear you limb from limb.
I run the Pre-Epic Builders guild. Join and share your experience.
Edited By Grimnir77 on 08/27/06 12:47
Hey, Grim ... and that be my post yer after (er, it be me math again As to this character, he's good, Mith: this be a really nice twist, the AC factor; I like him! (As to the number of combat bards out there, Grim, that's 'cause we just build 'em so good over here (don't we Mith
Well done, Mith! Two bards, er, I mean, thumbs up
Edited By TyrTemplar on 08/27/06 06:54
If you screw imp expertise and thoughness and the 2 additonal (somehow pretty much useless) bard lvls (nice for lvling but thats it) and take 14 fighter you can fit dev in without loosing ab or gr str feats. loose 80hps though..worth it if u get dev as you kill faster.However not every server allows dev..in that case , why not imp disarm?
I didn't build this character for a devastating critical server, nor would I play him on one. His AC isn't high enough and his fortitude save isn't good enough to survive against devastating critical. The improved expertise choice is mostly a PvM choice. With improved expertise his AB drops to 42, that is about the same as most rogues and even some melee builds, so when you add in magical equipment it is good enough to hit with. By the same token his AC increases to monk and PM levels making him much harder to hit. One on one, it is better to fight without expertise mode. Against multiple enemies, improved expertise can be a life saver. PvP, the disarm feats would probably be better. _________________ Two wrongs don't make a right but three lefts do.