Posted April 30, 2017
]Ok, regardless of the fact this build is a bad Idea by design, I want it anyway. Of course I also want to be able to finish the game at Hardcore D&D rules. So I need the general idea tweaked to be able to finish the game ad normal D&D rules.
Initial Stats:
- Minimum is 13 DEX, 13 INT for getting necessary feats for WM at lvl 7
- However I think a good Idea is getting:
STR: 14 (+2 to damage)
DEX: 16 (18 after getting the starting 15 levels)
CON: 15 (16 after getting the starting 15 levels)
INT: 13 ( I usually choose: Parry, Heal, Discipline)
CH: 8
WS: 9
Feats at Lvl 1:
Dodge, Mobility, Focused Weapon
Bonus Fighter Feats
Fighter Lvl 2: Expertise
Fighter Lvl 4: Spring Attack
Fighter Lvl 6: Ambidexterity
Fighter Lvl 8: Weapon Specialization ( +2 damage on focused weapon)
Fighter Lvl 10: Improved Two Weapons Fighting
Character Feats
Lvl 3: Weapon Finesse
Lvl 6: Whirlwind Attack
Lvl 9: Improved Parry
Lvl 12: Two weapons fighting
Lvl 15: Improved Critical
Level Progression:
9 Fighter
5 WeaponMaster
1 Fighter
Skills
- Parry (maxed when taking the last fighter level)
- Discipline
- Health
- Imitidate (4 levels)
- Spare points into "evaluate items" for better prices ^^.
I tried so far 3 weapon combinations
- Dual wielding Shortswords (easy to take two +3 shortswords in early game, but those just starts to suck to quickly)
- Dual wielding Handaxe (need to play one hour to get 2 decent axes, can also break chests, and slightly better critical)
- Dual wielding Rapiers (bit less chance to hit, but more damages, longer to get better weapons, but those are much better than small weapons).
I think Parry is a mandatory choice because since we are dual wielding, we have 6 Attacks, but the problem with that is that weapon master has not Parry in favourite skills list.
So we have either to choose:
- Takes just 7 levels in WeaponMaster (for increased critical range) and then go Epic Fighter
- Takes as much levels in WeaponMaster as possible, and 1 fighter level everywhile to max spare skill points in Parry Skill (in case of 2nd choice, since the best WeaponMaster Level is 28, we have 12 fighter levels, 6 of which are taken at the start).
So the level progressions could be something like:
6 Levels as Fighter
10 Levels as WeaponMaster
6 Times x
( 3 levels WeaponMaster, 1 Level Fighter,)
----
This build will put all stat points into Dex, so at some point the AC will be better withotu armor (even though there's no reason to not wear any armor), in that case I have readed somewhere to take 1 level as wizard, in order to be able to wear wizard robes. But in that case I could take just 25 levels as weaponmaster and spend some more levels as fighter.
Something like:
6 levels as Fighter
10 Levels as WeaponMaster
7 times
(2 Levels as WeaponMaster, 1 Level As Fighter)
1 Time (Do this when Armor become useless)
(1 Level as Wizard, 1 Level as WeaponMaster, 1 Level As Fighter)
.
.
.
___
Initial Stats:
- Minimum is 13 DEX, 13 INT for getting necessary feats for WM at lvl 7
- However I think a good Idea is getting:
STR: 14 (+2 to damage)
DEX: 16 (18 after getting the starting 15 levels)
CON: 15 (16 after getting the starting 15 levels)
INT: 13 ( I usually choose: Parry, Heal, Discipline)
CH: 8
WS: 9
Feats at Lvl 1:
Dodge, Mobility, Focused Weapon
Bonus Fighter Feats
Fighter Lvl 2: Expertise
Fighter Lvl 4: Spring Attack
Fighter Lvl 6: Ambidexterity
Fighter Lvl 8: Weapon Specialization ( +2 damage on focused weapon)
Fighter Lvl 10: Improved Two Weapons Fighting
Character Feats
Lvl 3: Weapon Finesse
Lvl 6: Whirlwind Attack
Lvl 9: Improved Parry
Lvl 12: Two weapons fighting
Lvl 15: Improved Critical
Level Progression:
9 Fighter
5 WeaponMaster
1 Fighter
Skills
- Parry (maxed when taking the last fighter level)
- Discipline
- Health
- Imitidate (4 levels)
- Spare points into "evaluate items" for better prices ^^.
I tried so far 3 weapon combinations
- Dual wielding Shortswords (easy to take two +3 shortswords in early game, but those just starts to suck to quickly)
- Dual wielding Handaxe (need to play one hour to get 2 decent axes, can also break chests, and slightly better critical)
- Dual wielding Rapiers (bit less chance to hit, but more damages, longer to get better weapons, but those are much better than small weapons).
I think Parry is a mandatory choice because since we are dual wielding, we have 6 Attacks, but the problem with that is that weapon master has not Parry in favourite skills list.
So we have either to choose:
- Takes just 7 levels in WeaponMaster (for increased critical range) and then go Epic Fighter
- Takes as much levels in WeaponMaster as possible, and 1 fighter level everywhile to max spare skill points in Parry Skill (in case of 2nd choice, since the best WeaponMaster Level is 28, we have 12 fighter levels, 6 of which are taken at the start).
So the level progressions could be something like:
6 Levels as Fighter
10 Levels as WeaponMaster
6 Times x
( 3 levels WeaponMaster, 1 Level Fighter,)
----
This build will put all stat points into Dex, so at some point the AC will be better withotu armor (even though there's no reason to not wear any armor), in that case I have readed somewhere to take 1 level as wizard, in order to be able to wear wizard robes. But in that case I could take just 25 levels as weaponmaster and spend some more levels as fighter.
Something like:
6 levels as Fighter
10 Levels as WeaponMaster
7 times
(2 Levels as WeaponMaster, 1 Level As Fighter)
1 Time (Do this when Armor become useless)
(1 Level as Wizard, 1 Level as WeaponMaster, 1 Level As Fighter)
.
.
.
___
Post edited April 30, 2017 by DarioGOII