Hi. I am a sometime lurker from the WoTC CO boards. I figured you folks could use more topics here. I'm sorry if this is a long post... I've been working on this on my own for some time indeed. Not looking for any quick responses here.
I have some pretty powerful custom abilities and great stat rolls, but I trust you guys know better than to roll your eyes and say I don't need any help. My goal is to fight casters with 9th level spells competently. I need all the damn help I can get, and I know my custom abilities will only take me so far.
This is a character who is already being played in an IRL campaign I really enjoy. Certain elements of this build cannot be modified; I am already at level 6, and I am only allowed a single prestige class I cannot deviate from for RP reasons (and I would not really want to, since the DM has allowed me to make up a fairly awesome custom ability for Occult Slayer).
Potentially any published WoTC stuff is on the table (no Dragon magazine), but is subject to DM approval. My DM is pretty great but doesn't really understand the sheer insanity casters can achieve, but I've shown her and her co-DM hubby apparently knows.
My char is in a party of 6. He is de-facto party leader mostly due to force of personality and a keen tactical mind. His teammates are a Druid, a NG Cleric, a warmage, a swordsage, and a rogue/wizard (more wiz than rogue, will eventually have 9th level casting). The casters all heed his advice for what spells to prepare and when to use them--he's got quite a bit of crossclass ranks in Spellcraft and Knowledge: Arcana to justify an extensive knowledge of spells. Still, I want to be good without their help.
So yeah. Here's the build I got so far. I'm looking for ways to improve it... my goal is to actually be a threat to a high level caster without having any damn caster levels myself.
I am currently at level 6 and have already got everything up to that point. Everything beyond level 6 can be changed, except the fact that I am taking Occult Slayer.
Race: Human
Base Ability Scores: Str 18, Dex 21 (yes, Dex 21; it was a DM gift I never even asked for), Con 18, Int 13, Wis 12, Cha 12
I rolled those stats with 4d6 drop lowest (Dex was 16). No lie. You can see why I want this char to be great, since I will never again get rolls like that.
Class and feat progression
Lv1: Warblade 1 (Lv1: Weapon Focus, Human: Power Attack)
Lv2: Warblade 2
Lv3: Warblade 3 (Lv3: Mage Slayer)
Lv4: Warblade 4
Lv5: Warblade 5 (Warblade 5: Improved Init)
Lv6: Warblade 6 (Lv6: Weapon Specialization)
Lv7: Occult Slayer 1
Lv8: Occult Slayer 2
Lv9: Occult Slayer 3 (Lv9: Slashing Wpn Mastery) (I get a custom ability here)
L10: Occult Slayer 4 (I get another custom ability here; details in a sec)
L11: Occult Slayer 5
L12: Barbarian 1 (Whirling Frenzy variant; Feat: Mad Foam Rager)
L13: Warblade 7
L14: Warblade 8
L15: Warblade 9 (Lv15: Sigil Incisor-- a custom feat, Warblade: Combat Reflexes)
L16: Warblade 10
L17: Warblade 11
L18: Warblade 12 (L18:
Robilar's Gambit, maybe?)
L19: Warblade 13 (WB 13: Blind-Fight, maybe?)
L20: Warblade 14
Skills: I got lots of Ride, Concentration, and Diplomacy. I have a good amount of crossclass Spellcraft and Knowledge: Arcana. That's about it.
My manuever progression:
I.Lvl Known Readied Stance Notes on Manuevers and stances known
1 3 3 1 Leading the Attack (WR), Steel Wind (IR), Moment of Perfect Mind (DM); Stance: Punishing Stance
2 4 3 1 Stone Bones (Stone Dragon)
3 5 3 1 Rabid Wolf Strike (Tiger Claw)
4 5 4 2 (Custom Stance: Restless Hunt) (Diamond Mind)
5 6 4 2 White Raven Tactics (WR)
6 6 4 2 Stone Bones to Sudden Leap (Tiger Claw)
(Occult Slayer 5 and Barb 1= +3 boost to initiator level)
7 7 4 2 (IL 10, 5th level max) Pouncing Charge
8 7 4 2 (IL11, 6thlvl) Swap Sudden Leap to DM: Moment of Alacrity
9 8 4 2 (IL12, 6th level) Wall of Blades (Counter) (IH)
10 8 5 3 (IL13) Rabid Wolf Strike to Iron Heart Surge (IH); Tactics of the Wolf
11 9 5 3 (IL14, 7th level) Lightning Recovery (Counter) (IH)
12 9 5 3 (IL 15)turn Steel Wind to Rapid Counter (Counter) (DM)
13 10 5 3 (IL 16, 8th level) White Raven Hammer (WR)
14 10 5 3 (IL 17) replace Leading the Attack with Time Stands Still.
So what are my custom abilities?
Note the DM has already approved these.
I have a custom Diamond Mind stance, Restless Hunt. This means that no one I threaten can make a 5-ft step out of my threatened areas unless it is into another area I threaten. I got this pretty much so I don't have to use a spiked chain just to keep people from 5-ft stepping away from me.
At Occult Slayer 3 I get Witch Hunt:
The Occult Slayer's sheer hatred for all things occult gives his senses a short-lived but intense supernatural clarity. Witch-Hunt allows the Occult Slayer to cast True Seeing on himself as a supernatural ability, but as a swift action and lasting only 5 rounds + prestige class level.
Not bad, but at 4th level I get something REALLY crazy: Admonishing Stride.
The Occult Slayer's disdain and contempt for the workings of magic allow him, once per day, to move as though magic did not exist. He may use this ability as a free action on his turn, and for the entirety of his next movement he ignores the presence of anything created or called forth by magic, even creatures called by Conjuration (Calling) spells or matter created by Conjuration (Creation) spells; this effect ends immediately when his movement is halted for any reason. The movement may be of any type, such as charging or running. If he ends his movement in a space he cannot physically inhabit without the effect of Admonishing Stride, he is shunted to another location as per Dimension Door. Note this ability only applies to things called by or created by magic (summoned creatures, Web spells, Wall of Iron spells, etc), not those augmented by magic (warrior in magical full plate, enchanted sword, etc).
Obviously that is a pretty major ability. But it is still once per day.
Also note I am going to try pick up a sort of Improved Grapple (only in light armor and with no +4 bonus; just no AoOs) for my level of Barbarian instead of Fast Movement.
Finally, my custom feat at level 15:
Sigil Incisor enables the use of three "tactical" maneuvers (This is not quite a tactics feat. It just lets me do all kinds of stuff. It has semi-stiff prereqs, and again, DM has already allowed this).
Dimensional Imposition: If you use a melee touch attack to simply touch a creature with your weapon (for no damage), you can become hyper-aware of the creature's spatial positioning and hone yourself to any supernatural movement the creature might make; this awareness lasts for 1 minute, and if during it the creature attempts to use any sort of teleportation or plane-shifting ability while threatened by you, you may sense the magical energy the very moment it manifests (even as a swift or free action) and instantly slice into the magical energy generated and change the effect so that you follow the creature to wherever it goes. For example, if the creature uses Teleport, you will be brought along to its destination right with it without any action on your part; if the creature uses Ethereal Jaunt, you will also become Ethereal, etc. Returning to your original location on your own power may be problematic.
Runic Cancellation: If you drop the effect of Mage Slayer and grant foes you threaten the ability to Cast Defensively again, you may focus your attention to latent magical energies instead with a special full attack action. In the first attack in a full attack action, you may declare Runic Cancellation and make a melee attack against a creature. If you miss, you must try again with your next attack in the full attack.
If the attack hits, rather than deal damage you cause all of the temporary magical effects beneficial (Shield of Faith, Greater Invisibility, etc) to the creature to become visible as translucent symbols hanging in the air around the creature (if an effect is both beneficial and harmful, such as Rage, it still appears). You and you alone may make Spellcraft checks to instantly identify them all, one effect at a time, with a bonus to your check equal to half your Base Attack Bonus. You may then use the rest of your full attack to attack these symbols individually (whether you recognize them or not) or your foe as you deem fit. Treat every attack against a symbol as a Dispel check against that particular effect, with a dispel check bonus equal to your attack bonus; success means the effect is dispelled as per Dispel Magic. Once your turn is completed, the symbols fade from view.
Runic Cancellation may be used three times per day.
There is a third ability, but it is not actually very beneficial. Basically if I stay in a combat stance that hinders my movement and attack rolls severely, I can counter spells that affect me as a free immediate action. 25% of the time I negate them. 50% of the time the ability does nothing. 25% of the time they have a much greater affect, basically screwing me (one result is that I am slain and teleported somewhere within 1d100 miles in a random direction). It's called Burn Card Bust; it's there because my character hates mages and loves gambling.
I have the following equipment so far:
Adamantine Spellstoring Greatsword +1
Animated Shield +1
Mithril Breastplate +1
Vestment of Resistance +1
Gauntlets of Ogre Power +2
Ring of Protection +1
Lesser Iron Ward Diamond
Least Crystal of Arrow Deflection
Lesser Acid Assault crystal
Medal of Gallantry
MW Composite Longbow (Str +2)
Heavy Warhorse
Various mundane items
3001 gold pieces
Soo yeah. I gotta run, that took longer than expected. But basically I want help choosing feats, manuevers, and items to buy. Especially items to buy. She allows Magic Item Compendium.
I'm sorry if this was too much detail. I just really want to make an effective mage slayer, who can deal with 9th level spells at least to some capacity.