Hi all, I have 2 builds that I'm working out for some upcoming games. One I'm pretty happy w/, but the second one is a variation on it and I'm a little stumped. Here are the game rules in effect:
[spoiler]
- Game is roughly 9th level
- All 3.5 sources open, some 3.0 upon approval
- Racial requirements generally ignored, reflavoring very much allowed
- Practical optimization, e.g., a well-built blaster mage would be fine in this type of campaign
[/spoiler]
Build #1: the Diablo AssassinThis is for a one-shottish game in the setting of the Diablo 2 video game, which we all loved so well. And, it's obviously based on their Assassin class, which for those of you who don't know (youngins!) it's a cestus-wielding agile melee mage-slayer.
Race: human
Build: monk 2/swordsage 5/shadowsun ninja 2
- monks use Fighter bonus feats, Invisible Fist ACF (Exemplars of Evil), Decisive Strike ACF
Feats: jotunbrud, imp. natural attack (unarmed strike), mageslayer, combat expertise, knockdown*, snap kick, combat reflexes
*this feat will probably be houseruled to not stack w/ or require Imp. Trip and grant a +4 to trip checks
Essential Gear: battlefist (reflavored to cestus), ectoplasmic fist shard, monk's belt, possibly a greater mighty wallop cast by the party arcanist
The basics of the build are pretty straightforward -- jack up unarmed damage to impressive levels (the 6d8/8d6 area should be plenty), run in and use strikes and snap kicks that knock down your opponent down. Then punish them when they stand up or if they try to use spells/spell-likes around you. Combine that w/ some Setting Sun, notably Shifting Defense and some other defensive maneuvers and you can survive in the fray. And, I really like shadow sun ninja's touch of the Shadow Sun for increasing survivability -- 8d6+ healing on a touch attack in a round where you still get snap kick is pretty good.
I might have to drop jotunbrud for adaptive style, but this build still works pretty well in a long fight. Decisive strike + snap kick + tripping and mageslayer is a pretty solid combo.
Build #2: the Swashbuckler variant, Warblade?I am pretty happy w/ that overall, although I'm sure I'm forgetting something so any suggestions would be welcome. I've been considering a variant on it, though, and that's where I'm stumped. I'd like to do something in the swashbuckler theme along those lines: an agile warrior who can sit in the middle of the fray, using maneuvers to block attacks, etc.
I could just take that build and reflavor it somewhat and go w/ that, turn the battlefist into a sword, etc. But I was trying to vary it a bit. Ideally, I'd like to figure out a way to do it w/ Warblade -- I'd really love to get some Iron Heart in there. You really don't need much in the way of monk-type levels to get your unarmed damage up, especially w/ a greater mighty wallop available. A monk's belt + improved unarmed strike (and maybe a dip into monk) gives you 1d10 base damage, which w/ the size increasers brings you into the 8d6 sweet spot I'm looking for.
Any ideas? One possibility would be to go twf and take advantage of some Tiger Claw, but it wasn't coming together for me.
Thanks.