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Elven Curve Blademaster

Elven Curve Blademaster

Sasaki Kojirō and Sephiroth fans rejoice: the elven curve blade is Kingmaker’s equivalent of a nodachi. Powerful versions are readily acquirable throughout the campaign, with Bane of the Living as the ultimate option if you can defeat the hidden Astradaemon. While categorized as Finesse Wielding, elven curve blades are also two-handed weapons and benefit from the 50% bonus damage of Power Attack.

This build combines Power Attack, sneak attack, and critical hits to inflict effective damage. It obtains the Iron Will feat at level 5 to mitigate dangerous mental failure, and the Blind Fight feat at level 15 to negate invisible enemy shenanigans. All remaining feat choices are dedicated towards the elven curve blade, Shatter Defenses, and late game dual wielding for Allslayer. While the obvious endgame weapon is Bane of the Living, inclusion of two-weapon fighting for an Allslayer in each hand provide attacks that devastate enemies immune or regenerative to Harm.

Initial Ability Scores
Strength 13 Intelligence 10
Dexterity 18 Wisdom 10
Constitution 14 Charisma 15
Skills
Athletics 1, Knowledge (World) 1, Mobility 19, Perception 20, Persuasion 20, Stealth 19, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Thug +0 Feat: Weapon Finesse, Frightening, Rogue Proficiency, Sneak Attack +1d6 Lawful Evil Human, Feat: Improved Initiative, Human Racial Feat: Power Attack
2 Thug +1 Evasion Rogue Talent: Combat Trick (Exotic Weapon Proficiency [Elven Curve Blade])
3 Thug +2 Brutal Beating, Sneak Attack +2d6 Feat: Weapon Focus (Elven Curve Blade), Finesse Training: Elven Curve Blade
4 Thug +3 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge +1 Charisma, Rogue Talent: Skill Focus (Persuasion)
5 Thug +3 Sneak Attack +3d6 Feat: Iron Will
6 Thug +4 Rogue Talent: Combat Trick (Cornugon Smash)
7 Thug +5 Sneak Attack +4d6 Feat: Dazzling Display
8 Thug +6 Improved Uncanny Dodge +1 Dexterity, Rogue Talent: Combat Trick (Shatter Defenses)
9 Thug +6 Sneak Attack +5d6 Feat: Combat Reflexes
10 Thug +7 Rogue Advanced Talent: Crippling Strike
11 Thug +8 Sneak Attack +6d6 Feat: Improved Critical (Elven Curve Blade), Finesse Training: Short Sword
12 Thug +9 +1 Dexterity, Rogue Advanced Talent: Opportunist
13 Thug +9 Sneak Attack +7d6 Feat: Blind Fight
14 Thug +10 Rogue Advanced Talent: Double Debilitation
15 Thug +11 Sneak Attack +8d6 Feat: Improved Blind Fight
16 Thug +12 +1 Dexterity, Rogue Advanced Talent: Blinding Strike
17 Thug +12 Sneak Attack +9d6 Feat: Greater Blind Fight
18 Thug +13 Rogue Advanced Talent: Combat Trick (Two-Weapon Fighting)
19 Thug +14 Sneak Attack +10d6 Feat: Improved Two-Weapon Fighting, Finesse Training: Dagger
20 Thug +15 Master Strike +1 Dexterity, Rogue Advanced Talent: Combat (Greater Two-Weapon Fighting)
Equipment
bane of the living, allslayer + allslayer, dark master’s robe, headband of inspired wisdom +6, castigator’s cloak, bracers of armor +8, river fox’s memento pendant, belt of physical perfection +8, ring of circumstances, great dreamer’s smile, gloves of the scribe, manticore skin boots

Stormblade Fencer

Stormblade Fencer

Thundercallers are not meant to be melee combatants; yet here we are. Though I frown upon using 8’s on starting attributes, in order to make this unorthodox concept work one needs min-maxing to assign at least 14 points towards Constitution. Any lesser amount would be early level hit point suicide and the exceptional baseline skill points and Will saves of a Bard makes sacrificing Intelligence and Wisdom tolerable concessions. Strength 11 to comfortably wear armor and gear without weight penalty.

This build goes hard for longsword optimization in anticipation for endgame acquisition of Perfection, which adds much needed Inherent +2 to multiple stats while equipped. Piranha Strike is obtained at level 5 for the requisite damage of a would-be warrior. Completing the Crane Style feat chain, along side medium armor proficiency, then becomes a focal point for survivability afterwards. Spell selection includes melee favorites such as greater heroism and haste; however various support magics such as communal delay poison and mass cacophonous call are also included to maintain the Bard’s trademark flexibility.

Starting Ability Scores
Strength 11 Intelligence 8
Dexterity 18 Wisdom 8
Constitution 14 Charisma 17
Skills
Athletics 1, Knowledge (Arcana) 1, Knowledge (World) 1, Lore (Nature) 3, Mobility 3, Perception 20, Persuasion 20, Stealth 1, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Thundercaller +0 Bard Proficiency, Bound to the Land, Cantrips, Detect Magic, Inspire Courage Chaotic Good Human, Feat: Dodge, Human Racial Feat: Weapon Finesse; cure light wounds, hideous laughter
2 Thundercaller +1 Well-Versed Bard Talent: Weapon Focus (Longsword); remove fear
3 Thundercaller +2 Thunder Call 1d8 Feat: Slashing Grace (Longsword); feather step
4 Thundercaller +3 +1 Charisma; heroism, mirror image
5 Thundercaller +3 Inspire Courage +2 Feat: Piranha Strike; cacophonous call
6 Thundercaller +4 Fascinate, Incite Rage Bard Talent: Combat Trick (Improved Unarmed Strike); invisibility
7 Thundercaller +5 Bardic Performance: Move Action, Thunder Call 3d8 Feat: Crane Style; grease, displacement, haste
8 Thundercaller +6 Storm Call 3d6 +1 Charisma; confusion
9 Thundercaller +6 Inspire Greatness Feat: Crane Wing; dispel magic
10 Thundercaller +7 Jack of All Trades Bard Talent: Combat Trick (Armor Proficiency [Medium Armor]); sense vitals, dimension door, greater invisibility
11 Thundercaller +8 Inspire Courage +3, Thunder Call 5d8 Feat: Crane Riposte; touch of gracelessness, freedom of movement
12 Thundercaller +9 Soothing Performance +1 Charisma; echolocation
13 Thundercaller +9 Bardic Performance: Swift Action Feat: Lingering Performance; communal delay poison, greater heroism, mass cacophonous call
14 Thundercaller +10 Greater Storm Call 5d6 Bard Talent: Combat Trick (Combat Reflexes); glitterdust, mind fog
15 Thundercaller +11 Inspire Heroics, Thunder Call 7d8 Feat: Spell Focus (Enchantment); greater dispel magic
16 Thundercaller +12 +1 Dexterity; cure critical wounds, brilliant inspiration, euphoric tranquility
17 Thundercaller +12 Inspire Courage +4 Feat: Greater Spell Focus (Enchantment); crushing despair, overwhelming presence
18 Thundercaller +13 Bard Talent: Combat Trick (Improved Critical [Longsword]); mass cure moderate wounds
19 Thundercaller +14 Thunder Call 9d8 Feat: Armor Focus (Medium); ki shout
20 Thundercaller +15 Deadly Performance +1 Dexterity; shield of dawn, eyebite
Equipment
perfection, singing steel breastplate, headband of alluring charisma +6, absolver’s cloak, maya’s charm, belt of physical perfection +8, ring of circumstances, great dreamer’s smile, cheatsheet gloves, manticore skin boots

Master of the Ovinrbaane

Master of the Ovinrbaane

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus magna magna, sollicitudin vitae volutpat in, placerat eu arcu. Quisque fermentum molestie odio, sed condimentum massa fringilla tristique. Duis vulputate lacus in diam imperdiet ornare. Quisque nec justo dapibus, mattis dui nec, sagittis nisi. Donec vehicula libero sed sapien sagittis vestibulum. Integer purus metus, hendrerit et dapibus eget, gravida at diam. Pellentesque lacinia lacus a turpis iaculis, et elementum orci lobortis. Suspendisse potenti. Nullam id malesuada leo. Aliquam erat volutpat.

Phasellus non eleifend risus. Nam eget tincidunt nisl, a iaculis est. Quisque in ante varius, pharetra enim vitae, finibus quam. Donec malesuada felis nec congue sollicitudin. Cras bibendum dui non turpis finibus, a tincidunt mi eleifend. Sed sollicitudin fermentum risus sit amet dapibus. Donec ac justo risus. Nullam commodo nisi consectetur diam ultricies interdum. Donec consequat quis odio vel pellentesque.

Starting Ability Scores
Strength 19 Intelligence 12
Dexterity 10 Wisdom 10
Constitution 16 Charisma 10
Skills
Athletics 1, Knowledge (Arcana) 5, Perception 8, Persuasion 20, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Two-Handed Fighter +1 Elven Immunities, Fighter Proficiency, Keen Senses Chaotic Neutral Half-Elf, Bonus Racial Feat: Skill Focus (Persuasion), Feat: Exotic Weapon Proficiency (Bastard Sword), Bonus Combat Feat: Power Attack
2 Two-Handed Fighter +2 Strong Grip +1 Bonus Combat Feat: Weapon Focus (Bastard Sword)
3 Two-Handed Fighter +3 Overhand Chop Feat: Dazzling Display
4 Two-Handed Fighter +4 +1 Strength; Bonus Combat Feat: Weapon Specialization (Bastard Sword)
5 Archaeologist +4 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Iron Will; expeditious retreat, remove fear
6 Dragon Disciple +4 Natural Armor Increase +1 Draconic Bloodline: Black Dragon
7 Dragon Disciple +5 Arcane Spellcasting, Strength +2, Dragon Bite Feat: Cornugon Smash, Bloodline Feat: Blind Fight; feather step
8 Dragon Disciple +6 Breath Weapon +1 Strength; cure light wounds
9 Dragon Disciple +7 Natural Armor Increase +1, Strength +2 Feat: Shatter Defenses; heroism, rage
10 Two-Handed Fighter +8 Two-Handed Weapon Training 1
11 Two-Handed Fighter +9 Strong Grip +2 Feat: Improved Iron Will, Bonus Combat Feat: Intimidating Prowess
12 Two-Handed Fighter +10 Backswing +1 Strength
13 Two-Handed Fighter +11 Feat: Greater Weapon Focus (Bastard Sword), Bonus Combat Feat: Improved Critical (Bastard Sword)
14 Two-Handed Fighter +12 Two-Handed Weapon Training 2
15 Two-Handed Fighter +13 Strong Grip +3 Feat: Critical Focus, Bonus Combat Feat: Tiring Critical
16 Two-Handed Fighter +14 Piledriver +1 Strength
17 Two-Handed Fighter +15 Feat: Exhausting Critical, Bonus Combat Feat: Greater Weapon Specialization (Bastard Sword)
18 Two-Handed Fighter +16 Two-Handed Weapon Training 3
19 Two-Handed Fighter +17 Strong Grip +4 Feat: Arcane Armor Training, Bonus Combat Feat: Arcane Armor Mastery
20 Two-Handed Fighter +18 Greater Power Attack +1 Strength
Equipment
ovinrbaane, unstoppable khanda, ironclad will, onslaught, headband of mental perfection +6, cloak of resistance +6, charm of the deep waters, belt of incredible dexterity +6, great dreamer’s smile, ring of circumstances, gloves of dueling, owlbear skin boots

Aldori Monastery Duelist

Aldori Monastery Duelist

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus magna magna, sollicitudin vitae volutpat in, placerat eu arcu. Quisque fermentum molestie odio, sed condimentum massa fringilla tristique. Duis vulputate lacus in diam imperdiet ornare. Quisque nec justo dapibus, mattis dui nec, sagittis nisi. Donec vehicula libero sed sapien sagittis vestibulum. Integer purus metus, hendrerit et dapibus eget, gravida at diam. Pellentesque lacinia lacus a turpis iaculis, et elementum orci lobortis. Suspendisse potenti. Nullam id malesuada leo. Aliquam erat volutpat.

Phasellus non eleifend risus. Nam eget tincidunt nisl, a iaculis est. Quisque in ante varius, pharetra enim vitae, finibus quam. Donec malesuada felis nec congue sollicitudin. Cras bibendum dui non turpis finibus, a tincidunt mi eleifend. Sed sollicitudin fermentum risus sit amet dapibus. Donec ac justo risus. Nullam commodo nisi consectetur diam ultricies interdum. Donec consequat quis odio vel pellentesque.

Starting Ability Scores
Strength 10 Intelligence 14
Dexterity 18 Wisdom 14
Constitution 14 Charisma 10
Skills
Athletics 1, Knowledge (Nature) 1, Knowledge (Religion) 1, Knowledge (World) 1, Mobility 8, Perception 20, Persuasion 20, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Aldori Defender +1 Fighter Proficiency, Weapon Proficiency: Dueling Sword Lawful Good Human, Feat: Weapon Finesse, Bonus Combat Feat: Weapon Focus (Dueling Sword), Human Bonus Feat: Slashing Grace (Dueling Sword)
2 Traditional Monk +2 AC Bonus, Flurry of Blows, Improved Unarmed Strike 1d6, Monk Proficiency, Stunning Fist Monk Bonus Feat: Dodge
3 Aldori Defender +3 Bravery +2 Feat: Aldori Dueling Mastery, Combat Bonus Feat: Piranha Strike
4 Traditional Monk +4 Evasion +1 Dexterity; Monk Bonus Feat: Crane Style
5 Aldori Defender +5 Defensive Parry +1 Feat: Crane Wing
6 Aldori Defender +6 Combat Bonus Feat: Weapon Specialization (Dueling Sword)
7 Aldori Defender +7 Weapon Training +1 Feat: Combat Mobility, Weapon Training Group: Heavy Blades
8 Aldori Defender +8 Bravery +2, Disarming Strike +1 Dexterity
9 Aldori Defender +9 Defensive Parry +2 Feat: Crane Riposte
10 Aldori Defender +10 Steel Net
11 Duelist +11 Canny Defense, Precise Strike Feat: Blind Fight
12 Duelist +12 Improved Reaction +2, Parry +1 Dexterity
13 Duelist +13 Enhanced Mobility Feat: Improved Critical (Dueling Sword)
14 Duelist +14 Class Bonus Feat: Combat Reflexes, Grace
15 Duelist +15 Riposte Feat: Critical Focus
16 Duelist +16 Acrobatic Movement +1 Dexterity
17 Duelist +17 Elaborate Defense Feat: Tiring Critical
18 Duelist +18 Improved Reaction +4
19 Duelist +19 Deflect Arrows, No Retreat Feat: Exhausting Critical
20 Duelist +20 Crippling Critical +1 Dexterity
Equipment
bloodhound, protector’s robe, headband of mental perfection +6, bracers of armor +8, amulet of natural armor +5, belt of physical perfection +8, ring of circumstances, greater ring of ultimate protection, gloves of dueling, owlbear skin boots

Carnage Monk

Carnage Monk

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus magna magna, sollicitudin vitae volutpat in, placerat eu arcu. Quisque fermentum molestie odio, sed condimentum massa fringilla tristique. Duis vulputate lacus in diam imperdiet ornare. Quisque nec justo dapibus, mattis dui nec, sagittis nisi. Donec vehicula libero sed sapien sagittis vestibulum. Integer purus metus, hendrerit et dapibus eget, gravida at diam. Pellentesque lacinia lacus a turpis iaculis, et elementum orci lobortis. Suspendisse potenti. Nullam id malesuada leo. Aliquam erat volutpat.

Phasellus non eleifend risus. Nam eget tincidunt nisl, a iaculis est. Quisque in ante varius, pharetra enim vitae, finibus quam. Donec malesuada felis nec congue sollicitudin. Cras bibendum dui non turpis finibus, a tincidunt mi eleifend. Sed sollicitudin fermentum risus sit amet dapibus. Donec ac justo risus. Nullam commodo nisi consectetur diam ultricies interdum. Donec consequat quis odio vel pellentesque.

Starting Ability Scores
Strength 18 Intelligence 10
Dexterity 12 Wisdom 10
Constitution 13 Charisma 16
Skills
Athletics 20, Perception 20, Persuasion 20, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Scaled Fist +1 AC Bonus, Flurry of Blows, Improved Unarmed Strike 1d6, Intimidating, Keen Senses, Monk Proficiency, Orc Ferocity, Orc Weapon Familiarity, Stunning Fist Lawful Good Half-Orc, Feat: Power Attack, Scaled Fist Bonus Feat: Dragon Style
2 Scaled Fist +2 Evasion Scaled Fist Bonus Feat: Dodge
3 Scaled Fist +3 Draconic Fury: Acid, Draconic Mettle, Fast Movement +10 ft., Ki Pool, Ki Power: Extra Attack, Ki Strike: Magic Feat: Iron Will, Draconic Heritage: Green Dragon
4 Scaled Fist +4 Improved Unarmed Strike 1d8, Stunning Fist: Fatigue +1 Constitution, Ki Power: Barkskin
5 Scaled Fist +5 Purity of Body Feat: Skill Focus (Persuasion), Style Strike: Hammerblow
6 Scaled Fist +6 Fast Movement +20 ft., Ki Strike: Cold Iron and Silver Scaled Fist Bonus Feat: Dragon Ferocity, Ki Power: Sudden Speed
7 Scaled Fist +7 Feat: Cornugon Smash
8 Scaled Fist +8 Improved Unarmed Strike 1d10, Stunning Fist: Sicken +1 Strength, Ki Power: Abundant Step
9 Scaled Fist +9 Fast Movement +30 ft., Improved Evasion Feat: Weapon Focus (Unarmed Strike), Style Strike: Defensive Spin
10 Scaled Fist +10 Ki Strike: Lawful Scaled Fist Bonus Feat: Dazzling Display, Ki Power: Restoration
11 Scaled Fist +11 Feat: Shatter Defenses
12 Scaled Fist +12 Draconic Breath: Acid, Fast Movement +40 ft., Improved Unarmed Strike 2d6 +1 Strength
13 Scaled Fist +13 Feat: Intimidating Prowess, Style Strike: Leg Sweep
14 Scaled Fist +14 Scaled Fist Bonus Feat: Combat Reflexes, Ki Power: Diamond Soul
15 Scaled Fist +15 Fast Movement +50 ft. Feat: Persuasive
16 Scaled Fist +16 Improved Unarmed Strike 2d8, Ki Strike: Adamantine +1 Strength, Ki Power: Cold Ice Strike
17 Scaled Fist +17 Feat: Deceitful, Style Strike: Shattering Punch
18 Scaled Fist +18 Fast Movement +60 ft. Scaled Fist Bonus Feat: Blind-Fight, Ki Power: Shout
19 Scaled Fist +19 Feat: Improved Iron Will
20 Scaled Fist +20 Improved Unarmed Strike 2d10, Ki Power: Perfect Self +1 Strength, Ki Power: Wholeness of Body
Equipment
protector’s robe, headband of mental perfection +6, absolver’s cloak, bracers of armor +8, amulet of mighty fists +5, belt of physical perfection +8, ring of circumstances, ring of the natural born commander, manticore’s claws, manticore skin boots

Half-Elf Javelineer

Half-Elf Javelineer

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus magna magna, sollicitudin vitae volutpat in, placerat eu arcu. Quisque fermentum molestie odio, sed condimentum massa fringilla tristique. Duis vulputate lacus in diam imperdiet ornare. Quisque nec justo dapibus, mattis dui nec, sagittis nisi. Donec vehicula libero sed sapien sagittis vestibulum. Integer purus metus, hendrerit et dapibus eget, gravida at diam. Pellentesque lacinia lacus a turpis iaculis, et elementum orci lobortis. Suspendisse potenti. Nullam id malesuada leo. Aliquam erat volutpat.

Phasellus non eleifend risus. Nam eget tincidunt nisl, a iaculis est. Quisque in ante varius, pharetra enim vitae, finibus quam. Donec malesuada felis nec congue sollicitudin. Cras bibendum dui non turpis finibus, a tincidunt mi eleifend. Sed sollicitudin fermentum risus sit amet dapibus. Donec ac justo risus. Nullam commodo nisi consectetur diam ultricies interdum. Donec consequat quis odio vel pellentesque.

Starting Ability Scores
Strength 16 Intelligence 12
Dexterity 18 Wisdom 10
Constitution 13 Charisma 10
Skills
Perception 10, Persuasion 20, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Fighter +1 Chaotic Neutral Half-Elf, Feat: Point Blank Shot, Combat Bonus Feat: Precise Shot, Half-Elf Bonus Feat: Skill Focus (Perception)
2 Fighter +2 Bravery +1 Combat Bonus Feat: Weapon Focus (Javelin)
3 Fighter +3 Armor Training +1 Feat: Rapid Shot
4 Fighter +4 +1 Constitution, Combat Bonus Feat: Weapon Specialization (Javelin)
5 Fighter +5 Weapon Training +1 Feat: Point Blank Master (Javelin), Weapon Training Group: Spears
6 Fighter +6 Bravery +2 Combat Bonus Feat: Deadly Aim
7 Fighter +7 Armor Training +2 Feat: Two-Weapon Fighting
8 Fighter +8 +1 Dexterity, Combat Bonus Feat: Improved Two-Weapon Fighting
9 Fighter +9 Weapon Training +2 Advanced Weapon Training Option: Effortless Dual-Wielding, Feat: Double Slice
10 Fighter +10 Bravery +3 Combat Bonus Feat: Blind Fight
11 Fighter +11 Armor Training +3 Feat: Greater Two-Weapon Fighting
12 Fighter +12 +1 Dexterity, Combat Bonus Feat: Greater Weapon Specialization (Javelin)
13 Fighter +13 Weapon Training +3 Advanced Weapon Training Option: Armed Bravery, Feat: Improved Precise Shot
14 Fighter +14 Bravery +4 Combat Bonus Feat: Greater Weapon Focus (Javelin)
15 Fighter +15 Armor Training +4 Feat: Hammer the Gap
16 Fighter +16 +1 Dexterity, Combat Bonus Feat: Improved Initiative
17 Fighter +17 Weapon Training +4 Advanced Weapon Training Option: Trained Initiative, Feat: Iron Will
18 Fighter +18 Bravery +5 Combat Bonus Feat: Penetrating Strike
19 Fighter +19 Armory Mastery Feat: Improved Iron Will
20 Fighter +20 Weapon Mastery +1 Dexterity, Combat Bonus Feat: Greater Penetrating Strike
Equipment
javelin +5, speed javelin +3, onslaught, headband of inspired wisdom +6, cloak of resistance +6, amulet of natural armor +5, conqueror wurm, dragonfly ring, ring of protection +5, gloves of dueling, owlbear skin boots