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Hey hey,

 

Presenting the FINAL version of my Marauder build for a heavy roleplay experience with the Principi! This character can work with any faction, but is most thematically in line with the Principi. Pirate stuff! Yeah! Now, I know Barbarian/Rogue definitely isn't the class combo to pick if you want a heavy roleplay experience based on your class, but I'm hoping that the culture/background selection I decided to go with will be able to make up for that. 

 

Also, "Lord-Reaper" is a title that I stole borrowed from ASoIaF. It doesn't reflect on how the character plays, since aside from Xoti's Sickle, which we can't make terribly good use of, there aren't really scythes in the game. 

 

Blessings: Bonus attributes/skills, special item merchant, 5000 starting gold. 

 

Race: Human for character customization options and another Bloodied bonus. 

 

Class: Berserker/Streetfighter

 

Culture: Deadfire Archipelago

 

Background: Raider

 

Skill Focus: Alchemy (For poisons) and Mechanics as Active skills, with a splash in Athletics for skill checks and Second Wind (Set AI to use it on <25% health since the AI can still see your HP while Frenzied). For passives, Insight and then pick your poison of the conversational skills. For the type of character we're wanting to play, Intimidate makes the most sense, then Streetwise/Bluff. Also, consider putting a few points in Metaphysics for certain checks.*

 

Attributes: 

 

Might: 15 (10 Base +1 Human +1 GotM +2 Berath's Blessing +1 Permanent Stat Boost) 

Con: 17 (13 Base +1 Effigy's Resentment (Durance) +1 Chameleon's Touch +2 Berath's Blessing)

Dexterity: 13 (9 Base +1 Deadfire Archipelago +2 Berath's Blessing +1 Chameleon's Touch) 

Perception: 20 (18 Base +2 Berath's Blessing)

Intellect: 20 (18 Base +2 Berath's Blessing)

Resolve: 10 (7 Base +1 Human +2 Berath's Blessing) 

 

Dexterity is kept low-ish because eventually, stacking Action Speed starts to result in diminishing returns. The difference between 12 and 18 Dexterity with this build is a matter of a few tenths of a second of action time. Intellect and Perception are both kept high because, hey, hitting things is good and so is long durations on skills. Resolve is kept at 10 mostly because I don't like having it much lower, and I don't really feel like it needs to be.

 

With Tough, and the bonuses from both sacrificing Durance and GotM, 17 Constitution gives 460 HP at level 20. That means it takes longer to hit Bloodied, but it also means that I can stay Bloodied longer without having to worry about being murdered. 

 

Abilities: 

 

Level 1 - Frenzy/Crippling Strike

Level 2 - Blooded
Level 3 - Escape
Level 4 - Barbaric Blow/Two Weapon Style
Level 5 - Dirty Fighting
Level 6 - Blinding Strike
Level 7 - Confounding Blind/One Stands Alone
Level 8 - Bloodlust
Level 9 - Thick Skinned
Level 10 - Blood Frenzy/Persistent Distraction

Level 11 - Withering Strike

Level 12 - Wild Sprint

Level 13 - Barbaric Smash/Deep Wounds
Level 14 - Tough
Level 15 - Interrupting Blows
Level 16 - Toxic Strike/Brute Force
Level 17 - Lion's Sprint
Level 18 - Slippery Mind
Level 19 - Deathblows/Blood Thirst
Level 20 - Blood Storm

 

Wild Sprint > Lion's Sprint is taken for the engagement immunity (Always nice to have another ability that does that) and the Accuracy boost (Which will probably be adjusted to actually work like it's supposed to, but I still feel like it's a good pick). 

Gear: 

 

Pet - Abraham: He's a good boy! Recovery reduction for armor, plus a heal on kill. It's a good way to try to maintain a healthy Bloodied state and not get overwhelmed and murdered. 

 

Weapons: There's a lot of really good options. Some sets I've considered... 

 

Stalker's Patience and Rust's Poignard

 

Modwyr and Duskfall (Dual swords are always super badass)

 

Grave Calling 

 

Any cool new weapons from the DLC. Pun intended, probably. 

 

Armor: DoC Breastplate. Even though it requires making a slightly gamey decision, it still gives +4 class resource to dual martial classes, which is easily among the best buffs in the game. That's not even getting into the resistances it grants. If you opt for Modwyr as a main weapon, you can get the resistance to Constitution afflictions. 

 

Helm: Death's Maw for extra damage reduction each time I kill something. Things should be dying a lot. Ergo, it should be pretty useful. 

 

Belt: Upright Captain's Belt means your Explosives experts/casters can throw around Pull of Eora and drag all of the enemies in on you for extra smashy funtime. 

 

Cloak: Cloak of Greater Protection (+10 all Defenses except Deflection) and then upgrade to Nemnok's Cloak (Which can apparently be stolen as early as level 7 or 8 with some practice. 

 

Gloves: Bracers of Greater Deflection: +7 Deflection more or less negates the -10 from Frenzy on its own. 

 

Rings: Chameleon's Touch (For +1 to two attributes and two skills) and Voidward (To reduce the Raw damage taken by Frenzy as it gains PL). 

 

Boots: Boots of the Stone, for resistance to Might afflictions as well as a little extra Dexterity and Resolve, upgrade to Rakhan Field Boots later on. 

 

Amulet: Most likely Amulet of Greater Health or the +2 Resolve amulet for a little extra Deflection. Otherwise, I'll see if there's anything in the DLC that's worth getting. 

Edited by Cyrus_Blackfeather

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