One I played: https://www.myth-weavers.com/sheet.html#id=287574
One I attempted to optimize a little more: https://www.myth-weavers.com/sheet.html#id=1159816
The numbers in the second build are wrong for saves and skills, but everything else is accurate. The only real important thing is the feat progression.
A brief overview of the build. It's a hyper mobile charge build that relies on pounce, flurry, and shock trooper do to damage. The Drunken master levels allow you to also lower your int and wis a bit to get bonus str and it will also allow you to charge however you like and not take AoO.
This build is kinda frontliney, but not really.In post 578, ConManMick wrote:Yo guys, so further to discussions in Hobo, I'm looking at re-tooling my build and/or starting from scratch. Looking for recommendations and ideas for what I should do. My requirements are:
-I want to play front line melee so y'all can do your shit unimpeded
This build is all about charging anyway you like, going in, killin shit, then running to the next thing that needs dying-I'd prefer to play sort of an evasive style, dart-in stab-stab-stab dart-out, but still be able to hold my own if my back's to the wall
So at lvl 9, no items, full drunk.-Want to focus on DPS
-I'd prioritise guaranteed/consistent damage output over chance of huge damage
Build 1: 7(BAB) + 9(str) +2(charge) -2 (flurry) = +16/+16/+11 to hit
Damage: 9 (1x cause flurry) + 3x7(Leap Attack) +1d6 = 33.5 damage on average per hit
Build 2: 8(BAB) + 7(str) +2(charge) -2 (flurry) = +15/+15/+10 to hit
Damage: 7 (1x cause flurry) + 3x8(Leap Attack) +1d6 = 34.5 damage on average per hit
You are reasonably likely to hit since most of your attacks use your max hit. Furthermore, with a +2 quarterstaff and haste, those values not only go up, but you'll get a 3rd attack at max hit.
So you'll be mostly hitting and dealing reasonable amounts of damage per hit.
This build is also kinda fightery since it takes only fighter levels after it finishes up with drunken master.-Also interested, alternatively, in semi-tanking and dealing mid level damage
-I'm thinking something in the fighter/paladin/ranger archetype
Probably more stuff but for now that's it, will edit later maybe
Major Downside: You are very vulnerable after a charge. Enemy mooks can full PA against you for free and you are basically guaranteed to be hit. You'll need to rely on your party to make sure the you don't get targeted between charges.
So yeah, this is a super Glass Cannon build.
I can go into the specifics if you want.