User:Franken Kesey/Hermes (3.5e Optimized Character Build)

Introduction
Summary::The god of Speed - nothing less!

Progression
Starting Ability Scores (Before Racial Adjustments): Str8, Dex15, Con12, Int14, Wis10, Cha13

Starting Traits and Flaws:
 * Traits:
 * 1) Quick: Your base land speed increases by 10 feet. -1 hit points gained at each level.
 * Flaws:
 * 1) Shaky: −2 penalty on all ranged attack rolls.

Tenken
 (Ex): When unarmored, a tenken may strike with the shukuchi—a flurry of ridiculously fast strikes—at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Shukuchi Attack Bonus column on Table: The Tenken. This penalty applies for 1 round, so it also affects attacks of opportunity the tenken might make before his next action. When a tenken reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A tenken must use a full attack action to strike with the shukuchi, and the technique can only be used when he is wielding a single melee slashing weapon. The shukuchi may only be used with a primary weapon. As such, the shukuchi cannot be used when fighting with two weapons or a double weapon.

The tenken's ability to use the shukuchi improves at 11th level. In addition to the standard extra attack he receives, he also gains another extra attack at his highest base attack bonus.

 (Ex): When unarmored and unencumbered, the tenken adds his Wisdom bonus (if any) to his Armor Class. In addition, he gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five tenken levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the tenken is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. The Wisdom bonus also does not stack with any other class that offers a Wisdom bonus to AC (such as the monk).

 (Ex): A tenken is fast. Very fast. He gains a bonus to his speed, as shown on Table: The Tenken. A tenken in armor or carrying a medium or heavy load loses this extra speed.

If another feat (such as Exotic Weapon Proficiency) is required to wield the weapon in one hand, then that feat must be taken first.

A tenken compensates for his lack of physical strength by striking a target’s vital areas with amazing quickness, wielding his weapon with the precision of a scalpel. A tenken can choose to add his Dexterity modifier to his damage rolls instead of his Strength modifier. If he uses his weapon in two hands (which is permissable so long as he is able to wield the weapon normally in one hand) he deals one and a half times his Dexterity modifier in damage.

This ability does not stack with any other ability that adds the characters Dexterity modifier to attack or damage rolls.

Iaijutsu Master
At first level upon drawing his weapon, the iaijutsu master gains a number of Iaijutsu Points equal to 1d4 + his Charisma or Wisdom modifier divided by four + his class level. He may use these to power his various abilities, but they only apply to the next melee attack he makes which gains a +1 bonus to attack. This bonus increases by one every three class levels hence (at levels 4, 7, and to a maximum of +4 at level 10). Any leftover Iaijutsu Points disappear at the end of his turn. Iaijutsu Points may only be spent on an attack which uses the iaijutsu master's bonded weapon.

 (Ex): Faster than the eye can see, the Iaijutsu Master whips out his weapon and coats it with the blood of his opponents in attacks of truly superhuman speed. At first level after drawing his weapon, the iaijutsu master may spend a number of Iaijutsu Points up to his class level + 2. He adds an extra 1d6 damage to the attack immediately made after drawing the weapon for each Iaijutsu Point spent.

 (Ex): The draw, a single slash, and the sheathe--and yet two slices appear from where only one strike occured! At fifth level, after drawing his bonded weapon, the iaijutsu master's may make a second attack after his first. Any effects that affected the first strike (including any effects from Iaijutsu Strike, Flowing Blade, or any other abilities he possesses from other classes, feats, or equipment) affect the second attack as well. This second attack does not have to be against the same target as the first.

 (Ex): The void begins to fill the iaijutsu master as he draws the blade, allowing him to cut deeper into his enemies with barely a thought; in fact, few thoughts cross his mind as he watches blood spray before the blade crawls back into its sheathe, almost by instinct. At sixth level, the iaijutsu master may add his Charisma or Wisdom modifier to every die of damage done with Iaijutsu Focus.

 (Su): A strain of the blade--and suddenly it's free, letting loose a blinding wind that flies free to rend the flesh of its foes even beyond the material weapon's reach. At seventh level, the attack with which the iaijutsu master gains iaijutsu focus with can reach opponents as far away as 100' from the Iaijutsu Master as long as it's made with his bonded weapon, though every 10' the attack roll takes a penalty of -1 (for a maximum of -10 at 100' range). Apart from the extended reach, this attack still counts as a melee attack for all intents and purposes.

 (Ex): As the movements become more instinctual, the iaijutsu begins to act without thinking, allowing his body to move on its own. At seventh level, the iaijutsu master cannot be surprised and may roll initiative even during surprise rounds during which he would normally be surprised.

 (Ex): Men can offer the resistance of cornstalks against the iaijutsu master's movement as he flows between them leaving only sprays of blood in his wake. At level nine, the iaijtusu master may move up to twice his speed as a full-round action and make a single attack against every foe he threatens during his movement, though only once per foe. He gains a +4 dodge bonus against attacks of opportunity provoked by his movement when using this ability.

 (Ex): The iaijutsu master's body has reached such heights that at times it moves as though it were seperate from him--its own living thing. Once per encounter at level ten, the iaijutsu master may take an immediate action to immediately take a turn. While his initiative doesn't actually change, he gains a full round's worth of actions at that point

Zodiac Knight
That means fighters still gain an increase in effective fighter level (and bonus feats if applicable), barbarians still get increases and improvements to rage, and casters still gain spells and caster level increase, simply at a slower rate.

 (Su): At every level a zodiac knight can select a new spirit which he channels from the stars. Focusing on the nature of this spirit he can gain various supernatural powers. Calling a zodiac spirit takes 5 minutes, in a ritual involving drawing a summoning circle (with chalk, in the dirt, or some other means of marking), and meditating without interruption. The spirit appears briefly and enters the zodiac knight, who gains some manifestation visible on their body. The manifestation can be suppressed as a move action, but the benefits of the spirit are not available unless manifested. Spirits hang around for 24 hours before they must be re-summoned, and you may change your spirit selection up to Wis + 1/day (minimum 1). The numerical bonuses granted are always equal to your spirit bonus.

 (Su): You channel the spirit of the scales, knowing how to balance offense and defense. You can choose to gain your spirit bonus as an insight bonus to either attack or AC, and can toggle your choice as a swift action. If you are ever flatfooted you lose this bonus.
 * Manifestation: You appear to be in very sharp contrast, either "lighter" or "darker" depending on your current stance. The appearance flips when toggled.

 (Su): You channel the spirit of the linked fish, chaotically going in all directions at once. With each hit, you deal an additional 1d4 damage per spirit bonus as chaotic energy surges from you. In addition your weapons are considered chaotic aligned for the purpose of bypassing damage reduction.
 * Manifestation: You constantly appear to be vibrating erratically. It provides no miss chance, however.

At level 21: Final Class Progression::Tenken 6/ Iaijutsu Master 10/ Zodiac Knight 10

Highlights
At level 21:
 * Ability Scores: Str 13, Dex 34, Con 20, Int 28, Wis 17, Cha 20
 * HP: 20d8+61(132)
 * AC: 47 = 10(Base) +12(Dex), +2(tiny), +7(Shielded in Life) +10(Natural - +10variant(5 armor enhancement)) +8(Dodge - 5variant, +1dodge, +2mobility), +1(Armoured in Life), +1(tenk), -4(reckless offense).
 * Speed: 90' (20' base, +10' Quick, +30' Tenken, +30' Iaijutsu Master)
 * Reach: 100' (see Razor Wind)
 * Initiative +12: (see Sharpened Reflexes
 * BAB: +18/+13/+8/+3 (+45)
 * Attack rolls(with +3Speedy +1Keen +1Flaming +1Frezzing- +5Disaster Ezurian Saber): +64/+64/+59/+54/+49 (+5weapon focus variant, +2reckless offense, +1weapon focus, +1greater weapon focus, +2epic weapon focus, +11weapon enhancement, +12Dex, +2size, +10 average roll)
 * Saves: fort+15, ref+24, will+16

Average DPR, of 3 rounds Vs. AC 40=920 (see below)

Tactics
Attack routine: Vs. AC 40.

Round 1:
 * Using Pisces the Fishes(birth), and Libra the Scales Zodiac Spirits.
 * One Strike, Two Cuts-Flowing Blade(Stunning-Iaijutsu Strike(from the Void), with Speedy -Flaming-Frezzing-Disaster Ezurian Saber.
 * 18 power attack swap
 * 2/2 hit(no crits)=392 (2x((1d10+18(dex) +8(weapon specialization's), +2(tree), +4d6+11(enhancments), +18power attack) +12d6+60iaijutsu strike(from the void) +7d4Pisces).
 * Using Pisces the Fishes(birth), and Libra the Scales Zodiac Spirits.
 * Shukuchi, with Speedy -Flaming-Frezzing-Shocking Ezurian Saber.
 * 10 power attack swap
 * 4/4 hit(2 crits)=528 ((1d10+18(dex) +8(weapon specialization's), +2(tree), +4d6+11(enhancments), +12(power attack), +7d4(Pisces))x6.

Average DPR=920

Round 2: repeat

Round 3:

Round 4: repeat

Average DPR=1707 (of 3 rounds)

Reasonable Monsters (assumed 2 other party members)
level 6

level 12

Balor (CR20)

level 21

Elder Titan (CR30)

Challenging Monsters
level 6

level 12

Chichimec (CR21)

level 21

Atropal (CR30)

Dream Larva (CR31)

Side Notes
This build rolls over at 2nd, synergysing at 8th, becoming optimal at about 9th level.

Absolutely nothing in thing build is wizard, and it uses only 1 homebrew feat.

Tricks for the DM (ordered by least to most of a detriment)
1.Low HP - but hight AC.

2.Ridiculously high AC monsters:
 * AC 55-65: do 2/3 damage.
 * AC above 70: build is destroyed! (he in fact cannot hit anything at all!)