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

1,562 bytes added, 21:54, 27 February 2011
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[[Balanced Character Wealth by Level (3.5e Variant Rule)]]
 
[[Feat Purchasing (3.5e Variant Rule)]]
 
[[Original Race Rebuilding (3.5e Variant Rule)]]
*Traits:
**Sligh Build: Whenever you are subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to you. You are also considered to be one size smaller when "squeezing" through a restrictive space. You can use weapons designed for a creature one size smaller without penalty. However, your space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
**Small: Your size decreases to Small. Apart from your size modifier changing for things such as attack, AC, hide, special attacks, and so on, you do not get any bonuses to ability scores from your decreased size. Your speed also decreases to 20'.
*Flaws:
**Unlucky: All your saves take a -1 penalty.
== Game Rule Components ==
=== Progression ===
'''Starting Ability Scores (Before Racial Adjustments):''' Str8, Dex15, Con10Con12, Int13Int14, Wis12Wis10, Cha14 '''[[Sprightling (3.5e Race)|Sprightling]]/[[Denizen of Limbo (3.5e Race)|Denizen of Limbo]]:(added +1LA)''' <!--ability mod. added, both types, Sprightling looks, small, Denizen speed, Springling sight,-->Cha13
''Starting Traits and Flaws:''
*Traits:
#Aggressive: +2 bonus on initiative checks. -1 penalty to Armor Class.
#Quick: Your base land speed increases by 10 feet. -1 hit points gained at each level.
*Flaws:
#Shaky: −2 penalty on all ranged attack rolls.
 
{| class="zebra d20" style="text-align: left;" {{#vardefine: odd|0}}
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
| 1st || Race merger [[Tenken (3.5e Class)|Tenken]] 1 | 4 |8 | 27 |15 | 6 |12 | 13 | 14 || 10 || 14 13 || +0 1 || || ||
| || [[Variant Weapon Focus (3.5e Feat)]]([[Ezurian Saber (3.5e Equipment)|Ezurian Saber]]), [[SRD:Power Attack|Power Attack]], [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]]
| Start with a [[Ezurian Saber (3.5e Equipment)|Ezurian Saber]]
|-
| 2nd || [[Tenken (3.5e Class)|Tenken]] 1 2 || 4 8 || 28 16 || 6 13 || 13 14 || 10 || 15 13 || +1 2 || || ||
| ||
|
|-
| 3rd || [[Tenken (3.5e Class)|Tenken]] 2 3 || 5 8 || 29 17 || 7 14 || 14 15 || 11 || 16 14 || +2 3 || || ||| || [[SRD:Quick Draw|Quick Draw]], [[SRD:Weapon Focus|Weapon Focus]]<sup>1</sup>
|
|-
| 4th || [[Tenken (3.5e Class)|Tenken]] 3 4 || 5 9 || 30 18 || 7 15 || 14 16 || 11 || 17 14 || +3 4 || || ||
| ||
|
|-
| 5th || [[Tenken (3.5e Class)|Tenken]] 4 5 || 5 7 || 30 20 || 7 12 || 14 16 || 11 || 17 14 || +4 5 || || ||
| ||
|
|-
| 6th || [[Tenken (3.5e Class)|Tenken]] 5 6 || 6 8 || 32 22 || 8 14 || 15 17 || 12 || 19 15 || +5 6/+1 || || ||| || [[SRD:Improved InitiativeWeapon Specialization|Improved InitiativeWeapon Specialization]]
|
|-
| 7th || [[Tenken Iaijutsu Master (3.5e Prestige Class)|TenkenIaijutsu Master]] 6 1 || 6 8 || 32 22 || 8 14 || 15 17 || 12 || 19 15 || +6/+1 || || ||| [[#Blade Artist|Blade Artist]], [[#Defensive Sheathe|Defensive Sheathe]], [[#Iaijutsu Focus|Iaijutsu Focus]], [[#Iaijutsu Strike|Iaijutsu Strike]], [[#Weapon Bond|Weapon Bond]] ||
|
|-
| 8th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 1 2 || 6 8 || 33 23 || 8 14 || 15 18 || 12 || 20 15 || +67/+1 2 || || ||| [[#Flowing Blade Artist|Flowing Blade Artist]], [[#Defensive Sheathe|Defensive Sheathe]], [[#Iaijutsu Focus|Iaijutsu Focus]], [[#Iaijutsu Strike|Iaijutsu Strike]], [[#Weapon Bond|Weapon Bond]] ||
|
|-
| 9th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 2 3 || 7 9 || 34 24 || 9 15 || 16 19 || 13 || 21 16 || +78/+2 3 || || ||| [[#Flowing BladeSheathe Unbloodied|Sheathe Unbloodied]], [[#Shunpo|Flowing BladeShunpo]] || [[SRD:Spring Attack|Spring Attack]], [[SRD:Greater Weapon Focus|Greater Weapon Focus]]<sup>1</sup>
|
|-
| 10th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 3 4 || 7 9 || 35 25 || 10 15 || 16 20 || 13 || 22 16 || +89/+3 4 || || ||| [[#Sheathe Unbloodied|Sheathe Unbloodied]], [[#ShunpoDance of Blades|ShunpoDance of Blades]] ||
|
|-
| 11th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 4 5 || 7 9 || 35 25 || 10 15 || 16 20 || 13 || 22 16 || +9/+4 || || ||| [[#Dance of BladesOne Strike, Two Cuts|Dance of BladesOne Strike, Two Cuts]] ||
|
|-
| 12th || [[Iaijutsu Master Zodiac Knight (3.5e Prestige Class)|Iaijutsu MasterZodiac Knight]] 5 1 || 8 10 || 37 27 || 12 16 || 17 22 || 14 || 24 17 || +910/+4 5 || || ||| [[#One Strike, Two Cuts|One Strike, Two Cuts]] || [[SRD:Cleave|Cleave]]| Buy a [[Steambolt Minigun (3.5e Equipment)|Steambolt Minigun]]
|-
| 13th || [[Jumper Zodiac Knight (3.5e Prestige Class)|JumperZodiac Knight]] 1 2, [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 6 || 8 10 || 37 27 || 12 16 || 17 22 || 14 || 24 17 || +911/+4 6/+1 || || ||| [[#Strike from the Void|Strike from the Void]] ||
|
|-
| 14th || [[Jumper Zodiac Knight (3.5e Prestige Class)|JumperZodiac Knight]] 2 3 || 8 10 || 38 28 || 12 17 || 17 22 || 14 || 25 17 || +1012/+7/+5 2 || || ||
| ||
|
|-
| 15th || [[Jumper Zodiac Knight (3.5e Prestige Class)|JumperZodiac Knight]] 4, [[Iaijutsu Master (3 .5e Prestige Class)|Iaijutsu Master]] 7 || 9 11 || 39 29 || 13 18 || 18 23 || 15 || 26 18 || +1113/+68/+1 3 || || ||| [[#Razor Wind|Razor Wind]], [[#Sharpened Reflexes|Sharpened Reflexes]] || [[SRD:Reckless Offense|Reckless Offense]], [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]]<sup>1</sup>
|
|-
| 16th || [[Jumper Zodiac Knight (3.5e Prestige Class)|JumperZodiac Knight]] 4 5 || 9 11 || 40 30 || 13 18 || 18 24 || 15 || 27 18 || +1214/+79/+2 4 || || ||
| ||
|
|-
| 17th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 6, [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 6 8 || 9 11 || 40 30 || 13 18 || 18 24 || 15 || 27 18 || +1315/+810/+3 5 || || ||| [[#Strike from the Void|Strike from the Void]] ||
|
|-
| 18th || [[Iaijutsu Master Zodiac Knight (3.5e Prestige Class)|Iaijutsu MasterZodiac Knight]] 7 || 10 12 || 41 32 || 14 19 || 19 26 || 16 || 29 19 || +1416/+11/+96/+4 1 || || ||| [[#Razor Wind|Razor Wind]], [[#Sharpened Reflexes|Sharpened Reflexes]] || [[SRD:Great Cleave|Great Cleave]]
|
|-
| 19th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 8, [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 8 9 || 10 12 || 41 32 || 14 19 || 19 26 || 16 || 29 19 || +1517/+12/+107/+5 2 || || ||
| ||
|
|-
| 20th || [[Iaijutsu Master Zodiac Knight (3.5e Prestige Class)|Iaijutsu MasterZodiac Knight]] 9 || 10 12 || 42 33 || 14 19 || 19 27 || 16 || 30 19 || +1518/+13/+108/+5 3 || || ||
| ||
|
|-
| 21th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 10, [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 10 || 11 13 || 43 34 || 15 20 || 20 28 || 17 || 32 20 || +1618/+1113/+68/+1 3 || || ||| || [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]]<sup>1</sup>
|
|-
| colspan="15" class="foot" |
# Remove if not using the [[Feat Purchasing (3.5e Variant Rule)]].
|}
'''{{Anchor|Strike with no Thought}} ([[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
===JumperZodiac Knight=== '''{{Anchor|Increased Existing Class}}:''' At 2nd level and every level after, you gain the effects as if you leveled in whatever previous class you entered with. 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.
'''{{anchorAnchor|Nimble StrikeZodiac Spirit}}([[Su]]):''' Jumpers are unbelievably fast, and, upon At every level a zodiac knight can select a new spirit which he channels from the battlefield, it is extremely difficult to dodge their attacksstars. As long as a jumper moves more than 15 feet in a round, they deal an extra 1d6 Focusing on any attack they make before the beginning nature of their next roundthis spirit he can gain various supernatural powers. Additionally Calling a zodiac spirit takes 5 minutes, any attack that the jumper makes after moving 15 feet in a single round denies ritual involving drawing a summoning circle (with chalk, in the target its [[SRD:Dexterity|Dex]] mod (dirt, or some other means of marking), and meditating without interruption. The spirit appears briefly and only its [[SRD:Dexterity|Dex]] mod) to its [[SRD:Armor Class|AC]]enters the zodiac knight, who gains some manifestation visible on their body. A jumper cannot use [[SRD:Rogue#Sneak Attack|sneak attack]] or similar abilities with these attacks unless The manifestation can be suppressed as a move action, but the target benefits of the attack is denied their [[SRD:Dexterity|Dex]] mod 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 their [[SRD:Armor Class|ACWis]] via another source. The extra damage dealt by this class feature increase by an extra 1d6 every 3 levels after first + 1/day (4<sup>th</sup>, 7<sup>th</sup>, 10<sup>th</sup>, etc.minimum 1). A jumper who uses the [[#Jump|jump]] class feature during a round counts as having moved 10 feet for the purposes of these attacks, no matter how what distance they actually teleported across The numerical bonuses granted are always equal to your spirit bonus.
'''{{anchorAnchor|JumpLibra the Scales}} ([[SRD:Special Abilities Overview#Extraordinary|ExSu]]):''' The signature mark You channel the spirit of a jumper, is the ability to seemingly teleport from one place to another without so much as a thought. This ability is actually gained due to the jumper's inherent ability to move into a fourth spacial dimension. At second levelscales, a jumper gains the ability to travel between two places instantaneously. The jumper may teleport from his current location knowing how to any other location with 10 feet of his original location that he can see, as a [[SRD:Swift Actions|swift action]] that does not provoke an [[SRD:Attack of Opportunity|attack of opportunity]]. A jumper can move both before balance offense and after the jump, provided that his total distance moved is not greater than his speeddefense. A jumper You can also bring along objects as long as their weight doesn’t exceed his maximum load. A jumper can bring along other living creatures too, as long as their total weight doesn’t exceed his maximum load. Additionally, a jumper can jump with unwilling creature choose to gain your spirit bonus as long as that creature is in a [[SRD:Grapple|grapple]] with the jumper, though, even then, an unwilling creature is allowed a [[SRD:Saving Throw#Reflex|Reflex saving throw]] ([[SRD:DC|DC]] 10 + half the jumper's [[SRD:Hit Dice|HD]] + the jumper's [[SRD:Dexterity|Dexterity]] modifier) insight bonus to avoid being taken along with the jumper. A jumper cannot teleport to a location that is occupied by another creature either attack or an objectAC, nor and can he jump if he is immobilized. The distance toggle your choice as a jumper can jump across increase by 10 feet every even level after second (4<sup>th</sup>, 6<sup>th</sup>, 8<sup>th</sup>, 10<sup>th</sup>, etcswift action.) If you are ever flatfooted you lose this bonus. Jump is not hampered by :''[[SRDManifestation:Dimensional Lock|dimensional lock]]'' You appear to be in very sharp contrast, either "lighter" or similar spells"darker" depending on your current stance. Take note that this ability is not derived from magical abilities and therefore works fine in an ''[[SRD:Antimagic Field|antimagic field]]'' The appearance flips when toggled.
''{{Anchor|Pisces the Fishes}} ([[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 2021: [[Final Class Progression::Tenken 6/ Iaijutsu Master 10/ Jumper 4Zodiac Knight 10]]
== Highlights ==
At level 21:
*Ability Scores: Str 1113, Dex 4334, Con 1520, Int 2028, Wis 17, Cha 32 20
*HP: 20d8+61(132)
*AC: 51 47 = 10(Base) +1612(Dex), +2(tiny), +7(Shielded in Life) +10(Natural - +10variant (5 armor enhancement)) +8(Dodge - 5variant, +1dodge, +2mobility), +1(Armoured in Life) -, +1(Traits/Flaws - -1aggressivetenk), +1tenk -4reckless 4(reckless offense).*Speed: 11090' (4020' base, +10' Quick, +30' Tenken, +30' Iaijutsu Master)*Reach: 100' (see [[#Razor Wind|Razor Wind]])*Initiative +2012: (see [[#Sharpened Reflexes|Sharpened Reflexes]]*BAB: +1618/+1113/+68/+1 3 (+4245)**Attack rolls(with +3[[SRD:Speed|Speedy]] -+1[[SRD:Keen|Keen]]- +1[[SRD:Flaming|Flaming]]- +1[[SRD:Frost|FrostFrezzing]]- +5[[SRD:ShockBlade of Disaster (3.5e Equipment)|ShockDisaster]] [[Ezurian Saber (3.5e Equipment)|Ezurian Saber]]): +6864/+6864/+6359/+5854/+53 49 (+4weapon 5weapon focus variant, +2reckless offense, +1weapon focus, +1greater weapon focus, +2epic weapon focus, +7weapon 11weapon enhancement, +16Dex12Dex, +1size2size, +10 average roll)*Saves: fort+615, ref+1624, will+13 16
'''Average DPR, of 3 rounds Vs. AC 40=1408920''' (see below)
=== Tactics ===
'''Round 1:'''
*Using Pisces the Fishes(birth), and Libra the Scales Zodiac Spirits.**One Strike, Two Cuts-Flowing Blade([[SRD:Stunned|Stunning]]-Iaijutsu Strike(from the Void), with [[SRD:Speed|Speedy]] -[[SRD:Flaming|Flaming]]-[[SRD:Frost|FrostFrezzing]]-[[SRD:Shock|Shock]]-[[SRD:ShockBlade of Disaster (3.5e Equipment)|ShockDisaster]]-[[Ezurian Saber (3.5e Equipment)|Ezurian Saber]], and a 10 .***18 power attack swap - ****2/2 hit(no crits)=793 392 (2x((2d81d10+2418(dex)+8(weapon specialization's), +2(tree), +3d64d6+711(enhancments), +50power 18power attack) +12d6+132iaijutsu 60iaijutsu strike(from the void) +120power attack7d4Pisces).*Using Pisces the Fishes(birth), and Libra the Scales Zodiac Spirits.**Shukuchi , with [[SRD:Speed|Speedy]] -[[SRD:Flaming|Flaming]]-[[SRD:Frost|Frezzing]]- [[SRD:Shock|Shocking]] [[Ezurian Saber (3.5e Equipment)|Ezurian Saber]].***10 power attack swap ****4/4 hit(2 crits)=615 528 ((2d81d10+2418(dex)+8(weapon specialization's), +2(tree), +3d64d6+711(enhancments) , +5012(power attack), +7d4(Pisces))x6).
''Average DPR=1408920''
----
'''Round 2:'''repeat
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'''Round 3:'''
 
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'''Average DPR=1707''' (of 3 rounds) <!--(1215x3)/3-->
 
=== Reasonable Monsters (assumed 2 other party members)===
 
level 6
 
level 12
 
[[SRD:Balor|Balor]] (CR20)
 
level 21
 
[[SRD:Elder Titan|Elder Titan]] (CR30)
 
=== Challenging Monsters ===
 
level 6
 
level 12
 
[[SRD:Chichimec|Chichimec]] (CR21)
 
level 21
 
[[SRD:Atropal|Atropal]] (CR30)
 
[[SRD:Dream Larva|Dream Larva]] (CR31)
== Side Notes ==
====Tricks for the DM (ordered by least to most of a detriment)====
1.Fight fire with fire (i.e. use monsters with high manoeuvrability, and spread out):Spreads him thin::1 monster could get away to summon more. 2.Low HP - but hight AC.
32.Ridiculously high AC monsters::AC 5255-6265: halves do 2/3 damage.:AC above 6870: build is destroyed! (he in fact cannot hit anything at all!)
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