Difference between revisions of "User:Franken Kesey/Hermes (3.5e Optimized Character Build)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(removed denzen, added zodiac)
Line 13: Line 13:
  
 
[[Balanced Character Wealth by Level (3.5e Variant Rule)]]
 
[[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:
 +
**Clumsy: Reduce your AC by one.
  
 
== Game Rule Components ==
 
== Game Rule Components ==
Line 18: Line 27:
 
=== Progression ===
 
=== Progression ===
  
'''Starting Ability Scores (Before Racial Adjustments):''' Str8, Dex15, Con10, Int13, Wis12, Cha14
+
'''Starting Ability Scores (Before Racial Adjustments):''' Str8, Dex15, Con12, Int14, Wis10, Cha13
 
 
'''[[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,-->
 
  
 
''Starting Traits and Flaws:''
 
''Starting Traits and Flaws:''
Line 28: Line 35:
 
*Flaws:
 
*Flaws:
 
#Shaky: −2 penalty on all ranged attack rolls.  
 
#Shaky: −2 penalty on all ranged attack rolls.  
 
  
 
{| class="zebra d20" style="text-align: left;" {{#vardefine: odd|0}}
 
{| class="zebra d20" style="text-align: left;" {{#vardefine: odd|0}}
Line 48: Line 54:
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|-
| 1st || Race merger || 4 || 27 || 6 || 13 || 10 || 14 || +0 || || ||  
+
| 1st || [[Tenken (3.5e Class)|Tenken]] 1 || 8 || 15 || 12 || 14 || 10 || 13 || +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]]
 
| || [[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]]
 
| Start with a [[Ezurian Saber (3.5e Equipment)|Ezurian Saber]]
 
|-
 
|-
| 2nd || [[Tenken (3.5e Class)|Tenken]] 1 || 4 || 28 || 6 || 13 || 10 || 15 || +1 || || ||
+
| 2nd || [[Tenken (3.5e Class)|Tenken]] 2 || 8 || 16 || 13 || 14 || 10 || 13 || +2 || || ||
 
| ||
 
| ||
 
|  
 
|  
 
|-
 
|-
| 3rd || [[Tenken (3.5e Class)|Tenken]] 2 || 5 || 29 || 7 || 14 || 11 || 16 || +2 || || ||
+
| 3rd || [[Tenken (3.5e Class)|Tenken]] 3 || 8 || 17 || 14 || 15 || 11 || 14 || +3 || || ||
 
|  || [[SRD:Quick Draw|Quick Draw]]
 
|  || [[SRD:Quick Draw|Quick Draw]]
 
|  
 
|  
 
|-
 
|-
| 4th || [[Tenken (3.5e Class)|Tenken]] 3 || 5 || 30 || 7 || 14 || 11 || 17 || +3 || || ||
+
| 4th || [[Tenken (3.5e Class)|Tenken]] 4 || 9 || 18 || 15 || 16 || 11 || 14 || +4 || || ||
 
| ||
 
| ||
 
|
 
|
 
|-
 
|-
| 5th || [[Tenken (3.5e Class)|Tenken]] 4 || 5 || 30 || 7 || 14 || 11 || 17 || +4 || || ||
+
| 5th || [[Tenken (3.5e Class)|Tenken]] 5 || 7 || 20 || 12 || 16 || 11 || 14 || +5 || || ||
 
| ||
 
| ||
 
|
 
|
 
|-
 
|-
| 6th || [[Tenken (3.5e Class)|Tenken]] 5 || 6 || 32 || 8 || 15 || 12 || 19 || +5 || || ||
+
| 6th || [[Tenken (3.5e Class)|Tenken]] 6 || 8 || 22 || 14 || 17 || 12 || 15 || +6/+1 || || ||
 
|  || [[SRD:Improved Initiative|Improved Initiative]]
 
|  || [[SRD:Improved Initiative|Improved Initiative]]
 
|
 
|
 
|-
 
|-
| 7th || [[Tenken (3.5e Class)|Tenken]] 6 || 6 || 32 || 8 || 15 || 12 || 19 || +6/+1 || || ||
+
| 7th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 1 || 8 || 22 || 14 || 17 || 12 || 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 || 6 || 33 || 8 || 15 || 12 || 20 || +6/+1 || || ||
+
| 8th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 2 || 8 || 23 || 14 || 18 || 12 || 15 || +7/+2 || || ||
| [[#Blade Artist|Blade Artist]], [[#Defensive Sheathe|Defensive Sheathe]], [[#Iaijutsu Focus|Iaijutsu Focus]], [[#Iaijutsu Strike|Iaijutsu Strike]], [[#Weapon Bond|Weapon Bond]] ||
+
| [[#Flowing Blade|Flowing Blade]] ||
 
|
 
|
 
|-
 
|-
| 9th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 2 || 7 || 34 || 9 || 16 || 13 || 21 || +7/+2 || || ||
+
| 9th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 3 || 9 || 24 || 15 || 19 || 13 || 16 || +8/+3 || || ||
| [[#Flowing Blade|Flowing Blade]] || [[SRD:Spring Attack|Spring Attack]]
+
| [[#Sheathe Unbloodied|Sheathe Unbloodied]], [[#Shunpo|Shunpo]] || [[SRD:Spring Attack|Spring Attack]]
 
|
 
|
 
|-
 
|-
| 10th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 3 || 7 || 35 || 10 || 16 || 13 || 22 || +8/+3 || || ||
+
| 10th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 4 || 9 || 25 || 15 || 20 || 13 || 16 || +9/+4 || || ||
| [[#Sheathe Unbloodied|Sheathe Unbloodied]], [[#Shunpo|Shunpo]] ||
+
| [[#Dance of Blades|Dance of Blades]] ||
 
|  
 
|  
 
|-
 
|-
| 11th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 4 || 7 || 35 || 10 || 16 || 13 || 22 || +9/+4 || || ||
+
| 11th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 5 || 9 || 25 || 15 || 20 || 13 || 16 || +9/+4 || || ||
| [[#Dance of Blades|Dance of Blades]] ||
+
| [[#One Strike, Two Cuts|One Strike, Two Cuts]] ||
 
|  
 
|  
 
|-
 
|-
| 12th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 5 || 8 || 37 || 12 || 17 || 14 || 24 || +9/+4 || || ||
+
| 12th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 1 || 10 || 27 || 16 || 22 || 14 || 17 || +10/+5 || || ||
| [[#One Strike, Two Cuts|One Strike, Two Cuts]] || [[SRD:Cleave|Cleave]]
+
| || [[SRD:Cleave|Cleave]]
|  
+
| Buy a [[Steambolt Minigun (3.5e Equipment)|Steambolt Minigun]]
 
|-
 
|-
| 13th || [[Jumper (3.5e Class)|Jumper]] 1 || 8 || 37 || 12 || 17 || 14 || 24 || +9/+4 || || ||
+
| 13th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 2, [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 6 || 10 || 27 || 16 || 22 || 14 || 17 || +11/+6/+1 || || ||
| ||
+
| [[#Strike from the Void|Strike from the Void]] ||
 
|
 
|
 
|-
 
|-
| 14th || [[Jumper (3.5e Class)|Jumper]] 2 || 8 || 38 || 12 || 17 || 14 || 25 || +10/+5 || || ||
+
| 14th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 3 || 10 || 28 || 17 || 22 || 14 || 17 || +12/+7/+2 || || ||
 
| ||
 
| ||
 
|
 
|
 
|-
 
|-
| 15th || [[Jumper (3.5e Class)|Jumper]] 3 || 9 || 39 || 13 || 18 || 15 || 26 || +11/+6/+1 || || ||
+
| 15th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 4, [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 7 || 11 || 29 || 18 || 23 || 15 || 18 || +13/+8/+3 || || ||
| || [[SRD:Reckless Offense|Reckless Offense]]
+
| [[#Razor Wind|Razor Wind]], [[#Sharpened Reflexes|Sharpened Reflexes]] || [[SRD:Reckless Offense|Reckless Offense]]
 
|
 
|
 
|-
 
|-
| 16th || [[Jumper (3.5e Class)|Jumper]] 4 || 9 || 40 || 13 || 18 || 15 || 27 || +12/+7/+2 || || ||
+
| 16th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 5 || 11 || 30 || 18 || 24 || 15 || 18 || +14/+9/+4 || || ||
 
|  ||
 
|  ||
 
|
 
|
 
|-
 
|-
| 17th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 6 || 9 || 40 || 13 || 18 || 15 || 27 ||  +13/+8/+3 || || ||
+
| 17th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 6, [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 8 || 11 || 30 || 18 || 24 || 15 || 18 ||  +15/+10/+5 || || ||
| [[#Strike from the Void|Strike from the Void]] ||
+
| ||
 
|
 
|
 
|-
 
|-
| 18th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 7 || 10 || 41 || 14 || 19 || 16 || 29 || +14/+9/+4 || || ||
+
| 18th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 7 || 12 || 32 || 19 || 26 || 16 || 19 || +16/+11/+6/+1 || || ||
| [[#Razor Wind|Razor Wind]], [[#Sharpened Reflexes|Sharpened Reflexes]] || [[SRD:Great Cleave|Great Cleave]]
+
| || [[SRD:Great Cleave|Great Cleave]]
 
|
 
|
 
|-
 
|-
| 19th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 8 || 10 || 41 || 14 || 19 || 16 || 29 || +15/+10/+5 || || ||
+
| 19th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 8, [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 9 || 12 || 32 || 19 || 26 || 16 || 19 || +17/+12/+7/+2 || || ||
 
| ||
 
| ||
 
|
 
|
 
|-
 
|-
| 20th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 9 || 10 || 42 || 14 || 19 || 16 || 30 || +15/+10/+5 || || ||
+
| 20th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 9 || 12 || 33 || 19 || 27 || 16 || 19 || +18/+13/+8/+3 || || ||
 
|  ||  
 
|  ||  
 
|
 
|
 
|-
 
|-
| 21th || [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 10 || 11 || 43 || 15 || 20 || 17 || 32 || +16/+11/+6/+1 || || ||
+
| 21th || [[Zodiac Knight (3.5e Prestige Class)|Zodiac Knight]] 10, [[Iaijutsu Master (3.5e Prestige Class)|Iaijutsu Master]] 10 || 13 || 34 || 20 || 28 || 17 || 20 || +19/+14/+9/+4 || || ||
 
|  || [[SRD:Epic Weapon Focus|Epic Weapon Focus]]
 
|  || [[SRD:Epic Weapon Focus|Epic Weapon Focus]]
 
|
 
|
Line 169: Line 175:
 
'''{{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
 
'''{{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
  
===Jumper===
+
===Zodiac 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.
 +
 
 +
'''{{Anchor|Zodiac Spirit}} ([[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.
  
'''{{anchor|Nimble Strike}}:''' Jumpers are unbelievably fast, and, upon the battlefield, it is extremely difficult to dodge their attacks. As long as a jumper moves more than 15 feet in a round, they deal an extra 1d6 on any attack they make before the beginning of their next round. Additionally, any attack that the jumper makes after moving 15 feet in a single round denies the target its [[SRD:Dexterity|Dex]] mod (and only its [[SRD:Dexterity|Dex]] mod) to its [[SRD:Armor Class|AC]]. A jumper cannot use [[SRD:Rogue#Sneak Attack|sneak attack]] or similar abilities with these attacks unless the target of the attack is denied their [[SRD:Dexterity|Dex]] mod to their [[SRD:Armor Class|AC]] via another source. The extra damage dealt by this class feature increase by an extra 1d6 every 3 levels after first (4<sup>th</sup>, 7<sup>th</sup>, 10<sup>th</sup>, etc.). 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.
+
''{{Anchor|Libra the Scales}} ([[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.
  
'''{{anchor|Jump}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The signature mark 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 level, a jumper gains the ability to travel between two places instantaneously. The jumper may teleport from his current location 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 and after the jump, provided that his total distance moved is not greater than his speed. A jumper 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 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) to avoid being taken along with the jumper. A jumper cannot teleport to a location that is occupied by another creature or an object, nor can he jump if he is immobilized. The distance 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>, etc.). Jump is not hampered by ''[[SRD:Dimensional Lock|dimensional lock]]'' or similar spells. Take note that this ability is not derived from magical abilities and therefore works fine in an ''[[SRD:Antimagic Field|antimagic field]]''.
+
''{{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 20: [[Final Class Progression::Tenken 6/ Iaijutsu Master 10/ Jumper 4]]
+
At level 21: [[Final Class Progression::Tenken 6/ Iaijutsu Master 10/ Zodiac Knight 10]]
  
 
== Highlights ==
 
== Highlights ==
  
 
At level 21:
 
At level 21:
*Ability Scores: Str 11, Dex 43, Con 15, Int 20, Wis 17, Cha 32
+
*Ability Scores: Str 13, Dex 34, Con 20, Int 28, Wis 17, Cha 20
 
*HP: 20d8+61(132)
 
*HP: 20d8+61(132)
*AC: 51 = 10(Base) +16(Dex), +7(Shielded in Life) +10(Natural - +10variant (5 armor enhancement)) +8(Dodge - 5variant, +1dodge, +2mobility), +1(Armoured in Life) -1(Traits/Flaws - -1aggressive), +1tenk -4reckless offense.
+
*AC: 51 = 10(Base) +12(Dex), +7(Shielded in Life) +10(Natural - +10variant (5 armor enhancement)) +8(Dodge - 5variant, +1dodge, +2mobility), +1(Armoured in Life) -1(Traits/Flaws - -1aggressive), +1tenk -4reckless offense.
 
*Speed: 110' (40' base, +10' Quick, +30' Tenken, +30' Iaijutsu Master)
 
*Speed: 110' (40' base, +10' Quick, +30' Tenken, +30' Iaijutsu Master)
 
*Initiative +20:  
 
*Initiative +20:  
*BAB: +16/+11/+6/+1 (+42)
+
*BAB: +19/+14/+9/+4 (+42)
**Attack rolls(with [[SRD:Speed|Speedy]] -[[SRD:Keen|Keen]]- [[SRD:Flaming|Flaming]]- [[SRD:Frost|Frost]]- [[SRD:Shock|Shock]] [[Ezurian Saber (3.5e Equipment)|Ezurian Saber]]): +68/+68/+63/+58/+53 (+4weapon focus variant, +2reckless offense, +2epic weapon focus, +7weapon enhancement, +16Dex, +1size, +10 average roll)
+
**Attack rolls(with +3[[SRD:Speed|Speedy]] +1[[SRD:Keen|Keen]] +2[[SRD:Flaming|Flaming]] +2[[SRD:Frost|Frezzing]]- +2[[SRD:Shock|Shocking]] [[Ezurian Saber (3.5e Equipment)|Ezurian Saber]]): +61/+61/+56/+51/+46 (+5weapon focus variant, +2reckless offense, +2epic weapon focus, +10weapon enhancement, +12Dex, +1size, +10 average roll)
*Saves: fort+6, ref+16, will+13
+
*Saves: fort+16, ref+25, will+17
  
'''Average DPR, of 3 rounds Vs. AC 40=1408''' (see below)
+
'''Average DPR, of 3 rounds Vs. AC 40=896''' (see below)
  
 
=== Tactics ===
 
=== Tactics ===
Line 196: Line 208:
  
 
'''Round 1:'''
 
'''Round 1:'''
*One Strike, Two Cuts-Flowing Blade([[SRD:Stunned|Stunning]]-Iaijutsu Strike(from the Void), with [[SRD:Speed|Speedy]] -[[SRD:Flaming|Flaming]]-[[SRD:Frost|Frost]]-[[SRD:Shock|Shock]]-[[SRD:Shock|Shock]]-[[Ezurian Saber (3.5e Equipment)|Ezurian Saber]], and a 10 power attack swap - 2/2 hit(no crits)=793 (2x((2d8+24(dex)+2(tree), +3d6+7(enhancments), +50power attack) +12d6+132iaijutsu strike(from the void) +120power attack).
+
*Using Pisces the Fishes(birth), and Libra the Scales Zodiac Spirits.
*Shukuchi - 4/4 hit(2 crits)=615 ((2d8+24(dex)+2(tree), +3d6+7(enhancments) +50)x6).
+
**One Strike, Two Cuts-Flowing Blade([[SRD:Stunned|Stunning]]-Iaijutsu Strike(from the Void), with [[SRD:Speed|Speedy]] -[[SRD:Flaming|Flaming]]-[[SRD:Frost|Frezzing]]-[[SRD:Shock|Shocking]] [[Ezurian Saber (3.5e Equipment)|Ezurian Saber]].
 +
***20 power attack swap  
 +
****2/2 hit(no crits)=392 (2x((1d10+18(dex)+2(tree), +6d6+10(enhancments), +20power attack) +12d6+60iaijutsu strike(from the void) +7d4Pisces).
 +
*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]].
 +
***15 power attack swap
 +
****4/4 hit(2 crits)=504 ((1d10+18(dex)+2(tree), +6d6+10(enhancments), +10(power attack), +7d4(Pisces))x6.
  
''Average DPR=1408''
+
''Average DPR=896''
  
 
----
 
----
  
 
'''Round 2:'''
 
'''Round 2:'''
 +
Steambolt Minigun
  
 
----
 
----

Revision as of 19:44, 24 May 2010

Incomplete Article
Incomplete.png
This page was tagged as incomplete and may not be useable in its current form. The article must remain under active development until it is completed. If it is left without edits for 3 days or more, it will be deleted in accordance with our policies. The following areas must be completed or removed for the article to be considered complete, at which point this template may be removed:

Optimization & synergy not demonstrated


If you feel this article does not deserve the incomplete notice and that no changes need to be made, please discuss the issues further on the talk page. See our Homebrew Content Requirements and our Deletion Policies for additional information.


Homebrew.png
Author: Franken Kesey (talk)
Date Created: 5/18/10
Status: started
Editing: Clarity edits only please
Rating box not supported outside of the main namespace.
Rate this article
Discuss this article

Introduction

The god of Speed - nothing less!

References

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:
    • Clumsy: Reduce your AC by one.

Game Rule Components

Progression

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

Starting Traits and Flaws:

  • Traits:
  1. Aggressive: +2 bonus on initiative checks. -1 penalty to Armor Class.
  2. 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.
ECL Class/HD/LA Str Dex Con Int Wis Cha Base
Attack Bonus
Saving Throws Class
Features
Feats Special
Fort Ref Will
1st Tenken 1 8 15 12 14 10 13 +1 Variant Weapon Focus (3.5e Feat)(Ezurian Saber), Power Attack, Exotic Weapon Proficiency Start with a Ezurian Saber
2nd Tenken 2 8 16 13 14 10 13 +2
3rd Tenken 3 8 17 14 15 11 14 +3 Quick Draw
4th Tenken 4 9 18 15 16 11 14 +4
5th Tenken 5 7 20 12 16 11 14 +5
6th Tenken 6 8 22 14 17 12 15 +6/+1 Improved Initiative
7th Iaijutsu Master 1 8 22 14 17 12 15 +6/+1 Blade Artist, Defensive Sheathe, Iaijutsu Focus, Iaijutsu Strike, Weapon Bond
8th Iaijutsu Master 2 8 23 14 18 12 15 +7/+2 Flowing Blade
9th Iaijutsu Master 3 9 24 15 19 13 16 +8/+3 Sheathe Unbloodied, Shunpo Spring Attack
10th Iaijutsu Master 4 9 25 15 20 13 16 +9/+4 Dance of Blades
11th Iaijutsu Master 5 9 25 15 20 13 16 +9/+4 One Strike, Two Cuts
12th Zodiac Knight 1 10 27 16 22 14 17 +10/+5 Cleave Buy a Steambolt Minigun
13th Zodiac Knight 2, Iaijutsu Master 6 10 27 16 22 14 17 +11/+6/+1 Strike from the Void
14th Zodiac Knight 3 10 28 17 22 14 17 +12/+7/+2
15th Zodiac Knight 4, Iaijutsu Master 7 11 29 18 23 15 18 +13/+8/+3 Razor Wind, Sharpened Reflexes Reckless Offense
16th Zodiac Knight 5 11 30 18 24 15 18 +14/+9/+4
17th Zodiac Knight 6, Iaijutsu Master 8 11 30 18 24 15 18 +15/+10/+5
18th Zodiac Knight 7 12 32 19 26 16 19 +16/+11/+6/+1 Great Cleave
19th Zodiac Knight 8, Iaijutsu Master 9 12 32 19 26 16 19 +17/+12/+7/+2
20th Zodiac Knight 9 12 33 19 27 16 19 +18/+13/+8/+3
21th Zodiac Knight 10, Iaijutsu Master 10 13 34 20 28 17 20 +19/+14/+9/+4 Epic Weapon Focus

Class Features of Note

Tenken

Shukuchi (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.

AC 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).

Fast Movement (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.

Superior Finesse: A tenken automatically gains the Weapon Finesse feat with any weapon that is considered a one-handed slashing weapon for him in addition to any normal weapons to which Weapon Finesse can be applied. 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

Iaijutsu Focus: After drawing a weapon, the iaijutsu master gains an extraordinary focus as all his attention descends upon the target of his strike. 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.

Iaijutsu Strike (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.

One Strike, Two Cuts (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.

Strike from the Void (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.

Razor Wind (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.

Sharpened Reflexes (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.

Flowing Water (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.

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

Zodiac Knight

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.

Zodiac Spirit (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.

Libra the Scales (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.

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 21: 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: 51 = 10(Base) +12(Dex), +7(Shielded in Life) +10(Natural - +10variant (5 armor enhancement)) +8(Dodge - 5variant, +1dodge, +2mobility), +1(Armoured in Life) -1(Traits/Flaws - -1aggressive), +1tenk -4reckless offense.
  • Speed: 110' (40' base, +10' Quick, +30' Tenken, +30' Iaijutsu Master)
  • Initiative +20:
  • BAB: +19/+14/+9/+4 (+42)
  • Saves: fort+16, ref+25, will+17

Average DPR, of 3 rounds Vs. AC 40=896 (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-Shocking Ezurian Saber.
      • 20 power attack swap
        • 2/2 hit(no crits)=392 (2x((1d10+18(dex)+2(tree), +6d6+10(enhancments), +20power attack) +12d6+60iaijutsu strike(from the void) +7d4Pisces).
  • Using Pisces the Fishes(birth), and Libra the Scales Zodiac Spirits.

Average DPR=896


Round 2: Steambolt Minigun


Round 3:


Round 4: repeat

Average DPR=1707 (of 3 rounds)

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.

Limitations

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.

3.Ridiculously high AC monsters:

AC 52-62: halves damage.
AC above 68: build is destroyed! (he in fact cannot hit anything at all!)


---- {{3.5e Optimized Character Builds Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Optimized Character Build]]