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Author: STDoc, Entheomancer (talk)
Date Created: Sept 16, 2009
Status: UNDERGOING MASSIVE OVERHAUL. PLEASE BE PATIENT.
Editing: Clarity edits only please
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Introduction

And ye, from within the belly of the Fallen Tarrasque emerged a figure draped in simple, if not ragged clothing. "Yeh must be the legendary warriors I'be hearin' about?" He murmured, bowing low and speaking in slow, methodical tones. "I s'pose I be the challenge yeh seek?"

This Character is heavily based off of Classes and Feats found on this website.

References

Dungeons.Wikia.Com!

Game Rule Components

Spells, Powers, Soulmelds, Stances, etc...

None.

Items

Adamantine Weapons, Mythril Armor.

Progression

Starting Ability Scores (Before Racial Adjustments):
Str: 14
Dex: 8
Con: 18
Int: 16
Wis: 8
Cha: 8

Race (Templates): Dwarf- Player's Handbook Mineral Warrior- Underdark

Starting Racial Traits:
Dwarf- +2 Con, -2 Cha, Base Speed 20ft, Darkvision 60', Stonecunning, Weapon Familiarity, Stability, +2 vs. Poison, +2 vs. Spells and Spell-Like Effects, +1 to Attack rolls vs. Orcs and Goblinoids, +4 Dodge bonuses vs Creatures of the Giant Type, +2 to Appraise and Craft involving Stone or Metal work.

Mineral Warrior- +2 Str, +4 Con, -2 Int, Wis, Cha. Damage Reduction 8/Adamantine, Burrow Speed = Half Land Speed, Level Adjustment +1.

Ability Scores After Racial Adjustments:
Str: 16
Dex: 8
Con: 24
Int: 14
Wis: 6
Cha: 4

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Generic Warrior1 +1 +0 +2 +0 Iron Will GW Bonus Feat: Lightning Reflexes As soon as you can, grab yourself a Masterwork Weapon. Preferably 2, A Greatsword, and a Composite Longbow. NO MAGIC ITEMS! Choose Concentration, Handle Animal, Survival, Knowledge (Dungeoneering), and Heal as class skills. Put 4 ranks in Handle Animal, Survival, Knowledge (Dungeoneering), and Heal. +3 Will Saves, Slippery Mind, +3 Reflex Saves, Evasion,
2nd GW2 +2 +0 +3 +0 None GW Bonus Feat: Great Fortitude Increase Survival, Knowledge (Dungeoneering), and Heal to 5 ranks. Take your last skill point, and put it into Jump, +3 to Fortitude Saves, Die at -20 rather than -10.
3rd GW2/Forsaker1 +3 +2 +5 +2 Improved Unarmed Attack Con +2, Fast Healing 1, Forsaker Magic, SR 11, Signature Weapons Put 4 more ranks into Jump, Boosting it to 5.
4th GW2/Fskr2 +4 +3 +6 +3 None DR 1/-, Anti-Magic Strike 1/day SR 12 Boost Con by 1.
5th GW2/Fskr3 +5 +3 +6 +3 None Evasion, Natural Weapons (Magic), Tough Defense, SR 13
6th GW2/Fskr4 +6/+1 +4 +7 +4 Power Attack CON +4 / STR +2. DR 2/-, Uncanny Dodge, Anti-Magic Strike 2/day Gain +1hp/level, Balance Check instead of Reflex Save, If Stunned, you are Dazed Instead
7th GW2/Fskr4/Fist of the Forest 1 +7/+2 +6 +9 +4 None Unarmed Attack 1d8, AC Bonus, Fast Movement, Feral Trance 1/day, Primal Living. Our Second Con Bonus to AC.
8th GW2/Fskr5/FoF1 +8/+3 +6 +9 +4 None Fast Healing 2, Spellfire Destruction, SR 15 Boost Con by 1 Again.
9th GW2/Fskr6/FoF1 +9/+4 +7 +10 +5 Endurance DR 3/-, Slippery Mind, Natural Weapons (Silver), Anti Magic Strike 3/day, SR 16 It's great how your AC keeps going up. As does your health.
10th GW2/Fskr7/FoF1 +10/+5 +7 +10 +5 None CON +6 / STR +4 / WIS +2, Mettle, SR 17 Another Boost to Con, Nice.
11th GW2/Fskr8/FoF1 +11/+6/+1 +8 +11 +6 None DR 4/-, Improved Evasion, Anti-Magic Strike 4/day, SR 18 You Do not suffer effects from Pain or Fear, You gain +3 to your Initiative, Gain DR 5/-
12th GW2/Fskr9/FoF1 +12/+7/+2 +8 +11 +6 Mage Slayer Fast Healing 3, Natural Weapons (Cold Iron), SR 19 Boost Con by an additional +1, Spell Resistance Boosted 5+Character Level, Damage is considered ongoing when dealing with Concentration checks by spellcasters, Creatures cannot cast defensively while threatened, Attacks ignore Deflection Bonuses to AC.
13th GW2/Fskr10/FoF1 +13/+8/+3 +9 +12 +7 None CON +8 / STR +6 / WIS +4 / INT +2, Damage Reduction 5/-, Improved Uncanny Dodge, Anti-Magic Strike 5/Day, SR 20
14th GW2/Fsker10/Fof1/Deepwarden1 +14/+9/+4 +11 +14 +9 None Trap Sense +1, Track
15th GW2/Fsker10/Fof1/Deepwarden2 +15/+13/+11 +12 +15 +10 Blitz Stone Warden And now we get our Third Bonus to AC from our Con. +d6 on Charge, lose Dex Bonus, Add BAB to Damage, but incur Attack of Opportunity, Bonus Attacks are Made at -2 rather than -5, Intimidate on hit.
16th GW2/Fsker10/Fof1/Deepwarden2/Barbarian 1 +16/+14/+12/+10 +14 +15 +10 - Rage 1/day, Fast Movement We take Barbarian Now for the Boosts to Con and Strength, which is very Important, Immune to Fatigue and Exhaustion, Immune to Compulsion Effects, Full Defense Grants Level to AC. Full attack is standard action, When creatures use Teleportation effects on you, you may choose to Teleport with them.
17th GW2/Fsker10/Fof1/Deepwarden2/Bbn 2 +17/+15/+13/+11 +15 +15 +10 - We Gain Nothing here, because we already have Uncanny Dodge -
18th GW2/Fsker10/Fof1/Deepwarden2/Bbn 3 +18/+16/+14/+12 +15 +16 +11 - Trap Sense +2 -
19th GW2/Fsker10/Fof1/Deepwarden2/Bbn4 +19/+17/+15/+13 +16 +16 +11 - Rage 2/day, Second Rage Per Day. Yay!
20th GW2/Fsker10/Fof1/Deepwarden2/Bbn4/Ranger1 +20/+18/+16/+14 +18 +18 +11 - Favored Enemy (Arcane Spellcasters), Wild Empathy We take Ranger for the BAB, Favored Enemy, and Saves

Highlights


Ability Scores
At the end of your journey, You should have stats like these.
Str: 23
Dex: 12
Con: 46
Int: 14
Wis: 8
Cha: 4

Defenses:
HP: 16d12 + 3d10 + 1d8 + 260 + 20 /+40 (Rage) = 414/453 HP

AC: 49/53= 10(base)+13(Dex<Con)+ 13(Natural) +13(Untyped FoF) /+4 (Rage)

Saves:
Fort: 34 =18(base)+13(Con)+3(Great Fortitude)
Ref: 20 =+18(base)-1(Dex)+3(Lightning Reflexes)+3(Vow of Poverty)
Will: 32 =11(base)+18(Steadfast Determination)+3(Iron Will)

Spell Resistance: 20 (Forsaker)

Damage Reduction:
5/- (Forsaker)

8/Adamantine (Mineral Warrior)

Offenses:
Weapons/Natural Weapons are Treated As:
Magic
Silver
Cold Iron
Adamantine



Attack Rolls
+20(base)+6(Strength)+2 (Rage)= +38/+36/+34/+32


Damage:All Out! (Blitz, Provokes Attacks of Opportunity): 3d6+28/26/24/23= 38/36/34/32

Tactics

This Character is on the front lines, Locking down enemy spellcasters with his Spellfire Destruction. Anyone Buffed to the point of invulnerability is subjected to his Anti-Magic Strike.

Munchkin-Size Me

I can't think of much more to do to this guy.

Side Notes

We're actually looking for people to help improve this build.

Limitations

Well that's easy. Target his weaker defenses, IE, his Reflex Saves and his Spell Resistance