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Contents
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
- Player's Handbook
- Player's Handbook II
- Unearthed Arcana
- Forsaker (3.5e Prestige Class)
- Races of Stone
- Complete Champion
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