User:STDoc/Sandbox
| |||||||||
Rating box not supported outside of the main namespace. | |||||||||
Rate this article Discuss this article |
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
- Blademaster of Shambhala (3.5e Prestige Class)
- Indeterminable (3.5e Prestige Class)
- Great Fortitude (3.5e Feat)
- Lightning Reflexes (3.5e Feat)
- Iron Will (3.5e Feat)
- Mage Slayer (3.5e Feat)
- Big Guy (3.5e Feat)
Game Rule Components
Spells, Powers, Soulmelds, Stances, etc...
None.
Items
Adamantine Weapons
Progression
Starting Ability Scores (Before Racial Adjustments):
Str: 18
Dex: 8
Con: 18
Int: 8
Wis: 8
Cha: 8
Race (Templates):
Dwarf- Player's Handbook
Starting Racial Traits:
Dwarf
Ability Scores After Racial Adjustments:
Str: 18
Dex: 8
Con: 20
Int: 8
Wis: 8
Cha: 6
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, Exotic Weapon Proficciency (Metal Plate), Great Fortitude | 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, and Knowledge (Dungeoneering). +3 Will Saves, Slippery Mind, +3 Reflex Saves, Evasion. Take 2 Flaws. Inattentive (-4 Spot and Listen), and Pathetic (For a -2 to our Dex. Damn) |
2nd | GW2 | +2 | +0 | +3 | +0 | None | Improved Unarmed Attack | Put 1 more rank in Knowledge (Dungeoneering) to bring it to 5 ranks, and Jump to 3 ranks. +3 to Fortitude Saves, Die at -20 rather than -10. |
3rd | GW2/Fskr1 | +3 | +2 | +5 | +2 | Power Attack | Ability Bonus +2, Forsake Magic, Fast Healing 1, Signature Weapons, Spell Resistance | Put 2 more ranks into Jump, Boosting it to 5. Put 2 ranks in Survival. |
4th | GW2/Fskr2 | +4 | +3 | +6 | +3 | None | Signature Weapons +1, Damage Reduction 1/-, Anti-Magic Strike 1/day | Boost Con by 1, Put 3 more Ranks in Survival, Boosting it to 5. Put one rank in Heal |
5th | GW2/Fskr3 | +5 | +4 | +7 | +4 | None | Evasion, Natural Weapons (Magic), Tough Defense | Put 4 ranks in Heal, Boosting it to 5 |
6th | GW2/Fskr4 | +6/+1 | +4 | +7 | +4 | Endurance | Ability Bonus +4/+2, Signature Weapons +2, Damage Reduction 2/-, Anti-Magic Strike 2/day | Gain +1hp/level, Balance Check instead of Reflex Save, If Stunned, you are Dazed Instead, Put 1 more rank in Survival, boosting it to 5. |
7th | GW2/Fskr5 | +7/+2 | +5 | +8 | +5 | None | Fast Healing 2, Spellfire Destruction | Our Second Con Bonus to AC. |
8th | GW2/Fskr6 | +8/+3 | +5 | +8 | +5 | None | Signature Weapons +3, Damage Reduction 3/-, Slippery Mind, Natural Weapons (Silver), Anti-Magic Strike 3/day | Boost Con by 1 Again. |
9th | GW2/Fskr7 | +9/+4 | +6 | +9 | +6 | Mage Slayer | Ability Bonus +6/+4/+2, Mettle | It's great how your AC keeps going up. As does your health. |
10th | GW2/Fskr8 | +10/+5 | +6 | +9 | +6 | None | Signature Weapons +4, Damage Reduction 4/-, Improved Evasion, Anti-Magic Strike 4/day | Another Boost to Con, Nice. |
11th | GW2/Fskr9 | +11/+6/+1 | +7 | +10 | +7 | None | Fast Healing 3, Natural Weapons (Cold Iron) | You Do not suffer effects from Pain or Fear, You gain +3 to your Initiatie, Gain DR 5/- |
12th | GW2/Fskr10 | +12/+7/+2 | +7 | +10 | +7 | Weapon Focus (Signature Weapons) | Signature Weapons +5, Ability Bonus +8/+6/+4/+2, Damage Reduction 5/-, Anti-Magic Strike 5/day | Boost Con by an additional +1, Spell Resistance Boosted by 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 | Unarmed Strike 1d8, Fast Movement, AC Bonus, Feral Trance 1/day | |
14th | GW2/Fsker10/Fof1/Dwrdn1 | +14/+9/+4 | +11 | +14 | +9 | None | Trap Sense +1, Track | |
15th | GW2/Fsker10/Fof1/Dwrdn2 | +15/+13/+11 | +12 | +15 | +10 | Blitz | Stone Warden | And now we get our Third Bonus to AC from our Con. |
16th | GW2/Fsker10/Fof1/Dwrdn2/Blademaster of Shambhala 1 | +16/+14/+12/+10 | +14 | +17 | +10 | - | Weapon Specialization (Signature Weapons), Parry 1/round. | Immune to Fatigue and Exhaustion, Immune to Compulsion Effects, Full Defense Grants Level to AC. When creatures use Teleportation effects on you, you may choose to Teleport with them. |
17th | GW2/Fsker10/Fof1/Dwrdn2/Bmster2 | +17/+15/+13/+11 | +15 | +18 | +10 | - | Greater Weapon Focus (Signature Weapons), Improved Critical (Signature Weapons) | - |
18th | GW2/Fsker10/Fof1/Dwrdn2/Bmstr 3 | +18/+16/+14/+12 | +15 | +18 | +11 | Improved Natural Attack (Signature Weapons) | Greater Weapon Specialization (Signature Weapons), Devastating Critical (Signature Weapons) | +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, Full Attack is Standard Action. |
19th | GW2/Fsker10/Fof1/Dwrdn2/Bmstr3/Indeterminable1 | +19/+17/+15/+13 | +17 | +20 | +11 | - | Bonus Feat: Big Guy (3.5e Feat) , Unshakable 1/day | +4 Damage with all 2-handed weapons, +4 to all strength based checks, +4 to strength for the purpose of carrying equipment, Powerful Build, Improved Power Attack. |
20th | GW2/Fsker10/Fof1/Dwrdn2/Ible2 | +20/+18/+16/+14 | +18 | +21 | +11 | - | Unshakable 2/day, Old Faithful (Signature Weapons) | - |
Highlights
Ability Scores
At the end of your journey, You should have stats like these.
Str: 25
Dex: 10
Con: 32
Int: 12
Wis: 8
Cha: 6
Equipment: Adamantine Metal Plate (3.5e Equipment)
Composite Longbow (With +6 Strength), Plus a few Quivers of Adamantine Arrows
Defenses:
HP: 16d12 + 3d10 + 220 + 20 / +40 (Rage) = 370/410 HP
AC: 43= 10(base)+11(Dex<Con)+ 11(Natural) +11(Untyped FoF)
Saves:
Fort: 32 =18(base)+11(Con)+3(Great Fortitude)
Ref: 24 =+21(base)+0(Dex)+3(Lightning Reflexes)
Will: 25 =11(base)+11(Steadfast Determination)+3(Iron Will)
Spell Resistance: 44 = 20 (Forsaker) + 24 (Mage Slayer)
Damage Reduction:
5/- (Forsaker)
Offenses:
Signature/Natural Weapons are Treated As:
Magic
Silver
Cold Iron
Adamantine (From Actual Material)
Attack Rolls
+20/+18/+16/+14(Base) + 6(STR) + 5(Enhancement) +2 (Greater Weapon Focus) +11 (Old Faithful)= +44/+42/+40/+38
Damage (Metal Plate):All Out! (Blitz, Provokes Attacks of Opportunity, Add BAB to Damage), Greater Weapon Specialization, Powerful Build: 4d12 (26) + 20/18/16/14 + 9 (1.5 x Strength), +5 (Enhancement) + 4 (Greater Weapon Specialization) + 4 (Big Guy)= 68/66/64/62
Average DPR vs. AC 40, Greatsword
1st Attack, Power Attack for 5
0.95 * 78 = 74.1
2nd Attack, Power Attack for 4
0.95 * 74 = 70.3
3rd Attack, Power Attack for 1
0.95 * 66 = 62.7
4th Attack, No Power Attack
0.90 * 62 = 58.9
Average DPR: 266
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. After he has "Unmagicked" The Spellcasters, he will simply Stab until they stop moving. Cut off from their Mystical Support, the Front Line Fighters and Rogues will stand little chance against him. He Uses his Blitz Ability to Add his BAB to his damage, and uses his Parry Ability to Negate three of the attacks of opportunity against him. So out of the 4 attacks he makes, he can negate 3 of them.
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. Other than that, Just keep hacking away and hope you have a Really High BAB or roll a lucky 20.