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Template:Balance Assistance


Homebrew.png
Author: STDoc (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 uses the Races of War Combat Options.

References

  • Player's Handbook
  • Player's Handbook II
  • Unearthed Arcana
  • Masters of the Wild
  • Races of Stone
  • Complete Champion
  • Book of Exalted Deeds

Game Rule Components

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

None.

Items

None

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, Great Fortitude GW Bonus Feat: Lightning Reflexes Choose Concentration, Handle Animal, Survival, Knowledge (Dungeoneering), and Heal as class skills. Put 4 ranks in Handle Animal, and Knowledge (Dungeoneering).
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. Unarmed Strike 1d4
3rd GW2/Fskr1 +3 +2 +3 +2 Power Attack Ability Bonus +1, Forsake Magic, Fast Healing 1 (10) Spell Resistance Put 2 more ranks into Jump, Boosting it to 5. Put 2 ranks in Survival.
4th GW2/Fskr2 +4 +3 +3 +3 None Ability Bonus +1, Damage Reduction 3/+1, Magic Destruction 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 Natural Weapons (Magic), Tough Defense, Fast Healing 1 (20) Put 4 ranks in Heal, Boosting it to 5
6th GW2/Fskr4 +6/+1 +4 +7 +4 Hard to Kill (3.5e Feat) 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 (3.5e Feat) 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 (3.5e Feat) Stone Warden And now we get our Third Bonus to AC from our Con.
16th GW2/Fsker10/Fof1/Dwrdn2/Jack of Swords 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/JoS2 +17/+15/+13/+11 +15 +18 +10 - Greater Weapon Focus (Signature Weapons), Improved Critical (Signature Weapons) -
18th GW2/Fsker10/Fof1/Dwrdn2/JoS3 +18/+16/+14/+12 +15 +18 +11 Tough Guy (3.5e Feat) 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. Natural Armor is Increased by HD/3 (Rounded Up), HP is boosted by 2/level. Gain DR 11/-, Gain Fast Healing 11
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/Ible1/Fighter1 +20/+18/+16/+14 +19 +20 +11 - Bonus Feat: Exotic Weapon Proficiency (Metal Plate) Pick Yourself up a Nice Shiny Metal Plate

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: 13d12 + 2d10 + 5d8 + 220 (Con) + 20 (Great Fortitude) + 40 (Tough Guy) = 384 HP

AC: 50= 10(base)+11(Dex<Con)+ 18(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:
11/- (Tough Guy)

Fast Healing 11 (Tough Guy)

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) + 2 (Combat School)= +35/+33/+31/+29

Damage (Metal Plate):All Out! (Blitz, Provokes Attacks of Opportunity, Add BAB to Damage), Greater Weapon Specialization, Powerful Build: 3d12 (19) + 20/18/16/14 + 9 (1.5 x Strength), +5 (Enhancement) + 4 (Greater Weapon Specialization) + 4 (Big Guy)= 64/62/60/58

Average DPR vs. AC 40, Greatsword
1st Attack, Power Attack for 6, Takes 10
1 * 74 =74
2nd Attack, Power Attack for 3, Takes 10
1 * 68 = 68
3rd Attack, Power Attack for 1, Takes 10
1 * 62 = 62
4th Attack, Power Attacks for 4, adds +5 to Attack Rolls (From Combat School), Takes 10
1 * 62 = 62
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. Against AC 40. He'll hit Every Time.

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.