PDA

View Full Version : character build contest-like thingy



enderlord99
2011-08-27, 08:05 PM
though similar to a contest, this event has no winners or losers

RULES:

For the purpose of this event, you gain all of the following 6 feats for free: Ascetic stalker, Martial Stalker, Daring Warrior, Daring Outlaw, Swift Ambusher, and Swift Hunter (all from complete scoundrel).
You may only take levels in Monk, Ninja, Fighter, Swashbuckler, Rogue, Scout, and Ranger.
You must take at least one level in EACH of those classes.
Builds should preferably be epic-level, but don't need to be.
Try to have fun.:smallsmile:

enderlord99
2011-08-27, 11:16 PM
Anyone? Hello?

enderlord99
2011-08-28, 04:04 PM
Could someone please participate?

noparlpf
2011-08-28, 04:46 PM
It might help if you had some kind of goal to reach.

Amphetryon
2011-08-28, 04:49 PM
It might help if you had some kind of goal to reach.

Or if there weren't such a hard limit on classes allowed.

Maho-Tsukai
2011-08-28, 04:54 PM
Yeah. I don't mind being limited to just those classes and I can understand the logic behind that, but being forced to take a level in EVERY listed class is what makes this a nigh impossible challenge. I mean, unless your looking for people to produce nothing but steaming piles that can't do a thing, I don't think that your going to get much, if anything, out of people with that limitation. Very few people will want to do something as difficult as making a build with at least one level of all of those classes that's actually good at something, so you may be out of luck finding people willing to do this.

Crasical
2011-08-28, 05:03 PM
I've always seen those feats as a way to poach a class feature while you continued to advance primarily in your main choice of class. I suppose you could do 2 or so if you wanted to...

Ascetic stalker, Martial Stalker
Monk 4/Fighter 1/Ninja X

Martial Stalker, Daring Warrior
Ninja 2/Swashbuckler 3/Fighter X

Ect. Trying to take from everything will make it so you're not as good at anything. You should have 1 class you focus in so that you can act like you have many ranks in the other class you haven't invested so heavily in.

Boci
2011-08-28, 05:47 PM
So the question becomes which has the best class features that cannot be gained from the semi-gestalt feats. You then take 14 levels of that, and 6 levels for the remaining 6 classes. I'd personally say Swashbuckler or Scout would be the best choice, although I may be biased due to being more familiar with these 2.


I've always seen those feats as a way to poach a class feature while you continued to advance primarily in your main choice of class.

Isn't that like saying I've always seen weapon focus as a way to get more accurate with a specific weapon?

Crasical
2011-08-28, 06:20 PM
Isn't that like saying I've always seen weapon focus as a way to get more accurate with a specific weapon?

It's more like saying that it's better to use Ascetic Rogue to go monk 2/Rogue 18 and play a rogue with a poached Unarmed Damage track than it is to play a Ranger 4/Paladin 4/Sorcerer 4/Rogue 4/Monk 4 with the Ascetic Hunter, Knight, Mage, and Rogue feats.

Eldariel
2011-08-28, 06:34 PM
Assuming we have godlike stats (like 18 in everything):
Scout 8/Swashbuckler 3/Ranger 2/Fighter 1/Ninja 1/Monk 2/Rogue 3. Steaming pile of ****? Certainly. Less so than anything else outta this pack? Probably. You do get level 14 Sneak Attack, level 10 Skirmish, 3 Favored Enemies, Penetrating Strike, Int to damage & some feats. What Ninja and Fighter contribute? Beats me. Swashbuckler should probably be 1 level for some more Scout to be honest. And yeah, the build's BAB will be like negative so all that damage won't do you **** of good since you can't hit a damn thing.

Alternatively, you could try:
Fighter 6/Ranger 2/Monk 2/Scout 4/Martial Rogue2/Ninja 1/Swashbuckler 1 for a feat overload on a Dungeoncrasher. Ninja is the perpetual stinker that contributes very little to absolutely nothing and Swashbuckler isn't exactly the best ever but at least it has full BAB (ends at 15 BAB, YAY).


Really, with or without the combination abilities those classes just have no synergies with each other and the build is spreading itself way too thin to be any good at anything. If all the classes had a common theme (like "grants bonus feats" or "doesn't suck monkey balls") I could see something semi-decent coming out of this but here we're basically talking "needs Fractional BAB to reach 16 BAB by 20"-bad melee.

If we want a build that can actually fight without Divine Power:
Fighter 1/Swashbuckler 1/Scout 4/Ranger 11/Monk 1/Rogue 1/Ninja 1

You at least get decent Swift Hunter outta that mess, and the dips aren't entirely wasted. Tho they're still pretty bad.

Ryu_Bonkosi
2011-08-28, 07:25 PM
First, are you sure taking a level in all of these is a good idea and second can we use ACF's?

NecroRick
2011-08-29, 01:30 AM
Try to have fun.:smallsmile:


You do realise that the typical play grounder is constitutionally† unable to have fun with a melee class unless Tome of Battle is involved?

†It's like, surgically removed from them or something.

Boci
2011-08-29, 06:09 AM
You do realise that the typical play grounder is constitutionally† unable to have fun with a melee class unless Tome of Battle is involved?

†It's like, surgically removed from them or something.

Good thing this is a contest amd we don't have to the play the character.

Xtomjames
2011-08-29, 06:17 AM
Here we are:


Assassin Devil 6: Gestalt: Rogue 3, Scout 5, Ninja 12/ Fighter 6, Monk 7, Ranger 2, Swashbuckler 5
Total level: Gestalt 26, ECL 40
Lawful Evil
Strength 22 (+6)
Dexterity 26 (+8)
Constitution 19 (+4)
Intelligence 17 (+3)
Wisdom 20 (+5)
Charisma 20 (+5)
Size: Medium
Height: 5’ 10”
Weight: 140 lb
Skin: Black
Eyes: Red
Hair: None

Total Hit Points: 221 Speed: 60 feet [scout] [monk]
Armor Class: 36 = 10 +8 [dexterity] +8 [natural] +2 [Scout] +2 [Ninja] +5 [wisdom] +1 [monk], DR 10/good
Touch AC: 36 Flat-footed: 28
Initiative modifier: +13 = +8 [dexterity] +4 [improved initiative] +1 [scout]
Fortitude save: +22 = 17 [base] +4 [constitution] +1 [scout]
Reflex save: +26 = 15 [base] +8 [dexterity] +2 [lightning reflexes]+1 [Swashbuckler]
Will save: +15 = 8 [base] +5 [wisdom] +2 [if ki powers available]
Attack (handheld): +24/+21/+16/+6 = 18 [base] +6 [strength] +3 [SBIS if light weapon; same as unarmed attack)
Attack (unarmed):
+27/+24/+19/+9
+26/+22/+18/+8 = 18 [base] +6 [strength] +3 [SBIS]
= 18 [base] +8 [dexterity] +3 [SBIS] (weapon finesse)
Attack (missile):
Flurry of Blows:
+22/+17/+12
+29/+29/+25/+25/
+21/+21 = 18 [base] +8 [dexterity]
= 18 [base] +8 [dexterity] + 3 [SB Insightful Strike) (weapon finesse)

Grapple check: +24/+21/+16/+6 = 18 [base] +6 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag: 173 lb. or less
174-346 lb.
347-520 lb.
520 lb.
1040 lb.
2600 lb.
Languages: Common Draconic Catfolk Celestial Infernal Common Telepathy 100ft
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Adamantine Keen Short Sword
Adamantine Keen Rapier
Feats: Racial/Class Feature: Dodge, Improved Critical (Rapier), Mobility, Spring Attack, Weapon Focus (Rapier), Improved Evasion, Uncanny Dodge, Improved Trip, Improved Unarmed Strike (Monk), Improved Uncanny Dodge, Stunning Fist (Monk), Two-Weapon Fighting (Ranger), Track (Ranger)
Class Gained: Alertness, Improved Initiative, Lightning Reflexes, Power Attack, Cleave, Greater Cleave, Quick Draw, Combat Expertise, Whirlwind Attack, Neraph Charge, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Karmic Strike, Weapon Finesse, Armed Flurry of Blows, Close Quarters Fighting.
Free Feats: Ascetic stalker, Martial Stalker, Daring Warrior, Daring Outlaw, Swift Ambusher, Swift Hunter
Flaws: Arrogant (-2 to diplomacy), Merciless (Will Save DC 25 or kill helpless victim without thought).
Traits: Racial: Immune to fire and poison, resist acid 10, cold 10, evasion, SR 21, sneak attack +5d6 (stacks with other sneak attacks), SLA: At will-dimension door, fog cloud, nondetection, tongues. 1/day greater teleport (self + 50 lbs of objects only). Summon Baatezu, Blindsight 60 feet, see in darkness, listen and spot +23, 20% miss chance shadow form.
**Damage Totals** +6d6 sudden strike, +7d6 sneak attack, +1d6 skirmish


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 7 = +2 +5
Balance Dex* 20 = +8 +10 +2 [tumble]
Bluff Cha 15 = +5 +10
Climb Str* 20 = +6 +10 +4 [ninja]
Concentration Con 9 = +4 +5
Craft_1 Int 2 = +3
Craft_2 Int 2 = +3
Craft_3 Int 2 = +3
Decipher Script Int 7 = +3 +5
Diplomacy Cha 9 = +5 +2 [bluff] +2 [sense motive]
Disable Device Int 12 = +3 +10
Disguise Cha 5 = +5
Escape Artist Dex* 28 = +8 +20
Forgery Int 2 = +3
Gather Information Cha 15 = +5 +10
Heal Wis 5 = +5
Hide Dex* 23 = +8 +15
Intimidate Cha 17 = +5 +10 +2 [bluff]
Jump Str* 31 = +6 +10 +2 [tumble] +9 [speed 60] +4 [ninja]
Knowledge (Arcana)
Knowledge (dungeoneering) Int
Int 9 =
7 = +3
+3 +6
+5
Knowledge (geography) Int 7 = +3 +5
Knowledge (nature)
Knowledge (Religion) Int
Int 9 =
9 = +3
+3 +5
+6 +2 [survival]
Listen Wis 40 = +5 +10 +2 [alertness] +23 [racial]
Move Silently Dex* 18 = +8 +10
Open Lock Dex 13 = +8 +5
Perform_1 Cha 5 = +5
Perform_2 Cha 5 = +5
Perform_3 Cha 5 = +5
Perform_4 Cha 5 = +5
Perform_5 Cha 5 = +5
Ride Dex 8 = +8
Search Int 2 = +3
Sense Motive Wis 11 = +5 +6
Sleight of Hand Dex* 15 = +8 +5 +2 [bluff]
Spot Wis 40 = +5 +10 +2 [alertness] +23 [racial]
Survival Wis 10 = +5 +5
Swim Str** 6 = +6
Tumble Dex* 28 = +8 +14 +2 [jump] +4 [ninja]
Use Magic Device Cha 15 = +5 +10
Use Rope Dex 8 = +8

* = check penalty for wearing armor

Assassin Devil (baatezu):
• +4 strength
• +10 dexterity
• +4 wisdom
• Special traits: Immune to fire and poison, resist acid 10, cold 10, evasion, SR 21, sneak attack +5d6 (stacks with other sneak attacks), SLA: At will-dimension door, fog cloud, nondetection, tongues. 1/day greater teleport (self + 50 lbs of objects only). Summon Baatezu, Blindsight 60 feet, see in darkness, listen and spot +23

Ninja:
• Core class from "Complete Adventurer"
• Level 1: Ki power, sudden strike +1d6, trapfinding
• Level 2: Ghost step (invisible)
• Level 3: Sudden strike +2d6
• Level 4: Great leap
• Level 5: Sudden strike +3d6
• Level 6: Acrobatics +2, ki dodge
• Level 7: Sudden strike +4d6
• Level 8: Ghost strike
• Level 9: Sudden strike +5d6, improved poison use
• Level 10: Ghost step (ethereal)
• Level 11: Sudden strike +6d6
• Level 12: Acrobatics +4, evasion
Scout:
• Core class from "Complete Adventurer"
• Armor class bonuses after moving are not listed above.
• Level 1: Skirmish (+1d6), trapfinding
• Level 2: Battle fortitude +1, uncanny dodge
• Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
• Level 4: Bonus feat (already included)
• Level 5: Evasion, skirmish (+2d6, +2 AC)
Rogue:
• Sneak Attack +2d6
• Trapfinding
• Evasion (level 2)
• Trap Sense (level 3)
Fighter:
• Bonus Feats (already included)
Monk:
• AC Bonus for Wisdom
• AC Bonus for level (begins level 5)
• Flurry of Blows
• Unarmed Strike
• Fast Movement (already included)
• Bonus Feats (levels 1 2 & 6)
• Evasion (level 2)
• Fast Movement (level 3)
• Still Mind level 3)
• Ki Strike (level 4)
• Slow Fall (level 4)
• Purity of Body (level 5)
• Wholeness of Body (level 7)
Swashbuckler:
• Free weapon finesse feat
• +1 on reflex saves (already included)(level 2)
• Insightful strike (level 3)
• Dodge bonus +1 (level 5)
Ranger:
• Favored enemies
• Track as bonus feat (already included)
• Combat Style
• Endurance
• Wild empathy (roll level + charisma bonus)
Favored Enemies:
• Outsiders (good) +2
This ranger chose the two-weapon combat track.

























Assassin Devil Equipment:
5 lb
1 lb
1 lb
_____
7 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x1
Thieves' tools

Total


I didn't really include equipment but eh...