Balor01
2012-12-28, 08:01 AM
Ok. First of all I would like for everyone to calm the f* fown.
This are noob builds in a noob game.
I know this are horridly unoptimized builds (and this is munchkin forum), but I just can not task my noobish group with too many changes, so I came here with one request: To change One and only one thing about each character to improve them. That means they stay the same classes, but may have different equiptment OR change a feat each OR ... something else. One thing. Also, keep in mind we want these to work(better) at given level, NOT at lvl 12 or something.
As things are now, Bard with his wand is sort of imitating a healbot, others are doing ... about what they should be doing.
Male Wood Elf Ranger 2, HD 2d8+2, hp 16, Init +3, Spd 30 ft, AC 17(18 if shield), touch 13, FF 14(Chain shirt), BAB +2 (+2 STR) composite longbow (+2) +5 1d8+2, Scimitar +4 1d6+2 18-20/×2 SQ Immune to magical sleep, +2 vs. enchantments, Low-light vision, Proficient with longsword, rapier, longbow & shortbow +2 racial bonus on listen, search, and spot checks, Notice secret doors, Favored enemies (+2 human humaniod), Combat Style (archery), Wild empathy (roll level + charisma bonus) AL TN SV Fort +4, Ref +6, Will +1(+3 ench.); Str 15(+2), Dex 17(+3), Con 12(+1), Int 8(-1), Wis 12(+1), Cha 8(-1) Appraise -1, Balance +3, Bluff -1, Climb +2, Concentration +1, Diplomacy -1, Disguise -1, Escape Artist +3, Forgery -1, Gather Information -1, Heal +1, Hide +8, Intimidate -1, Jump* +0, Knowledge (nature) +0, Listen +8, Move Silently* +6, Ride +3, Search +1, Sense Motive +1, Spot +8, Survival +1, Swim* +0, Use magic device +1, Use Rope +3, Point Blank Shot, Rapid Shot[ranger archery track], Track[free to rangers]
Backpack, Bedroll, Flint and steel, 150 ft. long Hempen Rope(3gp), torch, Waterskin, Tent = 19 gp
Shield of faith +2 (potion) 50 gp
Barkskin +2 (potion) 300 gp
Longbow, composite (+2) 300 gp 1d6 1d8 ×3 110 ft. 3 lb. Piercing
Chain shirt 100 gp 4 4 -2 20% 30 ft. 20 ft. 25 lb.
Scimitar 15 gp 1d4 1d6 18-20/×2 — 4 lb. Slashing
Shield, heavy wooden 7 gp 2 — -2 15% — — 10 lb.
219 gp
Male Dwarf Barbarian 2, HD 2d12+6 hp 24, Init +1, Spd 30 Ft, AC 16 (Breastplate), touch 11, FF 15 BAB +2 (+2 STR) Greatsword +4 2d6+2 19-20/×2, Longbow, composite(+2) +2 1d8+2 ×3 SQ Rage, Uncanny Dodge, Fast Movement (already included), Can move 20 feet even if in heavy armor, Darkvision (see 60 feet in pitch-dark), Stonecunning (+2 on searching stone, intuit depth), +2 vs. poison, +2 vs. spells / spell-like abilities, +1 to hit orcs and goblinoids, +4 AC against giants,+4 to avoid being tripped/bull rushed standing on solid ground, +2 appraise checks if stone/metal, Illiteracy AL N SV Fort +6, Ref +1, Will +1(+3 vs spells), Str 15(+2), Dex 12(+1), Con 16(+3), Int 10(+0), Wis 13(+1), Cha 6(-2) Appraise +0, Balance* -3, Bluff -2, Climb* +3, Concentration +3, Diplomacy -2, Disguise -2 , Escape Artist* -3, Forgery +0, Gather Information -2, Handle Animal +3, Heal +1, Hide* -3, Intimidate -2, Jump* -2, Listen +3, Move Silently* -3, Ride +3, Search +0, Sense Motive +1, Spot +3, Survival +1, Swim** +2, Use Magic Device +0, Use Rope +1 Power Attack, Uncanny Dodge
IF ENRAGED: Greatsword +6 2d6+4 19-20/×2, hp 28, Will +3
equiptment:
Backpack, Bedroll, Flint and steel, 150 ft. long Hempen Rope(3gp), , torch, Waterskin, Tent = 19 gp
Barkskin +2 (potion) 300 gp
Shield of faith +2 (potion) 50 gp
Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing] 50
Composite Longbow (+2) [1d8, crit x3, range incr. 100 ft., 3 lb, piercing] 300
Breast plate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.] 200
ostane 91
male Dwarf Rog 2 HD 2d6+6, hp 16, Init +2, Spd 20 ft; AC 12, touch 12, flat-footed 10 (+1 Dex,), BAB +1; Melee Greatsword +1 (2d6+0), Ranged Light Crossbow +2 1d8 19-20/×2
SA sneak attack +1d6, Trapfinding, Can move 20 feet even if in heavy armor, Darkvision (see 60 feet in pitch-dark), Stonecunning (+2 on searching stone, intuit depth), +2 racial bonus on saves vs. poison, +2 racial bonus on saves vs. spells / spell-like abilities, +1 racial bonus to hit orcs and goblinoids, +4 dodge bonus on AC against giants, +4 stability bonus to avoid being tripped/bull rushed standing on solid ground, +2 racial bonus on appraise checks if stone/metal
SV Fort +3, Ref +5, Will +1; Str 10(+0), Dex 14(+2), Con 17(+3), Int 13(+1), Wis 12(+1), Cha 6(-2)
Skills and feats: Appraise +1, Balance * +1, Bluff -2, Climb* -1, Diplomacy -2, Disable Device + 7, Disguise -2, Escape Artist* +6, Forgery +1, Gather Information -2, Heal +1, Hide* +6, Intimidate -2, Jump* +0, Listen +6, Move Silently* +6, Open Lock +7, Ride +2, Search +1, Sense Motive +1, Spot +6, Survival* +0, Swim +0, Tumble* +6, Use Rope +2, Martial Weapon Proficiency, Evasion (level 2 Rog)
Languages: Common Dwarven Goblin
Backpack, Bedroll, Flint and steel, 150 ft. long Hempen Rope(3gp), torch, Waterskin = 9 gp
Shield of faith +2 (potion) 50 gp
Invisibility (potion or oil) 300 gp
Invisibility (potion or oil) 300 gp
Studded leather 25 gp 3 5 -0 15% 30 ft. 20 ft. 20 lb.
Crossbow, light 35 gp 1d6 1d8 19-20/×2 80 ft. 4 lb. Piercing
Greatsword 50gp
76 gp
Male Human Bard 2, HD 2d6+1, hp 11(-4 hp), Init +6, Spd 30, AC 19(20Dodge)(Studded leather, tower shield), touch 12, FF 17, BAB +1 (+1 STR) Light Crossbow +3 1d8 19-20/×2. Heavy Mace +2 1d8, Bardic Knowledge, Bardic Music, AL N, SV, Fort +1, Ref +5, Will +2, Str 12(+1), Dex 15(+2), Con 13(+1), Int 10(+0), Wis 8(-1), Cha 15 (+2), Appraise +0, Balance* +3, Bluff +2, Climb* +0, Concentration +6, Diplomacy +7, Disguise +2, Escape Artist* +1, Forgery +0, Gather Information +4, Heal -1, Hide* +1, Intimidate +2, Jump* +2, Knowledge (history) +5, Knowledge (local) +5, Listen -1, Move Silently* +1, Perform_Srečen, ker sem moški +7, Ride +2, Search +0, Sense Motive -1, Spot -1, Survival -1, Swim** +1, Tumble* +2, Use Magic Device +7, Use Rope +2, Dodge, Improve initiative
Backpack, Bedroll, Flint and steel, 150 ft. long Hempen Rope(3gp), torch, Waterskin = 9 gp
750 (wand of healing)
Studded leather 25 gp 3 5 -1 15% 30 ft. 20 ft. 20 lb.
Crossbow, light 35 gp 1d6 1d8 19-20/×2 80 ft. 4 lb. Piercing
Mace, heavy 12 gp 1d6 1d8 ×2 — 8 lb. Bludgeoning
lute (1gp)
Tower shield 50 gp
27 gp
Spells known: 0(5): Daze, Know direction, Light, Resistance, Summon instrument 1(2): Cure Light Wounds, Grease
Zero-level Bard spells: 3 per day
First-level Bard spells: 1 (0+1) per day
...
Thanks
This are noob builds in a noob game.
I know this are horridly unoptimized builds (and this is munchkin forum), but I just can not task my noobish group with too many changes, so I came here with one request: To change One and only one thing about each character to improve them. That means they stay the same classes, but may have different equiptment OR change a feat each OR ... something else. One thing. Also, keep in mind we want these to work(better) at given level, NOT at lvl 12 or something.
As things are now, Bard with his wand is sort of imitating a healbot, others are doing ... about what they should be doing.
Male Wood Elf Ranger 2, HD 2d8+2, hp 16, Init +3, Spd 30 ft, AC 17(18 if shield), touch 13, FF 14(Chain shirt), BAB +2 (+2 STR) composite longbow (+2) +5 1d8+2, Scimitar +4 1d6+2 18-20/×2 SQ Immune to magical sleep, +2 vs. enchantments, Low-light vision, Proficient with longsword, rapier, longbow & shortbow +2 racial bonus on listen, search, and spot checks, Notice secret doors, Favored enemies (+2 human humaniod), Combat Style (archery), Wild empathy (roll level + charisma bonus) AL TN SV Fort +4, Ref +6, Will +1(+3 ench.); Str 15(+2), Dex 17(+3), Con 12(+1), Int 8(-1), Wis 12(+1), Cha 8(-1) Appraise -1, Balance +3, Bluff -1, Climb +2, Concentration +1, Diplomacy -1, Disguise -1, Escape Artist +3, Forgery -1, Gather Information -1, Heal +1, Hide +8, Intimidate -1, Jump* +0, Knowledge (nature) +0, Listen +8, Move Silently* +6, Ride +3, Search +1, Sense Motive +1, Spot +8, Survival +1, Swim* +0, Use magic device +1, Use Rope +3, Point Blank Shot, Rapid Shot[ranger archery track], Track[free to rangers]
Backpack, Bedroll, Flint and steel, 150 ft. long Hempen Rope(3gp), torch, Waterskin, Tent = 19 gp
Shield of faith +2 (potion) 50 gp
Barkskin +2 (potion) 300 gp
Longbow, composite (+2) 300 gp 1d6 1d8 ×3 110 ft. 3 lb. Piercing
Chain shirt 100 gp 4 4 -2 20% 30 ft. 20 ft. 25 lb.
Scimitar 15 gp 1d4 1d6 18-20/×2 — 4 lb. Slashing
Shield, heavy wooden 7 gp 2 — -2 15% — — 10 lb.
219 gp
Male Dwarf Barbarian 2, HD 2d12+6 hp 24, Init +1, Spd 30 Ft, AC 16 (Breastplate), touch 11, FF 15 BAB +2 (+2 STR) Greatsword +4 2d6+2 19-20/×2, Longbow, composite(+2) +2 1d8+2 ×3 SQ Rage, Uncanny Dodge, Fast Movement (already included), Can move 20 feet even if in heavy armor, Darkvision (see 60 feet in pitch-dark), Stonecunning (+2 on searching stone, intuit depth), +2 vs. poison, +2 vs. spells / spell-like abilities, +1 to hit orcs and goblinoids, +4 AC against giants,+4 to avoid being tripped/bull rushed standing on solid ground, +2 appraise checks if stone/metal, Illiteracy AL N SV Fort +6, Ref +1, Will +1(+3 vs spells), Str 15(+2), Dex 12(+1), Con 16(+3), Int 10(+0), Wis 13(+1), Cha 6(-2) Appraise +0, Balance* -3, Bluff -2, Climb* +3, Concentration +3, Diplomacy -2, Disguise -2 , Escape Artist* -3, Forgery +0, Gather Information -2, Handle Animal +3, Heal +1, Hide* -3, Intimidate -2, Jump* -2, Listen +3, Move Silently* -3, Ride +3, Search +0, Sense Motive +1, Spot +3, Survival +1, Swim** +2, Use Magic Device +0, Use Rope +1 Power Attack, Uncanny Dodge
IF ENRAGED: Greatsword +6 2d6+4 19-20/×2, hp 28, Will +3
equiptment:
Backpack, Bedroll, Flint and steel, 150 ft. long Hempen Rope(3gp), , torch, Waterskin, Tent = 19 gp
Barkskin +2 (potion) 300 gp
Shield of faith +2 (potion) 50 gp
Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing] 50
Composite Longbow (+2) [1d8, crit x3, range incr. 100 ft., 3 lb, piercing] 300
Breast plate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.] 200
ostane 91
male Dwarf Rog 2 HD 2d6+6, hp 16, Init +2, Spd 20 ft; AC 12, touch 12, flat-footed 10 (+1 Dex,), BAB +1; Melee Greatsword +1 (2d6+0), Ranged Light Crossbow +2 1d8 19-20/×2
SA sneak attack +1d6, Trapfinding, Can move 20 feet even if in heavy armor, Darkvision (see 60 feet in pitch-dark), Stonecunning (+2 on searching stone, intuit depth), +2 racial bonus on saves vs. poison, +2 racial bonus on saves vs. spells / spell-like abilities, +1 racial bonus to hit orcs and goblinoids, +4 dodge bonus on AC against giants, +4 stability bonus to avoid being tripped/bull rushed standing on solid ground, +2 racial bonus on appraise checks if stone/metal
SV Fort +3, Ref +5, Will +1; Str 10(+0), Dex 14(+2), Con 17(+3), Int 13(+1), Wis 12(+1), Cha 6(-2)
Skills and feats: Appraise +1, Balance * +1, Bluff -2, Climb* -1, Diplomacy -2, Disable Device + 7, Disguise -2, Escape Artist* +6, Forgery +1, Gather Information -2, Heal +1, Hide* +6, Intimidate -2, Jump* +0, Listen +6, Move Silently* +6, Open Lock +7, Ride +2, Search +1, Sense Motive +1, Spot +6, Survival* +0, Swim +0, Tumble* +6, Use Rope +2, Martial Weapon Proficiency, Evasion (level 2 Rog)
Languages: Common Dwarven Goblin
Backpack, Bedroll, Flint and steel, 150 ft. long Hempen Rope(3gp), torch, Waterskin = 9 gp
Shield of faith +2 (potion) 50 gp
Invisibility (potion or oil) 300 gp
Invisibility (potion or oil) 300 gp
Studded leather 25 gp 3 5 -0 15% 30 ft. 20 ft. 20 lb.
Crossbow, light 35 gp 1d6 1d8 19-20/×2 80 ft. 4 lb. Piercing
Greatsword 50gp
76 gp
Male Human Bard 2, HD 2d6+1, hp 11(-4 hp), Init +6, Spd 30, AC 19(20Dodge)(Studded leather, tower shield), touch 12, FF 17, BAB +1 (+1 STR) Light Crossbow +3 1d8 19-20/×2. Heavy Mace +2 1d8, Bardic Knowledge, Bardic Music, AL N, SV, Fort +1, Ref +5, Will +2, Str 12(+1), Dex 15(+2), Con 13(+1), Int 10(+0), Wis 8(-1), Cha 15 (+2), Appraise +0, Balance* +3, Bluff +2, Climb* +0, Concentration +6, Diplomacy +7, Disguise +2, Escape Artist* +1, Forgery +0, Gather Information +4, Heal -1, Hide* +1, Intimidate +2, Jump* +2, Knowledge (history) +5, Knowledge (local) +5, Listen -1, Move Silently* +1, Perform_Srečen, ker sem moški +7, Ride +2, Search +0, Sense Motive -1, Spot -1, Survival -1, Swim** +1, Tumble* +2, Use Magic Device +7, Use Rope +2, Dodge, Improve initiative
Backpack, Bedroll, Flint and steel, 150 ft. long Hempen Rope(3gp), torch, Waterskin = 9 gp
750 (wand of healing)
Studded leather 25 gp 3 5 -1 15% 30 ft. 20 ft. 20 lb.
Crossbow, light 35 gp 1d6 1d8 19-20/×2 80 ft. 4 lb. Piercing
Mace, heavy 12 gp 1d6 1d8 ×2 — 8 lb. Bludgeoning
lute (1gp)
Tower shield 50 gp
27 gp
Spells known: 0(5): Daze, Know direction, Light, Resistance, Summon instrument 1(2): Cure Light Wounds, Grease
Zero-level Bard spells: 3 per day
First-level Bard spells: 1 (0+1) per day
...
Thanks