Baroknik
2013-11-22, 01:06 AM
Hey all, have a character I'm thinking about building for a low level campaign. I know this is a build that does pretty close to zero, but honestly I am looking more for a comic relief character that won't die in the campaign since I won't be able to play every session. The campaign is no-magic (though it is based in the world of Avatar: TLAB, so bending exists), so keep that in mind with any suggestions.
The basic build so far I am leaning towards is something like this:
Human Commoner 1/Survivor 3
Str 14
Dex 18
Con 19
Int 12
Wis 12
Cha 10
Flaws:
Noncombatant
Murky-Eyed
Skills:
Profession (Slave) (7 Ranks), Handle Animal (7 Ranks), Swim (7 Ranks), Use Rope (7 Ranks)
Feats:
Great Fortitude (Flaw)
Poison Healer (Flaw)
Endurance (Human Bonus)
Steadfast Determination (Level 1)
Animal Cohort (Tiny Viper) (Level 3)
Weapon Prof (Sling) (Commoner 1)
Uncanny Dodge (Survivor 1)
Evasion (Survivor 2)
Improved Uncanny Dodge (Survivor 3)
BAB +0
Attack: Sling +4, d4+2 (or +3, d3+2 for using stones)
Basically, the idea is that I am an escape slave of some pirates and I don't like to die. Stats are as high as they are from rolls (two legitimate nat 18s, which DM is more than happy with since my character isn't exactly powerful otherwise). He keeps his pet viper in his shirt that bites him every round. At this level the snake always net heals him for 3 damage (since Steadfast Det. makes nat 1's not auto-fail and the DC is 10 with a +9 to Fort). Once I hit 6 the healing will boost to 4/turn since I'll have DR, and at 8 it will boost to 5/turn since my Con mod will go to +5.
Like I said, I know it is far from any level of useful optimization, but I think it'll be fun to be that tenacious little bastard that doesn't die to the enemies (mind you that my group is very low op generally, so it's not a big issue -- very little chance that I'll get sucker punched for a lot of damage).
Anyway, any feedback on how to make this guy a bit wackier is definitely welcome! Commoner-only flaws probably won't be allowed (though I'd love it if my DM allows me to have Incomprehensible Accent, which he might since it has no mechanical effect on this character).
The basic build so far I am leaning towards is something like this:
Human Commoner 1/Survivor 3
Str 14
Dex 18
Con 19
Int 12
Wis 12
Cha 10
Flaws:
Noncombatant
Murky-Eyed
Skills:
Profession (Slave) (7 Ranks), Handle Animal (7 Ranks), Swim (7 Ranks), Use Rope (7 Ranks)
Feats:
Great Fortitude (Flaw)
Poison Healer (Flaw)
Endurance (Human Bonus)
Steadfast Determination (Level 1)
Animal Cohort (Tiny Viper) (Level 3)
Weapon Prof (Sling) (Commoner 1)
Uncanny Dodge (Survivor 1)
Evasion (Survivor 2)
Improved Uncanny Dodge (Survivor 3)
BAB +0
Attack: Sling +4, d4+2 (or +3, d3+2 for using stones)
Basically, the idea is that I am an escape slave of some pirates and I don't like to die. Stats are as high as they are from rolls (two legitimate nat 18s, which DM is more than happy with since my character isn't exactly powerful otherwise). He keeps his pet viper in his shirt that bites him every round. At this level the snake always net heals him for 3 damage (since Steadfast Det. makes nat 1's not auto-fail and the DC is 10 with a +9 to Fort). Once I hit 6 the healing will boost to 4/turn since I'll have DR, and at 8 it will boost to 5/turn since my Con mod will go to +5.
Like I said, I know it is far from any level of useful optimization, but I think it'll be fun to be that tenacious little bastard that doesn't die to the enemies (mind you that my group is very low op generally, so it's not a big issue -- very little chance that I'll get sucker punched for a lot of damage).
Anyway, any feedback on how to make this guy a bit wackier is definitely welcome! Commoner-only flaws probably won't be allowed (though I'd love it if my DM allows me to have Incomprehensible Accent, which he might since it has no mechanical effect on this character).