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AgentMaineSIGMA
2017-09-13, 11:44 AM
So, for the recently released Tal’Dorei book, I, somewhat jokingly, decided to make John Wick as my character. So, I’m gonna post the build I did here, the features he got, and invite everyone to post other character builds. So, here’s how it ultimately panned out:
John Wick
Race: Human Variant
Background: Criminal OR Urban Bounty Hunter
Feats: Tavern Brawler (from Human Variant), Tough
Levels: Swashbuckler Rogue 11, Totem Barbarian 6, Gunslinger (Matt Mercer’s, if allowed) OR Battlemaster Fighter 3
Skill Proficiencies: Athletics, Acrobatics, Stealth, Insight, Perception, Deception, Intimidation
Skill Expertises: Athletics, Stealth, Intimidation, Perception
Weapon Proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Improvised Weapons, Unarmed Strikes
Armor Proficiencies: Light Armor
Other proficiencies: One type of gaming set, One type of musical instrument, Thieves' Tools, either Tinkerer’s Tools OR one type of artisan’s tools that you choose


Level 1: Rogue 1
Level 2: Rogue 1, Fighter 1
Level 3: Rogue 2, Fighter 1
Level 4: Rogue 2, Fighter 2
Level 5: Rogue 3, Fighter 2
Level 6: Rogue 3, Fighter 3
Level 7: Rogue 4, Fighter 3
Level 8: Rogue 4, Fighter 3, Barbarian 1
Level 9: Rogue 4, Fighter 3, Barbarian 2
Level 10: Rogue 4, Fighter 3, Barbarian 3
Level 11: Rogue 4, Fighter 3, Barbarian 4
Level 12: Rogue 5, Fighter 3, Barbarian 4
Level 13: Rogue 5, Fighter 3, Barbarian 5
Level 14: Rogue 6, Fighter 3, Barbarian 5
Level 15: Rogue 6, Fighter 3, Barbarian 6
Level 16: Rogue 7, Fighter 3, Barbarian 6
Level 17: Rogue 8, Fighter 3, Barbarian 6
Level 18: Rogue 9, Fighter 3, Barbarian 6
Level 19: Rogue 10, Fighter 3, Barbarian 6
Level 20: Rogue 11, Fighter 3, Barbarian 6


Level 1: Expertise (I did Athletics and Stealth), Sneak Attack (1D6), Thieves Cant
Level 2: Fighting Style (I did Close Quarters Shooter, an Unearthed Arcana fighting style. If your DM doesn’t allow this, Archery is a close second), Second Wind
Level 3: Cunning Action
Level 4: Action Surge
Level 5: Fancy Footwork, Rakish Audacity, 2D6 Sneak Attack
Level 6: Either Grit, Gunsmith, and Deadeye (From Gunslinger) OR Combat Superiority and Student of War (From Battlemaster. The maneuvers I would select would be Disarming Attack, Parry, Trip Attack)
Level 7: Ability Score Increase (I would select Tough at this time, although you can gain it later from other ASIs)
Level 8: Rage, Unarmored Defense
Level 9: Reckless Attack
Level 10: Spirit Walker, Totem Spirit (There isn’t exactly a Dead Dog totem, so I went with Bear. Because jeebus Bear is good. I guess Wolf is close to a dog though, so if you’re a stickler for theme, Wolf. But still. Bear)
Level 11: Ability Score Increase
Level 12: Uncanny Dodge, 3D6 Sneak Attack
Level 13: Extra Attack (I admit it took us awhile to get here)
Level 14: Expertise (More Intimidation and Perception are nice)
Level 15: Aspect of the Beast (I went Eagle because it makes sense for a marksman and hitman, but Wolf isn’t bad and more thematically appropriate)
Level 16: Evasion, 4D6 Sneak Attack
Level 17: ASI
Level 18: Panache
Level 19: ASI, 5D6 Sneak Attack
Level 20: Reliable Talent


This area is pretty subjective. It relies pretty heavily on whether you get or choose to use the Gunslinger Archetype. That said, these are your base weapons.
Dagger: The staple weapon for Rogues. Any hitman worth hiring would always carry a dagger on them, and John Wick is more than worth hiring.
Unarmed Strike: You took Tavern Brawler for a reason.
Now, this is where things get kind of weird. If you are allowed to use Gunslinger or are at least allowed to use guns, your weapon is a pistol (an HK P30 if you wanna be accurate to the movies). It’s a one handed ranged weapon, which deals 1D10 Piercing damage. It misfires on 1, and has to be reloaded every 4 shots. If you either didn’t go gunslinger or can’t use guns, you use a light crossbow. If you are using a crossbow, I’d recommend grabbing Crossbow Master as a feat. This is optional though, hence why it isn’t included in the first section.


So that’s it. God, I hope I used spoilers right. First time trying them.

KorvinStarmast
2017-09-13, 01:46 PM
Chuck Norris
Chuck Norris doesn't need a build and doesn't need levels. He just kicks ass. :smallbiggrin:

90sMusic
2017-09-13, 02:05 PM
This reminds me of a thread up a couple of days ago where folks were trying to build indiana jones as a PC.

I have been a little tempted to make a Rick Sanchez based character who was a rock gnome wizard and thought he knew everything and was all powerful, while also being a serious alcoholic with suicidal tendencies. He would have a little monkey familiar named Morty. :)

Knowing me, i'd probably change the names, but thats the general jist anyway.

strangebloke
2017-09-13, 02:15 PM
This reminds me of a thread up a couple of days ago where folks were trying to build indiana jones as a PC.


Rogue/Artificer, wielding a whip as a weapon. It's not even a bad build! 90% of Indy ploys are basically just: run fast, get in a cheap hit, steal something, stowaway... I guess you could get monk levels in there, but Indy isn't really that awesome in a fistfight.

Dudewithknives
2017-09-13, 02:30 PM
Roland Deschain (Level 12)

Variant Human
Fighter: Monster Hunter Subclass
Not Point buy

Str: 12
Dex: 20
Con: 16
Int: 14
Wis: 16
Cha: 10

Feats:
Human:VH Feat: Crossbow Expert (Hand Crossbow reflavored as a pistol)
Level 4: Sharp Shooter
Level 6: Observant
Level 8: Resilient Wisdom
Level 12: Skilled

AgentMaineSIGMA
2017-09-13, 02:49 PM
Chuck Norris
Chuck Norris doesn't need a build and doesn't need levels. He just kicks ass. :smallbiggrin:

Pure Bear Totem Barbarian Goliath should work.

90sMusic
2017-09-13, 03:05 PM
Pure Bear Totem Barbarian Goliath should work.

In pathfinder, there was a witch class that had the option of having their hair be a weapon they could stretch out and have it reach 10 foot away to do melee attacks and touch spells and so on.

I was imagining a version of Chuck Norris with a beard that did this. Extend 10 feet to smack people.

AgentMaineSIGMA
2017-09-13, 03:10 PM
In pathfinder, there was a witch class that had the option of having their hair be a weapon they could stretch out and have it reach 10 foot away to do melee attacks and touch spells and so on.

I was imagining a version of Chuck Norris with a beard that did this. Extend 10 feet to smack people.

Oh, if we're talking Pathfinder, Cancer Mage is the way to go. Get festering anger and you have literally unlimited strength. Muscle Wizard casts Fist.

Quoxis
2017-09-13, 03:27 PM
In pathfinder, there was a witch class that had the option of having their hair be a weapon they could stretch out and have it reach 10 foot away to do melee attacks and touch spells and so on.

I was imagining a version of Chuck Norris with a beard that did this. Extend 10 feet to smack people.

https://new4.fjcdn.com/pictures/Chuck_748770_694854.jpg

TheUser
2017-09-13, 04:24 PM
Batman:
Human Variant: Battlemaster Fighter 12/Thief Rogue 7/Barbarian 1

Feats: Tavern Brawler, Medium Armor Master, Dual Wielder, Observant Int. +2 Strength
Armor: Masterwork Half Plate +1
Weapons: Dual Battle Gauntlets + 1 (1d6 bludgeoning light weapon finesse)
Fighting Style: Defensive +1 AC
Stats
HP: 151
AC: 21
18 Strength
16 Dexterity
14 Constitution
13 Int
12 Wisdom
8 Charisma

Skills: Stealth(Expertise)+15, Athletics (Expertise)+16, Perception(Expertise)+13, Investigation(Expertise)+13,
Intimidation, Insight, Acrobatics,

Passive Perception/Investigation: 28 [worlds greatest detective]

Combat manuevers: Trip, Frighten, Push, Riposte, Parry, Evade, Disarm, Feint

Attacks: 3 per round for 1d6+7 +11 to hit (while raging) Damage, Sneak Attack +4d6

Can Uncanny Dodge while raging to take 1/4 damage from a physical attack.

Ripostes in combat for more sneak attacks.

Grapples at advantage while raging with +16 bonus (often by using his offhand attack).

Can use items like smoke bombs and alchemist fire's as a bonus action.

Pretty much the coolest adaptation I've made.

AgentMaineSIGMA
2017-09-13, 06:41 PM
Batman:
Human Variant: Battlemaster Fighter 12/Thief Rogue 7/Barbarian 1

Feats: Tavern Brawler, Medium Armor Master, Dual Wielder, Observant Int. +2 Strength
Armor: Masterwork Half Plate +1
Weapons: Dual Battle Gauntlets + 1 (1d6 bludgeoning light weapon finesse)
Fighting Style: Defensive +1 AC
Stats
HP: 151
AC: 21
18 Strength
16 Dexterity
14 Constitution
13 Int
12 Wisdom
8 Charisma

Skills: Stealth(Expertise)+15, Athletics (Expertise)+16, Perception(Expertise)+13, Investigation(Expertise)+13,
Intimidation, Insight, Acrobatics,

Passive Perception/Investigation: 28 [worlds greatest detective]

Combat manuevers: Trip, Frighten, Push, Riposte, Parry, Evade, Disarm, Feint

Attacks: 3 per round for 1d6+7 +11 to hit (while raging) Damage, Sneak Attack +4d6

Can Uncanny Dodge while raging to take 1/4 damage from a physical attack.

Ripostes in combat for more sneak attacks.

Grapples at advantage while raging with +16 bonus (often by using his offhand attack).

Can use items like smoke bombs and alchemist fire's as a bonus action.

Pretty much the coolest adaptation I've made.

Suggestion, maybe instead of Rogue and Barbarian, Monk of Shadow for 8 levels? He's a bit better at unarmed and gets some spiffy stealth abilities.

TheUser
2017-09-13, 06:56 PM
Suggestion, maybe instead of Rogue and Barbarian, Monk of Shadow for 8 levels? He's a bit better at unarmed and gets some spiffy stealth abilities.

Very few mink abilities function in armor (which I feel is very batman) and sneak attack is definitely batman.

I am even tempted to drop battlemaster levels for more Rogue Levels

AgentMaineSIGMA
2017-09-13, 06:58 PM
Very few mink abilities function in armor (which I feel is very batman) and sneak attack is definitely batman.

I am even tempted to drop battlemaster levels for more Rogue Levels

Fair. I'd actually drop some battlemaster for artificer though. After all, a huge part of Batman is his gadgets.

JBPuffin
2017-09-13, 08:16 PM
Fair. I'd actually drop some battlemaster for artificer though. After all, a huge part of Batman is his gadgets.

That could be a background thing - he grabs two tool proficiencies which allow him to make his gadgets (those that aren't represented by Battlemaster maneuvers, that is.)

AgentMaineSIGMA
2017-09-13, 09:28 PM
That could be a background thing - he grabs two tool proficiencies which allow him to make his gadgets (those that aren't represented by Battlemaster maneuvers, that is.)

That could work. Tinkerer's tools and a Poisoner's kit could do it

Talionis
2017-09-14, 10:01 AM
John Wick
Race: Human Variant
Background: Criminal OR Urban Bounty Hunter
Feats: Tavern Brawler (from Human Variant), Tough
Levels: Swashbuckler Rogue 11, Totem Barbarian 6, Gunslinger (Matt Mercer’s, if allowed) OR Battlemaster Fighter 3
Skill Proficiencies: Athletics, Acrobatics, Stealth, Insight, Perception, Deception, Intimidation
Skill Expertises: Athletics, Stealth, Intimidation, Perception
Weapon Proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Improvised Weapons, Unarmed Strikes
Armor Proficiencies: Light Armor
Other proficiencies: One type of gaming set, One type of musical instrument, Thieves' Tools, either Tinkerer’s Tools OR one type of artisan’s tools that you choose




Level 1: Rogue 1
Level 2: Rogue 1, Fighter 1
Level 3: Rogue 2, Fighter 1
Level 4: Rogue 2, Fighter 2
Level 5: Rogue 3, Fighter 2
Level 6: Rogue 3, Fighter 3
Level 7: Rogue 4, Fighter 3
Level 8: Rogue 4, Fighter 3, Barbarian 1
Level 9: Rogue 4, Fighter 3, Barbarian 2
Level 10: Rogue 4, Fighter 3, Barbarian 3
Level 11: Rogue 4, Fighter 3, Barbarian 4
Level 12: Rogue 5, Fighter 3, Barbarian 4
Level 13: Rogue 5, Fighter 3, Barbarian 5
Level 14: Rogue 6, Fighter 3, Barbarian 5
Level 15: Rogue 6, Fighter 3, Barbarian 6
Level 16: Rogue 7, Fighter 3, Barbarian 6
Level 17: Rogue 8, Fighter 3, Barbarian 6
Level 18: Rogue 9, Fighter 3, Barbarian 6
Level 19: Rogue 10, Fighter 3, Barbarian 6
Level 20: Rogue 11, Fighter 3, Barbarian 6


Level 1: Expertise (I did Athletics and Stealth), Sneak Attack (1D6), Thieves Cant
Level 2: Fighting Style (I did Close Quarters Shooter, an Unearthed Arcana fighting style. If your DM doesn’t allow this, Archery is a close second), Second Wind
Level 3: Cunning Action
Level 4: Action Surge
Level 5: Fancy Footwork, Rakish Audacity, 2D6 Sneak Attack
Level 6: Either Grit, Gunsmith, and Deadeye (From Gunslinger) OR Combat Superiority and Student of War (From Battlemaster. The maneuvers I would select would be Disarming Attack, Parry, Trip Attack)
Level 7: Ability Score Increase (I would select Tough at this time, although you can gain it later from other ASIs)
Level 8: Rage, Unarmored Defense
Level 9: Reckless Attack
Level 10: Spirit Walker, Totem Spirit (There isn’t exactly a Dead Dog totem, so I went with Bear. Because jeebus Bear is good. I guess Wolf is close to a dog though, so if you’re a stickler for theme, Wolf. But still. Bear)
Level 11: Ability Score Increase
Level 12: Uncanny Dodge, 3D6 Sneak Attack
Level 13: Extra Attack (I admit it took us awhile to get here)
Level 14: Expertise (More Intimidation and Perception are nice)
Level 15: Aspect of the Beast (I went Eagle because it makes sense for a marksman and hitman, but Wolf isn’t bad and more thematically appropriate)
Level 16: Evasion, 4D6 Sneak Attack
Level 17: ASI
Level 18: Panache
Level 19: ASI, 5D6 Sneak Attack
Level 20: Reliable Talent


This area is pretty subjective. It relies pretty heavily on whether you get or choose to use the Gunslinger Archetype. That said, these are your base weapons.
Dagger: The staple weapon for Rogues. Any hitman worth hiring would always carry a dagger on them, and John Wick is more than worth hiring.
Unarmed Strike: You took Tavern Brawler for a reason.
Now, this is where things get kind of weird. If you are allowed to use Gunslinger or are at least allowed to use guns, your weapon is a pistol (an HK P30 if you wanna be accurate to the movies). It’s a one handed ranged weapon, which deals 1D10 Piercing damage. It misfires on 1, and has to be reloaded every 4 shots. If you either didn’t go gunslinger or can’t use guns, you use a light crossbow. If you are using a crossbow, I’d recommend grabbing Crossbow Master as a feat. This is optional though, hence why it isn’t included in the first section.



I was re-watching the first John Wick movie the other day and I was thinking that a "go to move" for John Wick is to grapple someone and then use them for a shield or for cover. Is this correct under the rules? It would make sense to me that if you have someone grappled and can control their movement then they would be at least as good as a shield and possible serve as cover.

Is this a maneuver you assume in your build? Do you think its reasonable? If so how mechanically would you decide when the grappled person takes damage and how much damage a dead person grappled in front of you could take before he was just paste and worthless for cover or a shield?

Scathain
2017-09-14, 10:19 AM
This reminds me of a thread up a couple of days ago where folks were trying to build indiana jones as a PC.

I have been a little tempted to make a Rick Sanchez based character who was a rock gnome wizard and thought he knew everything and was all powerful, while also being a serious alcoholic with suicidal tendencies. He would have a little monkey familiar named Morty. :)

Knowing me, i'd probably change the names, but thats the general jist anyway.

We did just this in a level 20 one shot. My friend played Rick as a human conjuration wizard, and I played "Scottish power-suit Morty", i.e. hill dwarf forge cleric.

EDIT: the game ended with us summoning too many powerful extraplanar entities, leading us to ditch that reality while my Rick got chased down by Mephistopheles. I'd say it was fitting.

AgentMaineSIGMA
2017-09-14, 03:00 PM
I was re-watching the first John Wick movie the other day and I was thinking that a "go to move" for John Wick is to grapple someone and then use them for a shield or for cover. Is this correct under the rules? It would make sense to me that if you have someone grappled and can control their movement then they would be at least as good as a shield and possible serve as cover.

Is this a maneuver you assume in your build? Do you think its reasonable? If so how mechanically would you decide when the grappled person takes damage and how much damage a dead person grappled in front of you could take before he was just paste and worthless for cover or a shield?

That's accounted for in the build. It's why I picked up the feat Tavern Brawler. The way we did it is that you can use the person you grapple as half-cover from ranged attacks, so if it missed you, it hit them instead. They're worth as much health as they have to be used as a shield.

Zonugal
2017-09-14, 04:42 PM
This is my attempt at a Batman build, although I'll likely have to revise it once Xanathar's Guide to Everything comes out.

The Batman

http://orig01.deviantart.net/3e8f/f/2009/211/e/c/medieval_fantasy_batman_by_chriss2d.jpg

“Criminals are a superstitious cowardly lot. So my disguise must be able to strike terror into their hearts. I must be a creature of the night, black, terrible…”

Bruce Wayne
‘Variant’ Human ‘Alchemist’ Artificer 5/’Inquisitive’ Rogue 6/Spell-less Revised Ranger 2 with the Urchin background
Medium humanoid (human), Lawful Good
Armor class 17 (Breastplate armor & the Mariner Style)
Hit points 96 (11d8+22/2d10+4)
Speed 30 ft.; climb 30 ft. & swim 30 ft.
---
Str 8, Dex 16, Con 14, Int 16, Wis 14, Cha 10
---
Saving Throws Constitution +7, Intelligence +8 and Wisdom +7
Skills Acrobatics +8, Artisan’s Tools (Alchemist's Supplies) +5, Deception +5, Disguise Kit +10, Forgery Kit +10, Herbalism Kit +5, Insight +12, Intimidation +10, Investigation +13, Perception +12, Poisoner’s Kit +5, Sleight of Hands +8, Stealth +13 and Thieves’ Tools +10
Feats Observant & Resilient (Wisdom)
Senses passive Perception 25, passive Investigation 26; darkvision 60 ft.
Languages Common, Dwarven and Elven
Challenge 13
---
Special Abilities
Racial Abilities: --
Background Abilities: City Secrets
Class Abilities: Artificer Specialist (Alchemist), Magic Item Analysis, Alchemist's Satchel, Alchemical Formula (Alchemical Acid [3d6], Alchemical Fire [2d6], Smoke Stick,& Thunderstone; Formula DC 16), Wondrous Invention (Goggles of Night & Rope of Climbing), Infuse Magic (3/use), Superior Attunement, Expertise (Insight, Intimidation, Investigation, & Perception), Sneak Attack (3d6), Thieves’ Cant, Cunning Action, Ear for Deceit, Eye for Detail, Insightful Fighting, Uncanny Dodge, Favored Enemy (Humanoids +2), Natural Explorer, Fighting Style (Mariner Style), and Combat Superiority (Menacing Attack & Precision Attack; 4d8/rest; Maneuver DC 16)
---
Actions
Short Sword. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage; finesse, light
Dart. Ranged weapon attack: +8 to hit, range 20 ft./60 ft., one target. Hit: 5 (1d4+3) piercing damage; finesse, thrown (20ft./60ft.)
---
Artificer Spells -- Batman’s Artificer spellcasting ability is Intelligence-based (spell save DC 16)
1st-level Spells Known (3/long rest) -- Cure Wounds, Disguise Self, Expeditious Retreat, & Shield of Faith
---
Equipment: breastplate armor, burglar's pack, Cloak of the Bat, twenty darts, disguise kit, a set of fine clothes, Goggles of Night, Helm of Comprehend Languages, Ring of Mind Shielding, Rope of Climbing, two short swords, Stone of Good Luck, and thieves’ tools

Blas_de_Lezo
2017-09-14, 04:52 PM
Bronn (Game of Thrones)

Human Variant
NM
Fighter (Battlemaster) 7 / Rogue (Assassin) 3
Background: Criminal (hired killer)

Str 15
Dex 13
Con 14
Int 10
Wis 14
Cha 13

Skills: Athletism, Perception, Stealth, Insight, Deception, Survival
Feats: Blade Mastery (UA), Tough, Lucky

Weapons: Longsword, Dagger


Fighting style: Dueling

Combat options:

Maneuvers: Evasive Footwork, Feinting Attack, Trip Attack, Distracting Strike, Goading Attack

Sneak attack: You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra 2d6 damage to one creature you hit with an attack if you have Advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need Advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have Disadvantage on the attack roll.

Know your enemy: if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
Fighter class levels (if any)

Cunning Action: Starting at your second level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Talionis
2017-09-15, 10:23 AM
That's accounted for in the build. It's why I picked up the feat Tavern Brawler. The way we did it is that you can use the person you grapple as half-cover from ranged attacks, so if it missed you, it hit them instead. They're worth as much health as they have to be used as a shield.

I hope i didn't come off as thinking it wasn't included in the build. I may have seen another thread you had describing it a while back and gotten the idea in my head from reading that. Awesome build and I bet it was very fun to play!

AgentMaineSIGMA
2017-09-15, 10:54 AM
I hope i didn't come off as thinking it wasn't included in the build. I may have seen another thread you had describing it a while back and gotten the idea in my head from reading that. Awesome build and I bet it was very fun to play!

It's totally cool! You didn't. It was admittedly mechanically confusing for a little while, but it worked once we got into it.

xroads
2017-09-15, 05:03 PM
How about...

The Doctor (Doctor Who)

Race: Elf (High)
Alignment: Chaotic Good
Class: Wizard (Divination) 20
Background: Sailor

The Doctor is from a species that believes itself superior to humans and has a very high intelligence. So I think high elf works for this.
He's obviously a good guy. And he's often shown giving authority lip and generally only a token respect to laws. So chaotic good seemed like the right alignment.
The Doctor's grasp of impossible sciences and his sonic screwdriver makes me think wizard with an arcane focus. Diviner seems like a great choice for a time lord, although abjurer was also a close second. Level 20 because he saves the universe on a regular basis.
Background was much more tricky. I thought of all types justifications for different backgrounds. But in the end, the Doctor is a wanderer. So sailor seemed like a good choice.

GlenSmash!
2017-09-15, 06:16 PM
How about...

The Doctor (Doctor Who)

Race: Elf (High)
Alignment: Chaotic Good
Class: Wizard (Divination) 20
Background: Sailor

The Doctor is from a species that believes itself superior to humans and has a very high intelligence. So I think high elf works for this.
He's obviously a good guy. And he's often shown giving authority lip and generally only a token respect to laws. So chaotic good seemed like the right alignment.
The Doctor's grasp of impossible sciences and his sonic screwdriver makes me think wizard with an arcane focus. Diviner seems like a great choice for a time lord, although abjurer was also a close second. Level 20 because he saves the universe on a regular basis.
Background was much more tricky. I thought of all types justifications for different backgrounds. But in the end, the Doctor is a wanderer. So sailor seemed like a good choice.

A nice take on a complex character. I like it.

Kuulvheysoon
2017-09-15, 06:20 PM
How about...

The Doctor (Doctor Who)

Race: Elf (High)
Alignment: Chaotic Good
Class: Wizard (Divination) 20
Background: Sailor

The Doctor is from a species that believes itself superior to humans and has a very high intelligence. So I think high elf works for this.
He's obviously a good guy. And he's often shown giving authority lip and generally only a token respect to laws. So chaotic good seemed like the right alignment.
The Doctor's grasp of impossible sciences and his sonic screwdriver makes me think wizard with an arcane focus. Diviner seems like a great choice for a time lord, although abjurer was also a close second. Level 20 because he saves the universe on a regular basis.
Background was much more tricky. I thought of all types justifications for different backgrounds. But in the end, the Doctor is a wanderer. So sailor seemed like a good choice.

I was honestly thinking more Far Traveler, from the SCAG?

JBPuffin
2017-09-15, 06:31 PM
How about...The Doctor (Doctor Who)


You may have considered this already, but what about Awakened, Immortal, or Nomad Mystic? You could stay away from or sparingly use offensive powers, but it covers a lot of the more out-there things the Doctor can do, I think. (Honestly don't know enough to say what those out-there things are, but it wouldn't surprise me if the wizard would have more trouble meeting them...although, plane shift, teleport, time stop...) Just a thought.

Sir cryosin
2017-09-16, 07:33 AM
Rogue/Artificer, wielding a whip as a weapon. It's not even a bad build! 90% of Indy ploys are basically just: run fast, get in a cheap hit, steal something, stowaway... I guess you could get monk levels in there, but Indy isn't really that awesome in a fistfight.

For Indy it just a thift rogue with the new archeologist background from tome of annihilation book.

Zonugal
2017-09-16, 01:07 PM
How about...

The Doctor (Doctor Who)

Race: Elf (High)
Alignment: Chaotic Good
Class: Wizard (Divination) 20
Background: Sailor

The Doctor is from a species that believes itself superior to humans and has a very high intelligence. So I think high elf works for this.
He's obviously a good guy. And he's often shown giving authority lip and generally only a token respect to laws. So chaotic good seemed like the right alignment.
The Doctor's grasp of impossible sciences and his sonic screwdriver makes me think wizard with an arcane focus. Diviner seems like a great choice for a time lord, although abjurer was also a close second. Level 20 because he saves the universe on a regular basis.
Background was much more tricky. I thought of all types justifications for different backgrounds. But in the end, the Doctor is a wanderer. So sailor seemed like a good choice.

This is good, but you could also perhaps approach it from a different approach.

What about something like: High-Elf 'College of Lore' Bard 8/'Knowledge' Cleric 2/'College of Lore' Bard 2 with the Far Traveler background?

90sMusic
2017-09-16, 01:16 PM
Make sure your John Wick character has proficiency in animal handling.

Maybe one of his personality traits being "If you kill my dog or steal my horse, I kill you and anyone else that gets in my way."

Background Feature: Boogeyman
Everyone is scared ****less at the mention of your name.

CaptainSarathai
2017-09-16, 07:54 PM
Maui from 'Moana'

Goliath, Moon Druid
Background: Sailor

All strength. Great Weapon Master optional. Use a Greatclub. Fighter or Barb if you need it for the proficiencies.

sithlordnergal
2017-09-17, 02:06 AM
Elliot Weston:The Nova Bomb Tank


Race: Human Varient
Background: Acolyte, Follow of Rao
Feats: Sentinel, War Caster
Levels: 9 Paladin, 11 Sorcerer
Skill Proficiency:Athletics, Insight, Perception, Persuasion, Religion
Weapon Proficiency: All of them
Armor Proficiency: All of them



Str: 16 (leave it at 16 and never look back. You don't need more. If you go Dex paladin, leave it at 8. You're getting more damage from Smite then your Str bonus anyway)
Dex: 8 (If you're a Str Paladin, leave it at 8. If you're a Dexadin, leave it at 16. Dex may be more useful then Str, but it isn't that useful.)
Con: 14
Int: 8
Wis: 12
Cha: 16



Level 1: Paladin 1
Level 2: Paladin 2
Level 3: Paladin 3
Level 4: Paladin 4
Level 5: Paladin 5
Level 6: Paladin 6
Level 7: Paladin 7
Level 8: Paladin 8,
Level 9: Paladin 8, Sorcerer 1
Level 10: Paladin 8, Sorcerer 2
Level 11: Paladin 8, Sorcerer 3
Level 12: Paladin 9, Sorcerer 3
Level 13: Paladin 9, Sorcerer 4
Level 14: Paladin 9, Sorcerer 5
Level 15: Paladin 9, Sorcerer 6
Level 16: Paladin 9, Sorcerer 7
Level 17: Paladin 9, Sorcerer 8
Level 18: Paladin 9, Sorcerer 9
Level 19: Paladin 9, Sorcerer 10
Level 20: Paladin 9, Sorcerer 11



Level 1: Divine Sense, Lay on Hands (stars at 5hp, will end at 45hp), Varient Human Feat: Sentinel

Level 2: Fighting Style (I went Dueling for the +2 dmg, but Defense makes a tankier Paladin), Spell casting, Divine Smite (your bread and butter)

Level 3: Divine Health, Sacred Oath (I went Oath of the Ancients since it has better tank abilities)

Level 4: Ability Score Improvement (Put an 18 in Charisma and leave it for a while)

Level 5: Extra Attack (Ohhh, more Smite potential)

Level 6: Aura of Protection (Do you like the +4 to all saves? Cause I do, and so does your party)

Level 7: Oath of the Ancients Sacred Oath Feature (Say, do you like +4 to all saves AND auto-resistance to all spell damage? Make that Wizard hate you by cutting his Fireball damage down to 1/4 of it's original damage)

Level 8: Feat: War Caster (Never fail a Concentration save again, and cast with your hands full)

Level 9: Multi-Class Spellcasting, Sorcerer Origins (Go Wild Magic. Advantage on anything, and you get to blow up in an enemies face if you roll fireball on the table, and you have 3rd lvl slots for smiting)

Level 10: Font of Magic (Do you like having a way to get more Smite slots? I do)

Level 11: Metamagic (Quicken Spell and Twinned Spell are all you need. Want to smite 3 times in a turn? Quicken Green Flame Blade is how you do it)

Level 12: 3rd level paladin spells (What's that? You want to kill us with a spell? Twinned Protection from Energy. Time to cut the Fireball damage down to 1/8. Watch the Wizards cry)

Level 13: Ability Score Improvement Time (Time to make your Con a 16 to up that HP, or maybe your Charisma 20. Up to you)

Level 14: 3rd level spells, 5th level spell slots (Can you say Hasted Paladin with 4 max damage smites available? Who needs Fighters, I can make 4 Smites in a single attack now)

Level 15: Sorcerous Origin feature (If you went Wild Magic, now you have a poor man's Cutting Words/Bardic Inspiration. Sure, it's only a 1d4, but then Bane, Bless and Guidance are 1d4 and they are helpful. All for the price of 2 sorcery points and a reaction)

Level 16: More spell slots, more spells, more smites

Level 17: Your final ASI, use it wisely

Level 18: Congrats, you have 7th level spell slots that you can use for anything.

Level 19: Metamagic (Finally, now I can grab Heightened Spell and force disadvantage on the save)

Level 20: Well done, you have an 8th level spell slot, have spells up to 6th level, 11 sorcery points, and 18 spell slots to smite with.



This will depend heavily on your initial Paladin Build. If you're a Strength Paladin, then grab a d8 versatile weapon, a shield and javelins. Your AC will thank you for it later, and javelins will be your go-to range weapon until around level 9. It sucks, I know. If you're a Dex build, grab the rapier, a longbow, and a shield. As for Armor, get Full Plate as soon as you can, even if your a Dexadin. Remember, you can wear full plate without the Str. Requirements, it just reduces your speed by 10. But then, that's what Summon Mount is for, right?


This is a Paladin that can go Super Nova on anyone they want, and can continue to Supernova for a while. You may not be as strong of a spell caster as a full Sorcerer, but you will tank better and have better nova damage then they ever will. As for other Paladins, you're going to put them all to shame. Sure, you may have lower HP, but your AC is higher with Shield stacked with Shield of Faith, you smite better, you have more spell options, and you can easily do 3-4 attacks per round for 5 rounds depending on if you used Haste or not. That's 15-17 smites in 5 rounds since you can smite with each melee attack.

xroads
2017-09-18, 09:11 AM
A nice take on a complex character. I like it.

Thanks!


I was honestly thinking more Far Traveler, from the SCAG?

I can definitely see that. In fact, I think there is supposed to be a high magic/steampunk foreign nation in Forgotten Realms that could easily work as being the lands the Doctor is from.


You may have considered this already, but what about Awakened, Immortal, or Nomad Mystic?

None of those sound familiar. Which book are they in? Are they UA?


This is good, but you could also perhaps approach it from a different approach.

What about something like: High-Elf 'College of Lore' Bard 8/'Knowledge' Cleric 2/'College of Lore' Bard 2 with the Far Traveler background?

Thanks!

I generally shy away from multi-classing. But I think either bard (lore) or cleric (arcana) would work well. The bard in particular, with it's inspiration, magical secrets, & expertise, is a great idea.

AgentMaineSIGMA
2017-09-18, 12:34 PM
Maui from 'Moana'

Goliath, Moon Druid
Background: Sailor

All strength. Great Weapon Master optional. Use a Greatclub. Fighter or Barb if you need it for the proficiencies.

Maybe instead of Sailor, Hermit? After all, "Maui can do anything except float"

hymer
2017-09-18, 01:07 PM
Captain Woodrow F. Call of Larry McMurtry's Lonesome Dove (https://en.wikipedia.org/wiki/Lonesome_Dove_series) series.
https://i.pinimg.com/736x/93/bd/25/93bd25ed71ec4bccbc41f8ffcc15f3c9--lonesome-dove-western-movies.jpg
V. human Ranger1/ Rogue1/Barbarian1/Fighter9

Background: Soldier (modified)
Favoured terrain: grassland
Fighting style: archery
Martial archetype: battle master
Str 13+1, Dex 14+2, Con 13+1, Int 11, Wis 8, Cha 14+2
Feats/ASIs: Alert (human), +2 dex (Fi4), Inspiring Leader (Fi6), +2 Cha (Fi8)
Skills: Athletics (rogue), handle animal* (ranger), intimidation (soldier), perception* (ranger), persuasion (soldier), survival (ranger). *Expertise.
Tools: Carpenter’s tools (soldier), land vehicle (soldier), smith’s tools (battle master).

As a young man, Call joins the Texas Rangers (not quite military, but close enough for Soldier background) and learns the basics of wilderness survival and tracking (one level in ranger). By nature, he is already an exceptionally alert (alert feat) individual despite only having average eyesight (low wisdom). He also turns out to have exceptionally quick reflexes, and he is never outdrawn even by very capable, sneaky, and deceptive people.

A very disciplined man, Call barely survives his first outing, and begins to work on his skills in earnest (one level rogue, expertise in Animal Handling and Perception). Despite his disciplined behaviour, he also has an outrageous temper (barbarian rage), albeit unleashed in all its fury only three times in his life. In each case, he completely overwhelms and outfights extremely capable individuals using only his limbs and improvised weapons.

But Call’s true vocation is hunting down his enemies and killing them. To this end he turns himself into a living weapon (battlemaster fighter for most of his career). His primary weapons are rifles and pistols (archery fighting style closest; Call is also surprisingly good at throwing rocks). He is quite a good shot with both, though a few rare individuals are better (Call doesn’t have the sharpshooter feat, and dex only 16). Three of his likeliest manoeuvres are menacing attack, precision attack, and trip attack.

Between Call’s reputation, confidence and sheer presence, he is skilled at making trades, playing on men’s sense of honour and selfworth, and he can usually ‘boss’ anyone (intimidation, persuasion). Apart from the trading, he never uses these skills on a woman. In fact, Call is ill at ease among the fair sex, and he finds them more incomprehensible than even the average fellow (low wisdom).

As for tool proficiencies, Call drives an old wagon off-road from Montana to Texas with only one stop at a smith’s for wheel repair before the wagon is so worn out that it breaks apart (vehicle, land). He can shoe a horse at need and likely has some passing understanding of the making of weapons (smith’s tools), and he supervises the building of a ranch from scratch (carpenter’s tools). Call is very much not a card player, and so switches that tool proficiency from Soldier to carpentry.

Zonugal
2017-09-28, 08:23 PM
I got challenged to make this from another online community I am a part of, so enjoy!

Jessica Fletcher

http://dlisted.com/wp-content/uploads/2013/11/jessicafletchermurdershewrote.jpg

"Hello! How do you do? I'm Jessica Fletcher."

Jessica Fletcher
‘Variant’ Human ‘Inquisitive’ Rogue 4 with the Entertainer background
Medium humanoid (human), Lawful Good
Armor class 13 (chain shirt)
Hit points 27 (4d8+4)
Speed 30 ft.
---
Str 8, Dex 10, Con 12, Int 16, Wis 16, Cha 14
---
Saving Throws Dexterity +2 and Intelligence +5
Skills Acrobatics +2, Deception +4, Disguise Kit +2, Insight +7, Investigation +7, Musical Instrument (Piano) +2, Perception +5, Performance +4, Persuasion +4, and Thieves’ Tools +2
Feats Keen Mind & Observant
Senses passive Perception 18, passive Investigation 20
Languages Common and Elven
Challenge 4
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Special Abilities
Racial Abilities: --
Background Abilities: By Popular Demand
Class Abilities: Expertise (Insight & Investigation), Sneak Attack (2d6), Thieves’ Cant, Cunning Action, Ear for Deceit, Eye for Detail, and Insightful Fighting
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Actions
Hand Crossbow. Ranged weapon attack: +2 to hit, range 30 ft/120 ft., one target. Hit: 3 (1d6+0) piercing damage; ammunition (30/120), light, loading
---
Equipment: a belt pouch (15 gp), a burglar's pack, a chain shirt, a disguise kit, the favor of an admirer (a small painting of Frank), a hand crossbow with ten bolts, a set of traveler’s clothes, thieves’ tools, and a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)