goken04
2007-12-30, 08:36 PM
This is a fun little ECL 12 build for a Multiweapon Fighting character. I don't know that it's terribly playable as a PC (at low-levels, anyways), but it would be a great NPC encounter for a party. I'm putting it here to show off, to get some input and fun additions and, mostly, for other DMs to use as an NPC. I'm thinking he would be a great bounty-hunter type character to sic on the party. It only requires Savage Species and Complete Warrior!
Insectoid (SS 121) Thri-Keen (Nonpsionic, SS 222)
Fighter 3/Dervish 3/Fighter 1
Abilities (I rolled for these, but I'll include racial adjustments in parenthesis if you prefer point-buy):
STR 22(+2)
DEX 21 (+8)
CON 13 (+0)
INT 10 (+0)
WIS 15 (+4)
CHA 6 (-3, as per Monster Abilities from SRD)
HP: 60 (2d8/7d10 +9)
AC: 27 (+5 Nat, +5 Mithral Shirt, +1 Def, +1 Misc) He gains an additional +2(AC 29) in any round he moves 40 or more feet.
Speed: 45 (Climb 45)
Fort: 6
Ref: 12
Will: 9
BAB: 9
Tactics: Jump into melee (perhaps literally!) and Dervish Dance your little heart out! For those not in the know, this character can, using a dervish dance, move up to its full movement every round while still taking a full attack, provided it moves at least 5 feet between attacks. This dance can last up to 6 rounds for this character, after which it is fatigued. Additionally, at Dervish 3, you get a +2 to attack and damage while dancing.
Attacks
First Hand: +16/+11 (Scimitar 1d6+8, Crit: 15-20 x2)
Second Hand: +16/+11 (Scimitar 1d6+5, Crit: 15-20 x2)
Third Hand: +16/+11 (Scimitar 1d6+5, Crit: 15-20 x2)
Fourth Hand: +16/+11 (Scimitar 1d6+5, Crit: 15-20 x2)
Fifth Hand: +16/+11 (Scimitar 1d6+5, Crit: 15-20 x2)
Sixth Hand: +16/+11 (Scimitar 1d6+5, Crit: 15-20 x2)
That's a total of 12 attacks at ECL 12 (and CR 9). If it can manage to hit on all attacks (it's lowest attack is a 21 on average), it does an average damage of 108 damage spread over up to 12 different targets! And he can get to quite a few targets with 45 feet of movement. Of course, he can just as easily dance around a single target.
Skills: Balance 7, Hide 7*, Jump 44, Perform (Dance) 10, Spot 8, Tumble 11
*=Gain an additional +4 to Hide in sandy/arid environments
Feats:
Deflect Arrows, Multiweapon Fighting, Combat Expertise, Expeditious Dodge (RotW), Weapon Focus (Scimitar), Mobility, Improved Critical (Scimitar), Improved Multiweapon Fighting
Special Abilities:
Poison (Bite 1d4, Fort Save 11, 2d6 minutes of paralysis), Immune to Sleep, Leap (+30 to Jump checks, jump not limited by height), Darkvision 60, Climb Speed (equal to normal Speed), Tremor Sense 60, Wide Vision (+4 to Spot, can't be flanked), Movement Mastery (take 10 on Jump, Perform [Dance], Tumble), Dervish Dance 2/day, Slashing Blades (treat scimitar as light weapon), Fast Movement +5, Spring Attack
Equipment: I think the rule is he gets WBL of a 7th level character. I didn't really feel like giving him equip, so I just assumed Gauntlets of Ogre Power, Mithral Shirt, and Ring of Protection +1. And six scimitars, of course :D. Feel free to adjust as desired.
Level Adjustment: +3
Challenge Rating: 9
Critting 3/10 times with 12 attacks per round: Priceless.
Insectoid (SS 121) Thri-Keen (Nonpsionic, SS 222)
Fighter 3/Dervish 3/Fighter 1
Abilities (I rolled for these, but I'll include racial adjustments in parenthesis if you prefer point-buy):
STR 22(+2)
DEX 21 (+8)
CON 13 (+0)
INT 10 (+0)
WIS 15 (+4)
CHA 6 (-3, as per Monster Abilities from SRD)
HP: 60 (2d8/7d10 +9)
AC: 27 (+5 Nat, +5 Mithral Shirt, +1 Def, +1 Misc) He gains an additional +2(AC 29) in any round he moves 40 or more feet.
Speed: 45 (Climb 45)
Fort: 6
Ref: 12
Will: 9
BAB: 9
Tactics: Jump into melee (perhaps literally!) and Dervish Dance your little heart out! For those not in the know, this character can, using a dervish dance, move up to its full movement every round while still taking a full attack, provided it moves at least 5 feet between attacks. This dance can last up to 6 rounds for this character, after which it is fatigued. Additionally, at Dervish 3, you get a +2 to attack and damage while dancing.
Attacks
First Hand: +16/+11 (Scimitar 1d6+8, Crit: 15-20 x2)
Second Hand: +16/+11 (Scimitar 1d6+5, Crit: 15-20 x2)
Third Hand: +16/+11 (Scimitar 1d6+5, Crit: 15-20 x2)
Fourth Hand: +16/+11 (Scimitar 1d6+5, Crit: 15-20 x2)
Fifth Hand: +16/+11 (Scimitar 1d6+5, Crit: 15-20 x2)
Sixth Hand: +16/+11 (Scimitar 1d6+5, Crit: 15-20 x2)
That's a total of 12 attacks at ECL 12 (and CR 9). If it can manage to hit on all attacks (it's lowest attack is a 21 on average), it does an average damage of 108 damage spread over up to 12 different targets! And he can get to quite a few targets with 45 feet of movement. Of course, he can just as easily dance around a single target.
Skills: Balance 7, Hide 7*, Jump 44, Perform (Dance) 10, Spot 8, Tumble 11
*=Gain an additional +4 to Hide in sandy/arid environments
Feats:
Deflect Arrows, Multiweapon Fighting, Combat Expertise, Expeditious Dodge (RotW), Weapon Focus (Scimitar), Mobility, Improved Critical (Scimitar), Improved Multiweapon Fighting
Special Abilities:
Poison (Bite 1d4, Fort Save 11, 2d6 minutes of paralysis), Immune to Sleep, Leap (+30 to Jump checks, jump not limited by height), Darkvision 60, Climb Speed (equal to normal Speed), Tremor Sense 60, Wide Vision (+4 to Spot, can't be flanked), Movement Mastery (take 10 on Jump, Perform [Dance], Tumble), Dervish Dance 2/day, Slashing Blades (treat scimitar as light weapon), Fast Movement +5, Spring Attack
Equipment: I think the rule is he gets WBL of a 7th level character. I didn't really feel like giving him equip, so I just assumed Gauntlets of Ogre Power, Mithral Shirt, and Ring of Protection +1. And six scimitars, of course :D. Feel free to adjust as desired.
Level Adjustment: +3
Challenge Rating: 9
Critting 3/10 times with 12 attacks per round: Priceless.