1. - Top - End - #26
    Dwarf in the Playground
     
    SwashbucklerGuy

    Join Date
    Mar 2015
    Location
    Le Mans, France
    Gender
    Male

    Default Re: Ridiculous Character Concepts 2: Slam-Dunk!

    JonRa’mbo

    Half-Drow Ranger 5 / Yathchol Webrider 2 / Wildrunner 2 / Dungeon Lord 4

    And now for something completely different - which works at low levels...

    Spoiler: The Build
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    ECL Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Half-drow’ Elf Ranger 1 +1 +2 +2 +0 Climb 4, Craft ( trapmaking ) 4, Craft ( weaponsmithing ) 4, Heal 4, Hide 4*, Jump 2, Knowledge (nature) 4, Listen 4’*, Move Silently 4*, Search 4’, Spot 4’*, Survival 4*, Swim 2 Skill Focus (trapmaking) 1st favored enemy (servants of Lolth*), Trapfinding, Spiritual Connection
    2nd Ranger 2 +2 +3 +3 +0 Climb 5, Craft ( trapmaking ) 5, Craft ( weaponsmithing ) 4, Heal 4, Hide 5*, Jump 2, Knowledge (nature) 5, Listen 5’*, Move Silently 5*, Search 5’, Spot 5’*, Survival 5*, Swim 2
    3rd Ranger 3 +3 +3 +3 +1 Climb 6, Craft ( trapmaking ) 6, Craft ( weaponsmithing ) 4, Heal 4, Hide 6*, Jump 2, Knowledge (nature) 6, Listen 6’*, Move Silently 6*, Search 6’, Spot 6’*, Survival 6*, Swim 2 Dodge Endurance
    4th Ranger 4 +4 +4 +4 +1 Climb 7, Craft ( trapmaking ) 7, Craft ( weaponsmithing ) 4, Heal 5, Hide 7*, Jump 4, Knowledge (nature) 7², Listen 7’*², Move Silently 7*, Search 7’², Spot 7’*², Survival 7*², Swim 2 Mobility Spiritual guide², bonus feat, (no spells)
    5th Ranger 5 +5 +4 +4 +1 Climb 8, Craft ( trapmaking ) 8, Craft ( weaponsmithing ) 4, Heal 6, Hide 8*, Jump 4, Knowledge (nature) 8², Listen 8’*², Move Silently 8*, Search 8’², Spot 8’*², Survival 8*², Swim 2 2nd favored enemy (orcs*), spider shape
    6th Yathchol Webrider 1 +5 +4 +6 +1 Climb 8, Craft (poisons) 4, Craft ( trapmaking ) 9, Craft ( weaponsmithing ) 4, Heal 6, Hide 9*, Jump 4, Knowledge (nature) 8², Listen 9’*², Move Silently 9*, Search 9’², Spot 9’*², Survival 8*², Swim 2 Brachiation Web hide, web ride (20 ft.)
    7th Yathchol Webrider 2 +6/+1 +4 +7 +1 Climb 8, Craft (poisons) 8, Craft ( trapmaking ) 10, Craft ( weaponsmithing ) 4, Heal 6, Hide 10*, Jump 4, Knowledge (nature) 8², Listen 10’*², Move Silently 10*, Search 10’², Spot 10’*², Survival 8*², Swim 2 Spider climbing, summon spider (Large)
    8th Wildrunner 1 +7/+2 +6 +9 +1 Climb 8, Craft (poisons) 8, Craft ( trapmaking ) 10, Craft ( weaponsmithing ) 4, Heal 6, Hide 11*, Jump 4, Knowledge (nature) 10², Listen 11’*², Move Silently 11*, Search 10’², Spot 11’*², Survival 10*², Swim 2 Fast movement, trackless step
    9th Wildrunner 2 +8/+3 +7 +10 +1 Balance 4, Climb 8, Craft (poisons) 8, Craft ( trapmaking ) 10, Craft ( weaponsmithing ) 4, Heal 6, Hide 12*, Jump 4, Knowledge (nature) 10², Listen 12’*², Move Silently 12*, Search 10’², Spot 12’*², Survival 10*², Swim 2 Spring Attack Primal scream, scent
    10th Dungeon Lord 1 +8/+3 +6 +12 +3 Balance 4, Climb 8, Craft (poisons) 8, Craft ( trapmaking ) 13, Craft ( weaponsmithing ) 4, Heal 6, Hide 12*, Jump 4, Knowledge (nature) 10², Listen 13’*², Move Silently 13*, Search 10’², Spot 13’*², Survival 10*², Swim 2 Dungeon mastery,horde lord +1
    11th Dungeon Lord 2 +9/+4 +6 +13 +4 Balance 4, Climb 8, Craft (poisons) 8, Craft ( trapmaking ) 14, Craft ( weaponsmithing ) 4, Heal 6, Hide 14*, Jump 4, Knowledge (nature) 10², Listen 14’*², Move Silently 14*, Search 10’², Spot 14’*², Survival 10*², Swim 2 Dungeon step
    12th Dungeon Lord 3 +10/+5 +7 +13 +4 Balance 4, Climb 8, Craft (poisons) 9, Craft ( trapmaking ) 15, Craft ( weaponsmithing ) 4, Heal 6, Hide 15*, Jump 4, Knowledge (nature) 10², Listen 15’*², Move Silently 15*, Search 10’², Spot 15’*², Survival 10*², Swim 2 Able Sniper Complete awareness, dungeon minions
    13th Dungeon Lord 4 +11/+6/+1 +7 +14 +5 Balance 4, Climb 8, Craft (poisons) 10, Craft ( trapmaking ) 16, Craft ( weaponsmithing ) 4, Heal 6, Hide 16*, Jump 4, Knowledge (nature) 10², Listen 16’*², Move Silently 16*, Search 10’², Spot 16’*², Survival 10*², Swim 2 Animate objects


    Spoiler: ”Level 1 - First Blood”
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    JonRa’mbo is a young half-drow from the Underdark conscripted for a war in a great jungle against wild elves… All drows scorn him for his inferior blood, until he turns rogue and traps them all in the forest !

    So here I devise droplomancy through traps - which implies a different kind of adventurer : not the shock troop who invades dungeons, more the kind to defend a known area through attrition versus hordes of servants of Lolth.
    Trapmaking has 2 major flaws : prohibitive costs which infer weeks of work. But this is because we are talking about traps in dungeons, where you have to basically dig holes yourself, camouflage your traps with architecture and big stones in mind.
    My solution is to use Knowledge (nature) and Survival checks to help him gather all required parts on his traps and found the best area to use - to drop rocks from tall trees, and existing holes.

    Str 10, Dex 14, Con 10, Int 18, Wis 16, Cha 8
    Equipment : Dagger (masterwork Survival kit), trapmaker tools, silk rope...
    Craft ( trapmaking ) 4 +3 skill focus +4 Intelligence + take 10 = 21. He is already able to create CR 1-3 traps easily... for example cover a deep hole with folliage, with fire-hardened spikes at the bottom.
    Survival 4 +2 tools +3 Wisdom +3 favored enemy + take 10 = 22.

    Spiked Pit Trap
    CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 21; Disable Device DC 20. Market Price: 3,600 gp.


    Spoiler: ”Level 4 - Ra’mbo : First Blood Part II”
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    Our young half-drow is on a perilous path, between invading drows and defending wild elves. Even if he pilfered better tools, he still has to find a place in this great war.

    Equipment : +1 Dagger of Survival (+4 competence bonus) 3902 gp, Magical Trapmaker Tools (+3 competence bonus) 950 gp, Dust of Tracelessness, light crossbow ...
    Craft ( trapmaking ) 7 +3 skill focus +4 Intelligence +3 tools + take 10 = 27 => CR 4-6 traps
    Survival 7 +3 tools +3 Wisdom +3 favored enemy +1 divine + take 10 = 27.

    Spiked Blocks from Ceiling
    CR 6; mechanical; location trigger; repair reset; Atk +20 melee (6d6, spikes); multiple targets (all targets in a 10-ft.-by-10-ft. area); Search DC 24; Disable Device DC 20. Market Price: 21,600 gp.


    Spoiler: ”Level 7 - Ra’mbo III”
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    Drows infected the jungle with hordes of spiders, as they could not battle the wild elves directly. The Queen offered free holds to those who can reclaim some space before all trees die.

    On level 5, yet another variant : Spider Shape (which is a druid variant for drows on change shape, but we also applied another variant to gain change shape as a ranger here). Because I found this gem in Monstrous Spider Web description : A single strand is strong enough to support the spider and one creature of the same size. So a great material to both trigger a trap and also support the weight of various rocks above unsuspecting characters. Plus, I like Hisoka from Hunter X Hunter, and it’s a great explanation to circumvent those pesky trap costs.

    Why didn’t I use the obvious Trapsmith prestige classes after 5th-level ? Because they are designed for shock troops invading dungeons - to find traps and use quick traps which are only ok at low levels. As our ranger is defending is home turf, I think he can take the time to prepare his traps. Yachthol webrider allows stronger web strands as Ra’mbo can summon a Large monstrous spider, and climbing speed.

    Craft (trapmaking) 10 +3 skill focus +4 Intelligence +3 tools + take 10 = 30 => CR 7-10 traps.
    Poisoned Spiked Pit Trap
    CR 10; mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); Search DC 16; Disable Device DC 25. Market Price: 19,700 gp.


    Spoiler: ”Level 13 - Ra’mbo”
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    After level 5 I got stuck on many choices : Dread Commando, Dungeon Lord, Yathchol Webrider, Wildrunner... But it seems to me Dungeon Lord should be the last if we go up to level 13, as it shows whenever our ranger finally found his own place, as a buffer between hordes of spiders sent by drows and maybe at peace with the wild elves.

    Craft (trapmaking) 16 +3 skill focus +4 Intelligence +3 tools + take 10 = 36 => whatever traps - some additionnal options in Dungeonscape for higher CR traps, but I didn’t see an update on Craft skill to create them higher than CR 10 - so it would be house rules there.


    Spoiler: ”Sources”
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    Ranger 1 : Trap Expert (no track) (Dungeonscape)
    Ranger 1 : Elf Ranger Racial Substitution Level (8+Int skills), d6 hp, +3 vs orcs. (RotW)
    favored enemy ability grants him a +3 bonus on Hide, Listen, Move Silently, Spot, and Survival checks used against Servants of Lolth, and a +3 bonus on weapon damage rolls against such creatures. "Servants of Lolth” includes drow, monstrous spiders of all sizes, and driders;
    Ranger 1 : Spiritual Connection, no wild empathy (CC) (speak with animals / plants 3/day)
    Ranger 2 : No Combat Style but wild shape at 5th level (UA)
    Champion of the Wild : no spellcasting, bonus feat level 4 (CC)
    Ranger 4 : no animal companion but spiritual guide (CC) (+1 divine bonus on Handle Animal, Knowledge (nature), Listen, Search, Spot, and Survival checks, commune with nature 1/day)
    Ranger 5 : Spider Shape (DotU)
    Brachiation : Complete Adventurer
    Yathchol Webrider : Underdark
    Wildrunner, Able Sniper : Races of the Wild
    Dungeonlord : Dungeonscape
    Last edited by JyP; 2015-03-20 at 03:27 AM.