Fifth Sepulcher - Short Combat-adventure

Jemal

Adventurer
Well, here's my two options. The first one is more of a combatant, the second one is still a good combatant, but with druidic spellcasting and spontaneous druidic healing 6 times/day (Plus a lot of cure light wounds).

[sblock=Nameless One]
Nameless One
Human Ranger3/Monk2/Tatooed5/Horizon2
AL: LG HT: 5'10" WT: 180 Hair: Bald Eyes: Green Age: 65

STR: 18 (+4) [6 Points + 4 Enhancement]
DEX: 18 (+4) [8 Points + 1 Level + 2 Enhancement]
CON: 12 (+1) [4 Points]
INT: 12 (+1) [2 Points + 2 Age]
WIS: 26 (+8) [16 Points + 2 Level + 4 Enhancement + 2 Age]
CHA: 12 (+1) [2 Points + 2 Age]

HP: 84 (12d8+12) AC: 31 (10 base + 4 Dex + 8 Wis + 1 Monk + 4 Armour + 2 Deflection + 2 Nat Armour)
Touch AC: 25 Flat-Footed AC: 27
Saves: FORT: +14 (13 base + 1 con) REF: +14 (10 base + 4 dex) WILL: +16 (8 base + 8 wis)
Init: +4
Speed: 50

Bab: 9 Melee: 17, Ranged: 13, Grapple: 17, Trip 4.
Attacks:
Unarmed : +17/12, damage: 1d8+4
Flurry: +15/15/10, damage: 1d8+4
Staff(2-handed): +19/14, damage 2d6+7
Staff Flury(2-handed): +17/17/12, damage 2d6+7
Staff(Dual-wield) : +17/12, damage 2d6+5; +17, damage 2d6+3
Staff Flurry(Dual-wield): +15/15/10, damage 2d6+5; +15, damage 2d6+3
DISARM: Staff +27, Unarmed + 17

Skills(Total/Ranks)[102 Points] :
Knowledge:Religion(+9/8), Knowledge:Geography(+9/8), Spot(+23/15), Listen(+23/15), Diplomacy(+16/15), Sense Motive(+19/11), Tumble(+9/5), Survival(+23/15)
*10 points*

Feats: [6] Weapon Focus(staff), Expertise, Improved Disarm, Intuitive Attack(Wis to Attack), 2 more

Class Features:
Ranger - Track, Wild Empathy, Combat Style(2-Weapon Fighting), Endurance
Monk - Flurry of Blows, Unarmed Strike, Evasion, Improved Grapple, Deflect Arrows, Unarmed damage(1d8), AC Bonus(+1), Speed (+20)
Tatooed - Crane(Immune nonmagical Diseases/Poisons/Magical Aging, Timeless body.); Ocean(No need to eat, sleep, or drink); White Mask(Immune to Detect thoughts, Detect Lies, Magical Alignment discernment, +10 Bluff)
Horizon Walker - Terrain Mastery (Underground-60'Darkvision; Desert-Immune Fatigue, Exhausted becomes Fatigue)

Languages: Common, Celestial

Equipment: 88,000
+1 Merciful (both ends) Staff (16,600)
Gloves of Dex + 2 (4,000)
Belt of Str + 4 (16,000)
Periapt of Wisdom + 4 (16,000)
Bracers of Armour + 4 (16,000)
Ring of Deflection + 2 (8,000)
Amulet of Natural Armour +2 (8,000)
3,400 GP[/sblock]

[sblock=Shaman]
X
Human Male Spirit Shaman4/Monk2/SacredFist6
LN

STR: 20(+5) [8 points + 4 Enhancement + 1 LVL]
DEX: 18(+4) [6 points + 4 Enhancement]
CON: 12(+1) [2 points + 2 Enhancement]
INT: 10(+0) [2 points]
WIS: 22(+6) [10 points + 4 Enhancemnet + 2 Lvl]
CHA: 14(+2) [6 points]

HP: 84 (12d8+12)
AC: 28 (10 base + 4 Dex + 6 Wis + 2 Lvl + 4 Armour + 2 Deflection)
Saves:
FORT: +15 (12 base + 1 Con + 2 Resist)
REF: +15 (9 base + 4 Dex + 2 Resist)
WILL: +17 (9 base + 6 Wis + 2 Resist)
Init: + (4 dex)
Speed:

B.A.B: +10
Attacks: + 15, 2d8+5 damage
Full Attack: +15/10, 2d8+5 damage
Flurry of Blows: +13/+13/+8, 2d8+5 damage
Buffed Full Attack: +18/13, 2d8+8 damage
Buffed Flurry of Blows: +16/+16/+11, 2d8+8 damage

Buffs: Greater Magic Fang(+3), Barkskin, Resist Energy

Skills: Knowledge:Religion(+/8), Concentration(+14/10), Tumble(+15/12), Spellcraft(+15/15), Spot(+23/15), Survival(+21/15),

Feats(6): Combat Casting, Combat Reflexes, Spontaneous Healer(Wis/day), Improved Natural Attack(Unarmed), 2

Class Abilities:
Unarmed Strike, Stunning Fist, Combat Reflexes, Evasion, Sacred Flames 1/day, Blindsense 10'
Spirit Guide : Crow
Wild Empathy[+7], Chastise Spirits, Detect Spirits, Blessing of Spirits(Protection from Spirits)

Spellcasting (CL: 10)
Level (Per day) - Retrieved - List
LVL 0 (6) - 3 - Create Water, Detect Magic, Light
LVL 1 (8) - 3 - Cure Light Wounds, Entangle, Obscuring Mist
LVL 2 (8) - 3 - Resist Energy, Barkskin, Summon Swarm
LVL 3 (7) - 2 - Poison, Greater Magic Fang
LVL 4 (5) - 1 - Flame Strike
LVL 5 (3) - 1 - Call Lightning Storm


Equipment: (88,000)
Vest of Con + 2 (4,000)
Amulet of Wis + 4 (16,000)
Belt of Str + 4 (16,000)
Gloves of Dex + 4 (16,000)
Cloak of Resistance + 2 (4,000)
Bracers of Armour + 4 (16,000)
ROP + 2 (8,000)
Bag of Holding I (2,500)
5,500[/sblock]
 

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Jemal

Adventurer
Also don't forget theres' several ways of dealing with a frenzied berserker.
ONE: You can try a will save to end it every round.
Two : Have the tank/High AC character distract him.
Three: Run away! Unless he's twice as fast as you, he can't charge if you all out run (Or if you turn a corner with a double-move).
Four : Calm Emotions (as noted earlier)
Five : If the frenzied berserker DOESN'T have imp. unarmed strike, Disarm him. (My disarm check on my 'nameless one' is +27) He can't stop to pick up his weapon b/c ALL he can do is attack, or someone else can pick it up before he gets to it. Then you just have to deal with his much-less powerful (and nonlethal) unarmed strikes.
 


WarShrike

First Post
Ok, i see now, thanks for the info. I wouldn't want to play a character that puts others at such risk. I'll think of something else.
 


Rayex

First Post
Jemal; Both characters looks nice. I lean slightly towards the shaman, but as its not me who will be playing him, its entirely up to you. Consider yourself in, taking spot #1.


WarShrike: Naah, if you want to make a berserker, do so. We'll all assume you guys been traveling together, atleast a little bit, before this, I am sure someone have a Wand of Calm Emotions... :)

Albedo; Of course, you're more than welcome to do so!
 

Halford

First Post
The feat I want from the PHBII, is extremely broken for my build, it gives you a +4 bonus to hit anyone who you tumble past managing to avoid provoking an attack of oppertunity. For my character that will translate to +4 to hit on all attacks... You must have 12 ranks in tumble, which I would have anyway.

I have to ask, but fair warning its extremely powerful, especially when you consider that in a typical battle I will be taking 6 attacks and moving 70ft.

By the way is the Magic Item Compendium allowed? Pretty plese?
 
Last edited:


Halford

First Post
Well I have three attacks and either two or three of the two-weapon fighting feats - depending upon whether I can take Acrobatic Strike. With Haste from my boots of speed I will be looking at either 6 or 7 attacks per round during which time I can make a single move of 70ft accelerated tumbling the whole way and automatically making the check thanks to the Dervish's ability to take 10.

I should be looking at at least 23/23/18/18/13/13/23, or 27/27/22/22/17/27 with Acrobatic Strike, criting on a 15.

Have I mentioned that I love Dervish's?
 


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