Help with a Character build["Uber-Ghoul" build]

Cartigan Mrryl

First Post
Okay, so, for those of you who don't already know (meaning the few that do) I need assistance with feat selection to tank this guy up even better, because I'm afraid that in this ECL 20 (PvP 20th lvl tournament) I'm going to be beaten by "Broken" again.

So I need help in making THIS guy even worse, because I wanna prove that Vows aren't all they're cracked up to be by kicking the snot outta my DMs Broken All-Vows Monk, "Broken".

NOTE: In our games, Weapon Finesse switches Dex for Str in both Attack Rolls and Damage.

Character Sheet:
Name: Zaz'nit. Race: Human(Spellstitched, Gravetouched Ghoul)[Total LA: 7]
BaseAttBon: 12/7/2 Classes: Monk 11/Lurking Terror 3.
Align: CE (Obviously)
Equivalent Turn HD: 30

Statisitics:
Str:18(+4)
Dex:40(+15)||Temp: 46(+18)
CON: XX +0
Int:16+3
Wis: 30(+10)||Temp:32(+11)
Cha:22(+6)

Saves:
Fort: 12 (10[base]+0[stat]+ 2[Cloak])
Ref: 28 (10[base]+18[stat])
Will: 24[13[base]+11[stat])

HP: 184
AC: 10[Base]+ 18[Dex]+ 11[Wis]+ 5[Clothing]+
8[Bracers]+ 5[Amulet(NatArmor)]+ 2[Nat Armor]+ 5[Ring]+ 1[Ioun]+ 3[Monk]
Total:58
Flat:24
Touch: 48

Attacks:
Melee: 16/11/6 (12/7/2[BAB]+4[stat])
Ranged: 30/25/20 (12/7/2[BAB]+18[stat]

Weapons: (All special abil. DCs=29)
Bite: 30/25/20 (1D4+18+1[V]) [18-20/x2]Paralysis (1D4+1 rnds) Ghoul Fever.
Claw/Fist: 30/25/20 (2D8+18+1[V]) [18-20/x2] Paralysis
Flurry: 30/30/30/25/20 (2D8+18+1[V]) [18-20/x2] Paralysis (And Ghoul Fever if I bite too. :p)

Equipment:
Monk's Garb +5 (Etherealness, and Greater Silent moves and Shadows)
Amulet: Natural Armor+5
Bracers: Armor+8
Gloves: Dex+6
Ring: Protection+5[Deflection bonus]
Ring2:Energy Resistance 30
Belt: Monk's Belt[+5 to Monk Class for purposes of Unarmed DMG, speed, and AC Bonus]
Ioun Stones:
Dusty Rose Prism: +1 AC
Incandescent BLue Sphere: +2 Wis
Lavender and Green Ellip: Absorb 8th lvl or lower of magical spells[50 spell lvls total]
Horn of Evil: 1/day Magic Circle vs. Good.
Robe: Robe of Arachnida (Spiderclimb, +2 to Fort saves, Cast Web 1/day)
Iron Bands of Bilarro: Thrown, On successful Touch attack, bands wrap around target (Str DC to break out=30, Escape artist DC=30.)

Special Qualities:
--Turn Resistance: +10 (+2[Ghoul]+4 [Gravetouch]+4 [Spellstitch]
--Spell Resistance: 21 [Spellstiched]
--DR 10/+3
--Spellstitched: Treated as [HD=Lvl] Sorceror for purposes of spellcasting.
--Positive Energy Resistance[Feat]: 20.
--Improved Darkvision: 90 ft.[Lurking Terror]
--Immunities: Criticals, mind-affecting, nonlethal damage, ability drain, energy drain, paralysis, stun, disease, fear, death effects, fatigue and exhaustion, Fort saves that aren't harmless or that can't target objects.
--Spell-like abilities(Spellstitched)
--Undead: use Cha instead of Con as Concentration's base stat.

Class abilities:
[[Monk's First]](I'm not listing ones that give me something I already have....)
Greater Flurry:Two extra attacks at full attack bonus.
Improved Evasion: half damage at failed reflex save, no damage on success.
Wholeness of Body: Can heal a total of 22 HP/day to self.
Slow fall: Falls as though falls were 50 ft shorter than they are.
Ki Strike: Unarmed strike si treated as: Lawful and Magic for getting past DR.
Fast Movement: +30 ft to speed.
AC Bonus: +3
Monk Abilities: Wis bonus to AC.
BOnus Feats: Improved GRapple, Deflect Arrows, Improved Disarm, Unarmed Strike.
[[Lurking Terror]]
Death's Power: Add Class level to Natural Special abilities DC.
Hide in Plain Sight: So long as you're near cover or concealment, can hide in plain sight.
Improved Darkvision:+30 to darkvision range (60->90)

Feat Selection:
(1st): Imp. Toughness: +1 HP/HD
(2nd) Imp. Toughness: +1 Hp/HD.
(3rd) Weapon Finesse: Str/Dex transfer on melee attacks with light weapons.
(4th) Vile Natural Weapon: +1 Vile DMG
(5th) Dextrous Grappler: Str/Dex Transfer for Grapples.
(6th) Empower Spell-like Abilities: Up to twice/day/spell, can Empower spell-like.
(7th) Quicken Spell-like Abilities: Up to once/day/spell, can quicken spell-like.
(8th) Protection from Positive Energy: 10 Resistance to ANY positive energy effects (including healing and smite)
(9th) Protection from Positive: 10 Resistance to ANY positive energy effects.

Bonuses: Multi-attack, Augmented Crit [Both from Gravetouched], Improved Grapple,
Unarmed Strike, Deflect Arrows, Improved Grapple[Monk]
Mulit-attack: Can attack with all natural weapons @ no penalty.
Augmented Crit(Natural Weapons): Double the crit thrt range for Natural weapons.
Improved Grapple: Grapple w/o provoking an attack of Opportunity and a +4 on the check.
Improved Disarm: Disarm w/o provoking an attack of opportunity
Unarmed Strike: Treated as armed, even when unarmed.
Deflect Arrow: 1/ rnd, take no damage from a ranged attack.

Skills: Total = Abil mod + Ranks + mis
Move Silently: 73 = 18 + 40 + 15[Grater silent moves]
Hide: 73 = 18 + 40 + 15[Greater shadows]
Concentrate: 30 = 6 + 24
Balance: 38 = 18 + 20
Climb: 24 = 4 + 20
Jump: 30 = 4 + 26
Spot: 31 = 11 + 20
Listen: 31 = 11 + 20

Spell-like abilities: (Death's Power gives a +3 bonus on ALL the DCs for these...)
1/day: Harm, Protection from positive energy, Fangs of the Vampire King, Obscuring Mist, Enervation, Withing Limb.(FortDC:29)

2/day: Night's Caress(FortDC=28), Scorching Ray, Darkness
3/day: Ray of Enfeeblement (FortDC: 26)


Aaand that's it, I'll be posting what each spell does when i get home from work, so if you have any questions, leave'em here.

So help me kick Broken's arse... please. i nearly had him last time... buuut, I wanna crush him THIS time.
 

log in or register to remove this ad

Remove ads

Top