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An unlikely "Superhero" Request
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<blockquote data-quote="Loonook" data-source="post: 5871760" data-attributes="member: 1861"><p>So I have been thinking of the build a bit, and realizing that you get so many extra feats for an E6+3, I think I have a pretty competent "end boss" for this thieve's guild brawler.</p><p></p><p>Straight Human Fighter 6 (the best possible for the Capstone Martial Fighter). He bears a <em>Belt of the Nine Sages</em>, which is just a <em>monk's belt</em> offering the benefits of a Swordsage's AC bonus (allowing him to wear Light Armor and get his little AC bump). For his sheer size the Jotunbrud feat from Races of Faerun (kind of a weaker 'big build' from the Half Giant, but still treats him as Large). Elven Chain for the little bit of AC boost, but really excels in his nice boosts. </p><p></p><p>ACF - Thug and Dungeoncrasher (lose Armor options and 2 feats). Now with that we get the ability to have some useful leader skills (bluff and Gather Information, let the plebs pick locks), a higher skill point set, and then there's Dungeoncrasher. With his <em>Gauntlets of Ogre Power</em> he'll have a standard of 19 Strength, with the ability to bump it through his henchmen or other boosts. </p><p></p><p>(+Improved) Power Attack, Knockback... Now he has the ability to use any Power Attack to cause a free Bull's Rush where he doesn't move with the opponent. Due to his 'boss' abilities I will make a hard ruling allowing the Dungeoncrasher ability to hit with these... dealing 8d6*3str when he successfully bashes someone against a wall. Improved Bull Rush and Grapple to allow for the Kingpin's signature 'bear hugging' attacks:</p><p></p><p><img src="http://images4.wikia.nocookie.net/__cb20120105124744/marveldatabase/images/c/cd/Kingpin_bearhug.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>I've also thought about the fact that technically he can gain Martial Manuevers up to level 2 through the various Martial feats... But cannot pick the best for him as a grappler/knockback beast of a man. He's going to be able to really batter the PCs with good Bull Rush tactics and opposed Strength checks in comparison (a 19-21 strength will be pretty high in the game due to its E6 nature). Toughness and Improved Toughness Feats will be used of course, along with save boosts. He also is a</p><p></p><p></p><p>I have been thinking of his 'arena', where the PCs were to actually have the battle with him, and was thinking of the arena setup. A good amount of barriers and walls to take advantage of the Crasher effect, and a group of mooks (CR 2-3) for the PCs to fight. I have thought of these being Minions who the Bull can 'throw' towards his opponents, killing the minion and dealing 4d6 + Str damage (the lesser form of Dungeoncrasher) to have a 'ranged attack' of some sort <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> or just using Fling Ally/Enemy for similar results.</p><p></p><p>I mean, his Bull Rush would be (4 (strength) + 4 (IBR) + 5 (KB) ) +14, though the idea of the ability to Focus and use his fists as a two-handed weapon for one attack in lieu of two attacks would allow for +19 for the Bull-Rush attempt... not insurmountable but definitely a fierce combat without any boosts.</p><p></p><p>I have been thinking that the party will encounter him in the midst of battle in the Guildhall's basement, protecting his guild's dark inner circle as they attempt to summon up a powerful devil who the Guild has been enthralled to through his 'sons', two Skulk rogues who the Party tangled with shortly before this, and who have granted the Kingpin with their backing. </p><p></p><p>So any suggestions for the basement and its accouterments? </p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5871760, member: 1861"] So I have been thinking of the build a bit, and realizing that you get so many extra feats for an E6+3, I think I have a pretty competent "end boss" for this thieve's guild brawler. Straight Human Fighter 6 (the best possible for the Capstone Martial Fighter). He bears a [I]Belt of the Nine Sages[/I], which is just a [I]monk's belt[/I] offering the benefits of a Swordsage's AC bonus (allowing him to wear Light Armor and get his little AC bump). For his sheer size the Jotunbrud feat from Races of Faerun (kind of a weaker 'big build' from the Half Giant, but still treats him as Large). Elven Chain for the little bit of AC boost, but really excels in his nice boosts. ACF - Thug and Dungeoncrasher (lose Armor options and 2 feats). Now with that we get the ability to have some useful leader skills (bluff and Gather Information, let the plebs pick locks), a higher skill point set, and then there's Dungeoncrasher. With his [I]Gauntlets of Ogre Power[/I] he'll have a standard of 19 Strength, with the ability to bump it through his henchmen or other boosts. (+Improved) Power Attack, Knockback... Now he has the ability to use any Power Attack to cause a free Bull's Rush where he doesn't move with the opponent. Due to his 'boss' abilities I will make a hard ruling allowing the Dungeoncrasher ability to hit with these... dealing 8d6*3str when he successfully bashes someone against a wall. Improved Bull Rush and Grapple to allow for the Kingpin's signature 'bear hugging' attacks: [IMG]http://images4.wikia.nocookie.net/__cb20120105124744/marveldatabase/images/c/cd/Kingpin_bearhug.jpg[/IMG] I've also thought about the fact that technically he can gain Martial Manuevers up to level 2 through the various Martial feats... But cannot pick the best for him as a grappler/knockback beast of a man. He's going to be able to really batter the PCs with good Bull Rush tactics and opposed Strength checks in comparison (a 19-21 strength will be pretty high in the game due to its E6 nature). Toughness and Improved Toughness Feats will be used of course, along with save boosts. He also is a I have been thinking of his 'arena', where the PCs were to actually have the battle with him, and was thinking of the arena setup. A good amount of barriers and walls to take advantage of the Crasher effect, and a group of mooks (CR 2-3) for the PCs to fight. I have thought of these being Minions who the Bull can 'throw' towards his opponents, killing the minion and dealing 4d6 + Str damage (the lesser form of Dungeoncrasher) to have a 'ranged attack' of some sort :D or just using Fling Ally/Enemy for similar results. I mean, his Bull Rush would be (4 (strength) + 4 (IBR) + 5 (KB) ) +14, though the idea of the ability to Focus and use his fists as a two-handed weapon for one attack in lieu of two attacks would allow for +19 for the Bull-Rush attempt... not insurmountable but definitely a fierce combat without any boosts. I have been thinking that the party will encounter him in the midst of battle in the Guildhall's basement, protecting his guild's dark inner circle as they attempt to summon up a powerful devil who the Guild has been enthralled to through his 'sons', two Skulk rogues who the Party tangled with shortly before this, and who have granted the Kingpin with their backing. So any suggestions for the basement and its accouterments? Slainte, -Loonook. [/QUOTE]
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