Cheiromancer
Adventurer
Periapt of Inscrutability. I like that. Is there a stone that protects against necromancy? We still need to approve the death ward/ability damage item. Is there a stone especially for spell resistance?
Re: Lutz
I don't think he loses his Dex bonus to AC when he is flat-footed (uncanny dodge). And the attack bonus wants to come out as +71. 4 (giant) + 25 (Barbarian) + 26 (Str) -1 (Large) +1 (Focus) +16 (bonus). How did you get 68? Also, terrifying rage affects everyone up to twice his hit dice; 31 to 62 HD opponents are potentially shaken.
I think that Terrifying Rage might be broken; allowing the mask might be a bad idea. I also think that Half-fiend might not be such a great template for exploiting DevCrit. The LA it requires could more profitably be spent on more levels of Barbarian.
To illustrate this idea, I present Lutz's half-brother, Brech.
Brech lacks many half-fiendish advantages; he can't fly, he has no SR or natural resistance to energy, etc. However he does have a few more ways of hitting enemies (he penetrates more more kinds of DR, hits incorporeal and concealed opponents better), and has Fast Healing in case something bypasses his Regeneration. And some ranks of Swim in case he should find himself in water. It would be a shame for a CR 46 opponent to drown in a raging river! And although he can't fly, he can jump 100+ feet with a 5-ft. running start, which is often just as good. His DevCrit is a little bit better, and his Terrifying Rage always drives his brother away screaming. His equipment is deployed a little differently, but is more or less the same.
Enough blather.
BRECH (ECL 46)
Troll Barbarian 36; Large Giant; HD 6d8+108 plus 36d12+648; hp 994; Init +14, Spd 70 ft.; AC 64 (-1 Size, +6 Dex, +24 armor, +10 shield, +5 natural, +10 deflection), touch 25, flat-footed 64; BAB +40, Grp 68; Atk +75 (2d6+46/15-20, +11 ghost touch cold iron large falchion); Space/Reach 10 ft./10 ft.; SA Rage, rend; SQ Darkvision 90 ft., DR 13/-, evasion, fast healing 3, improved uncanny dodge, low-light vision, mighty rage, regeneration 5, scent, tireless rage, trap sense +12;
Fort +57 Ref +36 Will +31; Str 58 Dex 23 Con 47 Int 14 Wis 13 Cha 14
Ability mods: Str: +24, Dex +6, Con +18, Int +2, Wis +1, Cha +2
Skills: Balance +34, Climb +80, Intimidate +77, Jump +100, Listen +33, Spot +46, Swim 38, Tumble +48
Skill points: 9 x 4 + 36 x 6 = 252
Balance: 6 +6 (Dex) +2 (Synergy) +20 (Boots) = +34
Climb: 36 +24 (Str) +20 (Boots) = +80
Intimidate: 45 +2 (Cha) +30 (item) = +77
Jump: 38 +24 (Str) +2 (Synergy) +20 (Boots) +16 (Speed) = +100
Listen: 32 +1 (Wis) = +33
Spot: 45 +1 (Wis) = +46
Tumble: 18 (cc: 36 pts) +4 (Synergy) +6 (Dex) +20 (Boots) = +48
Swim: 14 + 24 (Str) = +38
Feats: Blind-Fight, Cleave, Damage Reduction, Devastating Critical (falchion) (DC 55), Dire Charge, Dodge, Fast Healing, Great Cleave, Improved Critical (falchion), Improved Initiative, Legendary Leaper, Overwhelming Critical (falchion), Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (silver), Power Attack, Superior Initiative, Terrifying Rage, Weapon Focus (falchion)
Terrifying Rage: Creatures who view Brech while he is raging must make a Will Save opposed by Brech's Intimidate check. Creatures with 41 or fewer HD who fail are panicked, those with 42 to 84 HD are shaken. The effect lasts for 4d6 rounds.
Raging: The following changes are in effect while Brech rages: hp 1162, AC 62, Atk +79 melee (2d6+52/15-20), Str 66, Con 55, Fort +61 Will +35. The Save DC to resist his Devastating Critical increases to 59. Brech can rage 10 times per day for up to 25 rounds. He is not fatigued afterwards.
Equipment (9,733,600 gp).
Girdle of giant strength +18 (1,266,400)
+12 cold iron large falchion (1,299,975)
+20 mithral chain shirt (1,701,100)
+8 animated heavy fortification adamantine heavy shield (778,015)
Amulet of health +16 (919,200)
Cloak of resistance +14 (648,800)
Ring of protection +10 (600,000)
Peridot of Inscrutability (480,000)
Boots of Swiftness (350,000)
+5 Tomes (all 6) (825,000)
Ring of elemental immunity (fire and acid) (720,000)
Mask of fearsome visage +30 Intimidate checks (90,000)
461,500 gp remains. (Something to give magical flying? That periapt thingie to protect against ability damage and negative energy? A SR item?)
Str 58 = 15 (base) + 12 (racial) +5 tome + 8 levels + 18 item
Dex 23 = 8 (base) + 4 (racial) +5 tome + 6 item
Con 47 = 14 (base) + 12 (racial) +5 tome + 16 item
Int 14 = 12 (base) – 4 (racial) +5 tome + 1 level
Wis 13 = 10 (base) – 2 (racial) +5 tome
Cha 14 = 13 (base) – 4 (racial) +5 tome
saves 5/2/2 +12/6/6 + 8/8/8 + 14/14/14 + 18/6/1 = 57/36/31
[edit] Have you noticed this thread about wounding arrows and heavy fortification?
Re: Lutz
I don't think he loses his Dex bonus to AC when he is flat-footed (uncanny dodge). And the attack bonus wants to come out as +71. 4 (giant) + 25 (Barbarian) + 26 (Str) -1 (Large) +1 (Focus) +16 (bonus). How did you get 68? Also, terrifying rage affects everyone up to twice his hit dice; 31 to 62 HD opponents are potentially shaken.
I think that Terrifying Rage might be broken; allowing the mask might be a bad idea. I also think that Half-fiend might not be such a great template for exploiting DevCrit. The LA it requires could more profitably be spent on more levels of Barbarian.
To illustrate this idea, I present Lutz's half-brother, Brech.
Brech lacks many half-fiendish advantages; he can't fly, he has no SR or natural resistance to energy, etc. However he does have a few more ways of hitting enemies (he penetrates more more kinds of DR, hits incorporeal and concealed opponents better), and has Fast Healing in case something bypasses his Regeneration. And some ranks of Swim in case he should find himself in water. It would be a shame for a CR 46 opponent to drown in a raging river! And although he can't fly, he can jump 100+ feet with a 5-ft. running start, which is often just as good. His DevCrit is a little bit better, and his Terrifying Rage always drives his brother away screaming. His equipment is deployed a little differently, but is more or less the same.
Enough blather.
BRECH (ECL 46)
Troll Barbarian 36; Large Giant; HD 6d8+108 plus 36d12+648; hp 994; Init +14, Spd 70 ft.; AC 64 (-1 Size, +6 Dex, +24 armor, +10 shield, +5 natural, +10 deflection), touch 25, flat-footed 64; BAB +40, Grp 68; Atk +75 (2d6+46/15-20, +11 ghost touch cold iron large falchion); Space/Reach 10 ft./10 ft.; SA Rage, rend; SQ Darkvision 90 ft., DR 13/-, evasion, fast healing 3, improved uncanny dodge, low-light vision, mighty rage, regeneration 5, scent, tireless rage, trap sense +12;
Fort +57 Ref +36 Will +31; Str 58 Dex 23 Con 47 Int 14 Wis 13 Cha 14
Ability mods: Str: +24, Dex +6, Con +18, Int +2, Wis +1, Cha +2
Skills: Balance +34, Climb +80, Intimidate +77, Jump +100, Listen +33, Spot +46, Swim 38, Tumble +48
Skill points: 9 x 4 + 36 x 6 = 252
Balance: 6 +6 (Dex) +2 (Synergy) +20 (Boots) = +34
Climb: 36 +24 (Str) +20 (Boots) = +80
Intimidate: 45 +2 (Cha) +30 (item) = +77
Jump: 38 +24 (Str) +2 (Synergy) +20 (Boots) +16 (Speed) = +100
Listen: 32 +1 (Wis) = +33
Spot: 45 +1 (Wis) = +46
Tumble: 18 (cc: 36 pts) +4 (Synergy) +6 (Dex) +20 (Boots) = +48
Swim: 14 + 24 (Str) = +38
Feats: Blind-Fight, Cleave, Damage Reduction, Devastating Critical (falchion) (DC 55), Dire Charge, Dodge, Fast Healing, Great Cleave, Improved Critical (falchion), Improved Initiative, Legendary Leaper, Overwhelming Critical (falchion), Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (silver), Power Attack, Superior Initiative, Terrifying Rage, Weapon Focus (falchion)
Terrifying Rage: Creatures who view Brech while he is raging must make a Will Save opposed by Brech's Intimidate check. Creatures with 41 or fewer HD who fail are panicked, those with 42 to 84 HD are shaken. The effect lasts for 4d6 rounds.
Raging: The following changes are in effect while Brech rages: hp 1162, AC 62, Atk +79 melee (2d6+52/15-20), Str 66, Con 55, Fort +61 Will +35. The Save DC to resist his Devastating Critical increases to 59. Brech can rage 10 times per day for up to 25 rounds. He is not fatigued afterwards.
Equipment (9,733,600 gp).
Girdle of giant strength +18 (1,266,400)
+12 cold iron large falchion (1,299,975)
+20 mithral chain shirt (1,701,100)
+8 animated heavy fortification adamantine heavy shield (778,015)
Amulet of health +16 (919,200)
Cloak of resistance +14 (648,800)
Ring of protection +10 (600,000)
Peridot of Inscrutability (480,000)
Boots of Swiftness (350,000)
+5 Tomes (all 6) (825,000)
Ring of elemental immunity (fire and acid) (720,000)
Mask of fearsome visage +30 Intimidate checks (90,000)
461,500 gp remains. (Something to give magical flying? That periapt thingie to protect against ability damage and negative energy? A SR item?)
Str 58 = 15 (base) + 12 (racial) +5 tome + 8 levels + 18 item
Dex 23 = 8 (base) + 4 (racial) +5 tome + 6 item
Con 47 = 14 (base) + 12 (racial) +5 tome + 16 item
Int 14 = 12 (base) – 4 (racial) +5 tome + 1 level
Wis 13 = 10 (base) – 2 (racial) +5 tome
Cha 14 = 13 (base) – 4 (racial) +5 tome
saves 5/2/2 +12/6/6 + 8/8/8 + 14/14/14 + 18/6/1 = 57/36/31
[edit] Have you noticed this thread about wounding arrows and heavy fortification?
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