Gaming W/Jemal: War of Gods

There's plenty of ways to gain darkvision, and don't forget you'll still have blindSENSE. not as good as blindfight, but still useful.
 

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Hey.. if you feel it won't handi-cap me much then I'm fine with it... without much spell casting I just have to worry about creature abilities with darkness and such... I doubt it will come up often heh.
 

Allright, here's a quick look at what I've done so far.
Notable changes:
Dropped 6 scout for 6 Dervish, and re-added 1 ranger (The Swift Hunter feat is a must have if you're going to be skirmishing)
I changed your weapon from a Spear to a Halberd, it's pretty much the same thing except it's 1d10 instead of 1d8, and counts as both slashing AND piercing(Allowing you to use it for dervish dance), and it can still be set against a charge like a spear. The only downside is it can't be thrown, but I doubt you were planning on doing that anyways.

Haven't touched your Items, but I'd suggest finding a way of gaining Haste for the extra attack and the +1 atk/Ac/Reflex bonus.
Also, where's winged helm from, and why'd you take it when you allready have natural flight?(Sounds like its a flying item)

you LOOSE: Two scout feats(Though gain 1 from Dervish), Freedom of Movement, 1d6/+1 Skirmish, Blindsight reduces to Blindsense.
you GAIN: Lots. AC, Saves, attack bonus all went up, lots of new abilities. I got your BAB up to 16, giving you your fourth iterative attack
[sblock=Valkyrie]
Name: Pithramir the "Valkyrie"
Race: Paragon [+16 LA] Winged [+2 LA] Human
Class: Scout 14/Ranger1/Dervish 6/Monk 1
Alignment: NG
ECL: 40
Gender: Male
Height/Weight: 6'1"/210 lbs.
Hair/Eyes: Bright Blue/Silver

Str: 55 +22 (18 Pts, +15 Paragon, +5 Inherent, +5 Level, +12 Enhancement)
Dex: 42 +16 (18 Pts, +15 Paragon, +5 Inherent, +4 Template
Con: 50 +20 (18 Pts, +15 Paragon, +5 Inherent, +12 Enhancement)
Int: 25 +7 (10 Pts, +15 Paragon)
Wis: 44 +17 (16 Pts. +15 Paragon, +5 Inherent, +2 Template, +6 Enhancement)
Cha: 35 +12 (10 Pts, +15 Paragon, +5 Inherent)
Points Unspent: 0

BAB: +17/+12/+7/+2 [+16/+11/+6/+1 Base, +1 Epic Progressing]
HP: 112[Scout]+8[Monk]+70[Dervish]+440[Con Mod]+264[Paragon]= 894
AC: 84 (10 Base, +16 Dex, +17 Wis, +12 Insight, +12 Luck, +5 Natural, +10 Deflection +2 Dervish) *+4/6 when Skirmishing*
Init: +20 (+16 Dex, +2 Scout, +2 Dervish)
Speed: 30(50 Fly, Perfect) [90(150 Fly, Perfect)]

Saves:
Fort: +49 (7 Base, +20 Con, +10 Paragon, +2 Scout, +10 Enhancement)
Refl: +51 (15 Base, +16 Dex, +10 Paragon, +10 Enhancement)
Will: +45 (8 Base, +17 Wis, +10 Paragon, +10 Enhancement)

Attacks:
+7 Keen Impaling Adamantine Ghost Strike Halberd +72 (+17 BAB, +22 Str, +25 Paragon, +7 Weapon, +1 WF] to hit / 1d10+60 dmg (33[1.5xStr]+7[Weapon]+20[Paragon]) {+6d6 dmg w/Skirmish, +5 vs favoured enemies} 19-20/X3 Crit



Racial/Special Abilities:
Paragon:
*A paragon creature always has maximum hit points. Paragon creatures also gain an additional 12 hit points per HD.
*A paragon creature’s speed triples, for all movement types.
*Paragon creatures gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +5 natural armor bonus
*A paragon creature makes all its attacks with a +25 luck bonus on the attack roll.
*A paragon creature gains a +20 luck bonus on damage rolls for all melee and thrown ranged attacks.
*A paragon creature’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once.
*Fire and cold resistance 10.
*Damage reduction 15/epic.
*Spell resistance equal to the paragon creature’s HD+26 [48].
*Fast healing 20.
*A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
*The paragon creature gains a +10 insight bonus on all its saving throws.
*All ability scores are 15 points higher than those of the base creature.
*The paragon creature gains a +10 competence bonus on all its skill checks.
* Feats: Same as the base creature, plus one bonus feat.
Winged:
* +4 Dex, +2 Wis, Fly = Land Speed +20 ft, Perfect Manuv.
Scout:
*Skirmish (+4d6, +4 AC)
*Blindsense 30 ft.
*Battle Fort. +2 (+2 Fort Checks, +2 Init)
*Hide in Plain Sight
*Camouflage
*Flawless stride
*Fast Movement
*Uncanny Dodge
*Trapfinding
Ranger:
*Favored Enemy(X4)
*Track
*Wild Empathy
Dervish:
*Dervish Dance 3/day(+2 atk/dmg)
*Fast Move
*Spring Attack
*Dance of Death(Gain Cleave while Dancing)
*Improved Reaction(+2 Initiative)
Monk:
*Ac Bonus (Wis to AC when wearing light or no armor, +2 From Dervish)
*Flurry of Blows
*Unarmed Strike

Skills: Scout 1st (8+8)x4 Scout 2nd-14th (8+8)x14, Dervis 1st-6th(4+8)X6, Ranger 1st(6+8), Monk 1st(4+8)= 386

Feats:
Human: Dodge [+1 Dodge Bns to AC Against Selected Foes]
Paragon Bonus:
Monk 1st: Stunning Fist
1st: Mobility [+4 dodge bns to AC against AoO when you move out of threatened area]
3rd: Weapon Focus
Scout 4th: Combat Expertise
Ranger 1: Track
6th: Swift Hunter [Ranger and Scout stack for Skirmish and Favoured Enemy; Skirmish dmg applies to Favoured Enemies even if they're immune to Crits]
Scout 8th: Improved Skirmish [+2d6 dmg, +2 AC if moved more than 20 feet from start]
9th: Improved Favoured Enemy [+3 dmg vs favoured enemies]
12th:
Scout 12th: Short Haft
15th:
Dervish 3rd: Spring Attack
18th:
21st[Epic]:


Equipment:

Magical Items: 1,037,695 gold left
Tomes/Manuals:
*Str +5 137,500 gp
*Dex +5 137,500 gp
*Con +5 137,500 gp
*Wis +5 137,500 gp
*Cha +5 137,500 gp
+7 Keen [+1] Impaling [+1] Adamantine Ghost Strike [+1] Halberd 2,000,305 gp
Wraps (Cloak) of Epic Resistance +10 1,000,000 gp
Ring of Epic Protection +10 and Universal Energy Immunity 5,160,000 gp
Torc (Periapt) of Wis +6 36,000 gp
Belt of Epic Strength and Con +12 3,600,000 gp
Winged Helm (Helm) of Teleportation and Comp. Langs and Read Magic 81,300 gp [/sblock]
 
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Me likie!

Now for Questions/Comments:

* Where's Dervish at book-wise?

* I have a LOT more cash as I need to get rid of the universal immunity for the two immunities to fire and cold. So I think I can work haste in somewhere.

* Tis ok with the Free Movement, I can get another ring with Freedom of movement on it.

* What ability allows me to get full attack with spring attack?

* Do you feel my AC it too high for the campaign? Or at least am I making it too high for my other companions as you'll have to adjust to hits for our opponents just to hit me?

*The Helm is a stacked helm of teleportation and a helm of comprehend languages and read magic. I just made it 'winged' for the Valkyrie feel and flavor.
 

Hm.

Jemal, any chance you could take a look at my character and see if there's any places I could tighten up the design? Starting to wonder if I'll be holding up my end of combats looking at the revised Valkyrie. :)
 


Shayuri/Fenris - twenty levels in a base class at Epic just seems rather boggling to me.. If you're going to invest that much into the class, why not take it Epic? (Mechanically for the bonus feats, Thematically for the feeling of "I'm a <insert class here>!")
You are quite right Jemal. Looking at him he was a pile of numbers for me. I went back and found a thematic element that worked for me, something where I could say "He is an Epic X". A character I could see the backstory for, where he has been why he is epic. So here is my WIP, I still have some money and some feats to allocate. I look forward to any and all feedback on him, I am sure there are lots of tweaks, fixes and problems with him. I just hope nothing disallowed.

Jemal, your prohibition on the sudden death things, does that apply to devastating critical?

WIP
[sblock]
Name: Dzuron Kzazak
Male Dwarf
Dwarven Fighter 20 (1st and 8th)/Dwarven Defender 20

Description:

Str 18/43 +10 level +5 inherent +10 Enchantment (+16)
Dex 17/32 +5 inherent +10 Enchantment (+11)
Con 20/31 +2 racial +5 inherent +6 Enchantment (+10)
Int 10/
Wis 17/22 +5 inherent (+6)
Cha 8/ -2 racial

AC: 61 (10 + 1 dex + 7 dodge + 10 nat + 20 armor +7 shield + 5 def +1 WSp)
Bulwark 67
Touch , FF
Damage Reduction: 25/-
Fort: + 29(+14 +10con +5 res)
Ref: +22 (+6 +11dex +5 res)
Will: +21 (+10 + 6Wis +5 res)
Hit Points: 844 (12+18d10+21d12 +400 Con)
Move: 20'
Init: +15

Base Attack: +30
Great axe +63 1D12+45

Feats:
-------
1 Improved Initiative +4 Init
3 Rapid Shot
6 Power Attack
9
12
15 Greater Weapon Focus (Greataxe) + 1 to hit
18 Greater Weapon Specialization (Greataxe) +2 to damage

21 Overwhelming critical
24 Epic Weapon Focus (Greataxe) +2 attack
27 Epic Weapon Specialization (Greataxe) +4 damage
30 Damage Reduction
33 Fast Healing
36 Blinding Speed
39 Damage Reduction

F1 Axe Focus (racial) +1 to hit
F2 Point Blank shot
F4 Weapon Specialization (Greataxe) +2 damage
F6 Cleave
F8 Heavy Armor Expertise (racial)
F10 Great Cleave
F12 Improved Critical
F14 Armor Specialization
F16 Melee Weapon Mastery (Slashing) +2 to hit, +2 damage
F18
F20 Weapon Supremacy (Greataxe)

DD13 Bulwark of Defense
DD16 Damage Reduction
DD19 Devastating Critical (DC 46)

Race Traits: Dwarf
---------------


Class Traits:
-----------------
Dwarven Defender
Defensive Stance 10/day (+4 Str, +6 Con, +4 Resistance bonus to all Saves, +6 Dodge Bonus on AC)
Damage Reduction 12/-
+7 AC Bonus
Trap sense +2
Uncanny Dodge
Improved Uncanny Dodge
Mobile Defense


Equipment start 13,600,000
Cash: 1,114,551
Adamantine Full plate +10, Heavy Fortification, 2,266,650
Heavy steel shield +5 Animated 49,170
Greataxe +11 Thundering, Shocking Burst, Ghost Touch 4,500,320 (15)
Guisarme +5 Keen, Corrosive, Icy Burst, 200,309
Long bow +XX Str +5 Seeking, Keen, Collision, Flaming (bow made from the ribs bones of an ancient red dragon) 200,000 +????
Tomes,
- +5 Strength, 137,500
- +5 Dexterity, 137,500
- +5 Wisdom, 137,500
- +5 Constitution, 137,500

Straps of Strength and Speed (belt), 2.5mil
- +10 Strength, 1mil
- +10 Dexterity, 1.5mil


Unity of Threes: Amulet of Mind, Body, and Spirit – 2,054,000
- +10 Natural Armor, 2mil
- +6 Constitution, 54k

Vest of Resistance +5 25,000
Ring of Epic Protection +5 50,000
Ring of Regeneration 90,000



[/sblock]
 


Shayuri - Yeah no problem, I plan on offering my advice to everyone. Whether they take it or not is up to them. :)

Rathan - Dervish is from Complete Warrior, and it doesn't allow you to full-attack/spring attack, what it does is allow you to make a full attack while moving up to your movement speed, so long as you make at least a 5'move between each. Combined with your improved skirmish, it'll essentially work out to you moving 20' to activate skirmish, and then 'dancing' circles around them taking an attack every 5 feet. Dervish Dance itself does not prevent attacks of opportunity, but you can tumble. I would suggest maxing out your tumble skill and using the dervish's movement mastery to Take ten, and the -20 to tumble at full speed, and automatically succed on your tumble check to avoid AoO's for movement without any speed reduction.

As I said, I dislike people buying immunities with GP, I'd prefer it if you didn't buy both two elements AND freedom of Movement. I was ok when it was a class feature, but you've gained so much, to keep the immense benefits of freedom as a paltry 60k is a bit over the top.
RE: AC - Don't know, we'll have to see how it compares to other PC's and go from there. Also I'm thinking of running an 'acid-test' encounter before the campaign begins, just a straight up combat against a nasty beasty so everyone can get a feel for how the characters stack up in real combat, and then make any last minute changes they feel are neccessary.
RE: Helm - cool.

Fenris - I'll look over the character in a bit, but wanted to answer your question first: Devastating Critical most definitely falls under the 'instant death/One-shot' category, that's the whole point of it : You crit, they save or die. Same would go for a Vorpal Weapon or weapons of Disruption/Dread/slaying, if anybody's curious. And keep in mind I'm not saying you can't use them, just that if you do so, I'll have no qualms against using similar effects on you.
 
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Understandable Jemal... I'm going to drop the immunity ring get greater resistance instead because as a 'dancer' I don't want to dance around someone only to be grappled next round and not be able to slip free easily to keep dancing. The dance lasts 1 round for every 2 ranks in perform (dance), so to be able to keep using it I'd rather have the FoM instead of the immunities, the greater resistance will be fine methinks, especially as I have evasion and decent saves. I also plan on taking bounding assault as well as the dervish, use it to attack things as I come into my target then close (tumble) and use dervish dance at a 10 foot reach.. I dunno... we'll see how it works.

As for tumble I have like a +67 in my last build... I will definitely try and max that and my preform (dance) at least.

on the lighter side I think I have an awesome back story based loosely on a LARP I used to play that ended very recently.
 

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