Help me with a kick butt char

EPRock said:
Unfortunately with any race even human / half-elf it is the highest level class which is not counted.

So any race will get that 20% xp penalty
Yeah, if you use only PHB races. Otherwise, the githzerai (fav class: monk) would work.
 

log in or register to remove this ad

Thanee said:
Of course, the Paladin should fight with a weapon (Longsword, Greatsword, etc).

Power Attack is a must-have, anyways. :)

I'd maybe lower Dex (or maybe Int or Wis or some combination) and get Cha to 16.
Altho, the AC might be more useful. Saves are great already. :D

The Monk just grants some neat stuff, but unarmed/unarmored fighting is for pure Monks. ;)

Bye
Thanee

Yeah, well I was thinking about the Flurry of blows, but since someone posted earlier that you cannot use Flurry while armored, I took it out, probably will go back with an Adamantite Dwarven waraxe, as a dwarf he gets that as a free proficiency.

I was thinking about it, but the extra points do not help, and having the 14 Wis allows me to cast a first level spell (Holy beacon) which is very useful in Rappan Athuk, as there is a high level paladin sometimes in the area which may provide some assistance if things start going really wrong.
 


I'm surprised nobody has mentioned a wild shaped druid, perhaps with a few levels of barbarian thrown in. With the limitation on magic items, having wild shape and spells and barbarian rage with Str 27 from a polar bear can be quite something. Something along the lines of Barbarian 2/Druid 8 to get large wild shape. Could swamp that second barbarian level for a fighter level.

Pinotage
 

calypso15 said:
How about a wildshaping barbarian? Half-Orc Barbarian 1/Druid 9. (Eventually Barbarian 2/Druid 18)

Stats (in order of importance)
Wisdom
Con
Str
Dex
Int
Cha

Feats: Natural spell, Maybe Power Attack->Improved Bull Rush, Extend Spell

Basically... the way it works is you wildshape into a Dire Lion, cast Animal Growth on yourself, then Rage. Whee!

Most equipment won't do you much good. Wild Hide Armor +1 will set you back 16k, and Druid's Vestments for 10k.

Calypso

;)

Bye
Thanee
 


Thanee said:
Right, the dwarven waraxe is a good choice, as a dwarf. :)

Bye
Thanee

Dwarf Monk 2, Fighter 4, Paladin 4, Medium Humanoid (Dwarf); HD 2d8+4d10+4d10+30; hp 126; Init +2, Spd 20', AC 27 (+11 Mithril Full Plate [+3], +4 Darkwood Tower Shield, +2 Dex); Flat-footed 25, Touch 12; Base Atk +9; Grp +11; Attack +9 Melee (d6+2/20/x2 unarmed strike), or +6 melee (d6+2/20/x2 darkwood javelin), or or +11 melee (d10+5/20/x3 adamantite dwarven waraxe), or +12 ranged (d6+2/20/x2 darkwood javelin); Full Atk +9/+4 melee (d6+2/20/x2 unarmed strike), or +11/+6 melee (d10+5/20/x3 adamantite dwarven waraxe), or +12 ranged (d6+2/20/x2 darkwood javelin); Space/Reach 5 ft./5 ft; SA Smite Evil (1/day +2 to hit, +4 dmg), Flurry of Blows, Dwarf traits; Turn undead; SQ Dwarf Traits; Evasion, Aura of Good, Detect Evil, Divine Grace, Lay on Hands, Aura of Courage, Divine Health; AL LG; SV Fort +23, Ref +16, Will +16; Str 14, Dex 14, Con 16, Int 10, Wis 14, Chr 14
Skills and Feats: Balance +2, Bluff +2, Climb -2, Concentration +3, Diplomacy +2, Disguise +2, Gather Info +2, Heal +5, Intimidate +2, Jump -10, Listen +7, Perform +2, Ride +7, Sense Motive +2, Spot +7, Survival +2, Swim -17, Use Rope +2, Tumble +5; Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe), Combat Reflexes, Power Attack, Cleave, Iron Will, Lightning Reflexes, Great Fortitude
Possessions: Mithril Full Plate +3, Darkwood Tower Shield, Darkwood Javelin x10, Cloak of Resistance +5, Adamantite Dwarven Waraxe
 


EPRock said:
Dwarf Monk 2, Fighter 4, Paladin 4, Medium Humanoid (Dwarf); HD 2d8+4d10+4d10+30; hp 126; Init +2, Spd 20', AC 27 (+11 Mithril Full Plate [+3], +4 Darkwood Tower Shield, +2 Dex); Flat-footed 25, Touch 12; Base Atk +9; Grp +11; Attack +9 Melee (d6+2/20/x2 unarmed strike), or +6 melee (d6+2/20/x2 darkwood javelin), or or +11 melee (d10+5/20/x3 adamantite dwarven waraxe), or +12 ranged (d6+2/20/x2 darkwood javelin); Full Atk +9/+4 melee (d6+2/20/x2 unarmed strike), or +11/+6 melee (d10+5/20/x3 adamantite dwarven waraxe), or +12 ranged (d6+2/20/x2 darkwood javelin); Space/Reach 5 ft./5 ft; SA Smite Evil (1/day +2 to hit, +4 dmg), Flurry of Blows, Dwarf traits; Turn undead; SQ Dwarf Traits; Evasion, Aura of Good, Detect Evil, Divine Grace, Lay on Hands, Aura of Courage, Divine Health; AL LG; SV Fort +23, Ref +16, Will +16; Str 14, Dex 14, Con 16, Int 10, Wis 14, Chr 14
Skills and Feats: Balance +2, Bluff +2, Climb -2, Concentration +3, Diplomacy +2, Disguise +2, Gather Info +2, Heal +5, Intimidate +2, Jump -10, Listen +7, Perform +2, Ride +7, Sense Motive +2, Spot +7, Survival +2, Swim -17, Use Rope +2, Tumble +5; Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe), Combat Reflexes, Power Attack, Cleave, Iron Will, Lightning Reflexes, Great Fortitude
Possessions: Mithril Full Plate +3, Darkwood Tower Shield, Darkwood Javelin x10, Cloak of Resistance +5, Adamantite Dwarven Waraxe

Ok, read through this thread and I cannot figure out why this guy is that good.

Defensively, especially saving throws, he is cool.

But offensively, how is he going to get past DR 10 creatures at 10th level even with his Waraxe??? His to hit is not so good that Power Attack is going to help much. His basic drawback here (over more traditional fighter types) is that he does not have a real high strength, nor is his weapon magical. He's at least +6 lower to hit than most traditional 10th level fighter types.

And he has max hit points??? :confused:
 

I agree with Karinsdad. With saves like that you can afford to drop the saving throw feats and instead invest in something like Greater Weapon Focus, or other feats that will boost your combat ability instead. I'd certainly trade some of that armor in for a magical weapon.

Pinotage
 

Remove ads

Top