Help me with a kick butt char


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Well, a nice thing to do in combat is battlefield manipulation. Take feats like Karmic Strike, Improved Sunder and Improved Disarm. Monk/Psychic Warrior works best for this, but since Psionics isn't core (boo), we'll have to settle for Monk/Fighter or Monk/Barbarian (if you go for Barbarian, you'll want to take Destructive Rage).

The trick is to run around, using your greater than normal speed, drawing AOOs with Karmic Strike activated. Get someone to cast Stoneskin and Enlarge Person on yourself (or get ranks in Use Magic Device and get wands), so you'll be able to take the damage and be able to disarm and sunder more often.

So, when they hit you with their AOO, your Karmic Strike kicks in and gives you an AOO against them. Use this AOO to sunder, trip or disarm. Against wizards, use grapple. Enlarge Person + Rage + Destructive Rage = most weapons will break and most wizards will have no chance of not getting grappled.

You might not be dealing damage most of the time, but you will make your enemies very irritated with you. I've tried it before, and it's incredibly fun.
 

Too bad that those feats are not available, pretty much it is the core books, with boosts to Rangers / Druids. Variants are now allowed from Unearthed.
 

EPRock said:
Too bad that those feats are not available, pretty much it is the core books, with boosts to Rangers / Druids. Variants are now allowed from Unearthed.
No longer worried about the DM having too much on his plate? UA's rules get very complicated very fast.

EDIT: Chasmodai, could you remind me where to find Karmic Strike? I'm at work right now and can't go looking through books but I think I'm going to put one of those together when I get home.
 



So here is the Current Party

Me - Level 11 Domain Wizard (Transmutation)
Level 10 Ranger (Archery Route, Favored Enemies +4 Abberations, +4 Humans, +2 Magical Beast)
Level 10 Monk (Sacrificed a level so he could get the boots of Swiftness (Epic Item))
Level 11 Barbarian (Meat Shield and Cleaver) (Great Sword, with Improved Critial)
Level 11 Cleric (Resident Medic)
Fighter 4 /Rogue 5 NPC (When people are missing he joins us)
Level 8 (Trap Springing) Paladin (Hiatus)

My Backup characters now include almost one of Everything, with some hybrids.
I am keeping a copy of the Pal4/Ftr4/Mnk2 and the Dru9/Bbn1 so that will be good.

Last night we started exploring one of the Large Caverns.. Running around killing Low Gargoyles (The barbarian killed 7 of them in one round). And they kept coming, so I was whacking em with my staff instead of wasting spells, I threw an Enlarge person on the bbn, and he was cleaving them moreso.

We found the Gargoyle nest and searched it finding some stuff.

Then the Cleric cast wind walk and we mapped out the majority of the dungeon. Found a trap door that opened and lost a party member to an insane Symbol of Death. We fished out his corpse with a grappling hook and then tried raising him from the dead forgetting that death spells have to be resurrected so I wasted my 5000 gp diamond!.

Then we had to start selling magical gear so that we could purchase a Scroll of Ressurection, finally he was raised but just got enough XP to get to level 11 from the gargoyles to get knocked back down to 10.

The DM has modified the module quite a bit and we have teamed up with many of the Lawful Denizens (King Ghuuv) to fight the Chaotics, because if we have not defeated the dungeon by day 150 the Demon will be raised.
 

I know you have already discussed the limitations of the campaign, especially the whole magic items restrictions (two!?), but are you allowed to make up custom items? I mean the rules for custom items are in the DMG, so it's kinda like core...

Let me know and I might have a good idea for you.

On a side note/rant about excluding material, there is some stuff I can understand limiting (even PrCs), but item from other books I just can't get over. This is because many items, in the little ditty at the end about creation requirements, list what spells are needed to make such and item. Many of these spells are from the PH! What possible explanation could there be for excluding such items? They use core spells but were just thought of a bit later.

/rant
 

Chasmodai said:
Well, a nice thing to do in combat is battlefield manipulation. Take feats like Karmic Strike, Improved Sunder and Improved Disarm.

I put together a Dwarf with this combination. BBN (2) + Fighter (10 I think). Combining Improved Sunder with Combat Brute (Sundering Cleave) and Improved Trip is a really interesting idea.

Basically, he uses his Fast Movement and Boots of Striding and Springing to get 40 ft a round. Then he proceeds to run around, provoking AoO. When someone hits, and they usually do, you:

Sunder their weapon (Imroved Sunder, Admintine Greataxe)
Trip them with Improved Trip (Extra attack comes from Combat Brute[Sundering Cleave])
Attack them while they're on the ground (Extra attack from Trip attempt)

Then you do it again. And again. With something like 6 AoO a round, you do this a lot. And you still have one last standard action at the end of the round (might want to use a healing potion). Of course, you're hurting like crazy at the end but all your foes are on the ground with broken weapons. That's when your Cleric walks over to you and, whoosh, Heal. Then a couple other allies go to work on the downed foes.

Also, consider Admantine Armor to reduce the damage taken from each hit. And failing the trip attempt isn't so bad, seeing as you're a Dwarf with Stability.
 

On a side note/rant about excluding material, there is some stuff I can understand limiting (even PrCs), but item from other books I just can't get over. This is because many items, in the little ditty at the end about creation requirements, list what spells are needed to make such and item. Many of these spells are from the PH! What possible explanation could there be for excluding such items? They use core spells but were just thought of a bit later.

You mean as in magical items from other sources? They can. Players can use items from the DMG, PH, Relics & Rituals I, Spells & Spellcraft, and Arms & Equipment Guide.
 

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