I need help creating a... (my players stay out)

Lordnightshade said:
Wow Wolf96, that's awesome! I love the idea of the Fighter/duelist/weapon master!

Glad you like it. Hope it works for you.

So help me complete this stat block: (I'm not sure if it's all correct).

Male Elf, Gray Fighter6/Duelist7/Weapon Master7; Medium Humanoid ; HD 20d10+80; hp 200; Init +7; Spd 30; AC 17; Atk +25 base melee, +27 base ranged; SQ: Elven traits (Ex), Immunity: Sleep (Ex), Low-light vision (Ex); RF: +2 Will bonus to Enchantment spells; AL CG; SV Fort +13, Ref +21, Will +6; STR 20, DEX 24, CON 18, INT 20, WIS 10, CHA 11.

How many attacks/round would this guy get and what would be the damage on each attack?

I don't want him to have so many AC enhancing magic items. I would like it if his AC could rely mostly on feats and Dex.

Magical weapons are fine.

I like the feat selection you have, where is the cosmopolitan feat listed?

Well, you can adjust however you like -- that's just some old ideas.

The Cosmopolitan feat just makes any non-exclusive skill into a class skill for the character. Only available for 1st level characters.

The problem with using an elf is that he actually can't qualify for the Fighter/Duelist/Weapon Master at level 20. He'd have to go to level 21. Of course, your PC will never know that, so it's your call.

Damage will come from what enchantments are on the rapier -- if you use a Keen Wounding Rapier, it's 3d6 + 7 with a lingering point of damage for each successful attack. A burst weapon isn't a bad idea if you don't mind pumping the weapon to a +10 equivalent. That would make it 4d6 + 7 per attack, 5d6 + 1d10 + 14 on a critical hit, and 6d6 + 2d10 + 21 on a critical hit that uses the Increased Multiplier ability.

He gets four attacks per round normally and five per round while the haste boots are active. His attack bonus can be obtained by subbing into the formula given...

Using the 24 Dex and 20 Int...

36 Dex = 24 Dex + 6 Gloves of Dex + 4 Manual of Quickness in Action + 2 Level

32 Int = 20 Int + 6 Headband of Int. + 4 Tome of Clear Thought + 2 Level

AC: 10 + 13 (Dex) + 11 (Int) + 3 (Fight Defensive with 5 ranks of Tumble) + 7 (Elaborate Parry) + 1 (Dodge Feat) + 5 (Defending Dagger) + 4 Haste = 54 AC with no items. Feel free to add items as you like.

Attack Rating: BAB: 20 (BAB) + 13 (Dex, Weapon Finesse: Rapier) + 5 (weapon enhancement) + 1 (Weapon Focus: Rapier) + 1 (Ioun Stone) - 4 (Fighting Defensive) + 1 (Superior Weapon Focus):
+37/+32/+27/+22 Attack or +37/+37/+32/+27/+22 hasted.

By the way, I'm assuming that the numbers you listed in the stat block are base numbers -- so if they're not, you'll have to fix those numbers. The nicest thing about the manuals is that they're used up -- even if the challenger wins, he doesn't get them. I just include them in the stat block for wealth calculations.

This is a nasty opponent, considering that the ONLY things he has on him are his two (admittedly high value) weapons.

I would definitely add the Sense Motive item and give him the full 21 ranks possible in Sense Motive. That gives him a total +31 value with which to oppose your player's +32 bluff checks. That makes it a good challenge without discounting the abilities of your fighter.

Good luck.
 

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the easy answer: make a human fighter. Then add the Kaiju Template! But drop the size (and only the size, not anything related, like reach) to medium. No one will ever notice!
 

Ah yes Grim, but where's the fun in that? My players are mostly rules lawyers (the good kind who are helpful) they know much more about the rules than I do, since I focus more on the story aspects of my campaign than on learning the rules better.

They like this just fine, as they love the stories, but they are always excited and impressed when I can challenge them with something using the rules cleverly and cleanly (no dirty pool and no blatent munchkinism on the DMs part) because when I kick their asses they like to know how I’m doing it. I don’t have to tell them, but I like to sometimes.

Wolf96, I can’t thank you enough for helping me with this guy, he has really turned out scary, and I think he will kick the duelist’s ass pretty hard! Good thing this duel has the option of being either to the death or until one of the combatants surrenders.

To be fair, in the duel he will allow the PC to get as buffed up as he wants from his friends (Mantle of Egregious Might is a sick, sick spell!) and he won’t use any of his Spell like abilities (this is just a sword fight).

I also didn’t give him the Sense Motive item since he has a +22 to it anyway so I figured it would be fine (he got a crapload of skill points due to his high intelligence).

I think I may have done his skill points incorrectly, but I don’t think that will matter as most of his skills won’t come into play during the encounter.

Anyway here is the semi-done Stat Block I have for him. Any last minute tweaks I can make to him? (Not necessarily to make him more powerful but to correct any mistakes I may have made?) If anything he could use to be made a little less powerful, I’m thinking of removing the Half-fiend template, but that’s something that fits better into the story and it does make his stats delicious… hmmm….


Male Half-Fiend, Human, Fighter6/Duelist7/Weapon Master7: CR 22; Medium Humanoid ; HD 20d10+30; hp 130; Init +12; Spd 30; AC 50 (+ 12 Dex, + 8 Int, + 3 Fight Defensive with 5 ranks of Tumble, + 7 Elaborate Parry, + 1 Dodge, + 5 Defending Dagger, + 4 Haste); Atk +25 base melee, (With Rapier +36/+31/+26/+21 Attack or +36/+36/+31/+26/+21 hasted. Breakdown: + 12 Dex, Weapon Finesse: Rapier, + 5 weapon enhancement, + 1 Weapon Focus: Rapier, + 1 Ioun Stone, - 4 Fighting Defensive, + 1 Superior Weapon Focus) +32 base ranged; SQ: Darkvision 60 ft., Poison Immunity, acid, cold, electricity, and fire resistance 20; AL CE; SV Fort +12, Ref +26, Will +5; STR 21, DEX 34, CON 16, INT 26, WIS 8, CHA 12 (Using 36 point buy which is same as PCs).

[Damage]: +5 Keen Rapier (3d6 +12 normal) (4d6 +24 crit) (5d6 +36 Increased crit )
[Damage Ki Strike]: (30 normal) (48 crit) (66 increased crit)
Crit: 12-20 (16-20 Improved Critical, 14-20 Keen, 12-20 Ki Critical.) x2 (x3 with Increased Multiplier)

[Languages] Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Orc.

[Skills] Balance +35, Bluff +24, Escape Artist +35, Hide +30, Innuendo +22, Intimidate +24, Knowledge (weaponry) +31, Listen +22, Perform +24, Sense Motive +22, Spot +22, Tumble +35.

[Feats]
1..............................Cosmopolitan: Tumble (makes Tumble a class skill)
1 (Human)............... Ambidexterity (No Penalty for off hand weapon)
1: Fighter.................Dodge (+1 AC vs. One opponent.)
2: Fighter.................Mobility (+4 to AC vs. AoO when moving)
3..............................Weapon Focus: Rapier (+1 Attack)
4: Fighter.................Combat Reflexes (12 AoO’s per round)
6..............................Expertise (subtract from + to attack and add to AC)
6: Fighter.................Weapon Specialization: Rapier (+2 damage bonus)
9..............................Spring Attack (Move before and after attack)
12............................Whirlwind Attack (Attack each opponent within 5 feet)
15............................Improved Critical: Rapier (Doubles threat range)
18............................Weapon Finesse: Rapier (Dex instead of Str to hit)

[Possessions]:
Gloves of Dexterity (+6): 36,000gp
Headband of Intellect (+6): 36,000gp
+5 Keen Rapier of Wounding: 128,320gp
+5 Defending Dagger: 72,302gp
Pale Green Ioun Stone: 20,000gp
Manual of Quickness in Action (+4): 110,000gp
Tome of Clear Thought (+4): 110,000gp
Boots of Speed: 8,000gp

[Special Abilities]
Ki Strike 7/day – automatically does full damage for the weapon on a successful hit. Can’t be used on crits.
Increased Multiplier 3/day – Makes the rapier do x3 damage on a crit.
Superior Weapon Focus – Adds one to attack rolls. Stacks with Weapon Focus.
Superior Combat Reflexes – Gets Dex + Wis number of AoOs per round, still only one per enemy.
Ki Critical – Adds another 2 to the threat range of the weapon.
Canny Defense – Int to AC.
Precise Strike -- +2d6 damage.
Enhanced Mobility – Another +4 AC versus AoO for movement.
Grace – Additional +2 to all reflex saves.
Acrobatic Attack -- +2 to attack and damage if you jump at least 5’ towards opponent.
Elaborate Parry – Another +7 to AC if you fight defensively.

Half-Fiend Abilities: Darkness 3/day, Desecrate, Unholy blight, Poison 3/day, Contagion, Blasphemy, Unholy aura 3/day, unhallow, Horrid wilting, Summon monster IX (fiends only), Destruction.
 

Moving Day!

A tough call, but I'm moving this to Rogue's Gallery. I could possibly be convinced to slide it to plots&places instead (a little bit higher traffic and more collaborative in nature), but it really does just concern an NPC.
 


Re: Moving Day!

Dinkeldog said:
A tough call, but I'm moving this to Rogue's Gallery. I could possibly be convinced to slide it to plots&places instead (a little bit higher traffic and more collaborative in nature), but it really does just concern an NPC.
I just moved a similar thread into RG. :)
 


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