Looking for an 8-9th lvl smackdown

How about:

Human Monk 2, Fighter 4, (anything else to maximize your BAB: 2 more levels of monk, more fighter or whatever) (use OA rules for monks)

Str 18, Dex 15, Con 13, Int 13, Wis 19, Chr 10

Feats: Freeze the Lifeblood, Deathblow, Expert Tactician, Combat Reflexes, Dodge, Mobility, Spring Attack, Ability Focus, Stunning Fist, Improved, Unarmed Strike, Improved Initiative

Skills: Tumble 15 (11 ranks), Jump 11 (5 ranks) (I think that is the one that gives synergy to tumble), arrange rest as desired.

Equipment: ki straps (I think you can afford them). Anything else should be geared to increasing your to hit rate.

Take first level of monk than go 4 fighter than back to monk (so you can max out tumble - you'll have to spend 2 ranks for the crossclassed cost if you take no more levels of monk. The rest doesn't matter - if you take levels that give your more feats - great, go for something to increase your FtLB DC or increase your to hit chance.

Tactic - I forget if you can use expert tactician with spring attacking. If not, dodge and mobility will still prove useful. Move in, charging if possible to use a stunning attack to freeze the lifeblood (paralyze) your target. It will be a fort save with standard stun DC modified by your wisdom (you might want to try and get a +1 wis boost item - it will only cost 1000 gp), your ki straps which I want to say added +5 to the DC of stun attacks (but I might be mistaken), and your ability focus of +2. I think that puts the DC (if I have everything right) at 26. **IF** they fail, your expert tactician kicks in giving you a free attack which you can use for death blow - a coup de grace as a standard action rather than full round. Because they are paralyzed they are helpless. That means that you automatically deal double damage and they must make a Fort save vs. the damage (+10 IIRC) or die.

To really tweak this combo, combine it with a level of sorcerer to get true strike. Take Power attack instead of Spring attack and power attack for +6 (I think that will be your BAB) to add 12 to the damage you deal and to the DC for the save vs. death. Also, the true strike almost guarantees that you'll hit. When you can afford it, get a lesser rod of quickening to combine with this to devastating effect.

I am sure there are other ways to tweak this, but that's all I've got off the top of my head.
 

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Another pure corebook smack: Rogue with wands of
- GMW
- Keen Edge
- Flame Arrow
- Heroism
- Imp Invisibility or Blink.

These are nearly all longtime buff spells. Then pick some shuriken, get TWF, ITWF, PBS and Rapid Shot... perhaps multiclass with one level of monk (gets you shuriken proficiency and flurry) and have sneak attack fun.
 

Couple of the simple core rulebook smackdowns using Smite and Power Attack:

1) Paladin charging on warhorse (or halfling paladin on riding dog, which is easier to take most places) with the Spirited Charge feat. Smite and Power Attack for mucho damage. Throw in Divine Might if you're using non-core stuff.

2) Cleric with Destruction and Strength domains. Smite, Feat of Strength and Power Attack with a 2-handed weapon. Maybe pick up a level of barbarian to rage at the same time. A Brb1/Clr8 will have a +12 Str for that one round, which (with Smite) works out to a +10 to hit and +17 to damage on top of whatever his normal attack and damage is. Throw on a couple of appopriate spells and Power Attack.
 



Thanks everyone for all the great ideas. In the end I wound up fiddling with all sorts of class/feat combos until my eyes were crossed but I came up with a decent character with all kinds of options. I wound up with even better stats because the DM wanted to see the "roll", which in this case was using the E-tools program. I got 18, 17, 16, 15, 15 and 14!! Guess he should have let me keep my original rolls. :D So anyway, here's the character I eventually came up with...

Human, Rogue 5 / Fighter 1 / Monk 2 (I went with human for the extra feat)
Str 18(22), Dex 18*, Con 16, Int 15, Wis 17*, Cha 14. (Dex and Wis got level bumps)
Feats: Imp. Initiative, Combat Expertise, Imp. Feint, Imp. Trip, Stunning Fist, Combat Reflexes, and Freeze the Lifeblood
Main Skills: Tumble +17, Sense Motive +11, Bluff +10, Jump +18, Use Magic Device +10, Spot +11, Listen +11
Hit Points:65
AC: 19
Fort: +9, Ref: +11, Will: +7.
Base Attack: +5, Grapple +11
Attacks: +12 (1d6+6+1d6, 20/x2), +1 Kama of Flame
or +10/+9 Flurry with Kama and Imp Unarmed attack

Gear: +1 Kama of Flame, +2 Bracers of Armor, Ki Straps+1, +4 girdle of giant strength, Wand of Cure Lt. Wounds and (just because I think they're neat) an Immovable Rod.

He's not the damage monster I originally envisioned, but he's got all kinds of combat options. He can do all the mean tripping tricks (my fave is the perpetual trip and flank). He can feint and sneak attack or Stun or Paralyze! He can usually count on an opening round of sneak attacks. As soon as I hit 9th level I'll probably pick up Deathblow and REALLY start to give the DM fits!

So what do you all think? Any thoughts on future advancement? I'm sure I could have specialized in certains tactics, but I really like the versatility. Of course we've only played one session so far, but he was fun to play.
 

FoxWander said:
Human, Rogue 5 / Fighter 1 / Monk 2 (I went with human for the extra feat)
Str 18(22), Dex 18*, Con 16, Int 15, Wis 17*, Cha 14. (Dex and Wis got level bumps)
Feats: Imp. Initiative, Combat Expertise, Imp. Feint, Imp. Trip, Stunning Fist, Combat Reflexes, and Freeze the Lifeblood

No bokos at work, but doesn't Freezing the Lifeblood require a +10 BAB?
 

Legildur said:
No bokos at work, but doesn't Freezing the Lifeblood require a +10 BAB?
Huh?
The Oriental Adventures says +5, plus Imp. Unarmed Strike, Stunning Fist and a 17 Wisdom. If it got changed somewhere, that's one HECK of a difference!? :confused:
 

Sorry it took me so long to reply to this thread, Legildur. The creator of the Invisible Blade class said to switch out Weapon Finesse and Weapon Focus for the feats that are currently there.

It's on a thread somewhere on these boards, but I'll be darned if I can find it right now.

best,

Carpe
 

Gaiden said:
How about:

Human Monk 2, Fighter 4, (anything else to maximize your BAB: 2 more levels of monk, more fighter or whatever) (use OA rules for monks)

Str 18, Dex 15, Con 13, Int 13, Wis 19, Chr 10

Feats: Freeze the Lifeblood, Deathblow, Expert Tactician, Combat Reflexes, Dodge, Mobility, Spring Attack, Ability Focus, Stunning Fist, Improved, Unarmed Strike, Improved Initiative

Skills: Tumble 15 (11 ranks), Jump 11 (5 ranks) (I think that is the one that gives synergy to tumble), arrange rest as desired.

Equipment: ki straps (I think you can afford them). Anything else should be geared to increasing your to hit rate.

Take first level of monk than go 4 fighter than back to monk (so you can max out tumble - you'll have to spend 2 ranks for the crossclassed cost if you take no more levels of monk. The rest doesn't matter - if you take levels that give your more feats - great, go for something to increase your FtLB DC or increase your to hit chance.

Tactic - I forget if you can use expert tactician with spring attacking. If not, dodge and mobility will still prove useful. Move in, charging if possible to use a stunning attack to freeze the lifeblood (paralyze) your target. It will be a fort save with standard stun DC modified by your wisdom (you might want to try and get a +1 wis boost item - it will only cost 1000 gp), your ki straps which I want to say added +5 to the DC of stun attacks (but I might be mistaken), and your ability focus of +2. I think that puts the DC (if I have everything right) at 26. **IF** they fail, your expert tactician kicks in giving you a free attack which you can use for death blow - a coup de grace as a standard action rather than full round. Because they are paralyzed they are helpless. That means that you automatically deal double damage and they must make a Fort save vs. the damage (+10 IIRC) or die.

To really tweak this combo, combine it with a level of sorcerer to get true strike. Take Power attack instead of Spring attack and power attack for +6 (I think that will be your BAB) to add 12 to the damage you deal and to the DC for the save vs. death. Also, the true strike almost guarantees that you'll hit. When you can afford it, get a lesser rod of quickening to combine with this to devastating effect.

I am sure there are other ways to tweak this, but that's all I've got off the top of my head.

There are quite a few things wrong with this combo...

1) I believe the requirements for Freezing the Life Blood have changed.

2) Stunning Fist and Freezing the Life Blood are two seperate things. You need SF in order to get FtLB, but that's it. So an item that increases your Stunning Fist DC will not increase your FtLB save DC.

3a) Death Blow is 3.0. So unless you are using 3.0 rules...

3b) Death Blow allows you to make a CdG as a Standard Action. Expert Tactician does not give you a Standard Action (it actually gave you a partial action in 3.0). It gives you a "free extra attack". So you can't get a Death Blow off of Expert Tactician.

Sorry Atari :(

Edit: Oh yeah, not to mention FtLB only works on "humanoids"...
 
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