Min/Max Crossbow Monk/Ranger Concept

first off, i wanted to say thanks for letting me know about this movie. i rented it based off of this thread, and it was pretty awesome.

since someone else has already brought up psionics, heres how i would make a Tetragrammatron Cleric...

you mentioned having access to Dragon #310, i would take some levels of the Enforcer Paladin variant. how many you take is up to you, but i would think at least three for the Aura of Courage. being immune to fear kinda simulates the Cleric's lack of emotion. for skills, probably want maxed out Sense Motive, Intimidate, Gather Information, and Search. man, the enforcer has a lot of really good skills for this type of character.

after this, i would take some Telepath levels. theres a first level power called Empathy that would simulate the intuitive nature of some of the Clerics. how many Telepath levels you want is also a matter of taste, but im going to say take 5 or 6 becuase of my next suggestion.

if you have access to the book Mindscapes, theres a PrC in there called the Ghostbreaker. you need the power Sever the Tie, which will require at least 5th level Telepath to get. the reason i suggest this PrC is because it gets 1/1 BAB, Fort and Will as good saves, and 3 manifestor levels over its 5 level progression. most importantly, it gives you effective Turning (if you didnt get it with Paladin 4). i think this is crucial becuase this in turn gives you access to Divine Might. since you dont have the Ranger's Favored Enemy Bonus to up your damage with the hand crossbows, you need DM for the damage.

if your using the SRD version, the Slayer prestige class could be pretty handy too. it allows any creature to be your favored enemy, not just Illithid. if your lucky, you could convince your DM to use the +1 manifestor level table from the version of the PrC on Monte Cook's site, but i wouldnt count on being able to mix and match info.

another option, if your DM approves, is to skip all the other psionic levels and make a custom list of powers for the Psychic Warrior.


how you take the levels is a matter of how you imagine your character to be. if you want to focus more heavily on skills, you'll have an easier time of it taking the Telepath levels first. if you want more of a fighter type, take more Paladin levels, obviously
 

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WOW!! Ok, I agree that some people take the Matrix to levels it shouldn't go, but Equilibrium wasn't that good. I agree completely that the gun-fu fight at the end was phenominally cool, and really worth the many sludgey parts up until that part. If you liked Equilibrium you should watch/read 1984 and Fahrenheit 451, you'll notice tons of similarities. There was a couple other movies I was reminded of but they elude me right now.

Ah, I should also really mention that the statistical workup of gunfights was a great bit too...so yeah, some neat stuff, but really, better than the matrix?

As for your character, he sounds interesting, although kinda out there for typical fantasy, but if your DM lets ya.

Tellerve
 
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Second session playing my Cobra Strike/Hunter Monk character:

Another gladiatorial "capture the flag" combat (this time with two opposing teams rather than a free for all with only one winner) and I personally accounted for wasting 6 out of 8 1st level elite fighters (with Toughness) from a superior armed and armored fighting force in ranged and melee combat. The favored enemy damage from the hunter monk option (Dragon #310) proved vital, well worth giving up slow fall and my 1st level bonus monk feat. I was not hit even once, though a sleep spell put me out right quick... fortunately, somebody on my team died and fell on me, waking me up in time to score 4 more kills! To be fair, some of the guys I put down were already damaged, or were distracted by an angry chained wolverine, LOL, but I still outperformed every other allied and opposing PC and NPC in the contest.

I'm really enjoying this character and exploring his abilities. I'm now a 1st level monk/1st level Highwaymen (rather than apprentice "0" level in each). Using a modified Highwaymen from AEG's Swashbuckling Adventures, swapping gunpowder weapons for all manner of crossbows. Once I get to second level of Highwayman, I will get to add my Dex bonus to all ranged damage using my crossbows, making it +6 to damage combined with my favored enemy bonus! :D
But I think I will have to take 2nd level of Highwayman at 4th level rather than 3rd, as going up in monk next gives me evasion and Mobility (Cobra Style, Dragon #310); with my 3rd level regular feat I will get Combat Instincts (it's in Ultimate Feats and in AEG's Feats, but the version with prereqs is in the latter book so I'm assuming it's the correct version, preq's are Combat Reflexes and something else I forget). This feat lets me get a free attack of opportunity against any opponent who misses me in a round by 5 or more, and I can use it a number of times per round equal to my Dex mod! Too good to pass up.

I'm coming up with all kinds of fun catchphrases and finishing moves for my guy to pull in the arena. Who knew monks could be so much fun? :p Granted, we've taken some big liberties with the class concept (done away with alignment and multi-classing restrictions), swapped out monk weapons for specific character concept weapons (so I can flurry of blows with my crossbows or my body), and given the Monk a Fighter's BAB. I don't know whether this presents balance issues, but we've decided that the important part of playing D&D isn't playing D&D by the book when the book limits your imagination, it's having fun with your friends and sometimes that means playing fast and loose with the rules, which are only guidelines anyway, as was hammered home when so many people were disappointed by some of the 3.5 changes (like the animal buff spell durations, or moving spider climb to 2nd level for example) and threw out the new rules in favor of the old, or some compromise in between. I am very happy with most of the 3.5 changes and the rules in general, but house rules are where it's at to get the most out of the game, IMO, since every game is different and different gamers have different tastes. I don't think I could have built my character concept using just the core rules, or even adding all the third party rules out there. Sometimes, you gotta step in and do some quick-n-dirty game designing of your own to get thegame to do what you want it to do. A point based system like GURPS would probably have let me build exactly what I wanted right out of the gate, but D&D's level based system is limiting in that regard without inputting third party and house rules... I still prefer D&D though, even if I have to tweak it (and I do, practically everytime, sooner or later). But that, to me, is part of the fun: "How can I make this work? Hmm... Wait a minute! By jove, I think I've got it. Eureka!" ;)
 
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I know this won't really be helpful at all, but...

The first thing that popped into my head when I read this thread was, "Man, you should be playing Spycraft." :D

For a more on-topic note...

I'm glad your character concept build worked out, but I'm with most of the others... I'd have worked with the DM to make a custom PrC. But hey, that's just me.

Good Luck.
 
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Just an update:

I can't believe how much ass my character kicks... I'm 2nd level now: 1st level variant monk/1st level Highwayman, with a whopping 17 hp. Third session, and I'm bodyguarding this sleazy Senator on his way to a secret meeting, when our gondola gets ambushed by two boats plus more bad guys dropping down from bridges as we sail through the canals of the city... Very James Bond, medieval style, LOL. I took out at least half the opponents, took out the enemy gondoleer (which took out one boatload of bad guys), finally was reduced to 1 hp and knocked off the boat... so I rocked it and knocked the three remaining bad guys into the water (two drowned, shouldn't have worn armor, LOL), just barely saving the senator from a messy assassination. Between my ranged attacks (my twin dart throwers from Path of the Sword each do 2d4+2 with my favored enemy bonus, 2d4+3 point blank) and unarmed (1d6+5), I destroy foes like a hot knife through butter. :D My high AC helps me get through most of the fights unscathed. That, and the ridiculous number of natural 20s I rolled in fairly short order this session. I couldn't believe how many (unmodified) 15+ rolls I made in and out of combat this last session. It was no contest no matter what I did. Bluff? You betcha! Sense Motive? Two steps ahead of you. Reflex save? You missed me, sucker. Drop Kick? Have a nice trip, see you next fall. I have never rolled like this in all my many years of RPing. It was insane! I may never roll that good again, but I'll never forget this one night.

Anyway, even without considering my hot rolling streak, this character class combo is proving supremely potent (ranged and melee expert), and it's fun to say exactly what I'm doing in unarmed (kick to the groin, punch to the jaw being my favorite flurry combo move), something I never did using weapons for some reason. I always concentrated solely on magic or (armed) melee before, never unarmed, never ranged. Bringing lethal and descriptive unarmed combat into play is especially cinematic and heroic in flavor. The ranged stuff is too much fun, but it's even more fun knowing I can still take them out if they manage to get up close and personal. I highly recommend trying a ranged and melee specialist of some kind (monk or not), whether PC or NPC. The only other monk experience I had before was Redbone the monk wight (karate chop energy drain) in Nightfang Spire, now that was scary!

This campaign, we're trying all new, never before played (to us) classes; I'm a monk, another is a druid. We both love snakes (I use "cobra strike" fighting style). The druid kicked butt when I threw potted plants into the enemy gondolas and she cast entangle on them. ;)
 
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