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<blockquote data-quote="Pax" data-source="post: 585167" data-attributes="member: 6875"><p>Here's one, off the cuff. NOTE, I can easily shift the elemental aspects of his damage (all cold, all fire, all acid, mostly SONIC, or whatever) with various Enhancements and materials listed in Magic of Faerun.</p><p></p><p>My sources include the PHB, DMG, Book of Vile Darkness, Sword and Fist, and Magic of Faerun. The character is an "evil b*st*rd" vanilla fighter; read and <strong>weep</strong>:</p><p></p><p>25-point build a la DMG</p><p></p><p>Ogre (ECL +5), and Fighter (15)</p><p></p><p>Thus:</p><p>Ogre (4) / Fighter (15); ECL=20</p><p></p><p></p><p>** ATTRIBUTES (hopefully the formatting comes out intact) **</p><p>[code][COLOR=skyblue]</p><p>Race Stat Spent Base Adjusted Adds **NET**</p><p>+10 STR 13 18 27 (+8) +4c+5b+6i 40 (+15)</p><p> -2 DEX 0 8 6 (-2) +6i 12 ( +1)</p><p> +4 CON 6 14 18 (+4) +6i 24 ( +7)</p><p> -4 INT 4 12 8 (-2) +5b 13 ( +1)</p><p> = WIS 2 10 10 (+2) +6i 16 ( +3)</p><p> -4 CHA 0 8 4 (-3) 4 ( -3)</p><p></p><p>+#c = increases from character level-ups</p><p>+#b = increase from Tome/Manual/book</p><p>+#i = increase from worn item</p><p>[/color][/code]</p><p></p><p>** FEATS (in order gained) **</p><p></p><p>HD1 Exotic Weapon: Spiked Chain (up-sized)</p><p>Ft 1 Power Attack</p><p>Ft 2 Sunder</p><p>Ch 6 Improved Sunder</p><p>Ft 4 Weapon Specialise: Spiked Chain</p><p>Ch 9 Improved Critical: Spiked Chain</p><p>Ft 6 Expertise</p><p>Ft 8 Improved Trip</p><p>Ch 12 Knock-Down</p><p>Ft 10 Combat Reflexes</p><p>Ch 15 Hold the Line</p><p>Ft 14 Expert Tactician</p><p></p><p>* notes *</p><p>... Intelligence improvement from tome/manual gained prior to fighter 6 (ECL=11).</p><p></p><p>** SAVES **</p><p> Fortitude ... +20 (ogre 4, fighter 9, con 7)</p><p> Reflexes ... +6 (ogre 0, fighter 5, dex 1)</p><p> Will ... +9 (ogre 1, fighter 5, wis 3)</p><p></p><p></p><p></p><p>** GENERAL STATISTICS **</p><p>BAB: +19/+14/+9/+4</p><p></p><p>MELEE: +33/+28/+23/+18</p><p> Strength, +15</p><p> Size, -1</p><p></p><p>RANGED: +19/+14/+9/+4</p><p> Dexterity, +1</p><p> Size, -1</p><p></p><p>ARMOR CLASS = 29</p><p> Base ... 10</p><p> Dexterity ... 1</p><p> Armor ... 13</p><p> Natural ... 5</p><p></p><p>HIT POINTS</p><p> First level ... 8</p><p> 3HDof Giant ... 3d8</p><p> 15 levels of Fighter ... 15d10</p><p> Con (+7) for 19 HD ... 133</p><p></p><p>... minimum, 159</p><p>... maximum, 315</p><p>... bell curve average, 231.5 --> 232</p><p></p><p></p><p></p><p>** Details for SPIKED CHAIN, HUGE **</p><p></p><p>Special: Reach total 20' (large reach weapon, large wielder); able to attack adjacent targets (weapon property)</p><p></p><p>Huge Fever-Iron Spiked Chain +1 (Sweeping, Acidic Burst, Sure Striking, Keen)</p><p></p><p>Attacks: +35/+30/+25/+20</p><p></p><p>Damage, noncritical: 3d6+27 (1d6 is acid, 1 is fire, and 1 is Vile)</p><p> 1.5x STR, +22</p><p> Specialised, +2</p><p> Fever-Iron, +1 (fire)</p><p> Acidic Burst, +1d6 (acid)</p><p> Vile, +1</p><p> Enhancement, +1</p><p></p><p>Critical: 18-20 / x2</p><p></p><p>Damage, critical: 5d6+54+1d10 (1d6+1d10 is acid, 2 are fire, and 2 are Vile)</p><p> 1.5x STR doubled, +44</p><p> Specialised doubled, +4</p><p> Fever-Iron doubled, +2 (fire)</p><p> Acidic Burst, +1d6+1d10 (acid)</p><p> Vile, +2</p><p> Enhancement doubled, +2</p><p></p><p></p><p>** EQUIPMENT **</p><p></p><p>Huge Fever-Iron Spiked Chain +1 (Sweeping, Acidic Burst,</p><p>. Sure Striking, Keen, Vile) [Market Price +7; cost 98,000</p><p>. (magic) +1,500gp (material / MW) +25gp (base)]</p><p>... 99,525gp; total 99,525gp</p><p></p><p>Fever-Iron Full Plate +5 (Heavy Fortification)</p><p>. [Market Price +10; cost 100,000gp (magic) + 2,000gp</p><p>. (material) +1,500gp (base)]</p><p>... 103,500gp; total 202,025gp</p><p></p><p>Headband of Perfect Excellence</p><p>... 180,000gp; total 382,025gp</p><p></p><p>Bracers of Health (+6)</p><p>... 36,000gp; total 418,025gp</p><p></p><p>Tome of Clear Thought (+5)</p><p>... 137,500gp; total 555,525gp</p><p></p><p>Manual of Bodily Excercise (+5)</p><p>... 137,500gp; total 693,025gp</p><p></p><p>Glove of Storing, x2</p><p>... 4,400gp; total of 697,425gp</p><p></p><p>Boots of Speed</p><p>... 8,000gp; total of 705,425gp</p><p></p><p>Major Cloak of Displacement</p><p>... 50,000gp; total of 755,425gp</p><p></p><p>Pipe of Grief</p><p>... 3,000gp; total of 758,425gp</p><p></p><p>Huge Scorpion Poison, one dose/application</p><p>... 1,200gp; total of 759,625</p><p></p><p>Tanglefoot bags, 4</p><p>... 200gp; total of 759,825gp</p><p></p><p>Alchemist's Fire flasks, 4</p><p>... 80gp; total of 759,905gp</p><p></p><p>Tindertwigs, 10</p><p>... 10gp; total of 759,915gp</p><p></p><p>Tobacco, 20 pounds</p><p>... 10gp; totalof 759,925gp</p><p></p><p></p><p>SOURCES AND SPECIFICS</p><p>Magic of Faerun</p><p>. Acidic Burst; works like Fiery Burst, but damage is Acid based.</p><p>.</p><p>. Sweeping; +4 to Strength Checks for trip attempts with that weapon</p><p>.</p><p>. Fever-Iron; +1 fire damage for weapons, or Fire Resistance 2 for</p><p>. armors; counts as masterwork quality; fire damage bonus WOULD stack</p><p>. with flaming / flaming burst.</p><p>. </p><p>. Sure Striking; penetrates DR as a +5 weapon</p><p>...</p><p></p><p>Sword and Fist</p><p>. Headband of Perfect Excellence; +6 each to Stength, Constitution,</p><p>. and Dexterity</p><p>...</p><p></p><p>Book of Vile Darkness</p><p>. Vile (weapon enhancement); +1 Vile damage, +2 Vile Damage on critical</p><p>.</p><p>. Pipe of Grief; once per day when filled and lit can create a small</p><p>. cloud, occupants except pipe user must make will saves or suffer</p><p>. morale penalties on various rolls.</p><p>. </p><p>. Huge Scorpion Poison; Save DC 26; primary damage 1d8 STR, secondary</p><p>. damage 1d8 STR</p><p>.</p><p>. *Vile Damage* is ludicrously difficult to heal ... only by magic,</p><p>. and only in a sanctified place (i.e. within the bounds of a</p><p>. Consecration spell)</p><p>...</p></blockquote><p></p>
[QUOTE="Pax, post: 585167, member: 6875"] Here's one, off the cuff. NOTE, I can easily shift the elemental aspects of his damage (all cold, all fire, all acid, mostly SONIC, or whatever) with various Enhancements and materials listed in Magic of Faerun. My sources include the PHB, DMG, Book of Vile Darkness, Sword and Fist, and Magic of Faerun. The character is an "evil b*st*rd" vanilla fighter; read and [b]weep[/b]: 25-point build a la DMG Ogre (ECL +5), and Fighter (15) Thus: Ogre (4) / Fighter (15); ECL=20 ** ATTRIBUTES (hopefully the formatting comes out intact) ** [code][COLOR=skyblue] Race Stat Spent Base Adjusted Adds **NET** +10 STR 13 18 27 (+8) +4c+5b+6i 40 (+15) -2 DEX 0 8 6 (-2) +6i 12 ( +1) +4 CON 6 14 18 (+4) +6i 24 ( +7) -4 INT 4 12 8 (-2) +5b 13 ( +1) = WIS 2 10 10 (+2) +6i 16 ( +3) -4 CHA 0 8 4 (-3) 4 ( -3) +#c = increases from character level-ups +#b = increase from Tome/Manual/book +#i = increase from worn item [/color][/code] ** FEATS (in order gained) ** HD1 Exotic Weapon: Spiked Chain (up-sized) Ft 1 Power Attack Ft 2 Sunder Ch 6 Improved Sunder Ft 4 Weapon Specialise: Spiked Chain Ch 9 Improved Critical: Spiked Chain Ft 6 Expertise Ft 8 Improved Trip Ch 12 Knock-Down Ft 10 Combat Reflexes Ch 15 Hold the Line Ft 14 Expert Tactician * notes * ... Intelligence improvement from tome/manual gained prior to fighter 6 (ECL=11). ** SAVES ** Fortitude ... +20 (ogre 4, fighter 9, con 7) Reflexes ... +6 (ogre 0, fighter 5, dex 1) Will ... +9 (ogre 1, fighter 5, wis 3) ** GENERAL STATISTICS ** BAB: +19/+14/+9/+4 MELEE: +33/+28/+23/+18 Strength, +15 Size, -1 RANGED: +19/+14/+9/+4 Dexterity, +1 Size, -1 ARMOR CLASS = 29 Base ... 10 Dexterity ... 1 Armor ... 13 Natural ... 5 HIT POINTS First level ... 8 3HDof Giant ... 3d8 15 levels of Fighter ... 15d10 Con (+7) for 19 HD ... 133 ... minimum, 159 ... maximum, 315 ... bell curve average, 231.5 --> 232 ** Details for SPIKED CHAIN, HUGE ** Special: Reach total 20' (large reach weapon, large wielder); able to attack adjacent targets (weapon property) Huge Fever-Iron Spiked Chain +1 (Sweeping, Acidic Burst, Sure Striking, Keen) Attacks: +35/+30/+25/+20 Damage, noncritical: 3d6+27 (1d6 is acid, 1 is fire, and 1 is Vile) 1.5x STR, +22 Specialised, +2 Fever-Iron, +1 (fire) Acidic Burst, +1d6 (acid) Vile, +1 Enhancement, +1 Critical: 18-20 / x2 Damage, critical: 5d6+54+1d10 (1d6+1d10 is acid, 2 are fire, and 2 are Vile) 1.5x STR doubled, +44 Specialised doubled, +4 Fever-Iron doubled, +2 (fire) Acidic Burst, +1d6+1d10 (acid) Vile, +2 Enhancement doubled, +2 ** EQUIPMENT ** Huge Fever-Iron Spiked Chain +1 (Sweeping, Acidic Burst, . Sure Striking, Keen, Vile) [Market Price +7; cost 98,000 . (magic) +1,500gp (material / MW) +25gp (base)] ... 99,525gp; total 99,525gp Fever-Iron Full Plate +5 (Heavy Fortification) . [Market Price +10; cost 100,000gp (magic) + 2,000gp . (material) +1,500gp (base)] ... 103,500gp; total 202,025gp Headband of Perfect Excellence ... 180,000gp; total 382,025gp Bracers of Health (+6) ... 36,000gp; total 418,025gp Tome of Clear Thought (+5) ... 137,500gp; total 555,525gp Manual of Bodily Excercise (+5) ... 137,500gp; total 693,025gp Glove of Storing, x2 ... 4,400gp; total of 697,425gp Boots of Speed ... 8,000gp; total of 705,425gp Major Cloak of Displacement ... 50,000gp; total of 755,425gp Pipe of Grief ... 3,000gp; total of 758,425gp Huge Scorpion Poison, one dose/application ... 1,200gp; total of 759,625 Tanglefoot bags, 4 ... 200gp; total of 759,825gp Alchemist's Fire flasks, 4 ... 80gp; total of 759,905gp Tindertwigs, 10 ... 10gp; total of 759,915gp Tobacco, 20 pounds ... 10gp; totalof 759,925gp SOURCES AND SPECIFICS Magic of Faerun . Acidic Burst; works like Fiery Burst, but damage is Acid based. . . Sweeping; +4 to Strength Checks for trip attempts with that weapon . . Fever-Iron; +1 fire damage for weapons, or Fire Resistance 2 for . armors; counts as masterwork quality; fire damage bonus WOULD stack . with flaming / flaming burst. . . Sure Striking; penetrates DR as a +5 weapon ... Sword and Fist . Headband of Perfect Excellence; +6 each to Stength, Constitution, . and Dexterity ... Book of Vile Darkness . Vile (weapon enhancement); +1 Vile damage, +2 Vile Damage on critical . . Pipe of Grief; once per day when filled and lit can create a small . cloud, occupants except pipe user must make will saves or suffer . morale penalties on various rolls. . . Huge Scorpion Poison; Save DC 26; primary damage 1d8 STR, secondary . damage 1d8 STR . . *Vile Damage* is ludicrously difficult to heal ... only by magic, . and only in a sanctified place (i.e. within the bounds of a . Consecration spell) ... [/QUOTE]
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