I got bored while writing up some DM material the other day and decided to take a break. As a little exercise in boredom I created what is probably the scariest munchkin character ever. I kinda used a 32 point buy, I think i'm two points over, but easily could have left Wis and Int an 8 without much consequence. I loosely used the DMG wealth for a 20th level character (I think he's over by like 10,000-20,000 gold). As a side note, if anyone ever tried a character like this in my campaign I would pimp slap em. Without further ado, I present Slayer Bob:
Slayer Bob
Human, Fighter 1/ Barbarian 1/ Monk 2/ Paladin 3/ Hexblade 3/ Frenzied Beserker 10; Medium Humanoid (Human);
HP 309 (1d10+1d12+2d8+3d10+3d10+10d12+140);
Init +12 (+8 Dex, +4 II);
Spd 40';
AC 37 *33, touch 20 *16, flat-footed 32 *28 (+10 armor, +7 shield, +5 dex, +5 deflection *-4 in frenzy);
BAB/ Grp +19/+27;
Attack +32/+32/+27/+22/+17 melee (2d6+17/ 17-20, +5 speed greatsword ), or in frenzy +37/+37/+37/+32/+27/+22 melee (2d6+24/ 17-20);
SA Detect Evil at will, Flurry of Blows, Greater Frenzy 7/day, Hexlade's Curse 1/day, Inspire Frenzy 3/day, Lay on Hands 18hp 1/day, Rage 1/day, Smite Evil (+6 attack +3 damage 1/day);
SQ Arcane Resistance, Aura of Courage, Aura of Good, Deathless Frenzy, Evasion, Fast Movement, Mettle, Supreme Cleave, Supreme Power Attack, Tireless Frenzy, Unarmed Strike;
AL LG;
SV Fort +32 Ref +22 Will +16 (*add +6 vs spells and spell-like abilities- arcane resistance);
Ability Scores: Str 20(26) Dex 20(26) Con 18(24) Int 10 Wis 10 Cha 16(22).
Skills and Feats: Bluff +12 (6), Climb +19 (12), Concentration +13 (6), Craft (weapons) +4 (4), Intimidate +28 (20), Jump +19 (12), Knowledge (arcana) +4 (4), Ride +12 (5), Spellcraft +6 (6); Cleave, Close-Quarters Fighting, Combat Reflexes, Destructive Rage, Diehard, Extra Rage, Hold the Line, Improved Crit (greatsword), Improved Grapple, Improved Init, Power Attack.
Arcane Resistance (Su): Due to Bob's anti-social/magical nature he gains a +6 (his Cha Mod) bonus against spells and spell-like effects.
Greater Frenzy (Ex): Slayer Bob can fly into a frenzy of Bob-like devastation. He gains a +10 bonus to strength, and he gains a single extra attack at his highest bonus on a full attack action. He takes a -4 penalty to AC and -2 points of nonlethal damage per round. The frenzy lasts for 10 rounds. He cannot die from normal hit points loss while in a frenzy, though effects like death from massive damage and death-effect spells still affect him. Anytime Bob is damaged and still has a frenzy left for the day he is thrown into his Bob-like frenzy, unless he succeeds a Will save DC (10+ damage dealt).
Hexblade's Curse (Su): Once per day as a free action Bob can curse his foe! The target must be visible to Bob and within 60'. The target takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour. A DC 17 Will save negates the effect.
Inspire Frenzy: When Bob uses this special ability, all his allies within 10' become infuriated with a Bob-like (but not so much) Frenzy. They gain all the abilities of Frenzy. It lasts 10 rounds, and Bob can do this 3/day.
Mettle (Ex): Bob's mettle-like skin allows him to resist effects of partial or half for Fort or Will saves much like Evasion.
Supreme Cleave: Bob can chop like Yan-can Cook! He may make a 5-foot step between cleave attempts, however he still only gets one 5-foot step per round.
Supreme Power Attack: Bob's sensai taught him well to use the only muscle he has. With his great arm strength he can make powerful attacks. When using a two-handed weapon and the power attack feat he gains a +4 to every -1 ratio. When using a one-handed weapon he gains a +2 for every-1. This ability alone is almost worth taking the class!
Possessions: +5 speed greatsword, +5 mithral breastplate, +5 animated heavy mithral shield, ring of protection +5, +6 belt of giant strength, +6 amulet of health, +6 gloves of dexterity, +6 cloak of charisma, winged boots, USED: manual of strength +4, manual of gainful exercise +4, manual of dexterity +3, tome of leadership and influence +2
Slayer Bob
Human, Fighter 1/ Barbarian 1/ Monk 2/ Paladin 3/ Hexblade 3/ Frenzied Beserker 10; Medium Humanoid (Human);
HP 309 (1d10+1d12+2d8+3d10+3d10+10d12+140);
Init +12 (+8 Dex, +4 II);
Spd 40';
AC 37 *33, touch 20 *16, flat-footed 32 *28 (+10 armor, +7 shield, +5 dex, +5 deflection *-4 in frenzy);
BAB/ Grp +19/+27;
Attack +32/+32/+27/+22/+17 melee (2d6+17/ 17-20, +5 speed greatsword ), or in frenzy +37/+37/+37/+32/+27/+22 melee (2d6+24/ 17-20);
SA Detect Evil at will, Flurry of Blows, Greater Frenzy 7/day, Hexlade's Curse 1/day, Inspire Frenzy 3/day, Lay on Hands 18hp 1/day, Rage 1/day, Smite Evil (+6 attack +3 damage 1/day);
SQ Arcane Resistance, Aura of Courage, Aura of Good, Deathless Frenzy, Evasion, Fast Movement, Mettle, Supreme Cleave, Supreme Power Attack, Tireless Frenzy, Unarmed Strike;
AL LG;
SV Fort +32 Ref +22 Will +16 (*add +6 vs spells and spell-like abilities- arcane resistance);
Ability Scores: Str 20(26) Dex 20(26) Con 18(24) Int 10 Wis 10 Cha 16(22).
Skills and Feats: Bluff +12 (6), Climb +19 (12), Concentration +13 (6), Craft (weapons) +4 (4), Intimidate +28 (20), Jump +19 (12), Knowledge (arcana) +4 (4), Ride +12 (5), Spellcraft +6 (6); Cleave, Close-Quarters Fighting, Combat Reflexes, Destructive Rage, Diehard, Extra Rage, Hold the Line, Improved Crit (greatsword), Improved Grapple, Improved Init, Power Attack.
Arcane Resistance (Su): Due to Bob's anti-social/magical nature he gains a +6 (his Cha Mod) bonus against spells and spell-like effects.
Greater Frenzy (Ex): Slayer Bob can fly into a frenzy of Bob-like devastation. He gains a +10 bonus to strength, and he gains a single extra attack at his highest bonus on a full attack action. He takes a -4 penalty to AC and -2 points of nonlethal damage per round. The frenzy lasts for 10 rounds. He cannot die from normal hit points loss while in a frenzy, though effects like death from massive damage and death-effect spells still affect him. Anytime Bob is damaged and still has a frenzy left for the day he is thrown into his Bob-like frenzy, unless he succeeds a Will save DC (10+ damage dealt).
Hexblade's Curse (Su): Once per day as a free action Bob can curse his foe! The target must be visible to Bob and within 60'. The target takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour. A DC 17 Will save negates the effect.
Inspire Frenzy: When Bob uses this special ability, all his allies within 10' become infuriated with a Bob-like (but not so much) Frenzy. They gain all the abilities of Frenzy. It lasts 10 rounds, and Bob can do this 3/day.
Mettle (Ex): Bob's mettle-like skin allows him to resist effects of partial or half for Fort or Will saves much like Evasion.
Supreme Cleave: Bob can chop like Yan-can Cook! He may make a 5-foot step between cleave attempts, however he still only gets one 5-foot step per round.
Supreme Power Attack: Bob's sensai taught him well to use the only muscle he has. With his great arm strength he can make powerful attacks. When using a two-handed weapon and the power attack feat he gains a +4 to every -1 ratio. When using a one-handed weapon he gains a +2 for every-1. This ability alone is almost worth taking the class!
Possessions: +5 speed greatsword, +5 mithral breastplate, +5 animated heavy mithral shield, ring of protection +5, +6 belt of giant strength, +6 amulet of health, +6 gloves of dexterity, +6 cloak of charisma, winged boots, USED: manual of strength +4, manual of gainful exercise +4, manual of dexterity +3, tome of leadership and influence +2