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Ultimate Munchkin Character

Bryan898

First Post
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
 

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For it to work, you need some house rules that says that a LAWFULL barbarian can keep his rage, instead of losing it per the PH. And at the same time be a GOOD hexblade...

Otherwise, I admit it is a very frightening character, but I wouldn't allow such characters myself IMC. For starters, I don't allow for Frenzied berserkers...
 

This is an exercise in munchkinism.... alignment is only good for use of spells such as Holy Word, and Holy Swords... Every good munchkin knows that alignment can be changed, its called an eraser (rule 1 of munchkins: it you dont like it anymore, erase it) :p
 

Yup, definatly munchkin. Not powergamed though. Powergaming implies at least loosely following the rules. The easiest way to make him legal is dropping the paladin levels, maybe for blackguard.
 


Frenzied Berserker is way too powerful for the individual party member who takes the class but it comes at the cost of his friends. This is the problem with the class: in a typical PC party, it completely shifts the distribution of power (and chance to live through an encounter) to favor the FB over his allies. The whole killing your friends part really hurts.
 

azmodean said:
Actually the monk and barbarian levels specifically conflict as well (one requires lawfull, the other requires chaotic.)
One, barbarian requires only non-lawful, not necessarily chaotic.

Two, fulfilling the alignment requirement of the monk class is only important if you're going to advance further in the class.
 

Barbarian requires non-lawfull, you can't take levels in monk if you are non-lawfull. IMO the "ultimate" munchkin character would be one that a given DM would actually allow, otherwise it's pretty pointless.

Concerning the equipment, if I remember correctly, it exceeds suggested character wealth at lvl 20 by about 300,000gp (about 200,000 gp for the equipment, and about 300,000 gp for the tomes)

By the way, why the levels in monk? Oh nevermind, 2 feats, evasion, and good saves.
 

IMO the "ultimate" munchkin character would be one that a given DM would actually allow, otherwise it's pretty pointless.

Yes it is pointless. It was simply something I did taking a break from writing my adventure to see the scariest combination of classes I could make. I realize that you could never rationalize this character to play him, nor would I ever want to play said character. I purposefully ignored alignment because it wasn't important to the exercise. Personally, I prefer single classed characters myself.

Concerning the equipment, if I remember correctly, it exceeds suggested character wealth at lvl 20 by about 300,000gp (about 200,000 gp for the equipment, and about 300,000 gp for the tomes)

Don't catch ya.. Starting PC wealth as listed on page 135 of the DMG is 760,000 gp. I used this figure to buy the equipment and am fairly positive i'm within about 20,000. The only parts I didn't add in was the cost of the actual items themselves, such as the mithral breastplate.
 

As for all the alignment restrictions, there's a simple answer. Bob is now a Chaotic Evil Fighter 1/ Barbarian 1/ Rogue 2/ Hexblade 3/ Frenzied Beserker 10/ Blackguard 3. He loses Combat Reflexes and Improved Grapple. To fix that switch out Extra Rage for Combat Reflexes, and change Improved Initiative to Improved Sunder. His paladin abilities change to the blackguard's abilities, and he's now a perfectly legitimate BBEG.
 

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