Bobo the Versatile: ready for anything or ready to crumble? [Archive] - Wizards Community

Post/Author/DateTimePost
Realms of Chaos

03-11-07, 07:19 PM
I have created what quite possibly counts as the strangest character ever, built with the sole intention of being prepared for almost any contingency. I am not talented at making stat blocks and I won't pretend to be so I will just post this character to the best of my abilities.

Male Human Factotum 1/Fighter 1/Bard 1/Shadowcaster 1/Binder 1/Truenamer 1/Warlock 1/Dragonfire Adept 1/Soulknife 1/Psion 1 (Shaper)/Marshal 1/Dragon Shaman 1/Incarnate 1/Warblade 1/Wizard 1/Sorcerer 1/Archivist 1/Favored Soul 1/Chameleon 2
CN Medium Humanoid (human)
Init: +1; Senses: Spot +14, Listen +7
Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon.
Auras: Draconic Aura (vigor, toughness, or energy shield), Marshall Aura (Watchful Eye)
AC:13, Touch 11, Flat-Footed 12
(+1 dex, +1 shield, +1 armor)
HP 124 (20hd)
Saving Throws: Fort +22, Reflex +19, Will +30
Speed: 30 ft.
Melee: Mindblade +6 melee (1d6 damage)
Ranged: Dagger +5 (1d4+1)
Base Atk: +4, Grapple: +5
Abilities: 13 strength, 13 dexterity, 13 constitution, 23 intelligence, 13 wisdom, 13 charisma
Skills: Autohypnosis +25, Bluff +10, Climb +14, Concentration +6, Decipher Script +9, Disable Device +3, Disguise +10, Handle Animal +3, Heal +3, Hide +10, Iajutsu Focus +6, Jump +7, Knowledge (arcana) +10, Knowledge (architecture and engineering) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility and royalty) +9, Knowledge (religion) +9, Knowledge (the planes) +9, Knowledge (war) +9, Knowledge (psionics) +9, Listen +7, Open Lock +3, Perform (dance) +7, Sense Motive +6, Sleight of hand +14, Spellcraft +10, Spot +14, Truespeak +40, Tumble +7, Use Magic Device +25, Use Psionic Device +25
Skill Tricks: mosquito’s bite, shrouded dance, Clarity of Vision, Listen to This, Spot the Weak Point, Corner Perch, Nimble Stand, Slipping Past, Up the Hills, Walk the Walls
Feats: Fey-Kissed, Able Learner, Azure Toughness, Cerulean Fortitude, Cerulean Reflexes, Cerulean Will, Healing Soul, Soulsight, Improved Toughness (chameleon feat), Skill Focus (diplomacy), Combat Expertise, Dragontouched, Weapon Focus (mindblade), Wild Talent, Psionic Body, Scribe Scroll, Alertness.
Abilities: Cunning Insight, Cunning Knowledge, trapfinding, Bardic music 1/day (countersong, fascinate, inspire courage), bardic knowledge, Bind One vestige up to 2nd level, Shadowcaster (Steel Shadows 1/day, Caul of Shadows 3/day, Umbral Hand 3/day, Black Candle 3/day), Breath Weapon at will (dc 11 reflex halves, 1d6 fire, 30 ft. line or 15 f.t cone), Draconic Invocations (magic insight at will), Invocations (Breath of Night at will), Mind Blade, Resolved Psicrystal, Psionics (Vigor, Know Direction and Location, Defensive Precognition, 4 power points per day) Detect Opposition (law) at will, 2 Soulmelds and 7 essentia, Martial Manuvers (Sudden Leap, Stone Bones, Sapphire Nightmare Blade) Martial Stances (Hunter’s Sense), Aptitude Focus 1/day, Spellcasting as 1st level Wizard (all cantrips and 1st level spells), Spellcasting as 1st level Sorcerer (Prestidigitation, Mending, Message, Ghost Sound, Magic Missile, True Strike), Spellcasting as 1st level archivist (all cantrips and 1st level spells), Spellcasting as 1st level favored soul (Create Water, Cure Minor Wounds, Detect Magic, Mending, Cure Light Wounds, Shield of Faith, Endure Elements), Dark Knowledge (tactics) 3/day, 1 toad familiar, 1 weasel familiar
Equipment:

Currently Carried:
Peasant’s Outfit x1
Masterwork Potion Belt x1
Safewing Emblem x1
Panic Button (dimension door) x2
Panic Button (false life) x2
Hand of the Mage x1
Phaant’s Luckstone x2
Helm of Telepathy x1
Scarab of Protection x1
Mantle of Second Chances x1
Stone of good luck x1
Amulet of the silver tongue x1
Padded armor x1
+1 ghost touch shortsword x1
Heward’s Handy Haversack x1
Dancing Lantern x1
Glove of the Master Strategist x1

In Masterwork Potion Belt:
Potion of Fly x1
Potion of Water Breathing x1
Potion of Remove Curse x1
Potion of Remove Paralysis x1
Potion of Lesser Restoration x2
Potion of Invisibility x1
Potion of Remove Disease x1
Potion of Neutralize Poison x1
Potion of Remove Blindness/Deafness x1

In Heward’s Handy Haversack:
Bag of Holding, type II x1
Flour pouch x2
Hammer x1
Iron Spike x10
Torch x2
Flint and Steel x1
Waterskin x1
Trail Rations x4
Dagger x2
Crowbar x1
Rubber Ball x4
Acid x10
Eggshell Grenade, Dust x2
Aboleth Mucus x4
Liquid Smoke x2
Air Plant x1
Oleum x2
Sleeping Fire x4
Weapon Capsule Container x1
Ghostblight x2
Chaos Flask x4
Thickener Bloodspike x1
Tempo Bloodspike x1
Eggshell grenade, poison smoke x2
Blessed Bandage x4
Jumping Caltrops x2
Everlasting Rations x1
Quaal’s Feather Token, tree x4
Magic Sleeping Bag x1
Healing Salve x2
Bag of Endless Caltrops x1
Sovereign Glue x4
Stone of Alarm x1
Bag of Tricks, Rust x1
Rope of Climbing x1
Tarezak of the Coiled Dragon x1
Keoghtom’s Ointment x1
Stone Salve x1
Bottle of Air x1
Greater Gate Compass x1
Immovable rod x2

Inside Bag of Holding, Type II:
3,000 gp
Silverthumb128

03-11-07, 07:48 PM
Sounds like a non-core Senor Vorpal Kickasso.
Realms of Chaos

03-11-07, 08:07 PM
Who?
Is that a good thing?
crimsonwolf

03-11-07, 08:26 PM
your like the walking dollar store :S so just to get to level 20 you woul dhave to have ...340 percent just on the first layer...
Willie the Duck

03-11-07, 08:30 PM
Well, he fails at his basic premise. He's not prepared for anything. A simple locked door with a 25 DC open lock requirement will end his adventuring career.
kisnerp

03-11-07, 08:42 PM
My favorite part:

Character level = 20
BAB = +4
:rofl:
crimsonwolf

03-11-07, 08:54 PM
Well, he fails at his basic premise. He's not prepared for anything. A simple locked door with a 25 DC open lock requirement will end his adventuring career.

BASH.....Well Johnny the halfing couldnt get it open but your greathammer did
PoorHobo

03-11-07, 09:37 PM
Would make a good non comabt cohort. Decent at nearly every skill, will almost never fail a will save. Though I would make sure he had a better ranged weapon(casts truestrike before hand of course). some scrolls and healing rods and you're all set
crimsonwolf

03-11-07, 09:40 PM
he seem smore like a high level pack mule lol
Realms of Chaos

03-11-07, 11:09 PM
It can't hit anything (without true strike, which it can cast about 10 times per day) but it can resist about everything.

It also has scent, can speak just about every language, can detect magic and use identify at will using magic insight, can use any magic or psionic item they come across, can detect law at will, has enough equipment to get along in a dead magic zone, has a bonus in every knowledge skill as well as bardic knowledge, can create a cloud cover for escape at will with breath of night, and can cast every 1st level spell (although it makes a very little difference)
Endarire

03-11-07, 11:33 PM
A better idea to be ready for nearly anything would be a telepath5/thrallherd10/telepath+5. Make your thralls and believers thrallherds and their thralls and believers thrallherds until you have a giant chain of command. Have lower level minions. especially ones who can't be thrallherds, whatever you want.

Now, personally, you aren't ready for anything, but with your army, you can come quite close.

-EE