| Post/Author/DateTime | Post |
|---|---|
| AureliusVI01-29-04, 08:30 PM | I have set out to build a character with the most comprehensive and versatile melee comabt skills that can be built. I have my ideas about classes, tactics, and even things right down to his equipment and maxamizing it's potential. I would like to know if you have any suggestions what so ever on the character. You can shoot him down and rebuild him from the ground up, add feats that you created in one of your campeigns long ago, or laugh at my stupidity for doing anything and correct it by any means. The source of my motivation comes from the fact that long ago me and my friends started a side game using the DnD character system. We fight gladatorial matches, anything we can think of, PvP, PvM, MvM. The catch is, we bet....mass amounts of money on said matches. The money usually goes in circles but I want something that can truely kick the $#!^ out of anything it comes across in nearly any situation. So to you, the more experienced of the game, my character idea along with all of my dignity. Cut either of them as you see fit. He are the specials of the gladatorial matches: -You can use 3.0 or 3.5, or combine them in nearly every way if something can be converted back and forth. -The classes that have drastic changes from 3.0 to 3.5 can be used either way. I use the 3.0 ranger. Outline: Class/Level: Fighter 4/ Ranger 1/ Assassin 1/ Dervish 3/ Kensai 2 Race: Wood Elf Feats: Improved Initiative, Weapon Focus(Scimitar), Dodge, Mobility, Blooded, Weapon Specialization(Scimitar), Expertise Class Gained Feats: Track, Spring Attack, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Off Hand Parry. Skills: Perform, Tumble, Concentration, Diplomacy, Ride, Spot, Listen, Hide, Move Silently Advancement: Level Class Base Attack Feats 1 Ranger +1 Improved Initiative 2 Fighter +2 Weapon Focus (Scimitar) 3 Fighter +3 Dodge, Blooded 4 Fighter +4 5 Fighter +5 Expertise 6 Dervish +6/1 Mobility 7 Kensai +6/1 8 Kensai +7/2 9 Dervish +8/3 Wpn. Special. (Scimitar) 10 Dervish +9/4 11 Tempest+10/5 12 Tempest+11/6/1 Whirlwind Attack 13 Tempest+12/7/2 14 Tempest+13/8/3 15 Tempest+14/9/4 Blind-Sight 16 Tempest+15/10/5 17 Tempest+16/11/6/1 18 Tempest+17/12/7/2 Blind-Fight 19 Tempest+18/13/8/3 20 Assassin+18/13/8/3 *Preferred Items: Lvl 1+ Keen Scimitar of Frost Lvl 1+ Short Sword Lvl 6+ Keen Scimitar of Flame Lvl 12+ Defending Scimitar +3 Lvl 1+ Adamantium Chainmail +2 *Note that these items will not be used at the levels, the level is the prefered level at which I would use the item, when it would become most advantageous. If allowed to fight at level twenty, which is often one of our favored match types, I would have him using a bow with some sort of exotic poison if my opponent was ranged(considering this is PvP one on one), most likely using a poison to weaken either dexterity or constitution. I will most likely be able to use the bow first due to the two feats put into increasing by initiative by a total of 6 plus whatever my dexterity modifier might be. If forced into close range combat early I would prefer to pace my opponents skills by going into a defensive mode using a defending scimitar in my offhand and taking advantage of it's ability, then sacrificing all of it's attacks now that it's bonus has beomce useless and further increase it's effectiveness by using the enhanced offhand parry feat granted by the levels in tempest. If he cannot hit me in the heightened state AC and can beat him down albiet slowly, I will do so. If I cannot hit him and he not me, I will slowly drop the defenses down so that I have a better chance to hit him. First I would drop the use of offhand parry in favor of getting the increased number of attacks per round, and if that fails drop the defending ability altogether and go on the offense. If the area is open and I am able, once I drop the defense Iw ill begin the dervish dance, this gives him SEVERAL AoO agaisnt me, hopefully a fair number of ranks in tumble will allow me to pull trhough inscathed 80-90% of the time. I would prefer to save the Kensai's Power Surge ability until I am in the all out offense of the dervish dance, since ebing of low level I am unable to use it for more than the round I chose to invoke it, and that reinvoking it adds five to the DC every time. If the situation provides for it, I would hide myself away and hopefully get the use of the assassins death attack to a hopeful but most likely vain attempt at an easy early kill (Ones CAN happen). Please by all means shot down everything I've done if it means making him better. If what you have to say doesn't fit here (I'm unsure of the character limit on a single post) email me at Pereginus@hotmail.com. I thank all who help and even those that make the attempt. |
| AureliusVI01-29-04, 08:32 PM | I apologize for the way the table copied over, though I think it's still readable. |
| Hanniball01-29-04, 09:52 PM | i will start by shooting him down: tempest is, IMO, one of the crappiest Prcs out there. all of the abilities you get emulate feats that can be chosen earlier than you get them. also, the whole spring attack thing defeats the entire purpose of using two weapons... now some advice: if you need a character that can solo her way through exorbitantly different gladitorial matches, i would suggest a battlefield control-spiked chain weilding-tripping-disarming-knockdown type of fighter. feats: jotunbrud (unless you play a creature that's already large) wolf lodge berserker, improved trip, improved disarm, power attack, improved grapple and improved sunder. if he can't grab 'em he'll trip 'em or make 'em weaponless. if you go barbarian, make sure you take some extra rage feats and grab a pair of wings of flying... either way...just my 0.02 cp |