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| Tanath08-07-07, 11:51 AM | Here is the build: Edit: One thing I did forget is to add his 4th level strength increases, so its even better than whats listed below "Captain Ahab" Str 20 Dex 8 Con 14 Int 12 Wis 10 Chr 8 MT = Master Thrower EWP = Exotic Weapon Master TA = Thief/Acrobat Brb1 "Exotic:Harpoon" "Brutal Throw" Ftr1 "Point Blank Shot" Ftr2 "Precise Shot" "Weapon Focus: Harpoon" Ftr3 Ftr4 "Weapon Spec: Harpoon" MT1 "Quickdraw" "Rapid Shot" "Doubletoss MT2 "Evasion" MT3 "Two with One Shot" EWP1 "Ranged Weapon mastery: Piercing" "Close Quarters Ranged Combat" MT4 "Snatch Arrows" FTR 5 FTR 6 "Power Attack", "Power Throw" MT5 "Improved Critical: Harpoon" "Increased Multiplier: Harpoon" TA1 "Kip Up" "Fast Acrobatics" "Steady Stance" TA2 "Far Shot" "Agile Fighting" "Slow Fall" The last two levels in thief acrobat are for fun. You can exchange them for two levels of fight for an aditional +2 to hit (by an extra BAB and taking GWF) Also, Harpoons are awesome. If you hit with one, the monster has to make a reflex save equal to 10+damage delt, and if they fail, they are at half speed and cannot run or charge until they remove it. Removing it deals the damage that they took when it sunk it, AND takes a full round action. He's got mucho battlefield control, as an archer, so its pretty damn cool. With Ahab, that reflex save is an average of 20 at level one, 27 at level 5, 30 at level 10, and like 40+ at level 15. Also, you can hold onto the trailing rope to prevent a creature from running away. All stats are figured with rage applied, but he will NOT always be raging, since he only has 1/day. Lvl 1 He starts out very effective. He throws at +7, and he can also melee with a longspear if his opponent is in melee. He can carry his longspear in his left hand, so he does not need to draw it. Atk: +7 Damage = 1d10+6 Lvl 2 No real change from lvl 2, except he would have masterwork 'poons. Atk: +10, Dam: 1d10+7 Lvl 3 He no longer needs the longspear. He can carry a shield for AC OR a Falchion is he has to melee. Atk: +12, DAM 1d10+8 Lvl 4 Atk +13, Dam 1d10+8 Lvl 5 I would assume the gloves of giant strength at this level, as that is a priority. Atk +15, Dam 1d10+11 Lvl 6 Big money level. Doubletoss is nice if you have to move, lets you get in two attacks. Atk +14/+14/+9 Dam 3d10+33 Lvl 7 Evasion is nice, even though Reflex save sucks. Assuming magic 'poons from now on. Atk +15/+15/+10 Dam 3d10+36 Lvl 8 Money level, as he can now hit two adjacent opponents with one attack, each attack, if he takes a -4 to each attack. Essentially, this doubles his attacks in a round if there are adjacent targets. Atk +16/+16/+11 3d10+36 Lvl 9 Another money level, does not provoke to throw when threatened. Drop the falchion, if you still had one. Atk +19/+19/+14 Dam 3d10+42 Lvl 10 If anyone ever throws something at him, he can send it right back (with his massive bonuses) as an Imd. action. Atk +20/+20/+15 Dam 3d10+42 Lvl 11 We are up to 4 attacks now, not counting haste. I'm going to assume a belt+4 at this point. Atk +22/+22/+17/+12 4d10+60 Lvl 12 Another big money level. I will figure both extremes. Atk +23/+23/+18/+13 Dam 4d10+60 Atk +11/+11/+6/+1 Dam 4d10+108 Lvl 13 His 'poons now threaten on a 19-20 and have a x3 multiplier. Atk +24/+24/+19/+14 Dam 4d10+60 Atk +11/+11/+6/+1 Dam 4d10+112 Lvl 14 All of a sudden, not skill retarded. Assume +6 belt. Atk +25/+25/+20/+15 Dam 4d10+60 Atk +12/+12/+7/+2 Dam 4d10+118 Lvl 15 Find a short wall, and go prone for full cover behind it every round. Kip up as a free action at begining of turn. Atk +26/+26/+21/+16 Dam 4d10+60 Atk +12/+12/+7/+2 Dam 4d10+122 Also, whats cool is that the Cap'n is not equipment dependant at ALL. He doesn't have a need for high AC, because he should be far away from combat (he's got 50 foot range at 9th, and 100 foot range at 15th, and his attack bonus is so high that a range increment isnt the end of the world). He has a billion hit points as well. He shouldnt really spend a lot on his weapons, maybe purchase a few +1 'poons. His only major purchase is his strength stat buff item. He should try to purchase an "Arrow catching" enhancement on his buckler if possible. Any arrow or javalin that is headed towards an adjacent comrade hits him instead, and is deflected by his snatch arrows feat, and thrown back at the source. |
| D.K.R.08-07-07, 02:08 PM | What race is he? You have 20 STR, making me think half-orc, but you start with two feats at 1st (as a barbarian) making me think human... |
| Mommy was an Orc08-07-07, 02:13 PM | Rapid Shot requires a 13 Dex... Doubletoss gives you TWF fighting penalties. A Harpoon weighs more than a spear and is called a 'broad-bladed spear' - it requires two hands to remove. I think there's a pretty valid spirit of the rules argument that the Harpoon is intended to be a two-handed weapon just as a regular spear is. At which point, it is a full-round action to throw one... (edit: also, you're going to run into common sense problems - where are you carrying all these harpoons? how do you stick someone with harpoon and then hit their friend with two with one blow?) |
| Genghis Cohen08-07-07, 02:16 PM | Here is the build: <snip> Str 20 Dex 8 Con 14 Int 12 Wis 10 Chr 8 A starting 20 strength is only legal for a Half-Orc or Wood Elf, and the Wood Elf can't start with a Dex below 10. If this is a Half-Orc, it looks like a 34 point build. LG allows for 28 point builds. You might want to download the LGCS and check out the character creation rules. |
| Alpha_Nerd08-07-07, 03:00 PM | At which point, it is a full-round action to throw one... It's only a full-round action to throw an improvised two-handed weapon. It's the same time as a normal attack if it's a thrown weapon. |
| Lupo08-07-07, 03:24 PM | Here is the build: Edit: One thing I did forget is to add his 4th level strength increases, so its even better than whats listed below "Captain Ahab" Str 20 Dex 8 Con 14 Int 12 Wis 10 Chr 8 MT = Master Thrower EWP = Exotic Weapon Master TA = Thief/Acrobat Brb1 "Exotic:Harpoon" "Brutal Throw" Ftr1 "Point Blank Shot" Ftr2 "Precise Shot" "Weapon Focus: Harpoon" Ftr3 Ftr4 "Weapon Spec: Harpoon" MT1 "Quickdraw" "Rapid Shot" "Doubletoss MT2 "Evasion" MT3 "Two with One Shot" EWP1 "Ranged Weapon mastery: Piercing" "Close Quarters Ranged Combat" MT4 "Snatch Arrows" FTR 5 FTR 6 "Power Attack", "Power Throw" MT5 "Improved Critical: Harpoon" "Increased Multiplier: Harpoon" TA1 "Kip Up" "Fast Acrobatics" "Steady Stance" TA2 "Far Shot" "Agile Fighting" "Slow Fall" The last two levels in thief acrobat are for fun. You can exchange them for two levels of fight for an aditional +2 to hit (by an extra BAB and taking GWF) Also, Harpoons are awesome. If you hit with one, the monster has to make a reflex save equal to 10+damage delt, and if they fail, they are at half speed and cannot run or charge until they remove it. Removing it deals the damage that they took when it sunk it, AND takes a full round action. He's got mucho battlefield control, as an archer, so its pretty damn cool. With Ahab, that reflex save is an average of 20 at level one, 27 at level 5, 30 at level 10, and like 40+ at level 15. Also, you can hold onto the trailing rope to prevent a creature from running away. All stats are figured with rage applied, but he will NOT always be raging, since he only has 1/day. <snip> your abilities are way wrong. "brutal throw" has "power attack" as prerequisite. your dx is way to low for some of the feats. "double toss" only works with "light weapons" (shuriken, daggers, darts etc.) most DMs would surely not allow you a "two with one shot" with an impaling harpoon. your character needs a complete "re-do", sorry. ciao martin m. |
| Tanath08-07-07, 04:36 PM | your abilities are way wrong. "brutal throw" has "power attack" as prerequisite. your dx is way to low for some of the feats. "double toss" only works with "light weapons" (shuriken, daggers, darts etc.) most DMs would surely not allow you a "two with one shot" with an impaling harpoon. your character needs a complete "re-do", sorry. ciao martin m. OMG, wow I made a lot of mistakes! Ok, first of all, he is human, the 20 str was a typo. The brutal throw: Power Attack prereq wasn't listed on the third party site I was using to make this build (at work), but I seem to remember that being the case; I'm assuming your right on that. I gotta rework to fix that. Double Toss: Oh well. I'll rework to remove it. Rapid Shot: CRAP! How did I miss that? I didn't see a dex requirement on point blank, and assumed there was none on rapid....Rapid shot is very important to this build, so I am going to have to rework stats for it...I could probably get away with taking my con and int down a few, but it still sucks. Two with one: I'm going to disagree with you on this one. In the RaW its fine; its only a logical dispute. I could say that logically, the Harpoon is goinging completely through one person and sticking in the other. Or, I could say that it hits one person, skips off of them, and impales the other, and wouldnt have the secondary effect on the first person it hits. |
| haferka08-08-07, 02:08 AM | change your race to halfling... buy a returning harpoon... then take that class.. (mind blank "whisper knife" maybee?).. that lets you make iterative attacks with a thrown (returning) weapon at 8th lvl.. .. with returning & harpoons.. you have some table variance... - stuck = prevents the return... - return = auto yanks out the harpoon... If you get to many dms using the "stuck" option.. just add the "exit wounding" enhancement.. so it never sticks.. (it goes right through them :) ... now tie a grappling hook to the end of the line.. and when it weapon returns.. the hook will be securly fastened in the creature.. :) the weapon descriptions has no rules for "violently" yanking the harpoon out.. only rules to "carefully" pull it out .. as to NOT hurt the target any farther.. 2 hands, full round action + DC 15 Heal check.. |