[Challenge] The Transported Man

Post/Author/DateTimePost
#1

the_sentin3l

Oct 08, 2008 0:24:46
Before I begin, a quick tip to everyone: Never watch The Prestige and Jumper in quick succession while reading Dragonmarked and talking about your current gestalt campaign with a friend.

The mind boggles at the possibilities.

Now, the challenge itself. I'm looking for the best ECL 20 Gestalt build in terms of Jumping ability. This only includes non-natural abilities, so no maxing out the jump skill and using it like that. Maximum damage is also good, but Jumping ability should take priority.

All 3.5 books and resources are avaliable for the challenge, but you must use the Dragonmark of Passage from the Eberron Campaign Setting. Combining settings is also allowed.

Ready, and GO!!
#2

Senevri

Oct 08, 2008 3:11:02
At least 6 levels of Horizon Walker + SH style Swordsage. Done.
Add shadow-pouncing for flavor.
#3

jaronk

Oct 08, 2008 4:12:48
Yeah, Swordsage is the way to go... you can teleport up to 150 feet in any direction, then reload as a standard action.

JaronK
#4

heax

Oct 08, 2008 13:59:05
I was going to say Jaunter mixed with a little Scout and Dragonmarked Heir. Perhaps toss in a little psionics with Ardent.
#5

carnivore

Oct 08, 2008 16:15:28
try this:

combine Warblade 15/ Master of Nine 5 ... with the Transporter


adding Master of Nine boosts the initiator level of the Swordsage and Crusader levels on the other side of the Gestalt... thus they end with 16th lvl initiator and 8th lvl Manuvers
Transporter
The Transporter

Fire Elf(+2 Dex,+2 Int,-2 Con,-2 Cha)

Ranger 2((Substitution lvl 1) Trapfinding Variant)/ Monk(Cobra Strike Variant) 2/ Swashbuckler 3/ Swordsage 2/ Crusader 2/ Champion of Corellon 2/ Jaunter 4/ Shadow Dancer 2/ Exotic Weapon Master 1

Ranger((Elf Substitution lvl 1) Trapfinding Variant) 1.... looses track, Gains Trapfinding and Disable Device is Class Skill, also Sub lvl gives 8 Skill points!!!!!.... @ 1st level he gets 44 skill points!!!


Attributes:
32 point buy

20 Str(base 14 +6 Belt)
32 Dex(base 14 +2 Racial +5 lvls+5 Inherent+6 Belt)
18 Con(base 14 -2 racial+6 Belt)
26 Int(base 14 +2 Racial +4 inherent+6 Belt)
20 Wis(base 14 +6 Belt)
14 Cha(base 10 -2 racial +6 Belt)



Feats:
2 Wpn Fighting(ranger bonus)
Weapon Finnesse(Swashbuckler bonus)
Dodge(monk bonus)
Mobility(monk bonus)
Spring Attack(CoC bonus)

1st lvl Combat reflexes
3rd lvl Exotic Weapon(Lightblade)
6th lvl Combat Expertise
9th lvl Mounted Combat
12th lvl Shadow Blade
15th lvl Weapon Focus(Lightblade)
18th lvl Robilars Gambit

Exotic Weapon Stunt:
Twin Exotic Weapon Fighting – when wielding the
same Light Exotic Weapon in each hand, you
are treated as having the Feat: Two Weapon
Fighting. If you actually have the feat, then the
penalty is reduced from –2 to –1 on each hand.

Martial Manuvers:
Swordsage ... 11th lvl Initiator...6th lvl manuvers
Crusader ...... 11th lvl initiator ... 6th lvl manuvers
Also he has Access to a few Shadow Hand manuvers and other Manuvers(Devoted Spirit,White Raven,etc...)... but Shadow Hand also have some Quick Teleport abilities, and great combat manuvers and Stances. i havent even looked into what would be best.... feel free to suggest some.

What this Build gives:
Dex to Attack
2x Dex to Damage(CoC 2, and Shadow Blade feat... using Lightblade(Shortsword)
Str to Damage
Int to Damage
Wis to AC
Dex to AC

BAB +16
Attack bonus=BAB +16 +11 Dex +5 Enhancement +1 Haste -1 2 Wpn Fight= +32
Full Attack with 2 weapon Fighting Improved 2 weapon Fighting and Speed Weapon =
+32/+32/+27/+22/+17 and +32/+27 and 11 AoO @+32 Robilars Gambit

basically he gets 14 Attacks @ +32 and +27/+27/+22/+17 ... all doing Average +47 Damage each Hit .... if all hit he does 846 Damage/round..not too bad for a 2 Weapon Finnesse fighter who doesnt need Power Attack, and he heals 18d6 per round if all hit ..... this doesnt even take into consideration Martial Manuvers from Swordsage or Crusader

+35 to Damage without counting Weapon Enhancements or anything other than Attributes, total Weapon Damage= +35+ 5 enhancement +1d6 Vampiric +1d6 Weapon= Average +47 Damage each Hit

weapons:

212000gp(+/-)2 swords =
1) +1(+5 GMW) Keen Vampiric Speed with Vanishing Kaorti resin Elven Lightblade 1d6(15-20/x4)
2)+1(+5 GMW) Keen Vampiric Eager Transmuting with Vanishing Kaorti resin Elven Lightblade 1d6(15-20/x4)

200000gp +6 belt of magnificense
238770gp 9 points Inherent Bonuses(Wishes cast by 17th lvl Wiz)
10000gp Ring of Avoidance 3/day +20 Deflection AC 1 round
6000gp Ring of Anticipation
43200gp 2x Tooth of Dahlver Nar(Leraje.... cast greater magic weapon @20th Caster level... to give Each Sword +5 Enhancement, that lasts 20 hours)
8000gp Gloves of the Balanced Hand .... give Imp 2 Weapon Fighting
12000gp Boots of Speed
#6

gilfalas_elaandrin

Oct 08, 2008 16:22:42
Don't forget the at will ability to Dimension Door plus Advanced Illuision of the 'Flee the Scene' Warlcok Invocation. Only needs Warlock 5 IIR.
#7

jaronk

Oct 08, 2008 17:04:37
Tafflamar Shadowlord is an obvious choice, giving the ability to full attack after every teleport. Combine that with the Swordsage's ability to teleport up to three times in one full round and you can do some seriously leathal stuff (though you have to recharge for a round after).

So how about this?

Unarmed Varient Swordsage 15/Master of Nine 5//Rogue 1/Cobra Strike Monk 2/Rokugan Ninja 5/Horizon Walker 6/Tefflamar Shadowlord 6

That would let you teleport all over the place, plus you could dish out incredible damage from shadows.

JaronK
#8

tshern

Oct 08, 2008 17:13:17
Getting Inconstant location wouldn't hurt either...