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| #1korik1Jun 12, 2009 11:50:24 | Hello everyone. I'm making a new character for the d20 Modern game I'm currently in. I want him to be a Lawful Good Steamaton (homebrew race, +2str, -2int, living construct) Great Sword warrior specializing in medium armour and high melee damage. I've already made most of the character but I have no idea where to go from my current position. I can probably use any Modern book and likely D&D books too, so long as I can rationalize what I use within the setting's limits. My fellow party members are a sniper (fast/soldier), a ninja (fast/swashbuckler/smart), a mage (smart/field scientist/mage), a scientist (smart/scientist), and a driver (fast/tough/daredevil). I'm at level 8 but the characters range from level 7 to level 9. It's an on going campaign so I'd like to try to figure out the build up to level 20. Here's what I got: Strong Hero 8 str 22 dex 13 con 14 int 13 wis 10 cha 7 I was considering going into 2 levels of tough (and taking tough plus) to then get Dreadnought, but I'm not sure. I also considered going for helix warrior, but the abilities aren't all the interesting to me. The Feats I have figured out look like this: Combat Martial Arts Armour Proficiency Light Armour Proficiency Medium Archaic Weapons Proficiency Power Attack Cleave Sunder Simple Weapons Proficiency Strong Plus There's still one "open" feat I have floating that I really don't know what to do with, though it'll likely be determined by my future plans. Talents are Melee Smash, Improved Melee Smash, Advanced Melee Smash, Ignore Hardness, Improved Ignore Hardness, and Advanced Ignore Hardness. My ranks in skills are as follows: Climb 5 ranks Jump 5 ranks Knowledge (Civic law) 4 ranks (a starting occupation skill) Listen 10 ranks (a starting occupation skill) Profession 6 ranks Repair 10 ranks Swim 4 ranks EDIT: I realized I forgot to mention equipment. I have a +3 mastercraft greatsword (won't get rid of it), +3 mastercraft breastplate (won't get rid of it), 8 Javelins, and typical adventuring stuff like rope, compass, caltrops, etc. Though my main armour and weapon are set, I'm open to suggestions for other things, though no guns. I'd be really thankful for any suggestions regarding feat selection and what to do with future levels. The last character I played was almost useless in combat and so now I want to make a combat monster. |
| #2dbayJun 12, 2009 16:49:29 | Monkey Grip? -2 to attacks, sword scales up a size. 2d6->2d8, I believe. Also, You could grab Exotic Melee Weapon prof (chainsaw [for insanity]) or (fullblade[be like Cloud from FFVII]) and do insane damage. Fullblade (arms and equipment guide) or chainsaw is probably better than monkey grip, but they stack- you can get both. A Large Fullblade does something like 4d6 damage +double strength+melee smash, so I think 4d6+15 for your character, much more with power attack; even more if your greatsword is mastercrafted for damage (as opposed to attack- I would go for damage if I were you, or even get one of each). Scaling up a chainsaw works out to 4d6 also. BTW, a fullblade is just a greatsword but BIGGER. and a monkey gripped fullblade is like 18 feet of sword. See if you can get one that like, folds in half or something (one of the future gadgets might help) because you'll have difficulty carrying that monstrosity around. Also you're better off wearing heavy armour with your dexterity. I would drop combat martial arts (unless you think you will be frequently unarmed- you could carry knives instead). Also, you know the ignore hardness chain was erratad so that its better? each increment ignore 2 points of hardness, not 1. |
| #3korik1Jun 12, 2009 16:54:58 | I am aware that ignore hardness has been errataed, that's the only reason I took it. I'm not keen on changing my weapon because it's part of my backstory. Same goes for the armour. I have combat martial arts because that was the best Strong bonus feat available to me. Thanks for the ideas anyway. |