| Shasf |
There is some cheese here, but...
Meet Bob the human. Bob is not a normal human by any means, first he comes from a cursed lineage of ancient Azlanti blood. He never could keep a steady job or career path, changing his path in life many times.
Stats at creation before racial adjustments: 14/13/13/13/13/13
Stats after applying human (azlanti) adjustments: 16/15/15/15/15/15
Stats after applying advanced template: 20/19/19/19/19/19
Favored Class Bonus: +6hp (from fighter levels)
Bob the Human
Male Advanced Human Monk (Martial Artist) 4/Alchemist (Internal and Mind-chemist) 4/Bard (Archaeologist) 6/Fighter 6
N Medium Humanoid (Human, Azlanti)
Hero Points 3
Init +10; Senses Perception +27 (+30 vs traps)
Defense
AC 17, touch 15, flat-footed 17 (+4 Dex, + 2 natural armor, +1 dodge); uncanny dodge, trap sense +1
hp 185 (14d8 + 6d10 + 86)
Fort +19 Ref +19 Will +16; improved evasion, poison resistance +2, disease +2, trap sense +1, bravery +2
Immunities
Offense
Speed 30 ft (6 squares)
Melee +21
Melee Flurry of Blows +24/+24/+19/+14/+9 (1d8+6)
Ranged bomb +20 touch (2d6 fire)
SA exploit weakness (swift action; Wis check [total +8] vs DC 10 + CR or hardness; +2 atk rolls, ignore hardness and DR; or swift action, +2 Sense Motive, AC, and Reflex saves against opponent within 30ft), stunning fist 9/day (F DC 25 or be stunned or fatigued), Bombs 8/day (R DC 16;fire), archaeologist’s luck 8 rounds/day (swift action to start, free to maintain; +2 luck bonus on atk rolls, saving throws, skill checks, and weapon damage rolls), weapon training 1 (monk weapon group)
Bard Spells CL 6th
2nd 3/day – cure moderate wounds, escaping ward, gallant inspiration, silence
1st 4/day – cure light wounds, enhance water, feather fall, unbreakable heart
0 at will – detect magic, dancing lights, prestidigitation, read magic, ghost sound, spark
Alchemist Infusions Prepared CL 4th
2nd lesser restoration
1st cure light wounds (2), open slot
Statistics
Str 20 Dex 19 Con 19 Int 19 Wis 19 Cha 19
Base Atk +16 CMB +22 CMD 36
Feats
1b – dodge
1b – improved unarmed strike
1b – stunning fist
1 –
2b – deflect arrows
3 –
5b – brew potion
5 –
6b – alertness
7 –
9 –
11 –
13 –
15b –
15 –
16b –
17 –
18b –
19 –
20b –
skill points: 158
used: 30
Skills Craft (alchemy) +4, Disable Device (+3 vs traps), Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +15, Knowledge (religion) +15, Perception +27 (+30 vs traps); craft (alchemy) +4 class bonus, disable device +3 class bonus vs traps, double Int mod on all knowledge checks, knowledge (all, can make checks untrained) +3 class bonus, perception +3 class bonus vs traps
Traits Divine Favor (+1 on all Luck bonuses), Adopted (Elf [Warrior of Old], +2 Init)
SQ pain points (+1 critical hit confirmation rolls; +1 DC stunning fist and quivering palm), fast movement +10 ft, maneuver training, alchemist discoveries, rogue talents, breath mastery (hold breath for 19 minutes or full-round action 19 hours; suspended animation as a move action), perfect recall (double Int modifier on Knowledge checks), bardic knowledge (make knowledge checks untrained, add half bard level to knowledge checks), cantrips, clever explorer, lore master (can always take 10 on Knowledge checks; 1/day can take 20 on a Knowledge check as a standard action), armor training 1
Discoveries Cognatogen (+2 Int, Wis, or Cha; -2 Str, Dex, or Con), tumor familiar (greensting scorpion [+4 init]), underwater demolition (can create and throw bombs underwater)
Rogue Talents 1
Alchemist Formulae Book
2nd 1/day – lesser restoration
1st 3/day – bomber’s eye, cure light wounds, endure elements, identify, negate aroma, shield, touch of the sea, ant haul
Lots of Multi-class shenanigans going on with Bob, I know. But the kid just couldn't keep still. Bob's design was to be slightly independent of magic (nothing really over 2nd level spells and a wish to gain the advanced template).
This build came about because of my interest in the Beastmass challenge, but I also wanted something else from it too, not just to attempt to beat the creatures, but also have a viable multi-class clown to play through APs.
As such I will also be taking Bob from level one to whichever level he gets to before he permanently expires. So he will be traveling through Rise of the Runelords Anniversary Edition with some friends (he will be starting off as a monk moving through the progression laid out in the stat block).
I need some help though, I'm not sure which feats to provide Bob for maximum survival (either through DPR or cowardice), I have an idea for items, but I want to see what he might look like without items for the worst case scenario that might happen (AMF or Disjuction).