| thelizardwizard |
Hello all, I am looking for help in building a level 20 character for a "gauntlet run" for my IRL group. we just finished a campaign, and before we start the next we wanna have some level 20 fun. The idea here is to make a level 20 character, and have him fight, kill, and survive as many combats as possible in the gauntlet full of monsters of varying types at CR18+ most will be selected at random. You get healed for 1/4 of your maximum HP after every victory. All combats will happen in a dome like ring, with a maximum height of 100ft. Use a 25pt buy, and assume full Wealth by level as per the chart in the core book. The one caveat is no more than one companion + one summoned creature with you.
One caveat- I am really looking for fighter builds, with at least the majority of his levels being in fighter, no less than 17 fighter levels. however If you wish to post your own idea for a character you would play in this silly/fun one-off feel free to do so. Preferably with a fighter build to compare it too.
all combats happen 1 round after your last victory, so potions and the like are allowed.
comon forums! I know how much you folk here love making characters, help a guy show the true power a fighter can be capable of! Consider that, my friends, a challenge.
| avr |
Sounds like you want a fighter made as an archer. Not the archer archetype, you want Weapon Master.
Here's my suggestion:
Half-orc Weapon Master Fighter (VMC Battle Oracle) 20
Sacred Tattoo alternate racial trait
Traits: Fate's Favored, Reactionary
Favored class bonus to HP.
Feats: (probably not the order I'd take these if starting from level 1, but w/ever)
1: point blank shot
Fighter 1: weapon focus (composite longbow)
F2: precise shot
F4: weapon spec.
5: advanced weapon training (armed bravery (bows))
F6: point blank master
F8: greater weapon focus
9: manyshot
F10: clustered shots
F12: rapid shot
13: Improved critical
F14: greater weapon spec.
F16: deadly aim
17: ranged trip
F18: ace trip
19: iron will
F20: impact critical shot
Revelations: War sight, surprising charge, battlefield clarity
Curse: Wasting
For gear you want a +5 Impervious Adaptive Seeking bow (& a backup) with various ammo including ghost touch, phase locking, cyclonic and holy. Other gear includes gloves of dueling, a scarab of protection, a goz mask, a silver nocking point, some means of flying and the rest of the big six.
| thelizardwizard |
Ah! if everyone would be so kind as to do one more small favor, if you calculate the damage/to hit, and AC/HP That would be most appreciative. If you wish to post average damage/etc feel free to do so.
I ask because those numbers can much better define a characters prowess, while being prepared for several situations is a power in itself, its much harder (and requires more work!) to define.
that out of the way, I do like the look of that build. feats wise and the items make sense.
| avr |
AC 33 (+10 dex, +6 armor, +1 insight, +1 dodge, +5 deflection), FF 22, Touch 27, FFTouch 16
Standard Attack +41, 1d8+35
Full Attack +39/+39/+39/+39/+34/+29/+24, all 1d8+35
When using holy arrows vs. suitable target add +2d6 damage
Assuming use of boots of speed, manyshot, rapid shot on attacks & AC
Initiative +12, roll 3 times take best
Perception +30, darkvision 60', true seeing, see thru fog & smoke
Acrobatics +23
Fly +20
Fort +19, Ref +23, Will +20
HP 225 (assuming 10 + 5/level from class)
Str 20 (14 +6 enhancement)
Dex 30 (17 +2 race +6 enhancement +5 level)
Con 20 (14 +6 enhancement)
Int 11
Wis 20 (14 +6 enhancement)
Cha 7
153800
50 +1 phase-locking ghost touch arrows
18300
50 +1 holy arrows
18300
50 +1 cyclonic arrows
18300
10 phase arrows
9160
10 splintercloud arrows
250
10 tangleshot arrows
200
3 efficient quivers
5400
gloves of dueling
15000
+5 cloak of resistance
25000
goz mask
8000
silver nocking point
3150
belt of physical perfection +6
144000
headband of wisdom +6
36000
unfettered shirt
10000
flying ointment
2250
Boots of speed *2 (20 rounds use total)
24000
truesight goggles
184800
greater bracers of archery
25000
dusty rose prism ioun stone
5000
clear spindle ioun stone & wayfinder
4750
scarab of protection
38000
swarm bane clasp (swap for scarab when needed)
3000
tree feather token, floating feather feather token
600
elixir of elemental protection
1800
elixir of spirit sight
1000
ring of protection +5
50000
eversmoking bottle
5400
handy haversack
2000
dust of disappearance *4
14000
ring of delayed doom (1 stone)
5000
potions of life bubble (hunter 3/CL 7), longstrider, cure serious wounds *4, see through stone (hunter 3/CL 7), cure blindness, remove fear, water breathing, lesser restoration *4, unbreakable heart, delay poison
6550
+5 warding haramaki
36303
200 normal arrows, food, water, rope, normal adventuring gear etc
37 (to round off the numbers)
stone salve
4000
antitoxin
50
1600 gp cash
With 380 total arrows I don't see endless ammunition being a wise choice. The haversack could still hold more if you really want.
Basic tactics are to use the eversmoking bottle pronto then buff up. If you can use any long duration items before it starts then use the stone salve, the flying ointment, the elixir of elemental protection, antitoxin and a bunch of the potions.
| OldRolero |
Here is my 2cp
Race: Half Orc
Alternate racial traits: Fey Thoughts (Perception, Use Magic Device), Shaman's Apprentice, Sacred Tattoo
Character traits: Defender of the society, Fate's favored
Base Abilities 25p/buy
S16+2 D14 C16 I14 W10 C7
Class: Fighter 20
*FCB: HP
1 - Endurance, Diehard, Weapon Focus (Falchion)
2 - Bravery +1, Power attack
3 - Armor Training, Combat expertise
4 - Stalwart, +1 STR
5 - Weapon training, Advanced Weapon training (Armed Bravery)
6 - Bravery +2, Combat Reflexes
7 - Advanced Armor Training (Armor Specialization), Stand Still
8 - Improved Critical, +1 STR
9 - Advanced Weapon training (Abundant Tactics), Item Mastery (Teleportation Mastery)
10 - Bravery +3, Advanced Weapon training (Warrior Spirit)
11 - Advanced Armor Training (Armored Juggernaut), Improved Stalwart
12 - Pin Down, +1 STR
13 - Advanced Weapon training (Focused Weapon), Dimensional Agility
14 - Bravery +4, Staggering Critical
15 - Advanced Armor Training (Armored Sacrifice), Dimensional Assault
16 - Advanced Weapon training (Fighter's Reflexes), +1 STR
17 - Advanced Weapon training (Trained Initiative), Dimensional Dervish
18 - Bravery +5, Critical Focus
19 - Armor Mastery, Item Mastery (Flight Mastery)
20 - Weapon Mastery (Falchion), Stunning Critical, +1 STR
GEAR:
Eyes of the Dragon 110,000
Spectral Shroud 26,000
Gloves of Dueling 15,000
Bracelet of Second Chances (Negate Critical hit/Sneak Attack 7 times) 15,750
Boots of Speed 12,000
Iron Circlet of Guarded Souls (Immune to effects that target souls) 30,000
Belt of Physical Perfection +6 144,000
Headband of Mental Prowess +6 90,000
Scarab of Protection (Absorb energy-draining attacks, death effects, and negative energy effect 12 times) 38,000
Cloak of Resistance +5 25,000
Manual of Gainful Exercise +3 STR 27,500
Dark Blue Rhomboid (Alertness) 10,000
Dusty Rose Prism (+1 Insight AC) 5,000
Cracked Dusty Rose Prism (+1 Initiative) 500
Iridescent Spindle (Don't need to breathe) 18,000
Pale Green Prism (+1 Competence on attack rolls, saves, skill checks, and ability checks) 30,000
Flawed Pale Green Prism (+1 Morale on attack rolls, saves, skill checks, and ability checks) 28,000
Wayfinder with Clear Spindle (Don't need to eat and drink, Protection from possession and mental control as protection from evil) 4,500
Impervious Liberating Ghost Touch Courageous Phase Locking +1 Adamantite Falchion 60,000
Impervious Comfort +5 Adamantite Fullplate Armor 41,000
Ring of Evasion 25,000
Ring of Freedom of Movement 40,000
Permanent Enlarge Person 2,500
Handy Haversack Bag 2,000
Potion of Barkskin +5 (x2) 2,400
Potion of Shield of Faith +5 (x2) 1800
Potion of Resist Fire 30 (x2) 2,200
Potion of Resist Ice 30 (x2) 2,200
Potion of Resist Acid 30 (x2) 2,200
Potion of Resist Lightning 30 (x2) 2,200
Potion of Remove Blindness/Deafness (x2) 1,500
Potion of Neutraliza Poison (x2) 1,500
868,250 spent (11,750 gp left)
STATS
Initiative +12; Perception +30; See Invisibility, Darkvision 120 ft., Blindsense 60 ft.
S34 D18 C22 I20 W16 C7
Movement Land 30 Fly 60 (Good)
HP 254 (20d10 + 140)
AC 43 (10 + 20 Armor +2 Dex + 1 Insight + 5 Natural + 5 Deflection)
Resist: Fire 30, Ice 30, Acid 30, Lighting 30; Inmune: Grapple
SQ: Evasion, Constant Freedom of Movement, Constant See Invisibility, +10 DC vs Intimidate
FOR 29 REF 28 WIL 25 (+2 Luck +1 Competence +3 Morale +5 Resistance +5 WIL when armed +7 Wpn Training to REF)
Melee +37 +37 +32 +27 +22 (+20 Base Attack +12 STR +1 Wpn Focus +7 Wnp Trainig +5 Magic Wnp +1 Haste +1 Competence +3 Morale -1 Size -6 Power Attack -6 Combat Expertise)
DMG 3d8 + 48 (15-20/x3) DR 21/-
Spell Like Abilities:
1/day: Become incorporeal for 10 rounds and gain a fly speed equal to half his base speed with perfect maneuverability
9/day: Fly (as the spell) CL 20th
9/day: Dimension Door (as the spell) CL 20th
SKILLS:
Perception +30, Knowledge (Arcana*, Planes*) +25, Religion +20 Nature +20 Knowledge Dungeoneering +20, Fly* +24 Use Magic Device +19
ACP -2 / *Headband
This is just a plain good old fighter with some of the new goodies of the lastest manuals. The armor juggernaut combined with adamantite armor plus the stalwart feats and armor mastery, results in an impressive 21 DR by 20th level. Considering that attack escales way better than AC, reducing tons of damage per hit is the best defensive option IMO.
With the Teleportation mastery and the dimensional feat chain, you can jump through the battlefield unopposed, and you can also Fly 20 minutes per activation thanks to Flight mastery.
Of course, by this level a Fighter is gear dependent, and the items I listed prioritize protection against a lot of nasty things.
Finally, he doesn't slack off on the offense either, with an average 60hp per hit. The melee routine I wrote uses power attack and combat expertise for the extra damage and DR, if you need better attack precision it would be like this without PA and CE:
+49 +49 +44 +39 +34 / 3d8 +30 / DR 11
This numbers imply that you activate Warrior Spirit previously to improve the magic bonus of the weapon to +5, and having an extra +3 to spent in weapon magical abilities. My advice would be Bane and Holy (or whatever opposite alignement serves best), resulting in a +7 Weapon that adds +4d6 to dmg (and the weapon base abilities as well) This is why the character has high knowledge skills, to identify what's he is going to fight, and get the correct buff.