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Contents
Introduction[edit]
The ultimate party defender. Ngao is a mix of homebrew and published material.
This build uses fighter and rogue level material. The compleate list of homebrew articles is as follows (along with balence levels):
- New Level-Dependent Benefits (3.5e Variant Rule) (Transformational)
- Better Initiative (3.5e Variant Rule) (Supplemental)
- Martial Aptitude Warblade (3.5e Alternate Class Feature)
- Army of One (3.5e Martial Discipline) (fighter)
- Shieldmaster (3.5e Prestige Class) (fighter)
- Autoplate Pilot, Variant (3.5e Class) (rogue)
- Combat Expertise, MS Variant (3.5e Feat) (rogue)
- Dueling Shield (3.5e Equipment)
References[edit]
New Level-Dependent Benefits (3.5e Variant Rule)
Better Initiative (3.5e Variant Rule)
32 point buy
Items[edit]
+2Autoplate
Enchanted Dueling Shield w/ +4Defending-Armor Spikes
Progression[edit]
Starting Ability Scores (Before Racial Adjustments): 12Str, 8Dex, 19Con, 14Int, 8Wis, 10Cha (32 Point Buy)
Publication:Unearthed Arcana/Character Traits:
- Hulking Brute: You may use Strength rather than Charisma for the purpose of intimidation checks.
- Outlaw Reputation: +4 to Intimidate checks; and −2 to Diplomacy and Leadership Score.
Publication:Unearthed Arcana/Character Flaws Flaws:
- Publication:Unearthed Arcana/Shaky: take a −2 penalty on all ranged attack rolls.
- Publication:Unearthed Arcana/Poor Reflexes: take a −3 penalty on Reflex saves.
Race: Desert Dwarf
Starting Racial Traits: +2 Constitution, -2 Charisma
Final progression: Warblade 6 / Shieldmaster 5 / Variant Autoplate Pilot 6 / Dwarven Defender 3
Ngao turns at 7th level, synergizing at 9th level, becoming optimal at 15th level
Highlights[edit]
At level 20 (buffed)[edit]
- Ability Scores: Str26, Dex18, Con42, Int24, Wis18, Cha18
- HP: 9d12+5d10+6d8+178(354){+3(feat)}[w/+60Defensive Stance]
- AC: 78-91(+0-13situational) = 10Base+4Dex+0(medium)+7Armor(autoplate+7)+10Shields(Dueling Shield+2 w/ +4defending armor spikes; Tower Shield+4)+4Shield Stance+6Defensive Stance+18Variant Combat Expertise+2Two-Weapon Defense+2Fighting Defensively+1Dwarven Defender+4Guardian Upgrade+10variant.
- Speed: 20' (20' base)
- Run (feat): can run 5x speed (100')
- Travel Package (see below)
- Reach: 5'
- Initiative: +17
- BAB: +0/+5/+5/-10/-15 ()
- Saves: fort+43, ref+25, will+20 (Con+16, Dex+4, Wis+4 (Martial Aptitude Warblade+5+2+2, Shieldmaster+4+4+1, Dwarven Defender+3+1+3, Variant Autoplate Pilot+5+2+2), +4DD(defensive stance), +6 variant, +7ref(Battle Clarity), -3ref(flaw))
Taunt[edit]
Army of One (discipline):
- 1st
- Foe-Drawing Challenge: Strike — Enemy must move towards you.
- Vanguard Feint: Strike — Make a feint using an Intimidate check.
- 2nd
- Hero’s Challenge: Counter — Enemy must attack you instead of allies.
- Push Back: Strike — Push all foes in reach back 5 feet.
- 4th
- Menacing Challenge: Counter — Make an Intimidate check to block a foe's attack against an ally; enemy must move towards you.
- 5th
- Golden Phalanx Defense: Stance — You gain a +1 bonus to AC for every enemy adjacent to you and may attack enemies flanking you.
Intimidate: +37 (8Str, +23ranks, +2synergy, +4trait)
Armor and Shields[edit]
Defensive Stance: +2Str, +4Con, a +2 all saves, +4 AC
- Bulwark of Defense (replaces above): +4Str, +6Con, a +4 all saves, +6 AC
Autoplate: +5AC, +8 max dex.
- +2 Autoplate:
- Guardian Upgrade: Your autoplate gains +4 AC and confers 40% fortification. Each round, it regains 10 hitpoints.
Small Enchanted Dueling Shield w/ +4Defending-Armor Spikes: +6AC
- 1d6/1d6 damage, 20/x2 crit
- Armored Spikes: 1d6 damage, 20/x2 crit
- Shield Stance: +2 AC bonus
- Armored Spikes: 1d6 damage, 20/x2 crit
Small Tower Shield w/ Armor Spikes: +4AC
- 1d8 damage, 20/x2 crit
- Armored Spikes: 1d6 damage, 20/x2 crit
- Shield Stance: +2 AC bonus
- Armored Spikes: 1d6 damage, 20/x2 crit
Locked Gauntlets: provides a +10 bonus on any roll made to keep from being disarmed in combat.
Uncanny Dodge: a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
- Improved Uncanny Dodge: a warblade can no longer be flanked. This defense denies a rogue the ability to sneak attack the warblade by flanking him, unless the attacker has at least four more rogue levels than the target has warblade levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Situational AC & Saves[edit]
- Stability: A mountain dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against humanoids of the reptilian subtype (including kobolds and lizardfolk) and dragons (including half-dragons).
- +4 dodge bonus to Armor Class against monsters of the dragon type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- Tower Charge: A shieldmaster may perform a bull rush with a tower shield, gaining a +6 circumstance bonus to the bull rush thanks to the shield. You cannot use this feature if you are not proficient in tower shields.
- Shield of the Heart: He gains his shield bonus to touch AC against spells and spell-like abilities. In addition, so long as he has his shield bonus he gains a +2 insight bonus on saving throws against spells and spell-like abilities.
- Expansion:
- Environmental Package: You gain the benefits of constant endure elements and water breathing spells and a +5 alchemical bonus to saves against poisons and diseases.
- Alternatively, by committing 3 Energy to this Expansion, you gain the benefits of constant freedom of movement, endure elements and water breathing spells, immunity to poisons and diseases, and resist 15 acid, cold, electricity and fire. This secondary mode cannot be used by an autoplate pilot of less then 5th level.
- Travel Package: You can hustle indefinitely without taking nonlethal damage. You can run for the same period of time you would normally be able to hustle; after this period you begin taking nonlethal damage at a rate of 1 per hour, with the damage doubling every third hour. You can walk for 12 hours before you are considered to be making a forced march. Terrain modifiers to overland distance are improved by one category to a maximum of 1 1/2.
- Alternatively, by committing 1 or more Energy to this Expansion, your base land speed increases by 10 feet and you gain a +2 competence bonus to Jump checks for each Energy committed. While this secondary mode is active, you retain the passive benefits of Travel Package.
- Alternatively, by committing 3 or more Energy to this Expansion, you gain a fly speed of 30 feet (clumsy) and a swim speed of 30 feet. Each Energy over 3 committed to this Expansion increases your base, fly, and swim speeds by 10 feet, and every 3 Energy over the minimum first 3 increases your flight maneuverability by one grade to a maximum of perfect. This secondary mode cannot be used by an autoplate pilot of less then 10th level.
- Environmental Package: You gain the benefits of constant endure elements and water breathing spells and a +5 alchemical bonus to saves against poisons and diseases.
Feats:
- Dodge: +1 dodge bonus to AC against attacks from one opponent.
- Mobility: +4 dodge bonus to AC against attacks of opportunity.
- Sidestep Charge: +4 dodge bonus to AC against charge attacks.
Examples[edit]
Against a Lizardfolk(3)-Barbarian(19)-Half-Dragon[edit]
Attack=56-61 (only rolls of 19 or 20 purchase)
- Large Sized:-1 attack
- Ability Scores: Str28, Dex10, Con20, Int10, Wis8, Cha6
- Mighty Rage: +8Str, +8Con
- Ability Items: +16Str, +10Con
- Great Strength(2) (feat): +2Str
- BAB: +27/+22/+17/+12/+7/+2
- +10 weapon enchantment
- Weapon Focus Feats(2): +3 attack
Damage=164 (1st(40+6d6+2d6x3), 2nd(40+6d6+2d6x3))
- Str: 54
- Gnome Hooked Hammer: 2d6/1d8 (x3/x4)
- Overwhelming Critical (feat): +2d6/+3d6 on a crit
- +10 weapon enchantment
- Weapon Specialization Feats(3): +8 damage
- Greater Psionic Weapon: +4d6
Feats:
- Power Attack→Cleave→Great Cleave;
- Psionic Weapon→Greater Psionic Weapon; *Weapon Focus→Epic Weapon Focus;
- Improved Critical→Overwhelming Critical;
- Great Strength-Great Strength(2)
Total Damage/round:
- 164x.1=16.4 -8fast healing=8.4
Could last almost indefinitely against a creature 5 levels greater!
Tactics[edit]
Limitations[edit]
Super slow, better if allies are ranged units - otherwise Ngao will not be able to keep up!!! It also takes a while for Ngao to get into the battle field, usally uses the first round to station himself.
Variants[edit]
Replace Variant Autoplate Pilot with Dualist
Replace Warblade with Grey Guardian
Replace Warblade with Meat Shield
Replace the New Level-Dependent Benefits (3.5e Variant Rule) with the below iteams:
- Ioun Stone, Pink: +2Con; 8,000
- Amulet of Health: +6Con; 36,000
- Manual of Bodily Health: +5Con; 137,500
- Headband of Intellect: +6Int; 36,000
- Belt of Great Prowess (3.5e Equipment): +6Str, +6Dex, +6Con; 112,500
- Bracers of Armor: +8AC; 64,000
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