User:Franken Kesey/Bodyguard (3.5e Optimized Character Build)
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Introduction
The ultimate party defender. X 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):
- Balanced Wealth (3.5e Variant Rule) (Transformational)
- Better Hit Points (3.5e Variant Rule) (Supplemental)
- Better Initiative (3.5e Variant Rule) (Supplemental)
- Grey Guardian (3.5e Class) (rogue)
- Dualist (3.5e Prestige Class) (rogue)
- Shieldmaster (3.5e Prestige Class) (fighter)
- Variant Weapon Focus (3.5e Feat) (rogue)
- Combat Expertise, MS Variant (3.5e Feat)
- Belt of Great Prowess (3.5e Equipment)
- Springing (3.5e Equipment)
References
Balanced Wealth (3.5e Variant Rule) (Transformational)
Better Hit Points (3.5e Variant Rule) (Supplemental)
Better Initiative (3.5e Variant Rule) (Supplemental)
32 point buy
Game Rule Components
Spells, Powers, Soulmelds, Stances, etc...
Items
<- items used in this build ->
Progression
Starting Ability Scores (Before Racial Adjustments): 14Str, 8Dex, 18Con, 16Int, 8Wis, 8Cha (32 Point Buy)
- Musclebound: +1 bonus on Strength-based skill checks and ability checks; and -2 penalty on Dexterity-based skill checks and ability checks.
- Hulking Brute: You may use Strength rather than Charisma for the purpose of intimidation checks.
UA:Character Flaws Flaws:
- UA:Shaky: take a −2 penalty on all ranged attack rolls.
- UA:Meager Fortitude: take a −3 penalty on Fortitude saves.
Race: Mountain Dwarf
Starting Racial Traits: +2 Constitution, -2 Charisma
ECL | Class | Ability Scores | Class Features | Feats | Shield Enchantments (do not stack) | Buy | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Str | Dex | Con | Int | Wis | Cha | |||||||
1st | Grey Guardian 1 | 14 | 8 | 20 | 16 | 8 | 6 | |||||
2nd | Grey Guardian 2 | 14 | 8 | 21 | 17 | 8 | 6 | +1 Armor | ||||
3rd | Grey Guardian 3 | 15 | 9 | 22 | 18 | 9 | 7 | Endurance2 | +1 Natural Armor | |||
4th | Grey Guardian 4 | 15 | 9 | 23 | 19 | 9 | 7 | +1 Weapon | ||||
5th | Shieldmaster 1 | 15 | 9 | 23 | 19 | 9 | 7 | |||||
6th | Grey Guardian 5 | 16 | 10 | 25 | 21 | 10 | 8 | +2 Armor | ||||
7th | Grey Guardian 6 | 16 | 10 | 25 | 21 | 10 | 8 | +2 Natural Armor | ||||
8th | Dwarven Defender 1 | 16 | 10 | 26 | 22 | 10 | 8 | +2 Weapon | ||||
9th | Dualist 1 | 17 | 11 | 27 | 23 | 11 | 9 | |||||
10th | Shieldmaster 2 | 17 | 11 | 28 | 24 | 11 | 9 | +3 Armor | ||||
11th | Shieldmaster 3 | 17 | 11 | 28 | 24 | 11 | 9 | +3 Natural Armor | ||||
12th | Dwarven Defender 2 | 18 | 12 | 30 | 26 | 12 | 10 | +3 Weapon | ||||
13th | Dwarven Defender 3 | 18 | 12 | 30 | 26 | 12 | 10 | |||||
14th | Dualist 2 | 18 | 12 | 31 | 27 | 12 | 10 | +4 Armor | ||||
15th | Grey Guardian 7 | 19 | 13 | 32 | 28 | 13 | 11 | +4 Natural Armor | ||||
16th | Grey Guardian 8 | 19 | 13 | 33 | 29 | 13 | 11 | +4 Weapon | ||||
17th | Shieldmaster 4 | 19 | 13 | 33 | 29 | 13 | 11 | |||||
18th | Shieldmaster 5 | 20 | 14 | 35 | 31 | 14 | 12 | +5 Armor | Belt of Great Prowess | |||
19th | Dualist 3 | 20 | 14 | 35 | 31 | 14 | 12 | +5 Natural Armor | ||||
20th | Dualist 4 | 20 | 14 | 36 | 32 | 14 | 12 | +5 Weapon | ||||
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Final progression: Grey Guardian 8 / Dualist 4 / Dwarven Defender 3 / Shieldmaster 5
Highlights
At level 20 (buffed)
- Ability Scores: Str20, Dex14, Con36, Int32, Wis14, Cha12
- HP: 3d12+13d10+4d8+176(338){+3(feat)}[w/+40Defensive Stance]
- AC: 57 = 10Base+1Dex+0(medium)+8Armor(Full Plate Armor+8)+12Shields(two Tower Shield+4, with +2defending armor spikes)+5Natural Armor+2Shield Stance+4Defensive Stance+15Combat Expertise, MS Variant (3.5e Feat).
- Speed: 20' (20' base)
- Run (feat): can run 5x speed (100')
- Reach: 5'
- Initiative: +20
- BAB: +5/+0/-5/-10
- Trip Modifier: +30 (17Str+8size+4improved trip+1trait)
- Saves: fort+31, ref+18, will+22 (Con+8 Dex+3 Wis-1 (zweiręka+5+2+2, halberdier+5+2+5, tiny hammerer+2+0+2, Zodiac Knight+5+2+5), -1unlucky, +5Int(Z), +5Int(H) -3fort(flaw))
- Attacks of Opportunity: 5/round
Armor and Shields
Fortification, light-Spell Resistance (13)-Power Resistance (13)-Full Plate Armor: +8AC, +1 max dex.
Two Tower Shields with +2Defending-Armor Spikes: +6AC each (or +12 total).
- 1d8 damage, 20/x2 crit
- Armored Spikes: 1d6 damage, 20/x2 crit
- Powerful Arm (powerful build):
- Armored Spikes: 1d6 damage, 20/x2 crit
Locked Gauntlets: provides a +10 bonus on any roll made to keep from being disarmed in combat.
Defence
Grey Guardian
Spells:
- 1st level (4/day): cure light wounds, protection from evil, protection from good, lesser restoration
- 2nd level (3/day): aid, cure moderate wounds, shield, shield other, status
Endurance (Ex): 3rd level. You gain the Endurance feat.
Courage (Ex): 4th level. You become immune to fear and fear effects.
Taunt: 6th level. You can provoke an opponent to attack you as a standard action. The target creature must succeed a Will save, dc 10+level, or become provoked for 1 round. A provoked opponent will spend their next turn attempting to harm only you. Your opponent must be able to see or hear you in order to become provoked.
Healing Surge (Su): 8th level. Once an encounter as a swift action you can heal yourself without using a spell. You can heal, (25% of your total health + your Intelligence modifier), in hit points. This can also be used outside of combat anytime you take an extended rest.
Shieldmaster
Concealing Shield (Ex): A shieldmaster knows a shield can provide a physical cover from the enemy's sights. At 1st level a shieldmaster may use a light or heavy shield, and gains a constant 10% miss chance from enemy attacks which require attack rolls. If using a tower shield, this miss chance is 20%. At 3rd level the miss chances rise to 15% and 35% respectively, and at 5th level 20% and 50%. The miss chance is not negated by True Seeing, but can be negated if the shieldmaster loses his shield bonus to AC. However be aware any attack which hits, but is negated by this miss chance instead hits, and damages, the shieldmaster's shield. Thus it is advised the shieldmaster bring a durable shield with him. Finally, when using the total defense action, the miss chance doubles. Multiple shields do not stack benefits, although the shieldmaster may choose which shield to take a blow with.
Shield Fighting (Ex): At 1st level a shieldmaster gains Two-Weapon Fighting when making attacks with his weapon and a shield. If the shieldmaster already possesses Two-Weapon Fighting, he reduces the penalties by 1 when attacking with his shield.
Tower Bash (Ex): Even the bulk of a tower shield will not prevent a shieldmaster from using it as a weapon. At 1st level a shieldmaster can shield bash with a tower shield, which for medium characters deals 1d8 damage, 20/x2 crit, counts as a one-handed weapon with a Str requirement of 13, and is martial. You cannot use this feature if you are not proficient in tower shields.
Powerful Arm (Ex): Using such heavy tools in both arms makes one powerful, as they learn how to balance themselves and push thrust and momentum in their swings. At 2nd level any one-handed weapon wielded while using a shield is treated as a two-handed weapon for strength applies and power attack. Likewise a light weapon becomes one-handed for the same purposes.
Shield Stance (Ex): At 2nd level a shieldmaster is able to use his shield more effectively, gaining a +1 bonus to his shield AC when using any shield. At 4th level this becomes +2.
Tower Charge (Ex): Tower shields, in all their size, make it easier to shove around the enemy. 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.
Impact Shield (Ex): At 3rd level you gain two applications of the shield bash which are useful in combat. As an attack action you may make an attack with the shield, and deal no damage. Instead the opponent must make a Fortitude save, DC 10 + 1/2 character level + Str, or take a -4 penalty to attack, AC, and skills for 1 round as they are dazed from impact, save negates. Alternatively you may make a standard action and the save saving throw vs becoming flatfooted as well as the penalties above. A save negates the flatfooted, but not the penalty. Tower shields get +1 to the save DC.
Shield of the Heart (Su): At 4th level a shieldmaster has bonded to his shield on a more spiritual level, and it protects him from even supernatural harm. 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.
Evasion (Ex): At 5th level a shieldmaster has mastered the art of dodging, weaving, and getting himself between danger and his defenses. He gains evasion. If he already possess evasion, he instead gains improved evasion.
Immediate Cover (Ex): At 5th level the quick reflexes of a shieldmaster come into play when using a tower shield. As an immediate action he may take total cover behind his tower shield, which can prevent many a burst effect spells and obliterate an incoming blow. This uses up his actions in the upcoming round, hiding behind his tower shield, but ensures he survives. You cannot use this feature if you are not proficient in tower shields.
Improved Shield Fighting (Ex): At 5th level you gain Improved Two-Weapon Fighting for using a weapon and your shield. If you already have the actual Improved Two-Weapon Fighting, your penalties decrease by 1 again to a penalty of 0.
Dwarven Defender
Defensive Stance: When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.
Uncanny Dodge (Ex): Starting at 2nd level, 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.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
Feats
Need
- Improved Shield Bash: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
- Tower Shield Proficiency:
- Combat Reflexes: # of AO = to Dex mod
- Hold the Line: You may make an attack of opportunity against a charging opponent who enters an area you threaten.
- Combat Expertise, MS Variant (3.5e Feat):
- Diehard: When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying.
- Quick Draw
need for a class
- Shieldmaster:
- Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
- Improved Shield Bash
- Dwarven Defender
- Toughness: +3 hit points
want
- Improved Initiative: +4 initiative.
- Mental Resistance: damage reduction 3/— against psionics.
- Improved Natural Armor: +1Natutal Armor each time you take this feat.
- Mobility: +4 dodge bonus to AC against AO.
- Spring Attack: can move before and after attack.
- Sidestep Charge: +4 dodge bonus to AC against charge attacks.
- Mind Over Body: You heal a number of ability points per day equal to 1 + your Constitution bonus.
Autohypnosis:
- Skill Focus: +3 Autohypnosis
- Autonomous: +2 Autohypnosis
Tactics
<- How does the build function in combat? What are the common actions one pulls off in a round? ->
Further Optimization
<- Take it to the next level ->
Side Notes
<- overview of additional info about this build ->
Limitations
<- conditions of when this build works, and, if needed, tricks for the DM (provided they allow this build) to keep the abuse to a minimum. -> ->
Variants
<- Can something be switched for anything else? ->
Autoplate Pilot, Variant (3.5e Class)
Meat Shield (3.5e Class): for the provoke feature at 6th level or Defender (3.5e Class)
Martial Aptitude Warblade (3.5e Alternate Class Feature):
- Army of One (3.5e Martial Discipline): taunt discipline
Miscellaneous
<- Any other side notes that don't fit in the above sections. ->
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