User:Franken Kesey/Bodyguard (3.5e Optimized Character Build)
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Contents
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):
- New Level-Dependent Benefits (3.5e Variant Rule) (Transformational)
- Better Initiative (3.5e Variant Rule) (Supplemental)
- Meat Shield (3.5e Class) (rogue)
- Dualist (3.5e Prestige Class) (rogue)
- Shieldmaster (3.5e Prestige Class) (fighter)
- Combat Expertise, MS Variant (3.5e Feat) (rogue)
References
New Level-Dependent Benefits (3.5e Variant Rule)
Better Initiative (3.5e Variant Rule)
32 point buy
Game Rule Components
Spells, Powers, Soulmelds, Stances, etc...
Items
Enchanted Tower Shield w/ +4Defending-Armor Spikes
Non-Enchanted Tower Shield w/ Armor Spikes:
Progression
Starting Ability Scores (Before Racial Adjustments): 12Str, 8Dex, 19Con, 14Int, 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:Poor Reflexes: take a −3 penalty on Reflex saves.
Race: Mountain Dwarf
Starting Racial Traits: +2 Constitution, -2 Charisma
Final progression: Meat Shield 8 / Shieldmaster 5 / Dwarven Defender 3 / Dualist 4
Highlights
At level 20 (buffed)
- Ability Scores: Str24, Dex18, Con40, Int24, Wis18, Cha16
- HP: 11d12+5d10+4d8+178(338){+3(feat)}[w/+40Defensive Stance]
- AC: 72 = 10Base+1Dex+0(medium)+8Armor(Full Plate Armor+8)+12Shields(two Tower Shield+8, 1 w/ +4defending armor spikes)+2Shield Stance+4Defensive Stance+20Combat Expertise, MS Variant (3.5e Feat)+2Two-Weapon Defense+2Fighting Defensively+1Dwarven Defender+10variant.
- Speed: 20' (20' base)
- Run (feat): can run 5x speed (100')
- Reach: 5'
- Initiative: +21
- BAB: +0/+5/+5/-10/-10/-15/-15 ()
- Saves: fort+37, ref+37, will+23 (Con+15, Dex+4, Wis+4 (Meat Shield+6+3+6, Shieldmaster+4+4+1, Dwarven Defender+3+1+3, Dualist+1+4+1), +2DD, +6 variant, -3ref(flaw))
- Attacks of Opportunity: 4/round
- Fast Healing: fast healing 8
- DR: 3/-
Armor and Shields
Antimagic Armor: +8AC, +1 max dex.
Enchanted Tower Shield w/ +4Defending-Armor Spikes:
- 1d8 damage, 20/x2 crit
- Armored Spikes: 1d6 damage, 20/x2 crit
Non-Enchanted Tower Shield w/ Armor Spikes:
- 1d8 damage, 20/x2 crit
- Armored Spikes: 1d6 damage, 20/x2 crit
Locked Gauntlets: provides a +10 bonus on any roll made to keep from being disarmed in combat.
Tactics
<- How does the build function in combat? What are the common actions one pulls off in a round? ->
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)
Grey Guardian (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
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