Difference between revisions of "User:Aarnott/Lego Bin 11"

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'''Ability 1:''' X save DC 10 + 1/2 Character level + X modifier. For the next X rounds, if the creature deals damage with an attack or ability and you are not dealt damage as part of that attack or ability, the creature takes 50% of the damage it dealt. If the damage is dealt to multiple targets, the creature takes 50% of the most damage it dealt to a single creature. If you are dealt damage by the creature, this effect ends.
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== [[Marshal (3.5e Class)|Marshal]] 5/[[SRD:War Mind|Warmind]] 5 ==
  
'''Ability 2:''' X save DC 10 + 1/2 Character level + X modifier. If the creature does not target you as part of an attack or ability that deals damage on its next turn, it gets -2 AC and -2 to saves. Each round after the first it makes another save, if it fails, it is subject to the same effect, but the penalties increase by 1. Once it targets you with an attack or ability that deals damage, this effect ends.
 
  
'''Ability 3:''' X save DC 10 + 1/2 Character level + X modifier. For the next X rounds, if the creature does not target you as part of an attack or ability that deals damage, it provokes attacks of opportunity when it uses a standard or full round action to perform any non-movement actions (teleporting is considered movement). This effect ends when you take damage from the creature.
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'''Idea:''' Use the Marshal's Stand your Ground + the War Mind's Hustle power to be able to put up a crapton of temp HP each round.
  
That's what I've got for now...
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'''GW's Point Buy, 20 points:'''  9 Str, 14 Con, 12 Dex, 10 Int, 14 Wis, 16 Cha
 +
 
 +
'''After Balanced Wealth:'''  12 Str, 20 Con, 16 Dex, 13 Int, 18 Wis, 24 Cha
 +
 
 +
'''HP (with average HP/HD):''' 103 = 8 (marshal level 1) + 18 (marshal 4) + 27 (warmind 5) + 50 (bonus)
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 +
'''HP (with max HP/HD):''' 140 = 8 (marshal level 1) + 32 (marshal 4) + 50 (warmind 5) + 50 (bonus)
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 +
'''Feats'''
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* 1 - Spiritual Weapon (Charisma, Spiked Chain), EWP(Spiked Chain)
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* 3 - Goad
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* 6 - Frightful Presence
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* 9 - ?
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'''Highlights'''
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 +
*PP: 30 = 20 (warmind 5) + 10 (bonus)
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*Battle Order Points: 9 = 2 (class level /2) + 7 (cha mod)
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*Stand your ground temp HP: 44 = 2 * (10 (character level) + 5 (class level) + 7 (cha mod))
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**Option 1: One target = 44 HP, 1 BO point
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**Option 2: Two targets, no hustle = 88 HP, 3 BO points
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**Option 3: Two targets, hustle = 88 HP, 2 BO points, 3 PP
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**Option 4: Three targets = 132 HP, 4 BO points, 3 PP
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**Option 4: Four targets = 176 HP, 6 BO points, 3 PP
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* BAB +8/+3
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** +2 Spiked Chain wielded
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** Attack routine is +17/+12 (2d4 + 13), sweeping strike
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** This does 68 damage average, if there are sweeping strike targets and all attacks hit
 +
** +1 to attacks whenever he uses BO points, which should be most of the time
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 +
 
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== Knight 4/Marshal 6 ==
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'''Idea:''' Use the Marshal's Stand your Ground + the Knight's Test of Mettle to draw enemies to attack you and have the damage get soaked up by temp HP.
 +
 
 +
'''GW's Point Buy, 20 points:'''  13 Str, 14 Con, 14 Dex, 10 Int, 8 Wis, 16 Cha
 +
 
 +
'''After Balanced Wealth:'''  16 Str, 20 Con, 19 Dex, 13 Int, 11 Wis, 24 Cha
 +
 
 +
'''HP (with average HP/HD):''' 108 = 12 (knight level 1) + 19 (knight 3) + 27 (marshal 6) + 50 (bonus)
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 +
'''HP (with max HP/HD):''' 146 = 12 (knight level 1) + 36 (knight 3) + 48 (marshal 6) + 50 (bonus)
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 +
* 1 - Spiritual Weapon (Charisma, Spiked Chain), EWP(Spiked Chain), Combat Reflexes (flaw), Stand Still (flaw)
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* 2 - Mounted Combat (bonus)
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* 3 - Hold the line
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* 6 - Mage Slayer
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* 9 - Blind Fight
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* 12 - Pierce Magical Concealment (not this level yet)
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'''Highlights'''
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* Battle Order Points: 10 = 3 (class level / 2) + 7 (cha mod)
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* Stand your ground temp HP: 46 = 2 * (10 (character level) + 6 (class level) + 7 (cha mod))
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* Challenges 9/day all enemies in 100 ft. DC 19 (if 1/2 character level allowed, which it should be imo, DC 22)
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** With 3 BO points, he can soak 92 damage per round
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* The Hold the line + spiked chain + stand still combo helps keep enemies stuck to him
 +
* Mage slayer allows him to keep casters occupied

Latest revision as of 16:54, 25 October 2013

Marshal 5/Warmind 5[edit]

Idea: Use the Marshal's Stand your Ground + the War Mind's Hustle power to be able to put up a crapton of temp HP each round.

GW's Point Buy, 20 points: 9 Str, 14 Con, 12 Dex, 10 Int, 14 Wis, 16 Cha

After Balanced Wealth: 12 Str, 20 Con, 16 Dex, 13 Int, 18 Wis, 24 Cha

HP (with average HP/HD): 103 = 8 (marshal level 1) + 18 (marshal 4) + 27 (warmind 5) + 50 (bonus)

HP (with max HP/HD): 140 = 8 (marshal level 1) + 32 (marshal 4) + 50 (warmind 5) + 50 (bonus)

Feats

  • 1 - Spiritual Weapon (Charisma, Spiked Chain), EWP(Spiked Chain)
  • 3 - Goad
  • 6 - Frightful Presence
  • 9 - ?

Highlights

  • PP: 30 = 20 (warmind 5) + 10 (bonus)
  • Battle Order Points: 9 = 2 (class level /2) + 7 (cha mod)
  • Stand your ground temp HP: 44 = 2 * (10 (character level) + 5 (class level) + 7 (cha mod))
    • Option 1: One target = 44 HP, 1 BO point
    • Option 2: Two targets, no hustle = 88 HP, 3 BO points
    • Option 3: Two targets, hustle = 88 HP, 2 BO points, 3 PP
    • Option 4: Three targets = 132 HP, 4 BO points, 3 PP
    • Option 4: Four targets = 176 HP, 6 BO points, 3 PP
  • BAB +8/+3
    • +2 Spiked Chain wielded
    • Attack routine is +17/+12 (2d4 + 13), sweeping strike
    • This does 68 damage average, if there are sweeping strike targets and all attacks hit
    • +1 to attacks whenever he uses BO points, which should be most of the time


Knight 4/Marshal 6[edit]

Idea: Use the Marshal's Stand your Ground + the Knight's Test of Mettle to draw enemies to attack you and have the damage get soaked up by temp HP.

GW's Point Buy, 20 points: 13 Str, 14 Con, 14 Dex, 10 Int, 8 Wis, 16 Cha

After Balanced Wealth: 16 Str, 20 Con, 19 Dex, 13 Int, 11 Wis, 24 Cha

HP (with average HP/HD): 108 = 12 (knight level 1) + 19 (knight 3) + 27 (marshal 6) + 50 (bonus)

HP (with max HP/HD): 146 = 12 (knight level 1) + 36 (knight 3) + 48 (marshal 6) + 50 (bonus)

  • 1 - Spiritual Weapon (Charisma, Spiked Chain), EWP(Spiked Chain), Combat Reflexes (flaw), Stand Still (flaw)
  • 2 - Mounted Combat (bonus)
  • 3 - Hold the line
  • 6 - Mage Slayer
  • 9 - Blind Fight
  • 12 - Pierce Magical Concealment (not this level yet)

Highlights

  • Battle Order Points: 10 = 3 (class level / 2) + 7 (cha mod)
  • Stand your ground temp HP: 46 = 2 * (10 (character level) + 6 (class level) + 7 (cha mod))
  • Challenges 9/day all enemies in 100 ft. DC 19 (if 1/2 character level allowed, which it should be imo, DC 22)
    • With 3 BO points, he can soak 92 damage per round
  • The Hold the line + spiked chain + stand still combo helps keep enemies stuck to him
  • Mage slayer allows him to keep casters occupied