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 Post subject: A DM's worst nightmare (character)
PostPosted: Fri Sep 23, 2011 4:50 pm 
Warmaster
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Posts: 559
I love to tinker with stats and abilities to make super characters. I don't use them a lot, ruins the game in my opinion. Still, I figured I would post a few of my favorite (or least favorite) ones. (more to come)

The one hit wonder:

I hate combat CL 9

Medium Human noble 1/scoundrel 1/scout 5/gunslinger 1/bounty hunter 1
Init +14; Senses Perception +11
Languages Basic, 1 unassigned

Defenses Ref 28 (flat-footed 23), Fort 22, Will 21
hp 27; Threshold 22

Speed 6 squares
Melee by weapon +6
Ranged ion pistol +10 (3d6+4 ion)
Base Atk +5; Grp +10
Atk Options Careful Shot, Dastardly Strike, Grazing Shot, Hunter's Mark, Point Blank Shot, Precise Shot
Special Actions Quick Draw

Abilities Str 12, Dex 20, Con 12, Int 12, Wis 10, Cha 10
Talents Acute Senses, Dastardly Strike, Debilitating Shot, Hunter's Mark, Improved Initiative
Feats Careful Shot, Grazing Shot, Point Blank Shot, Precise Shot, Quick Draw, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Acrobatics +14, Deception +9, Initiative +14 (may reroll but must keep the result of the reroll even if worse), Perception +11 (may reroll but must keep the result of the reroll even if worse), Pilot +14, Stealth +14, Use Computer +10
Possessions ion pistol

The extra two levels in scout can be replaced with any class and not effect the build, you still have a noble talent, and you have spare feats and skills to train in. In short, any aimed hit from this character will knock 2 down the condition track, 3 if flat footed, and all 5 if the ion damage exceeds threshold. Also leaves plenty of room for non combat rolls. Also note he is level 9, meaning you still have 11 levels to work with. If you want more HP, start with level 1 scout. More skills and credits, be a Noble. Love the stealthy option? Take 3 levels in scoundrel. It is a very flexible build and it ruins what should be an epic battle in two shots.

The room clear

Kill all the squishies CL 10

Medium Human soldier 10
Init +10; Senses Perception +12
Languages Basic

Defenses Ref 21 (flat-footed 21), Fort 25, Will 20
hp 60; Threshold 25

Speed 6 squares
Melee power hammer +15 (2d12+11) or
Melee power hammer +15 (2d12+16) with both hands or
Melee power hammer +8/+8 (2d12+16) with Double Attack or
Melee power hammer +3/+3/+3 (2d12+16) with Triple Attack
Ranged by weapon +10
Base Atk +10; Grp +15
Atk Options Attack Combo (Melee), Cleave, Devastating Attack (advanced melee), Double Attack (advanced melee), Follow Through, Great Cleave, Melee Opportunist, Penetrating Attack (undefined), Power Attack, Relentless Attack (advanced melee), Savage Attack (advanced melee), Stunning Strike, Triple Attack (advanced melee)

Abilities Str 20, Dex 10, Con 16, Int 10, Wis 10, Cha 10
Talents Devastating Attack (advanced melee), Melee Opportunist, Melee Smash, Penetrating Attack (undefined), Stunning Strike
Feats Armor Proficiency (light, medium), Attack Combo (Melee), Cleave, Double Attack (advanced melee), Follow Through, Great Cleave, Power Attack, Relentless Attack (advanced melee), Savage Attack (advanced melee), Triple Attack (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles, simple weapons)
Skills Initiative +10, Perception +12
Possessions power hammer

This is the guy who ends the massive storm trooper fight in one round. He can move after each kill and cleave like crazy. Also, his damage is boosted, he knocks people down the condition track almost every swing, and he can miss twice and still get the string going. Not much of a threat to the beefy guys but scrubs you want to add in are pointless. Also, he is a meathead. Nothing contributing to the group outside combat.

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 Post subject: Re: A DM's worst nightmare (character)
PostPosted: Thu Sep 29, 2011 8:22 am 
Third Jedi from the Left
Third Jedi from the Left

Joined: Sun May 17, 2009 10:24 pm
Posts: 100
Location: Victoria, Australia
I love looking at these from a GM perspective to see how to counter them :D .
I found one of these in my NPC stack. One of only 2 NPC is survive an encounter in my current campaign:

Just try to hit me! CL 6

Medium Nagai Jedi 5/soldier 1
Force 6; Dark Side 14
Init +7; Senses Perception +5
Languages Basic, Nagaian

Defenses Ref 25 (flat-footed 19), Fort 20, Will 19; Lightsaber Defense (3)
hp 64; Second Wind +16; Threshold 20

Speed 6 squares
Melee lightsaber +10 (2d8+3) or
Melee unarmed +10 (1d8+3)
Ranged by weapon +10
Base Atk +6; Grp +10
Special Actions Lightsaber Defense (3)
Force Powers Known (Use The Force +15) negate energy, rising whirlwind, twin strike

Abilities Str 10, Dex 18, Con 10, Int 13, Wis 14, Cha 14
Special Qualities soothing voice
Talents Armored Defense, Lightsaber Defense (3)
Feats Armor Proficiency (light), Force Sensitivity, Force Training, Martial Arts I, Martial Arts II, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +12, Jump +8, Persuasion +5 (may reroll but must keep the result of the reroll even if worse), Use the Force +15
Possessions lightsaber, lightsaber, stormtrooper armor (tech specialist mod: +1 Max Dexterity)

Add 2 levels of Soldier for Imp. Armoured Defence and 3 levels of Jedi Knight for Niman and Jar'Kai and make sure to pick up Martial Arts III and you get:
Ref 25 at level 6 (28 with LS Defence)
Ref 31 at level 8 (34 with LS Defence)
Ref 33 at level 9 (36 with LS Defence)
Ref 35 at level 11 (41 with LS Defence)


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 Post subject: Re: A DM's worst nightmare (character)
PostPosted: Sun Oct 02, 2011 1:06 pm 
Warmaster
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Voren_Chalco wrote:
I love looking at these from a GM perspective to see how to counter them :D .
I found one of these in my NPC stack. One of only 2 NPC is survive an encounter in my current campaign:

Just try to hit me! CL 6

Medium Nagai Jedi 5/soldier 1
Force 6; Dark Side 14
Init +7; Senses Perception +5
Languages Basic, Nagaian

Defenses Ref 25 (flat-footed 19), Fort 20, Will 19; Lightsaber Defense (3)
hp 64; Second Wind +16; Threshold 20

Speed 6 squares
Melee lightsaber +10 (2d8+3) or
Melee unarmed +10 (1d8+3)
Ranged by weapon +10
Base Atk +6; Grp +10
Special Actions Lightsaber Defense (3)
Force Powers Known (Use The Force +15) negate energy, rising whirlwind, twin strike

Abilities Str 10, Dex 18, Con 10, Int 13, Wis 14, Cha 14
Special Qualities soothing voice
Talents Armored Defense, Lightsaber Defense (3)
Feats Armor Proficiency (light), Force Sensitivity, Force Training, Martial Arts I, Martial Arts II, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +12, Jump +8, Persuasion +5 (may reroll but must keep the result of the reroll even if worse), Use the Force +15
Possessions lightsaber, lightsaber, stormtrooper armor (tech specialist mod: +1 Max Dexterity)

Add 2 levels of Soldier for Imp. Armoured Defence and 3 levels of Jedi Knight for Niman and Jar'Kai and make sure to pick up Martial Arts III and you get:
Ref 25 at level 6 (28 with LS Defence)
Ref 31 at level 8 (34 with LS Defence)
Ref 33 at level 9 (36 with LS Defence)
Ref 35 at level 11 (41 with LS Defence)


The quick fix for that is to send them at some wookiee grapplers. Nothing takes a reflex beast out like a wookie giving a hug.

Of the ones I mentioned before, the ranged guy is a pain for all but the jedi/sith with negate energy and army's. The other guy is good against armies but not single units or skill checks. Combine the two in one squad...and you have your work cut out for you.

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