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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