Here's a really wierd character, I set out to make a tank with stealth abilities, though in retrospect a tank is supposed to be conspicuous and draw fire from other team members. None the less here it is, an armored warrior with a good AB, lots of hitpoints, an okay AC (the AB is high enough that it could use expertise, and still remain effective) and 9 points of damage reduction. On top of that it has pretty good Hide and Move silently skills (just don't use a tower shield while sneaking), HiPS and an intiative high enough that he can use the hide-attack-hide tactic successfully. On the downside, it only has physical attacks so only one mode of attack and the saves aren't stellar so spellcasters will walk all over him. Still, I think this character would do well in a mid to high magic setting where true seeing and devastating critical are banned. I'm not really sure what to say about him other than that, I'll let the community judge him.
Advantages -High AB. Lower that one would expect with 25 WM levels, but higher than most characters. -17-20 threat range with an X4 multiplier bludgeoning weapon. Bludgeoning Damage is rarely resisted, and those X4 crits hurt. -High Hitpoints and 9 points of damage reduction. He can take quite the physical beating. -Hide in Plain Sight. His Hide and Move Silently totals are pretty good too. -Evasion. His reflex save is mediocre, but this will cut down some of the damage.
Disadvantages
-Mediocre Saves. The Will save is downright pathetic. The others are okay, and with the boost one would expect in a +5 to +10 item setting he should make those saves. Spellcasters are still going to kick his butt. -Only one mode of attack. If he can't kill with his hammer all he can do is sit there and take damage.
Silent Knight
Race Human
Base Attributes STR 16 DEX 14 CON 15 INT 14 WIS 8 CHA 8
Final Level Distribution Fighter 12 Shadowdancer 3 Weapon Master 25
Attribute bonuses Levels 4, 8, 12, 16, 32, 36 and 40 increase STR Levels 20, 24 and 28 increase CON
Final Attributes STR 24 DEX 14 CON 21 INT 14 WIS 8 CHA 8
AB and Damage (Regular Warhammer, No Buffs) 47/42/37/32 13+1D8 (17-20 x4)
(+5 Warhammer, +12 to STR[belt+gauntlets+potion], Boots of Haste) 58/53/48/43/58 24+1D8 (17-20 x4)
AC 20 (No buffs, no armor) 27 (No buffs, mundane full plate) 30 (No buffs, mundane full plate and tower shield) 54 (No buffs, +5 full plate, +5 tower shield, Boots of Haste, +5 ring of protection, +5 Amulet of Natural Armor)
Damage Reduction 9 points
Hit Points 634 (Max. Every Level)
Final Saves (Vs. Spells) Fortitude 25 (28) Reflex 22 (25) Will 15 (18)
Skill Point Distribution Level 1: Discipline 4, Hide 2, Intimidate 2, Move Silently 2, Tumble 2 Level 2: Discipline 1, Save 4 Level 3: Discipline 1, Hide 1, Intimidate 1, Move Silently 1, Tumble 1 Level 4: Discipline 1, Save 4 Level 5: Discipline 1, Hide 1, Intimidate 1, Move Silently 1, Tumble 1 Level 6: Discipline 1, Save 4 Level 7: Discipline 1, Hide 1, Move Silently 1, Spellcraft 1, Tumble 1 Level 8: Discipline 1, Spellcraft 1, Save 2 Level 9: Discipline 1, Hide 1, Move Silently 1, Spellcraft 1 Level 10: Discipline 1, Spellcraft 1, Save 2 Level 11: Discipline 1, Hide 1, Intimidate 2, Move Silently 1 Level 12: Discipline 1, Spellcraft 1, Save 2 Level 13: Discipline 1, Hide 1, Move Silently 1, Spellcraft 1 Level 14: Discipline 1, Spellcraft 2 Level 15: Discipline 1, Hide 1, Spellcraft 1 Level 16: Discipline 1, Save 4 Level 17: Discipline 1, Hide 1, Spellcraft 1, Save 4 Level 18: Discipline 1, Save 8 Level 19: Discipline 1, Spellcraft 1, Save 10 Level 20: Discipline 1, Save 14 Level 21: Discipline 1, Spellcraft 1, Save 16 Level 22: Discipline 1, Save 20 Level 23: Discipline 1, Spellcraft 1, Save 22 Level 24: Discipline 1, Save 26 Level 25: Discipline 1, Save 30 Level 26: Discipline 1, Save 34 Level 27: Hide 20, Move Silently 22, Tumble 1 Level 28: Discipline 2, Save 3 Level 29: Discipline 1, Save 7 Level 30: Discipline 1, Save 11 Level 31: Discipline 1, Save 15 Level 32: Discipline 1, Save 19 Level 33: Hide 6, Move Silently 6, Tumble 16 Level 34: Discipline 2, Save 3 Level 35: Discipline 1, Save 7 Level 36: Discipline 1, Save 11 Level 37: Discipline 1, Save 15 Level 38: Discipline 1, Save 19 Level 39: Discipline 1, Save 23 Level 40: Hide 7, Move Silently 7, Tumble 18 _________________ Two wrongs don't make a right but three lefts do.
Edited By Mithdradates on 05/12/06 05:52
If you go dwarf, you'll gain advantages. Keeping the ability distribution the same (before racial modifiers) with dwarf frees up two epic feats (with which you can keep toughness and gets you Armor Skin). _________________ CATS!
I originally thought about going dwarf but, because of the skill requirements of the build, I decided to go human for the extra skill points. You could go dwarf, but you would have to find a way shave off 43 skill points. _________________ Two wrongs don't make a right but three lefts do.
I'm a fan of skills too, I suppose by weakening your stealth skills and eliminating spellcraft you can manage the dwarf change... but weakening your stealth skills is kind of contrary to the purpose of this build, from what I gather.
Interesting concept, and a good execution. It can be very useful for a front liner to be able to sneak around. A character like this can sneak up to the enemy, close in on any spellcasters easily, and just attack them before they have a chance to buff or cast many ugly offensive spells.
The "heavy scout" also comes in handy on teams, since your scout is a tank, your party can move faster and doesn't need to give the scout as much room. _________________ Experience is the mother of good judgement; bad judgement is the father of experience.