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Thread: Ninja Tempest

  1. #1
    Community Member Teharahma's Avatar
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    Default Ninja Tempest

    The idea was an extremely survivable char.

    GTWF - Shortswords - 105/100 Thanks to Tempest2 and Wind Stance2
    Evasion
    Full Resist Energy
    Full Barkskin
    Ninja Spy 25% incorporeality
    Tempest 2 - grants 100/100 attacks instead of 100/80
    High AC - 65 Unbuffed
    High Saves - High 30s to high 40s
    Selfheals
    Ranged Capabilities - Manyshot - Improved Precise Shot
    UMD - 40

    +2 Supreme Tome at 7
    +3 Tomes are not required.

    If not using +3 tomes.
    Remove Monk Wis2, Pally Cha1 and Rng Favored Resistance.
    Add Ranger Favored Damage3, Drow Damage2.

    Without further messing around with the description.


    Code:
    Level 20 Lawful Good Drow Male
    (2 Paladin \ 6 Monk \ 12 Ranger) 
    Hit Points: 276
    Spell Points: 243 
    BAB: 18\18\23\28\28
    Fortitude: 24
    Reflex: 28
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             12                    14
    Dexterity            16                    28
    Constitution         12                    14
    Intelligence         11                    13
    Wisdom               13                    18
    Charisma             16                    20
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    +3 Tome of Wisdom used at level 20
    +3 Tome of Charisma used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               7                    32
    Bluff                 3                     5
    Concentration         5                    25
    Diplomacy             3                     5
    Disable Device        n/a                   n/a
    Haggle                3                     5
    Heal                  1                     4
    Hide                  3                     9
    Intimidate            3                     5
    Jump                  5                    27
    Listen                1                     8
    Move Silently         3                     9
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     3
    Spot                  2                    13
    Swim                  1                     2
    Tumble                4                    19
    Use Magic Device      4                    19
    
    Level 1 (Monk)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Mobility
    
    
    Level 2 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Evil Outsider
    
    
    Level 3 (Ranger)
    Feat: (Selected) Weapon Finesse
    
    
    Level 4 (Ranger)
    
    
    Level 5 (Ranger)
    Spell (1): Camouflage
    Spell (1): Jump
    Spell (1): Longstrider
    Spell (1): Merfolk's Blessing
    Spell (1): Ram's Might
    Spell (1): Resist Energy
    Spell (1): Summon Nature's Ally I
    Spell (1): Tumble
    
    
    Level 6 (Ranger)
    Feat: (Favored Enemy) Favored Enemy: Construct
    Feat: (Selected) Spring Attack
    
    
    Level 7 (Ranger)
    
    
    Level 8 (Paladin)
    
    
    Level 9 (Paladin)
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 10 (Monk)
    Feat: (Monk Bonus) Combat Expertise
    
    
    Level 11 (Monk)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 12 (Monk)
    Feat: (Selected) Toughness
    
    
    Level 13 (Monk)
    
    
    Level 14 (Ranger)
    
    
    Level 15 (Monk)
    Feat: (Monk Bonus) Power Attack
    Feat: (Selected) Skill Focus: Use Magic Device
    
    
    Level 16 (Ranger)
    Spell (2): Barkskin
    Spell (2): Bear's Endurance
    Spell (2): Cat's Grace
    Spell (2): Cure Light Wounds
    Spell (2): Hold Animal
    Spell (2): Mass Camouflage
    Spell (2): Owl's Wisdom
    Spell (2): Protection From Energy
    Spell (2): Snare
    Spell (2): Spike Growth
    Spell (2): Summon Nature's Ally II
    
    
    Level 17 (Ranger)
    
    
    Level 18 (Ranger)
    Feat: (Selected) Empower Healing Spell
    Feat: (Favored Enemy) Favored Enemy: Human
    
    
    Level 19 (Ranger)
    Spell (3): Cure Moderate Wounds
    Spell (3): Neutralize Poison
    Spell (3): Remove Disease
    Spell (3): Summon Nature's Ally III
    Spell (3): Wild Instincts
    
    
    Level 20 (Ranger)
    Enhancement: Ranger Sprint Boost I
    Enhancement: Drow Melee Attack I
    Enhancement: Drow Melee Damage I
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Static Charge
    Enhancement: Way of the Faithful Hound I
    Enhancement: Way of the Faithful Hound II
    Enhancement: Monk Ninja Spy I
    Enhancement: Monk Improved Recovery I
    Enhancement: Adept of Wind
    Enhancement: Adept of Rain
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Ranger Favored Damage I
    Enhancement: Ranger Favored Damage II
    Enhancement: Ranger Favored Defense I
    Enhancement: Ranger Favored Defense II
    Enhancement: Ranger Favored Resistance I
    Enhancement: Ranger Tempest I
    Enhancement: Ranger Tempest II
    Enhancement: Monk Jump I
    Enhancement: Monk Jump II
    Enhancement: Monk Tumble I
    Enhancement: Monk Tumble II
    Enhancement: Ranger Devotion I
    Enhancement: Ranger Devotion II
    Enhancement: Ranger Devotion III
    Enhancement: Ranger Devotion IV
    Enhancement: Paladin Charisma I
    Enhancement: Ranger Dexterity I
    Enhancement: Ranger Dexterity II
    Enhancement: Ranger Dexterity III
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Paladin Toughness I

    Code:
    Stats:
    STR: 20 (14+6item) DEX: 38 (28+6item+2stance+2exc) CON: 18 (14+6item-2stance) INT: 20 (13+6item+1exc) WIS: 26 (18+6item+2exc) CHA: 28 (20+6item+2exc)
    Code:
    Saves:
    Fort: 42[43] (24+3con+4cha+4GH+2luck+5resist) [FE] Refl: 48[49] (28+5dex+4cha+4GH+2luck+5resist) [FE] Will: 38[39] (19+4wis+4cha+4GH+2luck+5resist) [FE]
    Code:
    Hit Points:
    020 Base 020 Paladin 048 Monk 096 Ranger 080 Con 022 Toughness 030 Toughness Enhancements 030 GFL 020 Toughness 045 Shroud 010 Argo Favor 421 Total

    Code:
    Armor Class
    10 Base 08 Armor 13 Dex 07 Wis 01 Dodge Feat 05 CE 05 Deflection 04 Insight 04 Dodge (Icy) 03 Tempest 01 Ritual 02 Monk 01 Exceptional Dex 01 Execptional Wis 02 Favored Enemy 65 Unbuffed AC 02 Recitation Wand 01 Shield Wand 05 Natural 73 Selfbuffed AC 04 Bard Song 05 Pally Aura 01 Pally Defender of Sibery Aura 01 Wis Yugo 01 Dex Yugo 84 Raidbuffed AC 04 Tumbling 02 Blocking 01 +4 Dex Tome 91 Max AC
    Code:
    UMD
    11 Ranks 08 Cha 03 SF:UMD 06 GS 04 GH 05 Seven Fingered Gloves 01 +2 Exc Cha 02 Luck 40 UMD
    Code:
    Notable Gear: Totally Endgame
    Minos Legens Icy Raiment +1 Armor Ritual Min2 SS Holy, Acid Burst, +4AC Lit2 SS +6cha, Good Burst, +2Cha Lit2 Longbow Holy, Shocking Burst, Shocking Blast Min2 Cloak +45HP, Heavy Fort, Protection +5 GS Bracers, +6chaskills, WizardryVI, +150sp swap to Armored Bracers +8 +1 Resistance Ritual after buffing Belt of Brute Strength Kardin's Eye (Head of Good Fortune) Whisper's Ring +2 exc Dex Kyosho's Ring +2 exc Wis Shintao Cord GS Goggles, Immunity Goggles (+6Int Goggles, for runes etc) Gauntlets of Eternity (Seven-Fingered Gloves) Gyroscopic Boots of Striding

    Advice is highly appreciated. Also, if I made any mistakes, please point em out.
    Last edited by Teharahma; 07-10-2010 at 04:35 PM.

  2. #2
    Founder ghettoGenius's Avatar
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    1) This char needs UMD, lose all that tumble or spot or something.
    2) Go str based and you save a feat on weapon finesse and thus can get Tempest at lvl 7.
    3) Reconsider combat expertise and emp healing.

    I think youll see much better offensive performance by being str based and keeping power attack on all the time.

  3. #3
    Community Member Teharahma's Avatar
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    Quote Originally Posted by ghettoGenius View Post
    1) This char needs UMD, lose all that tumble or spot or something.
    2) Go str based and you save a feat on weapon finesse and thus can get Tempest at lvl 7.
    3) Reconsider combat expertise and emp healing.

    I think youll see much better offensive performance by being str based and keeping power attack on all the time.
    Not trying to be rude, but the idea was extremely survivable, losing those points in dex reduces saves and AC a lot.

    Emp healing is for Cure moderate wounds. Would be hitting around 110? (Wild guess), meaning I can be selfsustainable when soloing. (If I get damage, lol)
    Furthermore Weapon Finesse switchable for what ? I got all I want, unless you can name me another feat worthwhile ?

  4. #4
    Community Member Teharahma's Avatar
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    Edit;
    Moved Toughness to 12 from 1
    Mobility to 1 from 6
    Spring Attack to 6 from 12

    Allowing Tempest at 7.

  5. #5
    Community Member Teharahma's Avatar
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    Edit;
    Added option for UMD.

    Thanks Ghetto!

  6. #6
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    Interesting build! I'm a big fan of high survivability builds like this. Quick question...what is the second level of Paladin giving you? A 7th level of Monk gives you an out-of-combat self-heal.

  7. #7
    Community Member SolarDawning's Avatar
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    This is more of a long-term thing, but you could skip out on Finesse to save a feat, and still have great damage if you were to go with Epic Zephyr shortswords.
    They are +6 enhancement, 2d6 base damage die, base critical range of 18-20, red augment slot, and automatically use dexterity for both the attack and damage modifier. Very nice critical range on them with improved critical. (15-20)

    You could focus entirely on dexterity that way, for damage, attack rolls, armor class, and reflex save.

  8. #8
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by scooch74 View Post
    Interesting build! I'm a big fan of high survivability builds like this. Quick question...what is the second level of Paladin giving you? A 7th level of Monk gives you an out-of-combat self-heal.
    He's going Paladin 2 for Divine Grace- charisma modifier to saving throws.

    Personally, I'd take that out, and go Monk 7 (healing amp 20% and Wholeness of Body) and either Fighter 1 or Rogue 1 for a feat and haste boost, or sneak attack/skill points and haste boost.

  9. #9
    Community Member Teharahma's Avatar
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    Thanks for reply's.

    I intentionally didn't include epic items, too much of a grind. Though who am I fooling, all the gear i specified requires a lot of farming.

    The Epic Zephyrs seems like a great idea !
    Well, since Paladin 2 gives me about 9 to all saves, I do intend to keep it :P

    I also made a 12ranger7monk1rog once, wasn't too keen on that, though it does have a better alignment, LN over LG, not to mention the increase in UMD, oh well
    Sweep Pick or Die!
    Quote Originally Posted by JollySwagMan View Post
    But in terms of actual quest ideas, perhaps something where Halflings ride around on Warforged in battle-backpacks with shoulder-mounted repeating crossbows.

  10. 08-26-2010, 12:11 PM


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