Avengers Captain America (3.5e Optimized Character Build)

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[edit] Introduction

It seems like someone got to making a Captain America before me. It's one thing to make one built from the world of D&D; it's another to make one to fit in it. Set as accurately as possible to Captain America and the Avengers films, this Captain can do everything you've seen him do.

[edit] References

Player's Handbook, Dungeon Master's Guide.

[edit] Game Rule Components

Nothin' fancy.

[edit] Items

Light repeating crossbow, Mithral chain mail and heavy shield (see text).

[edit] Progression

Starting Ability Scores (Before Racial Adjustments): 14 Str, 14 Dex, 12 Con, 8 Int, 16 Wis, 10 Cha.


Race (Templates): Human.

Starting Racial Traits: +1 Skill at each level, Bonus Feat at 1st.

ECL Class/HD/LA Base
Attack Bonus
: BAB
Saving Throws Skills Feats (for sniper spy) Class
Features
Special
Fort Ref Will
10th 1 Rogue/1 Fighter/8 Monk (57 hp) +8/+8/+2 +9 +10 +9 Jump 18 (6+2synergy+2S+8 from speed), Climb 6 (4+2S), Balance 6 (4synergy+2D), Hide 12 (10+2D) , Move Silently 12 (10+2D), Listen 10 (7+3W), Tumble 17 (13+2synergy+2D), Sense Motive 15 (12+3W), Intimidate 4 (4). Exotic Weapon Proficiency (American Shield), Point Blank Shot, Precise Shot, Rapid Shot, Power Attack, Stunning Fist, Combat Reflexes, Improved Trip. Sneak Attack +1d6, Trapfinding, AC +4, Flurry of Blows, Unarmed Strike 1d10, +20 Speed, Evasion, Still Mind (+2 vs enchantment), Ki Strike (magic & lawful), Slow Fall 40ft, Purity of Body, Wholeness of Body. Captain America was trained by the U.S. Army. If you think they'd train a monk and not give him body armor and a gun, well doggone it, that just ain't worth the money. Gotta protect the investment. Instead of the restrictions to light armor and Flurry of Blows weapons that a monk has (he can use crossbows and the shield as monk weapons and has no idea what to do with monk weapons), the Cap only loses his monk abilities if he fails to follow a Paladin's rules of behavior. For these purposes, enemy combatants and government loyalists to a country different than Captain America's are considered evil and cannot be associated with.

[edit] Other Components

American Shield (+2AC +2 Bashing Returning Vibranium shield. Vibranium: 2x strength of steel (50 hp/inch & hardness 24), 1/3 weight (3 lbs). It is big enough that using a shield bash (1d8 bludgeoning) does not make him lose his bonus to Armor Class. The shield grants him Partial Cover against opponents he can see or hear; he has this cover against attacks from within a 90-degree radius of that side of him. It also can deflect one ray or one-targeted spell per round in this way. the shield bearer can Counterspell it, making a Defense roll against Spellcraft DC 15 + the caster's level. If the shield bearer succeeds, the spell is redirected to a target of his choice. The shield can also be thrown as a ranged weapon for 15 feet / wielder's Str modifier. It deals 1d8 bludgeoning damage + Str, and if thrown 30 feet or less, returns to the bearer's hand at the beginning of his next turn.

His shield damage and enhancement (Bashing, not the most impressive of damage modifiers) can be changed if you come across a rulebook with better ones.

"Pistol" Crossbow (+1 Masterwork Repeating Light Crossbow (one-handed, holds 5 bolts and can be reloaded as a free action). Carries adamantine ammunition and 1d6 Sleep Arrows. He can use it to pistol-whip an opponent in melee as a sap (1d4 nonlethal damage. It may be a light crossbow, but people will call it a pistol.

Elven Chain shirt (+1 Masterwork, +5 AC mithral chainmail, max Dex 6, no armor check penalty)

A note on his Ability Scores: they are standard. Pumped with a government super serum, he would likely have +4 Str and Con, and possibly +2 Dex. Change his Feats as well as need be: my access to rulebooks has been limited. More importantly, 3 Ranged weapon Feats for a guy with a 1d6 crossbow, 1d8 throwing shield and 1d10 fist? Add Alternate Feats as soon as you have an idea.

[edit] Highlights

Captain America isn't the meat shield on the front lines. He's the vibranium shield and the tactician behind enemy lines. With the Cap's mix of ranged and close combat and his odd mix of a shield and a gun, not to mention his inexplicable luck in almost never getting shot (thanks in part to the shield), he makes war zones and sabotage look easy. It's about time someone brought him into Dungeons & Dragons.

[edit] Limitations

The Cap of the movies is an admitted Jack-of-all-Trades: a scrawny street kid turned soldier turned super-soldier. A government super serum made him as buff, agile and resilient as an 8th-level Monk. In one scene he's a scout, in another he's a spy, in the next he's leading his men in the front lines. True as that is, most Optimized Builds are built for one thing. This guy is built for many.

(No wonder he joined the Avengers.)


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