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Coup De Grace Anything (DnD Optimized Character Build)

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This Build does NOT work, please see "Limitations" below
Created By
woodenbandman
Date Created: <- Insert date here ->
Status: <- Insert idea's status here ->
Editing: Please feel free to edit constructively!

Contents

[edit] Introduction

I came up with this idea reading up on monks, which I realized are cool. There are 2 ways to do this. One is to start with a third level knight, a fun thing to do anyway, for the class feature bulwark of defense, preventing the enemy from coming close to you with a 5 foot step.

The second is to use monkey grip to wield a reach weapon one size too big for you, or to take some psychic warrior levels (which you might want to do anyway) for expansion.

[edit] References

EPH, Complete Warrior, Complete Adventurer, PHB. Unearthed Arcana

[edit] Game Rule Components

[edit] Spells, Powers, Soulmelds, Stances, etc...

Havin a monk's belt is nice since you're multiclassing, as is something to give you high wisdom.

Traits: Aggressive (+1 Initiative,-1 AC) (Quick ((not needed but good for running around if you decide to go that way, look up the Ultimate Monk, for which I take no credit)))

[edit] Items

A reach weapon, preferably a tripping one, for extra lulz.

[edit] Progression

Starting Ability Scores (Before Racial Adjustments): With standard scores: Str 14 Dex 12 Con 13 Int 10 Wis 15 Cha 8 With optimal 28 point absolute point buy: Str 16 Dex 12 Con 14 Int 8 Wis 18 Cha 8 (8 is base)

Race (Templates): I used Half orc because of increased strength to trip and no level adjustment, and because it fit the setting. Humans can work, extra feats are sweet, and so can anything with an increased wisdom or monk as a favored class. Starting Racial Traits: +2 Str, -2 Int and Cha

Alternative first three levels:
ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Knight 1 +1 + + +2 Improved Initiative <- other stuff ->
2nd Knight 2 +2 + + +3 <- feat(s) -> <- class features gained -> <- other stuff ->
3rd Knight 3 +3 + + +3 Monkey Grip Bulwark of Defense <- other stuff ->
4th Monk 1 +3 +2 +2 +2 Stunning Fist <- other stuff ->
5th Monk 2 +4 + + + Combat Reflexes <- other stuff ->
6th Monk 3 +5 + + + Death Blow <- other stuff ->
7th Monk 4 +6/+1 + + + <- feat(s) -> <- other stuff ->
8th Monk 5 +6/+1 + + + <- feat(s) -> <- other stuff ->
9th Monk 6 +7/+2 + + + Improved Trip, Knockdown <- other stuff ->
ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Psionic Warrior +0 + + + Improved Initiative, (Exotic Weapon Proficiency) Expansion <- other stuff ->
2nd Psionic Warrior +1 + + + Power Attack Stomp <- other stuff ->
3rd Psionic Warrior +2 + + + Improved Natural Attack/Improved Overrun <- other stuff ->

[edit] Other Components

There's a section titled "Unnamed Feat" That allows a Coup De Gras to be performed as a move action, from Complete Adventurer. If anyone can remember what it is please edit that it. That is why you need improved initiative: it's a prerequisite.


Edit: The feat is called "Death Blow." Problem is, I'm pretty sure it's a Standard action. This should still work, however.

EDIT: Yup, it's a standard action, I found it.

If this is the case, then you should be able to get around this with an item that allows you to haste yourself. Boots of speed are a steal at only 12,000 GP. Or get the wizard to do it.

Besides: extra 30 feet of movement, extra AC and Attack bonus, Bonus on Reflex saves, what's not to love?

[edit] Highlights

Your stunning fist is key. What you do: You wait for the enemy to approach you, wielding a reach weapon. The Guisarme works lovely for this. Now, when they run up, you get 3 chances to trip them (Hold the Line and leaving your 2 threatened squares). Once they're down, their AC is lowered by at least 9 (-4, Dex Treated as 0, or a minus 5 penalty). Then you stun them with stunning fist on your turn. They become helpless, and then you may coup de gras them. The Guisarme does loads of damage on a critical: 6d6 + 12, and they make a fortitude save or die instantly. Then if they don't they get up, which provokes another attack, and you can lather, rinse, and repeat.

[edit] Munchkin-Size Me

You can trip any enemy within a 15 foot radius now. Either they treat it as difficult terrain, or you can use your expansion power (I'm not up on the rules for psionics, please correct if I'm wrong) and augment it to become large for 20 minutes, wielding a HUGE reach weapon. In the Eberron Supplement there's a weapon that has reach, deals 1d10, and has a x4 critical multiplier with tripping capabilites (essentially a Greatscythe). Taking that feat for proficiency in it is a great idea, as it increases the damage you deal with a coup de gras and thus the fortitude DC necessary to live through it. you would deal, while wielding a large one of these babies, 8d8 + 16, making the DC fort save range from 32 to 70.

[edit] Side Notes

<- overview of additional info about this build ->

[edit] Limitations

Like the Ultimate Monk, keep away from completely unneccesary combats. works best against a single opponent.

  1. being tripped and thus prone does not treat your dex as 0.
  2. being stunned does not count as "helpless" so your target cannot be coup de grace'd.

The description of "Stunned" says that the character cannot take any actions, drops everything he's carrying, and can't take any actions, including move actions, loses his Dex bonus to AC, and takes a -2 penalty to AC. "Helpless" is defined as Paralyzed, bound, sleeping, unconscious, or otherwise at your mercy. That's a fairly open-ended statement, but I interpret that to mean that you are helpless while you are stunned, looking at what happens to you. I guess it's up to the DM to decide, because I can't find where it explicitly seperates stunned and helpless, it merely fails to connect them.

You are correct, though, your Dex is not treated as 0, but you do take a -6 penalty to AC (-2 for stunned, -4 for being prone). Not quite a -9, but still a huge penalty.

This has to be false. From helpless: "A helpless target is treated as having a Dexterity of 0 (–5 modifier)." But a stunned character only loses the Dexterity bonus to Armor Class; he is still treated as having a Dexterity, so there is an explicit difference between the two. It is clear that he is absolutely not called helpless. It is true you can knock someone down pretty good. But, as you can't get the Coup de Grace, stunning will not do very much, save make him lose a turn and be even easier to hit. Still good, but not a way to instantly kill him without some massive source of sneak attack damage.

... THERE'S A WAY TO MAKE THIS WORK! Get a bunch of Iron Shackles of Binding. Slap them on your enemies; since they're stunned, they can't break the shackles, but they're now also bound, which DOES let you coup de grace. Have fun!

[edit] DM Counters

Creatures immune to critical hits and stunning completely and utterly counter this build, though he still trips like a bastard.

[edit] Miscellaneous

<- Any other side notes that don't fit in the above sections. ->



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