Most roleplayers really enjoy making characters. I am no exception. As I mentioned in my previous post I acquired a copy of the Dark Sun Campaign Guide and am intrigued by several builds now possible. So without further ado, here are a few characters I’d like to play in Dark Sun:
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Rikard, level 1 Mul Ranger Wilder (Two-Blade Fighting Style, Running Attack)Background: Occupation - Military (+2 to Athletics)
FINAL ABILITY SCORES - Str 20, Con 13, Dex 14, Int 10, Wis 10, Cha 8.
STARTING ABILITY SCORES - Str 18, Con 11, Dex 14, Int 10, Wis 10, Cha 8.
AC: 15 Fort: 16 Reflex: 13 Will: 10
HP: 30 Surges: 8 Surge Value: 7
TRAINED SKILLS - Nature +5, Perception +5, Acrobatics +6, Athletics +11, Endurance +7
UNTRAINED SKILLS - Arcana, Bluff -1, Diplomacy -1, Dungeoneering, Heal, History, Insight, Intimidate -1, Religion, Stealth +1, Streetwise +1, Thievery +1
FEATS - Level 1: Dwarven Weapon Training
POWERS - Ranger at-will 1: Shield of Blades, Ranger at-will 1: Twin Strike, Racial encounter: Incredible Toughness, Theme encounter: Psychic Surge, Ranger encounter 1: Off-Hand Strike, Ranger daily 1: Jaws of the Wolf
ITEMS - Waraxe (2), Hide Armor
Rikus is the build I mentioned in my last post. An absolutely devastating striker, especially if he manages to crit with his daily after hitting with Psychic Surge. The two round nova damage I outlined in that post (except using Jaws of the Wolf in round 1 instead of Twin Strike) would be 1d8+5, 2d12+7, 2d12+7, 1d12+7, and 1d6 on the first turn then 1d12+2, 1d12+2, and 1d6 on the second turn. That’s if each attack hits, but that’s still an average of 87 damage over the two rounds if all attacks hit, with a max of 134 damage. That’s a ton of hitting power…at level 1.
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Dorn, level 1 Mul Fighter Gladiator (Combat Superiority, Tempest Technique) Background: Athlete (+2 to Athletics)
FINAL ABILITY SCORES - Str 20, Con 15, Dex 13, Int 10, Wis 10, Cha 8.
STARTING ABILITY SCORES - Str 18, Con 13, Dex 13, Int 10, Wis 10, Cha 8.
AC: 18 Fort: 17 Reflex: 12 Will: 10
HP: 30 Surges: 12 Surge Value: 7
TRAINED SKILLS - Intimidate +4, Endurance +8, Athletics +11
UNTRAINED SKILLS - Acrobatics, Arcana, Bluff -1, Diplomacy -1, Dungeoneering, Heal, History, Insight, Nature, Perception, Religion, Stealth, Streetwise +1, Thievery
FEATS - Level 1: Dwarven Weapon Training
POWERS - Fighter at-will 1: Dual Strike, Fighter at-will 1: Grappling Strike, Racial encounter: Incredible Toughness, Theme encounter: Disrupting Advance, Fighter encounter 1: Passing Attack, Fighter daily 1: Ruinous Assault
ITEMS - Chainmail, Gauntlet Axe (2)
Dorn is a new derivation of my dual whip/scourge fighter build I’ve been toying with lately. Instead he uses the magnificent new weapon from the Dark Sun book, the gauntlet axe. Like the scourge, the gauntlet axe is an off-hand weapon so it benefits from the +1 to attack rolls and +2 damage from Tempest Technique, but instead of being a flail it is an axe so it also gains +2 damage from Dwarven Weapon Training. Dual Strike will be +8 vs. AC and do 1d8+4 damage at level 1. At Paragon tier Dorn will take the Shock Trooper Paragon Path which makes the gauntlet axe a d10 weapon, along with the Deadly Axe and Devastating Critical feats. The other two benefits of a gauntlet axe over a flail are gauntlet axes are Defensive (which gives him +1 to AC) and the character is considered to have an open hand when wielding a gauntlet axe so Dorn can use Grappling Strike if he needs to. Dorn is not as overpowered as Rikard, but he’s a cool character concept anyway.
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Ka’cha, level 1 Thri’Kreen Monk (Stone Fist), Background: Occupation - Military (+2 to Athletics)
FINAL ABILITY SCORES - Str 16, Con 10, Dex 20, Int 10, Wis 11, Cha 8.
STARTING ABILITY SCORES - Str 14, Con 10, Dex 18, Int 10, Wis 11, Cha 8.
AC: 19 Fort: 14 Reflex: 16 Will: 12
HP: 22 Surges: 7 Surge Value: 5
TRAINED SKILLS - Endurance +7, Perception +5, Acrobatics +10, Athletics +10
UNTRAINED SKILLS - Arcana, Bluff -1, Diplomacy -1, Dungeoneering, Heal, History, Insight, Intimidate +1, Nature, Religion, Stealth +5, Streetwise -1, Thievery +5
FEATS - Level 1: Unarmored Agility
POWERS - Monk at-will 1: Crane’s Wings, Monk at-will 1: Five Storms, Monk encounter 1: Open the Gate of Battle, Monk daily 1: Masterful Spiral
ITEMS - Club.
Ka’cha really starts to shine at level 4 when he gets Crashing Tempest Style to go along with Four-Armed Flurry (take at level 2). He could get those faster by dropping Unarmored Agility and taking one of them at level 1 and the other at level 2, but with his low hp he could really use the AC of 19. Once he has those feats though, his Crane’s Wings will hit at 1d10+5 damage with an additional 8 damage to the target or 10 damage to another target with a further 2 damage applied to either target. 1d10+15 against a single target is pretty good at level 1, although not in comparison to Rikard. Not yet sure which theme would be best for him. Probably Noble Adept, Veiled Alliance, or Wilder since most of the other themes rely on weapons.
Until next time…