10-12 level optimizations? [Archive] - Wizards Community

Post/Author/DateTimePost
Ikarius

09-19-05, 01:56 PM
Folks,
I've been lurking around here a while, and while I enjoy reading many of the things which go by on these boards, a lot of it is really not useful for "normal" DnD campaigning. I have never yet encountered a DM who would allow more than 1 prestige class without a really GOOD "in-character" reason. For most of em, you're gonna get 2 base classes and 1 prestige, and that's about it. The other thing I see fairly commonly is 32-point point buy for characters. Not to mention when you start your characters at low levels, many of the builds posted here become impractical, as they practically guarantee a character that will suck HARD for a long time before they come into their power, not to mention being likely to suck for almost anything

Anyhow, so I'd like to see about starting a thread with nice 10-12 level builds. I'll start off by posting a few of mine, I'd love to see if others have suggestions to improve them, or builds of their own.

Cheers
Ikarius
Ikarius

09-19-05, 02:52 PM
Build starts out with:

16 str
14 dex
14 con
14 int
10 wis,cha

Human

01 (fighter) = EWP (spiked chain), Combat Expertise, Improved Trip
02 (fighter) = Improved Disarm
03 (fighter) = Combat Reflexes
04 (fighter) = Weapon Focus (spiked chain)
05 (fighter) = no feats
06 (fighter) = Dodge, Mobility
07 (EWM) = (stunt)Trip Attack
08 (EWM) = (stunt)Flurry of strikes
09 (EWM) = (stunt)Exotic Reach, Elusive Target
10 (fighter) = no feats
11 (fighter) = Mage Killer
12 (fighter) = Power Attack

All bonus points (4,8,12) go to strength

This fighter clearly works best against humanoid opponents, but he's absolutely vicious against them.

First off, he gets 2 extra attacks of opportunity with Combat reflexes, and he gets them even when he's flatfooted. That means that if a rogue runs up to him while he's flatfooted, he can trip the rogue.

Another devastating combination is trip, and use the follow-up attack for disarm. Note that disarm is opposing attack rolls, and since the opponent will be prone, that's +4 for this guy, and -4 for the opponent, a total effective bonus of 8 for him to disarm!!

Another nice thing about this fighter is that Trip attacks start out with touch attacks. That means this guy can run with Combat Expertise on the vast majority of the time, as touch attacks with a fighter BAB are usually cake.

Exotic Weapon Master from Complete Warrior adds several teriffic features. Exotic Reach stunt allows him to trip when opponents have partial cover. Trip Attack stunt gives +2 to all his trip opposed rolls, and flurry of strikes allows him to take -2 off his best BAB and attack twice, like a monk.

Mage Killer, from Complete Arcane is a nice feat, adds +1 to will saves, and opponents whom he threatens cannot cast defensively. This means they either take an attack of opportunity, or move out of his threat range. The prerequisite for this is 2 ranks in spellcraft. Good that this guy has some extra int to take care of that....

Elusive Fighter- What a wonderful feat. Read the description in Complete Warrior, but it adds 3 kinds of juiciness to this build.


This build works much more effectively with a couple of buffs thrown on, notably enlarge and bull's strength. I'd suggest getting one spell built into your spiked chain, and potions for the other.



--Ikarius
PhoenixInferno

09-19-05, 03:49 PM
An odd number of Fighter levels? Tsk tsk tsk. Hardly optimized.

Warforged Fighter 12
Fighter 1: Weapon Focus(Morningstar), Power Attack
Fighter 2: Cleave
Fighter 3: Improved Bull Rush
Fighter 4: Improved Sunder
Fighter 6: Puncture Foe, Shock Trooper
Fighter 8: Combat Brute
Fighter 9: Pulverize Foe
Fighter 10: Three Mountains
Fighter 12: Brute Fighting, Oversized TWF

Tactics: Beat things to death.
Ikarius

09-19-05, 04:23 PM
Yes, my build has an odd # of fighter levels. Obviously he'd be planning more fighter levels if he continued beyond level 12. As it is, I felt that the stunts he could pick up from Exotic Weapon Master were all superior to remaining feats available as a fighter.

Comments on your build, I cannot locate the "Puncture Foe" feat. What is the source for that? Also, I simply cannot imagine using any sort of TWF on a "brute" style fighter- the bonuses from using 2h weapons seem to vastly outweigh any form of two weapon fighting. Is there some specific reason you were picking that up?

--Ikarius
PhoenixInferno

09-19-05, 04:27 PM
The focus is triggering multiple Three Mountains saves vs nauseation. Puncture/Pulverize Foe is in Champions of Ruin. The two let me add +2d6 to hits subsequent to the first. So the damage starts to pile on after I hit the first time. I need to hit multiple times to trigger Three Mountains anyway, might as well pile on some extra damage.
PhaedrusXY

09-19-05, 04:32 PM
Monk6/ShouDisciple5. You can go alot of different directions after that. The main thing you get is good unarmed damage and the ability to use any weapon in your flurry of blows. You can also drop some of the monk levels if you don't care as much about getting Greater Flurry and Improved Trip without the normal prereqs. See the following two links in my sig for more complete builds based around this:

Half-Orc Paragon Monks

Raging, Pouncing, Grappling, Tripping, Martial Flurrying "monk"

They're probably more complex that what you're looking for, but take this into consideration: Half-orc Paragon is only 3 levels long, and Shou Disciple only has 5 levels. So if your DM is a stickler about "finishing" classes, those two are easy to "finish" and have some good benefits for more "martial" monk type characters.
Oogar

09-19-05, 05:48 PM
Druid 5 / MoMF 7 = Wartroll

You can substitute the wildshape ranger varient for two better BAB.

Sorcerer 6 / Wildmage 1 / Mindbender 1 / Fatespinner 4

Use Practiced Spellcaster to turn wildmage into a fun random CL boost - and telepathy is just fun (May be off on the skillpoints for this one, but I'll look into it, and amend it if I can.)

/edit - Okay, if you are a human, you can do this with a 14 int and the Able learner Feat. You CAN take Able Learner and Magical Aptitude at 1st level. A Metamagic at 3rd, and have all of your feats and skills for these classes easily. You can also take Wild Mage at 5th level if you want, but you would not have Practiced Spellcaster until 6th level. If you do this, you might be able to sneak another PrC level splash into this build - but I like the theame of it.
Ikarius

09-19-05, 06:51 PM
I'm actually planning a human sorc 6/mindbender 3 right now, with able learner out of the box, but I guarantee that the GM won't let me take any prestige after that other than POSSIBLY guildmage (Mage of the Arcane Order), because of my character background. GMs rule is that any prestige class I start, I need to take at least 1/3rd of it, so 3 levels of mindbender isn't too too horrible, for telepathy and being half decent at talking stuff, I loose one level of caster progression.

I'm thinking that I'll take energy substitution as my first metamagic, then I'm going to have to think real hard about "Sudden Empower"... cast my biggest spell, whatever it happens to be, empowered, 1/day, versus straight Empower.

Combat Caster, and the feat I cant remember right now which would let me "shape" spells to avoid hitting one target in them on a spellcraft check of DC 25... Spell focus, Spell penetration....

Sigh, so many feats, so few feat slots.

--Ikarius
PhaedrusXY

09-19-05, 08:08 PM
Monk1/Cleric2/Master of Shrouds 10

1 Monk1 Stunning Fist (Monk1), Spell Focus: Conj. (1), Augumented Summoning (human)
2 Clr1 Domains (Planning, Undeath), Rebuke Undead, Extend Spell (bonus), Extra Turning (bonus)
3 Clr2 Persistent Spell
4 MoS1 Extra Rebuking
5 MoS2 Summon Undead (Shadow)
6 MoS3 Divine Metamagic: Persistent Spell
7 MoS4 Summon Undead (Wraith)
8 MoS5 Improved Summoning
9 MoS6 Summon Undead (Spectre) FEAT
10 MoS7
11 MoS8 Summon Undead (Greater Shadow)
12 MoS9 FEAT
13 MoS10 Summon Undead (Dread Wraith)

You will be able to summon lots of incorporeal undead starting at level 5, and you'll be able to make spells Persistent at level 6 (and will have 11+Cha turning attempts to do so). I'd beg a Polymorph off the party mage and take advantage of your Wis to AC + Persistent Divine Power to focus on meleeing as soon as it becomes available.
Ogre Mage

09-19-05, 08:49 PM
Archetypical Kindly Druid (uses Book of Exalted Deeds and Unapproachable East):

Druid 12
1: Spell Focus: Conjuration, Nymph's Kiss
3: Augment Summoning
6: Natural Spell
9: Exalted Wildshape
12: Rashemi Elemental Summoning


Healing Cleric:

Cleric 6/Radiant Servant of Pelor 4
1: Extra Turning, Augment Healing. Domains: Healing, Sun.
3: Scribe Scroll
6: Domain Spontaneity (Sun)
9: Spell Penetration
Ikarius

09-19-05, 11:00 PM
Some nice builds :)

One thing I'd do for virtually any good druid I was building would be to add spontaneous healer, from Complete Divine; it simply makes you a decent backup healer, and allows you to prepare other spells in the slots you'd have allocated for heal spells otherwise. All around a good thing.


Keep the builds coming!

Cheers
Ikarius
slade_caizer

09-20-05, 12:27 AM
LG Human Paladin3/Cleric of Heironeous (War, Glory)2/BoneKnight7

1st-Power Attack, Improved Sunder
3rd-Improved Bull Rush
4th-Weapon Focus (Longsword)
6th-Divine Might
9th-Combat Brute
12th-Shock Trooper

Str 14
Dex 12
Con 14
Int 12
Wis 14 (17 with level bonuses)
Cha 14

Why Bone Knight? To fight fire with fire, so to speak. One of their functions is, after all, to police the undead. I'll probably throw Practiced Spellcaster in at 15th to help with spell duration. After Bone Knight I'd probably go back to Cleric to finish it out. I might also consider Extra Turning at 18th, but I'm not so sure it's necessary or appropriate.

If a player became inclined to fall, they could choose to take Cleave as a later feat and hop fluidly into Blackguard. I'm still not sure if Divine Grace and Dark Blessing would stack (Bone Knight lets you keep Divine Grace in the event of a fall IIRC).
Mommy was an Orc

09-20-05, 12:41 AM
Rogue 3/FIghter 1/Wizard 1/Daggerspell Mage 7 - the archetypical Ftr/MU/Thf
Fighter 2/Monk 6/Pious Templar 4 - grapple/trip specialist - scads of feats, good saves.
Scout 6/Ranger 1/Dervish 5 - manueverable Dervish
Rogue 3/Bard 7/Sublime Chord 2 - Party Rogue/Face/Caster
Druid 8/Warshaper 4 - super Pounce on things
Barbarian 2/Warlock 3/Chameleon 7 - couldn't resist...
prototype00

09-20-05, 04:39 AM
Hmm, been working on a couple of builds for a while, they seem decently viable all the way through.

Gold Dwarf Pal 8/ Hammer of Moradin 4

1st Level: Iron Will
3rd Level: WF Warhammer (or Maul if you can get away with it, it does say that its a 2H warhammer in FRCS)
6th Level: Brutal Throw
9th Level: Power Attack
12th Level: Divine Might

Boost strength all the way, and have a decent cha. Oh yeah your wis needs to be 14 to get into the class by level 9, so don't neglect that too. Otherwise, the world is your dump stat

Heres the 2WF version of it

Shield Dwarf Clr 4 / Ftr 4 / Hammer of Moradin 4

1st Level: Iron Will
3rd Level: Oversized Two Weapon Fighting
6th Level: WF Warhammer
9th level: Power attack
12th level: Divine Might

Ftr1: TWF
Ftr2: ITWF (or take it as a regular feat, depends when you put in the levels of Ftr)
Ftr4: Weapon Spec (Warhammer)

Have enough dex to take TWF as far as you want (the powerful grip bonus to damage applies to both weapons), cha is somewhat less important Otherwise same as above, never played it but should be fun to play.

Human Mnk 5/ Sun Soul Mnk 7

Good basic Mnk + build. You're never going to be able to damage stuff with damage reduction but with brilliant energy fists (in about 3 levels) who cares. Hmm, you do have to take a throwaway feat though (atheletic) and they reccomend you take sun school tactical feat (which actually isn't bad, (Stun, enemy drops weapons, hit, enemy moves back 5 ft, move foward with him, you're now standing on his weapons.) See if you can get intuitive strike (exalted feat) past your DM. Then boost your wis like theres no tomorrow, other stats are less important.

For those Faerun fans out there.
prototype00
Ditta

09-20-05, 04:54 AM
Druid6Nature'swarrior2Warshaper4 <--Go for tripping with direwolf. If allowed to play druidic avenger you can also get wolfberserkerlodge feats in improve your trip, Combined with hold the line feat, anything withing 10ft of you as long as it is hit with a bite attack is almost automatically tripped and hit a second time. It also works well with pouncers, if your going for dire lion instead.
druidic avenger 1 fast movement, rage 3/day, nature sense, wild empathy -4, track, extra rage(Combat Reflexes)
druidic avenger 2 woodland stride
druidic avenger 3 trackless step, wolf berserker lodge
druidic avenger 4 resist natures lure, +1 wis
druidic avenger 5 wild shape 1/day
druidic avenger 6 wild shape 2/day, natural spell
druidic avenger 6/natures warrior 1 wild shape 3/day, natures armament
druidic avenger 6/natures warrior 2 wild shape (large), +1 wis
druidic avenger 6/natures warrior 2/warshaper 1 morphic immunities, morphic weapons, improved trip
druidic avenger 6/natures warrior 2/warshaper 2 morphic body
druidic avenger 6/natures warrior 2/warshaper 3 morphic reach
druidic avenger 6/natures warrior 2/warshaper 4 morphic healing, combat reflexes(Hold the Line), +1 wis

--Courtesy of Wisu (Feats in Brackets are my modifications)


barb3fighter2bard2FrenziedBerserker3 <--Real life build, not very optimised
01Barb1 - Extra Rage, Intimidating Rage
02Barb1bard1 -
03Barb2bard1 - Destructive Rage
04Barb2bard1Fighter1 - Power Attack
05Barb2bard2Fighter1 -
06Barb2bard2Fighter2 - Cleave, Leap attack
07Barb3bard2Fighter2 -
08Barb3bard2Fighter2FrenziedBerserker1 -
09Barb3bard2Fighter2FrenziedBerserker2 - Improved Sunder
10Barb3bard2Fighter2FrenziedBerserker3 -
Ithandor

09-20-05, 04:55 AM
Using the LA +0 Aasimar found here (http://www.wizards.com/default.asp?x=dnd/sp/20040213a) (or Human with the Otherworldly feat from FRCS):

Sorceror6/EldritchKnight4/DragonSlayer1/Spellsword1

Feats of note: Arcane Strike, Power Attack
Spells of note:Wraithstrike, Haste, Hold Monster, Draconic Polymorph

Tactics: Basically just Wraithstrike+Arcane Strike+Haste(if possible)+Full Power Attack+Greatsword. Can easily dish out upwards of 120-150 damage per round combined with Draconic Polymorph (Astral Deva/Kelvezu ftw! :cheer: )

Also, Hold Monster and Coup de Grace.

Still casts spells as an 11th level Sorceror, in a Mithral Chain Shirt (or Twilight Mithral Breastplate)

My .02c

Ithandor