| Post/Author/DateTime | Post |
|---|---|
| Kross03-09-05, 11:01 AM | me and my friends play every week and we switch dming responsability, last game one of my friends was a real jerk and gave us a monster 4 CLs above us and gave us inacurate portral and killed me and my friend. anyway he wants to finish his game so i decided to give him a challenge so i wanted to ask for help. he is allowing any races from FR, eberron or base. any classes from those and any PrCs. lvl 10. give me what you guys think the most powerful build and race I can make. must not be a mage by DM request. |
| Dain03-09-05, 11:05 AM | Druid 10. Check this out: http://boards1.wizards.com/showpost.php?p=5309680 |
| Kross03-09-05, 12:28 PM | im not too good as a druid, i might try it though... anyone else got any ideas? |
| carnivore03-09-05, 12:54 PM | how about this: Ranger 2/ Swashbuckler 3/ Chameleon 5 BAB +8(+12 with combat focus) cast 4th lvl spells Arcane or divine caster lvl 10 +4 to any single attribute for more on the Chameleon....look in my sig and click on the Chameleon link. also Mommy was an Orc started a Chameleon Compilation thread, lot of good ideas there also. :D |
| Caelic03-09-05, 06:15 PM | Marshal 1/Artificer 9. The exact mix of feats will depend on what job you want the character to do; whatever it is, though, the character will do it better than any other class. A good general-purpose build: Human 1. Artificer 1: Extend Spell, Nymph's Kiss, Scribe Scroll 2. Marshal 1: Skill Focus: Diplomacy, Motivate Charisma 3. Artificer 2: Brew Potion, Persistent Spell 4. Artificer 3: Craft Wondrous Item 5. Artificer 4: Craft Homonculus, Legendary Artisan 6. Artificer 5: Craft Magic Arms and Armor, Quicken Spell 7. Artificer 6: Metamagic Spell Trigger 8. Artificer 7: Craft Wand 9. Artificer 8: Twin Spell, Extraordinary Artisan 10. Artificer 9: Craft Rod This is a character who can dish out as much damage as any mage (48d6 with a Wand of Scorching Ray,) crank out Persistent spells better than any Cleric (Persistent Divine Power for every Cleric and Rogue in the party!) and be the most versatile "utility caster" around. In fact, there is, I believe, nojob that this character can't do and do well. Once he hits level 12 and gains Craft Staff, he becomes all but invincible. |
| ScrubMike03-09-05, 09:13 PM | I've been working on a lvl 10 char for a new campaign and I came up with: Swashbuckler 3/Wizard 4/Bladesinger 3 BAB: +7 lvl. 6 arcane caster Or Swashbuckler 4/Wizard 2/Bladesinger 4 for BAB: +9 lvl. 4 arcane automatic quicken spell |
| Otto the Bugbear03-10-05, 06:58 AM | I like melee characters more right now, so that's my suggestion. Lesser Tiefling for funkyness or Human for bonus feat Fighter 2 / Ranger 3 / Shou Disiciple 5 Feats are pretty tight, but it's still possible. Skills may be harder, but the ranger levels help ease that. After that, head for Occult Slayer for some anti-caster goodies. Feats: Dodge, TWF, Mobility, Improved Unarmed Strike, Weapon Focus: Unarmed Strike, Endurance, Weapon Focus: great sword, Improved Initiative, ITWF, Improved Initiative. Main hand attack is greatsword at BAB +10/+5. TWF attacks are a nice 2d6+str kick at BAB +10/+5. TWF of course puts these down to -2 each, and if you decide to flurry with that kick all attacks are down -4 each, so only use that against low AC minions. Ability score suggestions for 32 points would be, racial mods included; Str 16, Dex 16, Con 14, Int 16, Wis 10, Cha 8. Focus on Str for level up and str/dex/con for items. Int is mainly for skills, since they're quite handy. Cheers Otto :) |
| Kross03-10-05, 11:12 AM | there is an occult slayer in the group that hates arcane casters, let me see what i can do with these though. thanx all and keep em coming |
| Kross03-10-05, 11:43 AM | where can i find the info on the shou, Marshal, & Artificer |
| carnivore03-10-05, 11:45 AM | shou disciple= Unapproachable East Marshal= Mini Handbook Artificer= Eberron :D |
| Kross03-10-05, 11:49 AM | lol darn none of the books i got at work =x |
| carnivore03-10-05, 12:01 PM | i have a link in my sig for the marshal............look back in my first post. :D |
| Kross03-10-05, 03:26 PM | u r rock! |
| aod31803-11-05, 03:07 PM | I'm working on a good crunch; monk2/sor4/enlightened fist4 with ascetic mage, arcane strike and circle kick. Another idea I had was a half-ogre/half-minator +2ECL fighter8, trip specialist. You start hugh size which is funny. You could also mix in sor1 or 2 for enlarge, then trip and bull rush get funny. |
| Snicker-Snack03-11-05, 03:27 PM | I second the Artificer. It's probably the most versatile class there is, as long as he has enough preparation time. There's not much that an Artificer can't do. |
| Kross03-11-05, 03:35 PM | yes only problem is the dm is a pain in the ass and its an evil campain |
| Caelic03-11-05, 04:01 PM | No reason an Artificer can't be evil. :) A properly designed 10th level Artificer is going to be about as powerful as the average level 20 core class build. A 10th level Blastificer is going to be able to fire off well over 100d6 damage in a round. A 10th level Ninjaficer hasn't quite hit his stride yet...but at 12th level, he can wander around dishing out 12d6 sneak attacks all day, hitting as ranged touch attacks. A 10th level Archificer...well, you get the idea. Thus far, I haven't found a role the Artificer CANNOT excel in. |