Brownies Anyone? (A Challenge) [Archive] - Wizards Community

Post/Author/DateTimePost
Tweedledope

06-07-05, 11:21 AM
Okay, while sifting through posts I found a link to the Brownie that WotC produced. It can be found here. (http://www.wizards.com/default.asp?x=dnd/al/20041006a).

Now, using the LA Buyoff is this race just too good to be true? LA aren't that big of a deal to me and this Tiny fey gets Wild Empathy and Evasion for free not to mention a few spell-like abilities +10 to Dex and Hide in Plain Sight...all racial. I was trying to recall from the top of my head what prestige classes required any combination of the aforementioned. If there is then this might be the perfect race. I've always liked little creatures and this is just great so...how can we optimize a brownie?

Rogue would be the "natural" choice due to the high charisma but, come one, we're Character Optimizers...we can do better than that. So, the challenge stands, how can we optimize this lil' bugger?

-=Tweedledope=-
jedrious

06-07-05, 11:52 AM
even with LA Buyoff the brownie is horrible, you want to be a rogue but look at your carrying capacity, you can't even hold a bag of holding, plus you have to wait till ECL 16 to buy off the first LA, ECL 24 for the second LA, ECL 29 for the third and ECL 31 for the last LA, not appealing at all
carnivore

06-07-05, 11:52 AM
~~~~~~~~~~~~~~~~~ BOB the Brownie

Poster Name:.....carnivore

Character Name ..... BoB the Brownie,... Defender of Nature and borrower of other persons things, player of pranks , Kicker of Butt

Race: Brownie

Class and Level: Brownie 4/ Druid 16

System: 3.5

Short Description:Why BOB the Brownie Should Win

He is the quintesintial Fey

the great thing about Bob is that he is a Tiny creature that nobody expects to pack the POWER that he does. Most never even see him, as he is almost invisible even without invisibility. He usually will see others long before they see him, so he observes thier actions. If they are a threat to Nature and the Natural order of things, he usually goes and takes thier weapons and magic equipment first. then summons a few friends and .....gives them a big surprise ;)
sometimes he just walks around in the shape of a housecat, and usually nobody pays him any attention. he is careful to note how others treat him in this form, and is quick to provide correction to any who try to be abusive to him.
a fun way to annoy bad creatures is to talk to thier mounts and pets and guard animals, they almost immediately become his friends and will do whatever they can to help him. :D

as a side note : you may see that he also has a few undead grafts and other grafts...........when he was young , he had a terrible accident. his parents had a really lousy HMO, so they got help where they could. Unfortunately, it was a good intentioned Good aligned Necromancer(who was a little unbalanced mentaly) who had the bright idea to use undead grafts....... he and his parents were horrified but could do nothing to change things. so he had to learn to live with it. the HMO even refused to pay so his familly went broke paying the Debt off.

Cast 8th lvl Divine Spells as 21st lvl Druid
Wildshape(as Druid 20th lvl)
Great Skills
Trackless Step
Woodland Stride
A Thousand Faces
Evasion
Uncanny Dodge
Hide in Plain Sight
Continuous Nondetection
Immunity to poison
Immunity to Aging
Animal Companion: Celestial Dire Tiger(as if Druid 19th lvl).....click on the spoiler to see stats
Celestial DIRE TIGER
Large Animal
Hit Dice: 18d8+48 (120 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 20 (–1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +12/+24
Attack: Claw +20 melee (2d4+9)
Full Attack: 2 claws +20 melee (2d4+9) and bite +14 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 2d4+4, Smite 1/day +18 damage
Special Qualities: Low-light vision, scent, Darkvision, Resistance 10(Acid,Cold,Electricity), DR 10/Magic, SR 23
Saves: Fort +13, Ref +12, Will +11
Abilities: Str 28, Dex 16, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10
Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
Environment: Warm forests
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 17–32 HD (Large); 33–48 (Huge)
Level Adjustment: —
Dire tigers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard.
Dire tigers grow to be over 12 feet long and can weigh up to 6,000 pounds.

Combat
A dire tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws.
Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.


Character Sheet:




Ability Scores:
Str: 14 (8-6 racial+2unnamed +4 inherent+4enhancement)
Dex: 34 (8+10 racial+6 generate+2 unamed+1 lvl+3inherent+4 enhanc)
Con: 20 (8+2 racial+6 generation+4 enhancement)
Int: 22 (8+2 racial+6 generation +2 lvls+4 enhancement)
Wis: 20 (8+2 racial+6 generation +4 enhancement)
Cha: 30 (8+2 racial+6 generation +1 lvl+5 inherent+4 enhancement)
Hit Points: 152
Armor Class:32(before buffs,wearing only bracers)
Saves:+20/+22/+20
Initiative:+12
Speed:30ft

Progression: 01 Brownie
02 Brownie
03 Brownie
04 Brownie
05 Druid 1.......................Greenbound Summoning
06 Druid 2
07 Druid 3.......................Weapon Finnesse
08 Druid 4
09 Druid 5
10 Druid 6....................... Natural Bond
11 Druid 7
12 Druid 8
13 Druid 9.......................nonverbal spell or natural spell
14 Druid 10
15 Druid 11
16 Druid 12.......................Exalted Companion
17 Druid 13
18 Druid 14
19 Druid 15.......................Draconic Wildshape
20 Druid 16

Skills of Note:
149 skill points(28 1st lvl, 49 2nd-8th, 64 9th-16th, 8 extra for belt(13th-16th)


60 Hide(5 ranks +10 enhancement +15 compet +10 unnamed +8 size +12 dex)
17 Move Silent(5 ranks +12 Dex)
35 Spot (19 ranks +9 insight +2 racial +5 wisdom)
17 Listen (10 ranks +2 racial +5 wisdom)
16 Search (1 rank + 6 Int +9 insight)
15 Bluff (5 ranks +10 Cha)
10 Sense Motive (5 ranks +5 Wis)
10 concentration (3 ranks + 5Con)
14 Diplomacy (4 ranks + 10 Cha)
42 Handle Animal (10 ranks +10 Cha +16 Druid +7 racial)
10 Heal (5 ranks +5 Wis)
11 Spellcraft (5 ranks +6 Int)
21 Knowledge(nature) (15 ranks +6 Int)
7 Knowledge(arcana) (1 rank +6 Int)
7 Knowledge(the planes) (1 rank +6 Int)
7 Knowledge(geography) (1 rank +6 Int)
7 Knowledge() (1 rank +6 Int)
23 Tumble (1 rank +10 competence +12 dex)
20 Sleight of Hand(8 ranks +12 dex)
15 UMD (5 ranks +10 Cha)
13 open locks (1 rank +12 Dex)
7 Disable Device (1 rank +6 Int)
10 survival (5 ranks +5 Wis)


Items of Note:

34050gp Hat of Anonymity(A&EG) +10 unnamed Hide and continuous Nondetection
100000gp Belt of Magnificense(mini HB) +4 enhancement to all attributes
40000gp Amulet of Wildshape(MoF) +4 lvls wildshape
20250gp Crystal Mask of Insightful Detection(XPH): +9 insight Search and Spot
60000gp Ankh of Asencion(RoF) +4 caster lvl
30000gp orange Ioun Stone(DMG) +1 caster lvl
25000gp Vest of Resistance(CA) +5 all saves
18000gp Gloves of the Balanced Hands(MoF) gives the Feat: 2 weapon fighting
12600gp Arm of Nyr(DoF) +2 Str and +2 Dex unnamed, and +2 Deflection AC
40000gp Paralyzing Arm(LM)+4 inherent Str, paralyzing touch attack
16000gp Undead Skin(LM) gives Light Fortification
16000gp Bone Mail(LM) gives +2 natural armor
24000gp Mohrg Tongue(LM) gives a touch attack with reach, and causes paralysis
18000gp Skin of the Chameleon(XPH) gives +10 enhancement Hide
10000gp Skin of Nimbleness(XPH) gives +10 competence Tumble

423900gp
212240gp 8 wishes cast by 17th lvl Wiz (+3 inherent Dex, +5 inherent Cha)


69750gp +6 Greater Shadow Bracers of Armor(+15 competence Hide)
32000gp +3 Sword of graceful Strikes(A&EG) short swd , add Dex to damage
6000gp 2x rod of extend lesser
11000gp rod of extend


favorite Wildshaped forms:
draconic wildshaped forms
All dragons:
Immunities (Ex): Sleep, Paralysis
Blindsight (Ex): 60 ft
Keen Senses (Ex): See 4 times as good as a human in low-light conditions
Darkvision (Ex): 120 ft
Breath Weapon (Su): every 1d4 rounds

Juvenile Deep Dragon MoF (p40-46)
Immunities (Ex): Charm immunity, cold and fire resistance 10
Natural Armor: +14
Stats: STR 17, DEX 10, CON 15
Attacks: 1 bite 2 claws 2 wings
Breath Weapon (Su): Cone of Acid Gas 8d8 (DC19)
Movement: 40 ft, 150 fly (poor), burrow 20 ft, swim 30 ft
Special: Permanent True Seeing (Su) (as the spell)
Snake Form (Su), Humanoid Form (Su) (see page 41 monsters of faerun)

Young Adult Shadow Dragon MoF (p40-46)
Immunities: Energy Drain immunity
Natural Armor: +19
Stats: STR 17, DEX 10, CON 15
Attacks: 1 bite 2 claws 2 wings
Breath Weapon (Su): Cone of Energy Drain 2 levels (DC22)
Movement: 80 ft, 150 ft fly (poor)
Spell Resistance (Ex): 20
Frightful Presence (Ex): 10 + 1/2 HD + CHA
Damage Reduction (Su): 5/+1
Special: Shadow Blend (Su), Create Shadows (Su) (see page 43 monsters of faerun)

Young Adult Song Dragon MoF (p40-46)
Immunities: Electricity and Poison immunity
Natural Armor: +16
Stats: STR 17, DEX 10, CON 17
Attacks: 1 bite 2 claws 2 wings
Breath Weapon (Su): Cone of Electrical Gas 10d6 (DC21)
Movement: 40 ft, 150 ft fly (average)
Spell Resistance (Ex): 20
Frightful Presence (Ex): 10 + 1/2 HD + CHA
Damage Reduction (Su): 5/+1
Special: Permanent True Seeing (Su) (as the spell but range 15 ft.)
Permanent Tongues (Su) (as the spell)
Alternate Form (Su) (see page 44 monsters of faerun)

Juvenile Li Lung (OA pg. 157)
Immunities (Ex): Earthquake immunity
Natural Armor: +13
Hit Dice: 14
Stats: STR 19, DEX 10, CON 17
Attacks: 1 bite 2 claws 2 wings
Special Abilities: Invisibility at will (Su,) Alternate form (humanoid) at will (Su,) Earthquake (Su) once/day, Roar (Ex,) Tunneling (Ex)

Ssvaklor (Monster Manual III p166)
Size: Medium
Immunities (Ex): Poison
Breath Weapon (Su): Cone of Poisonous Gas, 1d4 CON, FortDC24
Natural Armor: +11
Stats: STR 19, DEX 12, CON 24
Attack: no wing attack
Darkvision: 60 ft
Movement: 40 ft, 40 ft swim
Damage Reduction 10/magic (Su)
Spell Resistance (Ex): 18
Other Abilities:
Poison (Ex)


Spells of Note:


1st Level:
-Cure Light Wounds- always nice to have more healing
-Faerie Fire- good for dealing with invisible enemies
-Produce Flame- multi use fire spell.
-Shillelagh- drastically increases club/quarterstaff damage. Combine this with spikes or brambles.
-Magic Fang- makes a natural weapon a +1 weapon.
-Sandblast (CD)- AOE damage and stuns.
-Silvered Claws (BOED)- Good for overcoming damage reduction.

2nd Level:
-Bulls Strength- great for increasing damage output.
-Barkskin- Excellent for use while wild shaped
-Natures Favor (CV)- Excellent animal buff spell. Unfortunately it was nerfed in complete adventurer.
-Brambles (CD)- Excellent weapon buff coupled with Shillelagh.
-Creeping Cold (CD)- Damage over time spell that increases each round, very nice.
-Cloudburst (CD)- Makes area stormy, good in combination with Call Lightning.
-Luminous Armor (BOED)- Gives you the benefit of wearing a breastplate.
-Briar Web (CD)- Excellent battlefield control spell.
-Flame Blade: Touch attack deals 1d8 +1/two levels damage.

3rd Level:
-Cure Moderate Wounds- should be self-explanatory
-Call Lightning- Good damage, and can be used up to 10 times.
-Greater Magic Fang- As magic fang but increases every three levels by 1.
-Spikes (CD)- Improved Brambles.
-Thornskin (CA)- Increases offense and defensive capabilities, good for use while wild shaped.
-Touch of Juiblex (BOVD)- Turns subject into a puddle of slime.
-Dominate Animal: Subject animal obeys silent mental commands.

4th Level:
-Air Walk- Lets you walk through the clouds, decent duration.
-Flame Strike- excellent damage and an AOE.
-Giant Vermin- not useful until high levels, and then it is very nasty… Considering at level 16 you can make a 32 HD monster.
-Rusting Grasp- Very nasty against non-magical metal things.
-Freedom of Movement- Just excellent; makes you immune to grapple, able to fight underwater, and immune to spells that impede movement.
-Greater Luminous Armor (BOED)- As luminous armor, except the benefit of full plate.
-Blinding Beauty (BOED)- Makes you very attractive and can permanently blind things that look at you.
-Freeze Armor (Frost)- Metal armor freezes, rendering the wearer immobile and/or damages them.

5th Level:
-Animal Growth- Multiple animals (IE you, pet, and summons) get bigger and get some nice bonuses.
-Baleful Polymorph- Turn your opponent into a cockroach and step on him
-Call Lightning Storm- a better Call Lightning
-Wall of Thorns- creates a very effective wall.
-Stoneskin- Excellent defensive spell.
-Cloak of the Sea (CV)- Excellent spell, especially in water heavy campaigns.
-Quill Blast (CD)- Against larger targets, this might kill them outright.

6th Level:
-Greater Dispel Magic- It is good at getting rid of anything magical.
-Fire Seeds- Excellent tactical spell… or tactical nuclear spell. Function one is turning an acorn into a thrown splash weapon that can do 1D6 per caster level (although that is divided up among the acorns.) The other, much more interesting option is holly berry bombs, turn 8 berries into 1d8+1/level, at level 20 that means if a creature is hit by all of him, they are taking 8D8+160 damage.
-Miasma (CD)- Basically target saves or dies.
-Valiant Steed (BOED)- Calls a unicorn or Pegasus that serves you for an entire year.

7th Level:
-Fire Storm- Excellent AOE damage spell.
-Heal- excellent healing spell, and heals more than just wounds.
-Greater Scrying- Improved version of scrying, very situational.
-True Seeing- you see things how they really are.
-Greater Creeping Cold (CD)- As creeping cold, but better.
-Cry of Ysgard (BOED)- Calls 2d4 defenders of Ysgard that serve for a year.
-Sunbeam(DMG) Beam blinds and deals 4d6 damage, 1 beam/3 caster lvl (6 beams max)

8th Level:
-Earthquake- while not combat friendly, this is a very tactical spell.
-Finger of Death- They either die or take damage, works for me.
-Word of Recall- your only teleportation ability.
-Leonal’s Roar (BOED)- Basically, any evil near you is in big trouble.
-Unearthly Beauty (BOED)- As blinding beauty, but it can kill them as well.
-Frostfell (Frost)- Freeze creatures, or do excellent damage, and can make creatures drop their weapons.
-Sunburst(DMG) 80' rad Burst and Blinds all within 10 ft., deals 6d6 damage very long range.
-Reverse Gravity: Objects and creatures fall upward.

9th Level:
-Regenerate- Excellent healing spell.
-Shapechange- When wild shape isn’t good enough anymore. Probably considered one of the most overpowered spells in the game.
-Natures Avatar (CD)- Excellent animal buff spell.
-Apocalypse from the Sky (BOVD)- Good for annihilating a very large area.

As you can see a very versatile spell list...... and it is only a partial list!

House cat form....click on spoiler

House Cat
Tiny Animal
Hit Dice: 1/2 d8 (2 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Claw +4 melee (1d2–4)
Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —
The statistics presented here describe a common housecat.
Combat
Cats prefer to sneak up on their prey.
Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.


What books are needed for this build?

PHB,DMG,MM
Magic of Faerun
Races of Faerun
Players Guide to Faerun
Underdark
Arms and Equipment Guide
Libris Mortis
Feind Folio
BoED
CW,CD,CA,CV
RoW,RoS,RoD


[CENTER]~~~~~~~~~~~~~~~~~



Where you can find Brownies at , click on the Spoiler below



http://www.wizards.com/default.asp?x=dnd/al/20041006a

Brownies as Characters
Brownie characters possess the following racial traits.
-- -6 Strength, +10 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma
--Tiny size: A brownie has a +2 bonus to Armor class and attack rolls and a +8 bonus on Hide checks. A brownie uses smaller weapons than humans use, and his lifting and carrying limits are half of those of a Medium character.
--A brownie's base land speed is 30 feet.
--Darkvision out to 30 feet.
--Low-light vision.
--Calm Animal: As a free action, a brownie can calm an animal. The power is similar to a calm animals spell, except that it works on a single animal within 30 feet. An animal that has been affected or has made a successful saving throw against this power cannot be affected again for one day. The caster level for this power is 7 + the brownie's character level. The save DC against this power is 14 + the brownie's Charisma modifier. This is a supernatural ability.
--Spell-Like Abilities: A brownie can use the any of the following, each once a day: confusion, dancing lights, daylight, dimension door, protection from evil, ventriloquism. Saving throws are 10 + spell level + the brownie's Charisma modifier. The brownie's caster level is 7 + the brownie's character level.
-- Evasion (Ex):If a brownie is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the brownie takes no damage with a successful saving throw. If the brownie gains a class level that gives it the evasion class feature, the brownie gains improved evasion instead.
-- Hide in Plain Sight (Ex): In areas of dim light, tall grass, or heavy undergrowth a brownie can use the Hide skill even while being observed and without having anything to actually hide behind. This ability does not stack with the hide in plain sight class feature.
-- Uncanny Dodge (Ex): A brownie retains its Dexterity bonus to AC even if caught flat-footed or targeted by an unseen foe. However, the brownie still loses its Dexterity bonus to AC if paralyzed or otherwise immobile. If the brownie gains a class level that gives it the uncanny dodge class feature, the brownie gains improved uncanny dodge instead.
-- Wild Empathy (Ex): A brownie can improve the attitude of an animal as a druid does. The brownie's bonus on wild empathy checks is 7 + the brownie's Charisma modifier. If the brownie gains levels in a class that has the wild empathy class feature, the brownie's bonus on wild empathy checks is 7 + the relevant class level + the brownie's Charisma modifier.
-- +2 racial bonus on Craft checks.
-- Automatic Languages: Common, Halfling, and Sylvan.
-- Bonus Languages: Draconic, Elven, Giant, Goblin, and Gnome.
-- Favored Class: Expert.
-- Level Adjustment +4.



Hows that


:D
Tweedledope

06-07-05, 11:56 AM
Carnivore...you're pretty much the coolest person this side of Arsenio Hall. :D
Tweedledope

06-07-05, 02:19 PM
:bump:
Welcome

06-07-05, 02:40 PM
Well, one think that immediately sprang to mind is that DD as a spell-like ability means easy entry into TSL. On the other hand, you don't need a +4 LA to get that...
rilem

06-07-05, 04:49 PM
Shadowlord is a natural path, I agree — and if you're doing level buyoff, it's even better — the HiPS also saves you from going into Shadowdancer, which is a common complement to Telf. Shadowlord builds.

1. Brownies are natural crafters, so going with a wand-wielding artificer makes good sense.

Brownie4/Artificer14/MasterThrower2
BAB +12, 6th level Infusions, Improved Evasion, all the crafting feats.

2. Pretty much any ranged-attack build will be good — one of MwaO's Daggerspell Warlocks would work nicely.

3. Melee is pretty tough, though Confound the Big Folk is spectacular for tiny creatures. Set up flat-footed attacks all day

Brownie4/OASamurai2/Swashbuckler3/MartialMonk1/NightsongEnforcer4/IajutsuMaster6
BAB +15 — But great attack bonus with Finessable Katana, Int/Wis to AC.


You can sacrifice IM levels for more sneak attack bonus with Nightsong, if you like.
CappyTheMule

06-07-05, 07:15 PM
This is a quick one, but how about (with LA buyoff) Scout 4/Warlock 2/Assassin 5/Telflammar Shadowlord 6 with high Int and Cha (Dex is a given) and maybe Underfoot Combat and Confound the Big Folk? You have a number of options including using your decent Darkvision and the Darkness invocation to good effect, camping out under your enemies for a Death Attack, or just using plain old hit and run tactics. Added bonuses include Improved uncanny dodge, skirmish, trackless step, detect magic,and two (count'em TWO) invocations of your choice. BAB is a bit low and your Fort saves have a lot left to be desired, but I think its a good start to a more refined build.