| Post/Author/DateTime | Post |
|---|---|
| #1Mommy_was_an_OrcFeb 17, 2007 8:31:00 | The idea behind this thread is a compilation of legal, good Living Greyhawk optimized builds. If you want advice on a particular build you've came up with, start a new thread - Ideally at this point, it is best to start up a thread, get comments there, and then pm me - I'll then make a link to it if I think it works. 1: Intro(this one) 2: FullBAB 3: Skill Monkeys 4: Divine Casters 5: Arcane Casters 6: Other Builds 7: Wealth Management 8: Access and Metaorg Management 9: Stat Management Builds should ideally consist of the classes taken in order, good stat choices, the feats needed, and why the build is functional or better from levels 1-15 - and if it isn't, how to overcome the problems. Given it is likely to take 3-4 years to complete a build, a build which sucks from levels 4-8 isn't a good choice. If the build requires access, explain how to get it in a non-regional way. If there's a real big argument about the validity of an action, please take it to a different thread. Thanks. Example: The Half-Orc Kill Things Dead: Barbarian 2/Fighter 8/Occult Slayer 5 Str 20, Dex 12, Con 14, Int 8, Wis 8, Cha 6 1 Barbarian 1: Extra Rage 2 Fighter 1: Power Attack 3 Fighter 2: WF: Greatsword, Improved Initiative 4 Barbarian 2: Str 21 5 Fighter 3 6 Fighter 4: WS: Greatsword, Reckless Rage 7 Occult Slayer 1 8 Occult Slayer 2: Str 22 9 Occult Slayer 3: Melee Weapon Mastery(PHBII) (etc...) If you're wondering where the particular legalities of LG are, you can find current downloads here. Quick primer is here Specifically version 597 of Living Greyhawk and 2.0 of Deities. |
| #2Mommy_was_an_OrcFeb 17, 2007 8:31:34 | FullBAB types, how to build them. Notes: Fighters are now a lot more viable, with the number of PHB II feats now available. Tank Builds MwaO Dwarf Ranger 3/Fighter 2/Deepwarden(RoS) 6/Exotic Weapon Master 1/Pious Templar 4 Karmic Strike Fighters Various Exotic Weapon Master Uncanny Blow builds Mobility Builds MwaO Wood Elf Scout 1/Fighter 2/Barbarian 1/Marshal 1/Wildrunner 10 fghj171983 Monk 12/Pious Templar 3 Archer Builds Timlagor Ranger 2/Fighter 12 Mounted Builds Fighter 2/Paladin 12/Hospitaler 1(as build below, but add 3 feats to it) solbergb Paladin 12 TWF Builds solbergb Wood Elf Fighter 14/Exotic Weapon Master 1 LachlarlanIII Human Fighter 14/Barbarian 1 MwaO Rogue 4/Swashbuckler 7/Fighter 4 Charisma Builds Bitznarf Half Elf Hexblade 3/Knight 3/Marshal 2/Monk 2/Outcast Champion 5 Divine 'FullBAB' Various Cleric 15 builds - emphasis - if you think you can pull it off, the Dwarf builds are best |
| #3Mommy_was_an_OrcFeb 17, 2007 8:32:09 | Skill Monkeys, how to build 'em Starting up a weapon-using Rogue Unseen Seer the Dip Scout 4/Fighter 2/Ranger 2/Dervish 7 Rogue 3/Bard 3/Unseen Seer 4/Sublime Chord 1/Arcane Trickster 4 MwaO Human Bard 7/Master Thrower 2/Druid 1/Sublime Chord 1/Fochulan Lyrist 4 MwaO Rogue 3/Fighter 1/Wizard 2/Unseen Seer 8/Spellsword 1 Rogue 4/Fighter 2/Ranger 2/Thief-Acrobat 3/Nightsong Enforcer 4 Rogue 3/Swashbuckler 3/Fighter 2/Champion of Corellon 2/Dervish 5 Rogue 11/Ranger 2/Fighter 2 Bard 9/Marshal 1/Sublime Chord 5 Rogue 15 Rogue 2/Bard 2/Marshal 7/Exemplar 4 Marshal 9/Monk 2/Barbarian 2/Hexblade 2 Note that Sublime Chord and Fochulan Lyrist are very skill intensive prestige classes - you're going to want at least +2 skill points from Int and/or being Human each level. A major reason I haven't exactly spelled out these builds is that Rogues tend to be very dependent on what kind of attack sequence they do. |
| #4Mommy_was_an_OrcFeb 17, 2007 8:32:40 | Divine casters, how to build 'em Cleric 6/Divine Oracle 2/Radiant Servant of Atroa(Travel Domain!) 6/Contemplative 1 Cleric 14/Contemplative 1 grants another domain Cleric 6/Radiant Servant of Pelor 9 is your optimized healer/undead turner kjenks Druid 15 Blaster MwaO Cleric 15 Blaster jstorrie Druid 15 Summoning/Blaster kjenks the Seven Dwarfs I mean Druids |
| #5Mommy_was_an_OrcFeb 17, 2007 8:33:14 | Arcane casters, how to build 'em Wizard 6/Divine Oracle 3/Loremaster 6 - has evasion and a decent reflex save. If you get the access, Wild Mage works well instead of Loremaster. Skill friendly casters Rogue 1/Wizard 4/Unseen Seer 4/Arcane Trickster 6 Scout 1/Beguiler 4/Unseen Seer 10 The advantage of Wizard 6 is that you get to add +1 to all saves - it isn't a bad 'dip' |
| #6Mommy_was_an_OrcFeb 17, 2007 8:33:48 | Things which aren't the above 4: Divine Tanks solbergb Barbarian 1/Druid 8/Warshaper 4/Ranger 1/Nature's Warrior 1 Gishes MwaO Rogue 1/Fighter 1/Sorcerer 1/Monk 2/Unseen Seer 2/Enlightened Fist 8 Fighter 1/Wizard 6/Spellsword 1/Eldritch Knight 7 - relatively straightforward, near full caster/high BAB build with 2 extra feats. Fighter 1/Wizard 6 means you're about equal in feats with a Fighter 2/Wizard 4, but you're only down 2 vs 3 caster levels. Spellsword 1 is very useful for ignoring ASF from shields. |
| #7Mommy_was_an_OrcFeb 17, 2007 8:34:21 | How to buy the things you already have access to - here's a link to the thread: here What to buy with your first two ARs Summary: Casters gain an advantage by burning experience for item feats because there's no real penalty for doing so. You won't be lower level than your peers and you're guaranteed downtime if you want it. |
| #8Mommy_was_an_OrcFeb 17, 2007 8:34:55 | How to get that access Skills: Diplomacy |
| #9Mommy_was_an_OrcFeb 17, 2007 8:35:26 | Here's the companion thread Core Summoning Prepping for a Living Greyhawk Game Judging a Living Greyhawk Game Various Useful Links: Finding spells List of Open LG spells List of Open LG equipment Well Organized online SRD What series is that mod in again? Feats and Prerequisites in Technology Tree form |
| #10zombiegleemaxFeb 25, 2007 10:30:02 | duly noted |
| #11Mommy_was_an_OrcFeb 25, 2007 11:01:27 | Remember, here's the rules: Post your build on a new thread. Have people critique it. After you feel it has been sufficiently critiqued, PM me with a link to the thread. If I think it is worthwhile, I'll link to it. Builds, especially flawed or ones that require explanation, should not be posted here. As an example, if your build requires a 17 Dex at 6th level and you use Strength to hit/damage, gloves of dex or levelling dex is probably not a great idea. |
| #12Jay_Ibero_911Feb 25, 2007 11:40:06 | A few of your links don't work. Companions, diplomacy, skill monkeys, how to start up a weapon using rogue, MwaO Human Bard 7/Master Thrower 2/Druid 1/Sublime Chord 1/Fochulan Lyrist 4, MwaO Human Marshal 9/Monk 2/Barbarian 2/Hexblade 2, MwaO Human Rogue 2/Bard 2/Marshal 7/Exemplar 4, and the link to a quick primer all go nowhere. |
| #13vanadiumFeb 25, 2007 12:03:59 | Ignore Me. |
| #14Mommy_was_an_OrcMar 03, 2007 6:32:14 | Fixed the links and added a few builds. Vanadium, you can kill the links stuff. Anyone seen some good mounted builds? |
| #15Mommy_was_an_OrcMar 03, 2007 9:10:47 | Slight change of the rules of this thread - after I've linked to your build, feel free to post it here. One of the problems of the previous compilation is that all the builds were scattered, and some of them were then pruned. This way, all the builds will be in this actual compilation. |
| #16solbergbMar 05, 2007 17:07:32 | Ok, per the new rules, here's another for the fullBAB list, and is a "mounted" build, sort of. Paladin and Faithful Companion: The idea behind this build is to have a "mounted" build that uses the intelligence of the Paladin Warhorse, allowing the paladin to be in two places at once, much like druid+companion or fight mounted to concentrate force. The idea is to have two durable, moderate damage tanks, one of them size large, in the party. I've played too many games where the cavalry guy is either a size small guy that bad guys go around to get the squishies or he's a big tanklike guy that is never in the way because he does a lot of rideby attacks. Spend some starting cash on a riding dog. Activate it with handle animal before taking actions of your own in the level 1-2 range (skill focus handle animal to make this automatic isn't a bad feat to have until you retrain it away at L3). Get a warhorse for level 3-4 play but keep the dog for when the terrain doesn't favor the warhorse. Once you have your "real" mount, sell all the domestic stuff if it's still alive. (the horse may be worth keeping around until your mount is around 16 hr/day or more) Halflings and gnomes need not apply. Every other race could be used for this build, although halfelf costs a feat and gives nothing back useful to the build and dwarves/halforcs aren't going to get as much out of the cha-based stuff....but con and str are both useful, so it isn't a horrible choice. If nonhuman, get the intelligence to "10" and move one of the L1 feats to L3. With the new heavy armor available, dex can drop all the way to 10 if you wish to put points elsewhere. Spellcasting is important, you'll want that 14 wisdom, it'll give freedom for a con amulet and still let you get to the top tier Paladin spells. If you have a higher con (enough to give up amulet health and still be a tank) and/or mutt out to a nonspellcasting class that advances mount, you can get by with less wisdom. Below list assumes a human build. Str 14 Dex 12 Con 14 Int 8 wis 14 cha 14. Skill points to animal handling and ride. After animal handling is +11, put points into other things. Statbumps to cha or strength or even constitution, your choice. Paladin15 (mutted only to classes that advance the mount, and only if you consider the class abilities better than the smite and spell progression of straight paladin. This is a Paladin15 build, but some variants that keep the same basic idea are out there) Race optional. Human gives feat, others give attributes. L1 power attack and possibly (feat) L3 (feat) L6 divine might L9 extra smiting L12 (feat) L15 (feat) open (feats) are probably best spent on offensive feats. This build is pretty durable from an AC/hitpoint standpoint and has decent saves. While it is your job to interpose AND to damage, the paladin class all by itself gives sufficient defenses, if you support with heavy armor and make an effort to keep up with reasonable AC on the equipment front for both you and your mount. If the build doesn't have full paladin mount advancement, it is not this build. This char will equip his mount with amulet of mighty fists+1 most likely and with good armor and cloak of resistance. Good mount feats include things like tunnel fighting or power attack/overrun. The paladin can fight mounted, or he and the mount can fight independently. Don't spend your precious feats on mounted combat stuff (that is also some other build). This build assumes a warhorse base, but other durable mount choices are ok too. A flying mount isn't really necessary or even desirable if it is more fragile than the vanilla warhorse. |
| #17bitznarfMar 05, 2007 21:43:58 | You may also want to add in a link to one of the many mounted druid builds out there. I believe this thread covers most of the variations at some point or another, and leaves it to the player to pick one. http://games.groups.yahoo.com/group/lgchardiscussion/message/18630 Personally I like this one: STR14/DEX12/CON14/INT12/WIS15/CHA8 Bumps to WIS 1 Druid 1 Mounted Combat, Ride-by Attack 2 Fighter 2 Spirited Charge (and lance proficiency) 3 Druid 2 Power Attack 4 Druid 3 5 Druid 4 (dire bat animal companion) 6 Druid 5 CWI -> Improved Bull Rush at level 9 7 Druid 6 8 Druid 7 9 Druid 8 Shock Trooper 10 Druid 9 11 Druid 10 12 Druid 11 Lion's Pounce (CWI if you have access to Druid 3 - Lion's Pounce (SpC)) 13 Druid 12 14 Druid 13 15 Druid 14 Quicken The stats can be tailor to taste somewhat, I just like skills personally, hence the 12 INT |
| #18Mommy_was_an_OrcApr 10, 2007 18:59:52 | (if you have a build in here, post it following roughly this format here) Scout 4/Fighter 2/Ranger 2/Dervish 7 1: Scout 1: Deadly Defense, Dodge 2: Fighter 1: Combat Expertise 3: Ranger 1: Track, Mobility: Favored Enemy: Undead 4: Fighter 2: WF: Scimitar 5: Scout 2 6: Scout 3: Swift Hunter 7: Dervish 1 8: Scout 4: Improved Skirmish: Favored Enemy Constructs 9: Ranger 2: TWF, ITWF 10: Dervish 2 11: Dervish 3: Spring Attack 12: Dervish 4: Elusive Target 13: Dervish 5 14: Dervish 6 15: Dervish 7: GTWF Uses 2 scimitars to do 1d6+1d6(Deadly Defense)+4d6(Skirmish) A variation on this uses a Guisarme + Improved Trip + Combat Acrobat to maintain a pretty good trip chance without downside. |
| #19timlagorApr 23, 2007 11:31:24 | Any chance we can get this skickied? |
| #20Mommy_was_an_OrcApr 24, 2007 7:54:26 | Any chance we can get this skickied? I'd say 100% ![]() |
| #21zombiegleemaxApr 27, 2007 11:29:13 | what is deadly defense? what book is it in? |
| #22bitznarfApr 27, 2007 11:35:02 | http://www.wizards.com/default.asp?x=dnd/arch/lists Teach a man to fish and all that. |
| #23Mommy_was_an_OrcApr 27, 2007 11:42:26 | what is deadly defense? what book is it in? Remember that unless it says otherwise, the intent is that the access is open. i.e. where it comes from is listed in the LGCS. But Complete Scoundrel. |
| #24zombiegleemaxApr 27, 2007 11:56:10 | thanks |
| #25twg_prometheusApr 29, 2007 7:34:40 | Remember that unless it says otherwise, the intent is that the access is open. i.e. where it comes from is listed in the LGCS. But Complete Scoundrel. Without some kind of context, this looks weird Mommy. Unless the LGCS says otherwise, non-PHB feats are NONC. (shh) Some prestige classes are 'open' but have prerequisites, but that doesn't happen with feats, so I'm having trouble parsing out what you could mean by this statement. Just reviewed the thread, and the only thing I see about 'open' is someone referring to feat slots that they haven't assigned feats to yet, and that's not an access issue. Context from the thread leads to an assumption that you're referring to Deadly Defense somehow, but that's not open because of a lack of 'says otherwise'...it's open due to an explicit LGCS reference. I know you know all that, but only confuses me more. Could you clarify? |
| #26bitznarfApr 29, 2007 10:38:27 | I know you know all that, but only confuses me more. Could you clarify? I think it has to do with every item in the above builds being open (and thus can be looked up in the LGCS) unless otherwise noted. |
| #27Mommy_was_an_OrcApr 29, 2007 11:21:12 | Without some kind of context, this looks weird Mommy. Unless the LGCS says otherwise, non-PHB feats are NONC. (shh) Some prestige classes are 'open' but have prerequisites, but that doesn't happen with feats, so I'm having trouble parsing out what you could mean by this statement. Just reviewed the thread, and the only thing I see about 'open' is someone referring to feat slots that they haven't assigned feats to yet, and that's not an access issue. Context from the thread leads to an assumption that you're referring to Deadly Defense somehow, but that's not open because of a lack of 'says otherwise'...it's open due to an explicit LGCS reference. Not a problem. One of those things that isn't necessarily obvious. If the build requires access, explain how to get it in a non-regional way Basically, if a build requires some sort of access, the poster has to explain how he intends to get it or possibly explain what he intends to do if he doesn't get it. If there's no explanation, it should ideally mean that the access is open. This was one of the main reasons I changed from the 596 version of the compilation - to make it clear that the discussion of a particular build would happen on a thread, not in the compilation itself. That way, if a poster did put something into a build that wasn't open, presumably there would be commentary about it in the thread itself or the original poster would have said something. Even if that wasn't true, when the poster PM'd me to ask to put their build on it, I look over the build and either PM them back or post on the thread asking about things like that. This avoids the possibility of the commentary getting lost in the Compilation. The other major reason I changed how the posting to the Compilation works is to make it more clear how people commented about a particular build. As an example, though it isn't in the compilation yet, with my Tank Cleric, I talk about how I'd like to retrain my travel domain via Ruathar and Seeker of the Misty Isle - but I'm okay with Cleric 15 if that doesn't happen. Someone thinking about playing the same build as I do can look over the various comments and make decisions about it - though if I strongly disagree with Drezden about how it plays out, he's got a point of view that is worth listening to, even if it is wrong ![]() |
| #28zombiegleemaxMay 06, 2007 11:02:41 | I don't get it... your builds include level 16, but upone reaching level 16 you are retired. Characters only get to play level 1-15 before retiring. |
| #29Mommy_was_an_OrcMay 06, 2007 13:10:36 | I don't get it... your builds include level 16, but upone reaching level 16 you are retired. Some builds are from the original compilation, which are just quick sketch builds. Cleric 6/RSoP 10 as an example. They're hard to truly mess up and 16th level often tends to be when 10 level PrCs finish themselves out naturally. |
| #30zombiegleemaxMay 06, 2007 20:34:37 | Oh, well would you mind amending the Rogue/Swash/Fighter/CoCL/Dervish/Thief Acro ? I'd like to see how the feat stacks work and if you use Daring Outlaw to get 3d6 sneak as well as Telling Blow to sneak on crits. |
| #31zombiegleemaxMay 09, 2007 13:10:24 | I've come up with something that I like... 1 Rogue - Dodge 2 Swashbuckler - Weapon Finesse 3 Rogue - Weapon Focus Longsword 4 Swashbuckler 5 Swashbukler 6 Rogue - Daring Outlaw 7 Fighter - Power Attack 8 Fighter - Combat Expertise 9 Pious Templar - Mounted Combat 10 Champion of CL - Mobility 11 Champion of CL 12 Thief Acrobat - Elusive Target 13 Dervish 14 Dervish 15 Dervish - Telling Blow, Spring Attack ... |
| #32Mommy_was_an_OrcMay 09, 2007 13:29:04 | Remember to put builds into a new post - this thread is mostly for links/explanations. |
| #33bitznarfMay 28, 2007 23:56:28 | Half Elf Hexblade 3/Knight 3/Marshal 2/Monk 2/Outcast Champion 5 Half-Elf Str 14, Dex 12, Con 14, Int 12, Wis 8, Cha 15 : Bumps to Cha 1: Marshal 1: Minor Aura (Motivate Dexterity), Power Attack 2: Knight 1 3: Hexblade 1: EWP (Dwarven Warpike) 4: Marshal 2: Major Aura (Motivate Attack) 5: Hexblade 2 6: Outcast Champion 1: Close Quarters Fighting 7: Outcast Champion 2 8: Monk 1: Improved Grapple 9: Monk 2: Combat Reflexes, Hold the Line 10: Knight 2 11: Knight 3 12: Hexblade 3: Leadership 13: Outcast Champion 3 14: Outcast Champion 4 15: Outcast Champion 5: Improved Toughness The last 2 feats are customizable to taste. For me, Leadership is in there because we often don't have a full table up here where I play. Improved Toughness is there because I have a feeling this guy will have something of a glass jaw when it comes to hit points, I should know once I reach level 15 though. 2 alternate stat lines to work with here: Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 16 : Bumps to Cha Stronger in the 1-3 and 8-11 game, weaker in the 4-7 and 12-15 game due to even numbers across the board. Str 14, Dex 14, Con 14, Int 10, Wis 8, Cha 15 : Bumps to Cha More AoO focused, if you see yourself taking that many AoOs in a round. You would also be at your max dex bonus for Mithral Fullplate when enlarged, making Delay Potion a better option for one of the latter feats. I chose the extra Int simply because I like skills. I don't know if I will ever make a character with less than 3 skill points a level. |
| #34InfinitiveJun 04, 2007 11:12:54 | Post removed, as requested. |
| #35Mommy_was_an_OrcJun 04, 2007 11:21:13 | Please delete this post...(i.e. edit it so nothing is in it) Not only are you violating the thread rules, but you're posting spoilers to a current mod. Again, you start up a new thread for your build, post in the character section, and after there's been some discussion, pm me. If I like what you're doing, then I'll post a link to it. Hokay, here's a build I'm just starting. |
| #36zombiegleemaxJul 31, 2007 0:23:03 | Rogue 3/Bard 3/Unseen Seer 4/Sublime Chord 1/Arcane Trickster 4 i would like to see this fleshed out. Any idea where I can? |
| #37Mommy_was_an_OrcJul 31, 2007 16:15:00 | Rogue 3/Bard 3/Unseen Seer 4/Sublime Chord 1/Arcane Trickster 4 It isn't really a specific build per say - Rogues need to pick a style of combat that they want to specialize in. It looks more along the lines of this: 1: Rogue 1 2: Bard 1 3: Bard 2 4: Rogue 2 5: Rogue 3 6-9: Unseen Seer 1-4 10: Bard 3 11: Sublime Chord 1 12-15: Arcane Trickster 1-4 The one big issue they have is that they have 5 stats that would like points and there just isn't enough points to pull that off. I'd go: Str 10, Dex 14, Con 14, Int 14, Wis 8, Cha 15 without taking into account race. |
| #38ornsjach_dupAug 08, 2007 11:47:49 | heres the Valkyrie/ battle field leader build i have been working on. ok so this is what it looks like now half-elf stats:15str,12dex,14con,wis12,8int,14cha Lv1 (Barbarian) Extra Rage Lv2(Marshal) skill focus (diplomacy) minor aura (accurate strike) Lv3 (Marshal) Iron Will major aura attack Lv4(Fighter) power attack +1 STR Lv5(Fighter) WF greatsword Lv6(Outcast Champion)Intimidating Rage Lv7(Outcast Champion) Lv8(Holy Liberator)+1 STR Lv9(Holy Liberator) Improved Critical (Greatsword ) Lv11(Holy Liberator) Lv12 (Holy Liberator) Armor Specialization full plate Lv13(Outcast Champion) Lv14(Outcast Champion) Lv15(Outcast Champion) Power Critical This build is about being the best support/fighter you can be awhile leading your team to victory through you auras, spells, and desperate furry power. |
| #39Mommy_was_an_OrcAug 08, 2007 12:33:00 | Again, PM me first. Your build has issues. Resolvable issues, but at the moment, it is something of a mess.heres the Valkyrie/ battle field leader build i have been working on. |