1st Level Optimizations

Post/Author/DateTimePost
#1

JanusJones

Dec 04, 2006 10:27:09
Hey guys. Since I've come to these forums, I've been prowling about checking out what people have done - and I'm favorably impressed! I've come up with a lot of good builds in my time, but I've gotten tons of fun ideas in the last couple of days that have expanded my horizons. However, I've noticed that most people on here focus on 20th level progressions. If people are anything like me, they are often playing in low-level games where they're lucky if they last 'till 6th. That's the hard thing about optimization - sure you can make a character who can crush the world by 20th, but will he or she survive to see glory or die under an Orc barbarian's axe at 2nd?

This led me to start this thread, where I welcome folks to post their low-level optimizations. A few qualifying principles:

1) The build should be practical and effective, with a focus on what low-level characters need most: hit points, AC, and offensive power.

2) Survivability is key.

3) Flavor and fun should be taken into consideration. Points for originality!

4) Developmentally, these builds, while optimized for low levels, should have enough of a growth opportunity to make it to mid to late game. You don't have to post an entire build, but leave a couple suggestions for the build's future - something on the order of ". . . from here, you can take a few levels of XX or YY, and think about feats like ZZ and AA."

5) Please give references for all feats and classes. Always list what sources you are using so that people can hunt up the information they need to give your build a try.
#2

JanusJones

Dec 04, 2006 10:43:11
To start things off, my favorite 1st level builds:

DRAGONFIRE ADEPT (Dragon Magic)
At 1st level, take Entangling Exhalation (Races of the Dragon) and Ability Focus - Breath (DMG). Now every round you can breathe for 1/2 of 1d6 damage in either a 15 foot cone or 30 foot line. You don't have to roll to hit and you don't take Aoos for breathing right next to someone. Moreover, everything hit by your breath moves at 1/2 speed, can't run or charge, and takes a full 1d6 energy damage for 1d4 rounds after it's hit. This means you can breathe and move back from melee enemies. Since entanglement also means a -4 to Dex and -2 to hit, ranged attackers will be at a severe disadvantage too! And casters will have to make a DC 15 Concentration check to cast. Wear light armor (the penalties for non-proficiency won't hurt too much). At level 5 pick up Slowing Breath and you've got total battlefield control.

KOBOLD TOTEMIST (Magic of Incarnum)
The natural AC a kobold starts with qualifies him for the Wormtail Belt soulmeld (MoI) from first level, giving another +2 stacking bonus to natural AC. Further, he can have +1 claws from first level, thanks to the Dragon blood-only soulmelds from Dragon Magic (Draconic Claws, Dragon Tail, Dragon Mantle, etc.). This means at first level you’ve got claws and at least a +3 bonus to natural AC. With a +3 Dex mod, a chain shirt, the size mod, and the nat AC, you’ve got a 21 AC and two +1 to hit, 1d4+Str+1 claws. Not too shabby Now you can do as you choose with your feat and essentia. Dragonwrought (Dragon Magic) has obvious advatages, but Dragon Wings (Dragon Magic) might also be cool for flava. If you grab Dragon Wings, you get a very sexy +10 to Jump, which will make you pretty freaking effective once you can bind some Landshark Boots at 2nd level. The Dragon Tail (Dragon Magic) feat is nice too, since the text for the Dragon Tail soulmeld seems to be very specific about not being available for multiattacks. Expeditious Dodge (Races of the Wild) and Mobility would end up being great for the Landshark Boots. Midnight Dodge would add some essentia. You can do what you like with this at higher levels. I'd suggest grabbing a few levels of Rogue or Scout and then going into the Dragon Devotee class from Races of the Dragon to keep your draconic flavor. This would work particularly well with Landshark Boots for another version of TG's mobility expert.

INFERNAL SORCERER
Human Sorcerer with Infernal Sorcerer Heritage and Infernal Sorcerer Howl, both from the PHB II. Now, at 1st level, you can do 2d6 sonic damage in a 30 foot cone without provoking Aoos. I have to say, this clears rooms of 1 HD monsters like nobodies business. For higher levels consider going into the infernal sorcerer-related PrC from Heroes of Horror, which will increase the number of spells on your relatively small Sorcerer list while preserving your flavor. Feat-wise Ability Focus - Howl and Reverberation (Savage Species) will increase the DC for saving against your Howl by 4.
#3

thomas_covenant

Dec 04, 2006 10:50:23
DRUID 20, 'nuff said.

(Seriously though, animal companion makes it one of the best at 1st.)

I'm not sure I truly care about 1st level, you're basically playing Russian Roulette, and arguing over 2 or 4 bullets in the chamber.

Radical_Taoist recently suggested on another thread 3rd, 6th, 12th, and 18th as numbers, and I agree a build needs to seriously consider overall effectiveness at level 3, before that I'm not sure I care.
#4

surreal

Dec 04, 2006 10:59:10
[thread=674083]linky[/thread] with more linkies
#5

pontelon

Dec 04, 2006 11:20:12
Honestly, while perhaps not optimized in the way of stats, Spirit Sense is a great feat from Heroes of Horror that people often overlook. If you are going to have a high Wisdom score anyway, might as well be able to interogate the people you all just killed. It addds a lot of depth to a character as well as a powerful divination ability. And most people who have high Wisdom scores will already have a flavor that would fit seeing the recently dead and be able to talk to them.
#6

Balthanon

Dec 04, 2006 11:25:31
KOBOLD TOTEMIST (Magic of Incarnum)
The natural AC a kobold starts with qualifies him for the Wormtail Belt soulmeld (MoI) from first level, giving another +2 stacking bonus to natural AC.

Unless I've missed something major while reading the book, soulmelds have no prerequisites aside from alignment on several Incarnate souldmelds (and dragonblood on Draconic). The wormtail belt in particular actually mentions how it affects a creature with 0 natural armor. This is still a decent first level for survivability (though hit points will be low for melee), however, dealing damage is still going to require overcoming the -4 Str penalty a kobold suffers-- even with the +1 damage from the claws you're still down -1 plus you're using the smallest damage die available.

You are also going to have a hard time affording a chain shirt at first level on 50 average gold, so your AC will likely be lower.

I would actually suggest Weapon Finesse as a third level feat versus those that you suggested, to ensure that you are able to take advantage of the two attacks at no penalty that you receive from your claws.
#7

JanusJones

Dec 04, 2006 11:36:13
I like to have as few bullets in the gun as possible when I play Russian Roulette - don't you? One bullet gone is a 16% better chance of survival. I'd say those are nice odds.

Plus, there's nothing more important than looking cool. At 1st level it's hard, but so satisfying when your temmates drop their jaws on the ground.
#8

JanusJones

Dec 04, 2006 11:40:53
Unless I've missed something major while reading the book, soulmelds have no prerequisites aside from alignment on several Incarnate souldmelds (and dragonblood on Draconic). The wormtail belt in particular actually mentions how it affects a creature with 0 natural armor. This is still a decent first level for survivability (though hit points will be low for melee), however, dealing damage is still going to require overcoming the -4 Str penalty a kobold suffers-- even with the +1 damage from the claws you're still down -1 plus you're using the smallest damage die available.

You are also going to have a hard time affording a chain shirt at first level on 50 average gold, so your AC will likely be lower.

I would actually suggest Weapon Finesse as a third level feat versus those that you suggested, to ensure that you are able to take advantage of the two attacks at no penalty that you receive from your claws.

Ah, but the prerequisite for the Wormtail Belt's AC bonus is an "existing natural armor bonus." The bonus from a Totem Avatar won't work, since it's an enhancement bonus as well (so no stacking). Chain Shirt is true . . . you might only have a 20 AC instead of a 21. Oh well. You WILL have, however, a +1 to attack for being small and +1 claws. With Weapon Finesse, you'll hit a lot, and with a +1 to damage, you'll do decent enough damage with your two claws. Oh - another advancement option would be an Ubral Disciple (take levels in Rogue).
#9

Balthanon

Dec 04, 2006 11:53:22
Ah, but the prerequisite for the Wormtail Belt's AC bonus is an "existing natural armor bonus." The bonus from a Totem Avatar won't work, since it's an enhancement bonus as well (so no stacking).

I don't know about your book, but mine states right after "existing natural armor bonus" that you have an effective natural armor bonus of 0 if you don't have natural armor. In the case of the soulmeld, that makes it 0 + 2 for a human or other totemist type versus the 1 + 2 a kobold can gain.

You have been able to benefit from an enhancement bonus to natural armor without actually having natural armor since 3.5 was released. If it weren't possible to use that, the amulet of natural armor/barkskin/etc... would be useless for 90% of the characters that use them. (In fact, this is one of the best soulmelds available at low levels and has reduced use later on mainly because of those items and spells.)
#10

JanusJones

Dec 04, 2006 12:09:54
Honestly, while perhaps not optimized in the way of stats, Spirit Sense is a great feat from Heroes of Horror that people often overlook. If you are going to have a high Wisdom score anyway, might as well be able to interogate the people you all just killed. It addds a lot of depth to a character as well as a powerful divination ability. And most people who have high Wisdom scores will already have a flavor that would fit seeing the recently dead and be able to talk to them.

Nice idea.

There are also some ways to get good reach, like a Fighter with Aberration Blood and Inhuman Reach from Lords of Madness, who would have 15 feet with a reach weapon - very nice at first level, especially with a Fighter feat with which to pick up Combat Reflexes.
#11

JanusJones

Dec 04, 2006 12:11:41
I don't know about your book, but mine states right after "existing natural armor bonus" that you have an effective natural armor bonus of 0 if you don't have natural armor. In the case of the soulmeld, that makes it 0 + 2 for a human or other totemist type versus the 1 + 2 a kobold can gain.

You have been able to benefit from an enhancement bonus to natural armor without actually having natural armor since 3.5 was released. If it weren't possible to use that, the amulet of natural armor/barkskin/etc... would be useless for 90% of the characters that use them. (In fact, this is one of the best soulmelds available at low levels and has reduced use later on mainly because of those items and spells.)

Hmm. I had msiread it - I looked again and I agree. :D
#12

bill_bisco_average_adventurer

Dec 04, 2006 13:34:53
One thing I like to play for first level is a Grey Elf Warmage. Get +2 Int, and thus 20 Int. Cast magic missle and do 1d4+6 damage, and automatically hit
#13

eldong

Dec 04, 2006 13:43:18
One thing I like to play for first level is a Grey Elf Warmage. Get +2 Int, and thus 20 Int. Cast magic missle and do 1d4+6 damage, and automatically hit

Ah, heck...just add Arcane Thesis: MM, and do 2d4+7...or use a Lesser Orb for the touch (and possible crit) for 2d8+5...
#14

eldong

Dec 04, 2006 13:47:40
While I'm at it...a Human Ftr1 with Str 14-15 and a Dex of the same taking EWP: spiked chain, Combat Reflexes, and Deft Opportunist rocks...with up to 3 AoOs at +7 melee for 2d4+3 damage...CR 1 stuff dies like flies...
#15

talok_dup

Dec 04, 2006 14:10:25
A simple half-orc barbarian with an 18 str and weapon focus(greatsword) will have a +8 to hit and do 2d6+9 points of damage while raging.
#16

hack_and_smasher

Dec 04, 2006 14:20:04
At 1st level Duskblade is fairly monstrous with reasonable AC HP and weapons and the colour spray can end most encounters before they start.

Other strong choices are:
Whisper gnome rogue since not been seen is not being hit focusing on throwing oil flasks.

Cleric armour and spear and feats spent in getting turn undead to do ANYTHING is fairly solid.

Druid, animals are mean at first wolf, dog and horse are fairly good.
#17

1hitparry

Dec 04, 2006 14:31:15
You cannot get Arcane Thesis at First level. Otherwise, yeah. That feat is almost too good not to take for damage builds.
#18

necromas

Dec 04, 2006 15:01:57
Bloodline of fire for a level 1 warmage or other caster.

Cast fire spells at caster level 3!
#19

Particle_Man

Dec 04, 2006 15:59:20
Dwarf Fighter with Power Attack and Cleave as feats and a Dwarven War Ax and a Heavy Shield and Best Affordable Armor.

Darkvision, Great AC, Great Con, Great HP, and the ability to sometimes get an extra attack. Not bad for 1st level!
#20

eldong

Dec 04, 2006 16:53:32
You cannot get Arcane Thesis at First level. Otherwise, yeah. That feat is almost too good not to take for damage builds.

Never mind me...I'm going senile...
I dunno if I *never* noticed that before, or simply forgot instantly...
#21

jameswilliamogle

Dec 04, 2006 16:53:43
Warlock with Summon Swarm. Awesome 1st level character.

I've found a Binder with Improved Binding and Binding Savnok works well.

A Kobold or Spellscale Sorcerer w/ the dragonblood substitution level and Dragon Breath seems to have fun at the earliest levels.

Can we count an LA > 0 race?
#22

zombiegleemax

Dec 04, 2006 20:11:30
Metamagic Cleric with the Travel Domain.

Dwarven Barbarian can be a hoot, given your HP total vs your damage potential.

Half-Elf Bard. Diplomancer, anyone?
#23

JanusJones

Dec 07, 2006 8:13:37
Warlock with Summon Swarm. Awesome 1st level character.

I've found a Binder with Improved Binding and Binding Savnok works well.

A Kobold or Spellscale Sorcerer w/ the dragonblood substitution level and Dragon Breath seems to have fun at the earliest levels.

Can we count an LA > 0 race?

Yes, yes we can - and nice suggestions!
#24

JanusJones

Dec 07, 2006 9:30:47
Almost forgot:

Level 1 Warforged Totemist with the Adamantine Body feat. Bind a Wormtail Belt and a Lamasu Mantle for another +4 to AC vs. evil and you've got a 1st level character with an AC of 10 + 8 (adamantine body) + 1 (Dex) + 2 (Wormtail Belt) + 2 (large shield) = 23! 25 against evil. If you put your essentia into the Wormtail Belt, the AC bonus goes up to 24/26. Plus you've got a very sexy 2/adamantine DR, and you've also got the ability to shift your essentia to your Lamasu Mantle for a +1 resistance bonus to saves when you need it.

2nd level should be Totemist, too, which you can use to pick up a pair of claws to do some real damage with. Third level Fighter, to grab Second Slam, and take Multiattack as your 3rd level feat. Now you've got 2 slams and 4 claws (Girallon's Blessing), with all but the primary attack at only a -2 to hit (something that's easily offset by plugging 2 essentia into the Girallon's Blessing for a +2 enhancement bonus to hit and damage). At 4th level grab a second level of Fighter, taking the Warforged substitution level, and take Jaws of Death. Now, at level 4, you've got 7 attacks per round: 2 slams, 4 claws, and a bite. AND you've got Multiattack, a HUGE AC, and DR. And a +2 resistance bonus to saves when you need it.

And you're just sexy.
#25

JanusJones

Dec 07, 2006 9:34:53
Oh, and a Warforged Shapeshifter Druid with Adamantine Body for that very sexy +4 to Strength, +4 to natural AC, +8 armor bonus, 2/adamantine DR, bite + slam attack, 50 feet of speed shifted form. Think of the dinosaur-flavored Transformers.

Another nice one: a Crusader with Aberration Blood and Deepspawn from Lords of Madness. Two attacks per round with Martial Spirit is 4 HP healed each round, potentially - which is HUGE in keeping you alive at 1st.
#26

zombiegleemax

Dec 07, 2006 9:46:05
Another nice one: a Crusader with Aberration Blood and Deepspawn from Lords of Madness. Two attacks per round with Martial Spirit is 4 HP healed each round, potentially - which is HUGE in keeping you alive at 1st.

Deepspawn requires another Aberrant feat besides aberration blood (I recommend Inhuman Reach). You could do it with flaws, though.
#27

JanusJones

Dec 07, 2006 10:00:04
Hmmm. Point taken. Frustrating! Flaws it is.
#28

gparali

Dec 07, 2006 10:19:39
I haven't got a lot of experience with incarnum so i wanted to ask you something.
If you are able to perform with an arm both a claw and a slam attack, can you do both or do you have to choose between the two?
As i read the Girallon's arm soulmeld it seems to me that you would gain two claw attacks and you could choose to make claw or slam attacks with your own arms.
So what is the general consescus? Was this clarified by Cust Serv anywhere?
#29

JanusJones

Dec 07, 2006 13:06:38
They count as separate natural attacks - and technically a "slam" isn't necessarily an arm-based attack. In reality, it could be a headbutt, shoulder-bash - whatever (somebody smack me if I'm wrong - don't worry, I can take it). In other words, as two separate natural attacks, yes - they stack.
#30

JanusJones

Dec 07, 2006 13:37:18
Ooooh! Another one!

A 1st level Azurin Incarnate with Expanded Soulmeld Capacity can bind Astral Vambraces for a total of DR 6/magic - very handy at low levels for survivability! Later on he/she can bind them to the hand chakras and take some levels of totemist, so as to grab 4 claws and 2 slams.
#31

gparali

Dec 08, 2006 11:56:47
i don't know. Its like saying that if the character held a dagger in each hand he could use bothe the slam and the daggers. I would like it to work this way since i was thinking of making a totemist for my next character, but it seems like stretching the rules.
#32

NineInchNall

Dec 08, 2006 12:03:27
Well, I might as well resurrect the original first level character thread: The Ultimate 1st Level Character Thread, if for no other reason than to show the silliness of certain people's reactions to it. *cough*ancalimohtar*cough*
#33

JanusJones

Dec 08, 2006 12:39:03
Nice thread. I forgot to add Orcs (a +0 LA race)!

A +4 Str is not to be sneezed at. Start with an 18, you get 22. Make yourself a Fighter to be an Aoo butt-kicker, or a Barbarian with Extra Rage to just load on the Strength. It also lets you go into Eye of Gruumsh at later levels (part of making a good 1st level character is having the opportunity for development!).
#34

JanusJones

Dec 14, 2006 12:58:20
Another fun one for Roguey types:

Silverbrow Human (Dragon Magic) Scout (Complete Adventurer) 1: Indigo Strike (human), Dragonfire Strike (1st level feat). Now you move 10 feet and then shoot someone with a longbow for 1d8 + 2d6 + 2 skirmish damage! Plus, you can do it all day long and there are no prohibitive requirements limiting when you get the bonus damage (only when the target is flat-footed, etc.).

This one's pretty fun from 1st level, and can make for a great character. For second level and up, consider taking Incarnate levels for more soulmelding, then think about Umbral Disciple from Magic of Incarnum or the Hand of the Winged Masters PrC. If you go with 2 levels of Incarnate, you can grab Dissolving Spittle and use it to deal your skirmish damage, for a ranged touch attack that deals 5d6 per round at 3rd level! In addition, Incarnate will increase your skillset to make you very effective.

Another possibility for future classes is the Totemist. Bind a Manticore Belt to your Totem Chakra, and all of a sudden you've got multiple attacks that convey your skirmish damage every round! By level three this can mean up to 3 spikes fired from your tail as a standard action, each dealing 3d6 + 1/2 Strength damage + 6. Ow!

If you're in an evil campaign (or a neutral one that won't mind your nefarious ways), grab Necrocarnum Acolyte at 3rd and a level of Necrocarnate at 8th. This will make your essentia needs a moot point.

If you're good, think about Improved Essentia Capacity to up your Indigo Strike damage, Improved Soulmeld Capacity for upping your Dissolving Spittle, and Bonus Essentia to help your essentia pool. Draconic Senses makes a great investment if you're willing to pick up at least 4 total Draconic feats, as it will give you Blindsense, Darkvision, and Lowlight Vision.

Another decent PrC is the Dragon Devotee class, which will up your skirmish damage, grant some stat bonuses, and give you a couple levels of arcane spell failure-free sorcerer casting.

If your DM allows it, consider becoming a Dragonborn when you can. If you take the Hand of the Winged Masters PrC (a good 2 level dip), you can afford to lose your 1st level Dragonfire Strike and grab it with your 1st level of HotWM - in effect, losing nothing. The Dragonborn race will let you get flight, which you can use to pick up Great Flyby Attack so that you can attack a number of opponents equal to your Dex mod in a straight line without taking Aoos. This is very handy when coupled with speed-boosting feats like Air Heritage.
#35

shrympscampi

Dec 14, 2006 14:16:59
Mineral Warrior Fire Elf

Class: none

32 point buy in (plus fire elf and mineral warrior stats)
16 str
16 dex
16 con
16 Int
8 wis
6 cha

Low light vision
Darkvision

Weapon Proficiency - Longsword, rapier, longbow and short bow
Immune to sleep
+2 bonus against enchantment spells and effect
+2 bonus listen, search and spot
Land speed 30 ft burrow speed 15 feet
Natural armor +3
DR 8/adamantine
Earth strike: con bonus to attack roll, +1 damage per racial HD 1/day
+1 atk bonus vs water subtype
-2 bonus save vs water and cold
Resistance to fire 5

Flaws and feats still undecided.
#36

JanusJones

Dec 14, 2006 14:27:52
Sorry, no good - Mineral Warrior is a +1 LA template, meaning that character would be second level. Plus, it would be unplayable from 1st level, since almost no DM would allow players to automatically select a template for their second level.
#37

chimaera2000

Dec 14, 2006 15:05:08
For melee:

Human Fighter 1

Combat Reflexes, Combat Expertise, Improved Trip

A simple, yet highly effective low-level melee set up. The idea is to grab a reach weapon, then use attacks of opportunity to trip Medium or smaller foes. There are many, many advantages to this. First, the initial to-hit roll is a touch attack. Second, with your bonus from Improved Trip, you're quite likely to knock down your foe. Third, you get a free attack at +4 when you do knock down that foe. Fourth, you get an attack of opportunity against that enemy when they stand up. Fifth, you get battlefield control; an enemy that's wasting their standard action getting up isn't spending that action attacking. Sixth, because of Combat Reflexes, you can do this to multiple enemies and are still effective while flat-footed.

If you're using flaws, take Jotunbrud (source unknown) as an extra feat to make even more sure that you knock your enemy on their rear.

Yes, it's at low-levels where the fighter can actually shine.

Human Warblade 1 (Tome of Battle)

Feats: Power Attack, Cleave
Maneuvers: Steel Wind, Steely Strike, Punishing Stance

This build excels at taking on both single and multiple foes. Equip yourself with a greatsword and activate Punishing Stance when your turn comes up. Use Steely Strike against a single foe or Steel Wind if multiple enemies are in reach. Odds are that you'll hit someone, and at 3d6+(Str x 1.5) damage, you're likely going to down them in one hit. Cleave really comes into its own against multiple enemies; if you're lucky, you can take down three enemies in a single round.

An alternative build involves the use of Vital Recovery and/or Improved Initiative. Both of these can compensate for the reduced defense provided by Punishing Stance; the former recovering damage that you'll take and the latter allowing you to hopefully down your foes before they can retaliate.

Warforged (Eberron or Monster Manual III) Crusader 1 (Tome of Battle)

Feat: Adamantine Body (Eberron or Monster Manual III)

Mix in a d10 Hit Die, Adamantine Body, extra Constitution, a heavy shield, the Martial Spirit Stance, Crusader's Strike and Steely Resolve and you have arguably the best low-level tank around. This energizer bunny can keep going and going thanks to loads of HP, damage reduction, infinitely renewable healing and delayed damage. You even have a chance to negate that lucky crit that gets past your 21 AC.
#38

JanusJones

Dec 14, 2006 15:25:51
On that Human Warblade you can also throw on Diamond Mind's Sapphire Nightmare Blade. This lets you deal up to 4d6 + 1.5 x Strength to those single foes you really want to clobber HARD.
#39

gaffer

Dec 14, 2006 15:34:43
The way I read Sapphire Nightmare blade, you have to make both an attack roll and a Conc check in order to trigger the bonus. Same goes for the other gem nightmare blades.

Not sure if it was mentioned already, but I think:
Orc Fighter 1 (let's be nice and give him 18 starting Str, for 22 total, as well as decent dex)
-Combat Reflexes, EWP (Spiked Chain)

A few AoOs per round and 10 foot reach makes this brute deadly at level 1. With an average of 14 dmg per swing, enemies will likely be dead before they get close to you (unless they charge). A friendly mage will extend your kill zone to 20 feet.

Power Attack, Cleave, and a level of Barb with Extra Rage would be nice.
#40

chimaera2000

Dec 14, 2006 15:36:16
I took a look at Sapphire Nightmare Blade, and the Concentration check doesn't replace your attack roll, unfortunately; it just determines whether you get the extra effects. Now that we've established this, I'd probably shy away from Monkey Grip as well. You can definitely clobber someone with it, but -2 to hit is killer at low levels.

At 3rd level, though, using Power Attack and Monkey grip with Emerald Razor is perfectly viable.
#41

JanusJones

Dec 14, 2006 15:38:36
WOOOPS! My bad, guys! To heck with Monkey Grip!
#42

zombiegleemax

Dec 15, 2006 1:37:25
It's hard to beat:

Shape Soulmeld (Soulspark Familiar) for a flying 13hp critter that makes ranged touch attacks.

and

Shape Soulmeld (Rageclaws) for an extra effective 10+ hps at first level. (Fight with no penalty from -1 to -9??)

at first level.

1st level Warblade or Barbarian or Duskblade with the above two feats is pretty sick.

Similarly:

1st level Wizard with Immediate Magic variant (Conjuration) and those 2 soulmelds could just ready actions to hop away while his Soulspark kills you.

1st level Dread Necromancer with Tomb-Tainted Soul and Shape Soulmeld [Soulspark Familiar] could just heal himself every round while the soulspark killed you.

but:

The absolute king imo would be:

Azurin Psion [Shaper] 1 with Shape Soulmeld [Rageclaws] and Shape Soulmeld [Soulspark Familiar], and Up the Walls. Scramble up the wall while your soulspark familiar pew pews from up with you while the astral construct rawrmangles on the ground. For your other two powers, take Vigor and Disable. Could also take Boost Construct instead of Up the Walls and give it flying.
#43

davethemagicweasel

Dec 15, 2006 17:32:40
Spellscale (Races of the Dragon) Sorcerer 1 with Versatile Spellcasting (also RotD).

If you start with an 18 Cha, increased to 20 by Spellscale, and then convert 4 cantrips into 2 first level spells you can cast 7 1st level spells each day.

Admittedly, a bit on the weak side, but with encounter-ending spells like Sleep, Color Spray and Burning Hands (when combined with pints of oil of course) you'll be very effective, and your spells will last longer than most 1st level casters.

I'd use Garyx as your Blood Quickening, so you can bust out a couple of extra-large effects when you need to.

Make it Magic Blooded as well if you're ever lucky enough to find a DM who lets you.
#44

davethemagicweasel

Dec 15, 2006 19:46:36
Strongheart Halfling Cloistered Cleric (UA) 1
Domains: Trickery & Undeath (SC) (& Knowledge)
Feats: Reach Spell (CDiv), Divine Metamagic (Reach Spell) (CDiv), Extra Turning (Undeath domain)

Tactics:
Defensive: Spend all starting money on a chain shirt. Once battle is joined, hide (4 ranks +4 size + halfling dex), then use Reached Cure spells to make sure the meatshield carries on standing between you and trouble.
Offensive: keep meatshield on his feet long enough to whack the bad guy.
#45

jameswilliamogle

Feb 11, 2007 9:13:38
bump.

On the Warforged Crusader, I'll add the following:

Warforged (Eberron or Monster Manual III) Crusader 1 (Tome of Battle)

Feat: Adamantine Body (Eberron or Monster Manual III)

Mix in a d10 Hit Die, Adamantine Body, extra Constitution, a heavy shield, the Martial Spirit Stance, Crusader's Strike and Steely Resolve and you have arguably the best low-level tank around. This energizer bunny can keep going and going thanks to loads of HP, damage reduction, infinitely renewable healing and delayed damage. You even have a chance to negate that lucky crit that gets past your 21 AC.

Make it a Warforged with the Dragontouched feat. Now, give him the Dragonscale Husk option, instead of getting Heavy Armor Proficiency (Dragon Magic). Now, he's got a 27 AC. Add on a Heavy Shield and its 29. The AC will go up automatically +1 per 3 levels, too. Also grants more Con. If you can get more than 12 Dex, than you can get a little more AC.
#46

bill_bisco_average_adventurer

Feb 11, 2007 12:19:58
bump.

On the Warforged Crusader, I'll add the following:

Make it a Warforged with the Dragontouched feat. Now, give him the Dragonscale Husk option, instead of getting Heavy Armor Proficiency (Dragon Magic). Now, he's got a 27 AC. Add on a Heavy Shield and its 29. The AC will go up automatically +1 per 3 levels, too. Also grants more Con. If you can get more than 12 Dex, than you can get a little more AC.

I don't know where you're getting your numbers. Dragonscale Husk gives you +6 Armor +1/3 class levels. The most it gets is +12 at level 18. That's a 22+2 Dex +2 Shield = 26, but that's at level 18.....which sucks.
#47

phaedrusxy

Feb 11, 2007 12:49:55
Forest Gnome Wilder 1
Feat: Psicrystal Affinity (cowardly psicrystal personality)
Power: Vigor
(Assuming at least 14 in Con and Dex before racial bonuses.)

Tactics: Hide, and shoot people with your crossbow. Your hide skill bonus will be: 2ranks+ 4size +4 racial (8 in forests) +3psicrystal +dex. Assuming a 14 Dex, that's +15, and +19 in forests. You have a racial con bonus, and you can get 10 hit points per power point with Vigor (Wild Surging), so you're very tough and sneaky.

Since psicrystals also get feats have it take Mounted Combat, if the DM will let you swap out its first level feat. While you hide and plink people with your crossbow, the psicrystal rides a riding dog out and directs it to attack your enemy. If you use Vigor on the Psicrystal separately, it will have a substantial amount of hit points, and it has a hardness of 8. So it is quite durable if someone decides to attack it. If they attack the dog, the psicrystal can try to negate it by using your Ride skill ranks.

If you wanted to focus more on offense, you could take Mind Thrust as your power instead. I'd probably wait until 4th and take Ego Whip, however.
#48

jameswilliamogle

Feb 11, 2007 14:22:36
I don't know where you're getting your numbers. Dragonscale Husk gives you +6 Armor +1/3 class levels. The most it gets is +12 at level 18. That's a 22+2 Dex +2 Shield = 26, but that's at level 18.....which sucks.

Added to the Adamantine Body feat. The AC bonus from Dragonscale Husk isn't named. requires flaws, but doable (8 AC from feat, 6 AC from class feature option, 2 AC from dex, at 1st).
#49

bill_bisco_average_adventurer

Feb 11, 2007 14:31:11
Added to the Adamantine Body feat. The AC bonus from Dragonscale Husk isn't named. requires flaws, but doable (8 AC from feat, 6 AC from class feature option, 2 AC from dex, at 1st).

That's a tricky proposition. This line is devastating.
This bonus doesn't stack with any feat, racial trait, or any ability that would grant you a bonus to Armor class.

I wonder how the RAW would handle it.
#50

jameswilliamogle

Feb 11, 2007 14:33:59
That's a tricky proposition. This line is devastating. I wonder how the RAW would handle it.

I forgot about that second line; probably wouldn't work. I've misread that whole thing, apparently: I was thinking it could stack with named bonuses to AC, like enhancement bonuses and such. yeah... it sucks... nm.
#51

JanusJones

Feb 11, 2007 15:22:15
You could still do something sexy with AC with a kobold Totemist. Consider: the kobold gets a +1 natural bonus and +1 from size. Add on a Wormtail Belt with 1 essentia and you get +3 to that, +2 for a heavy shield, and +4 for a chain shirt (if you can afford it!). Throw on a Lamasu Mantle for +2 vs. evil, too. Now you're talking 21 base - without Dex - and 23 vs. evil!

You could do the same with a Warforged, of course, which would net you +8 (adamantine body) + 3 (Wormtail Belt) + 2 (deflection vs. evil) + 2 (heavy shield) = 25 AC vs. evil, +1 if you manage to grab a Dex of 12.

Crusaders with multiple attacks always kick butt. Try a kobold with the racial modifier that gives it claw/claw/bite and pick up Multiattack as your first level feat. Three attacks at only a -2, each one healing up to 6 HP per round! Very snazzy.
#52

thompsja

Feb 11, 2007 17:19:31
Oh, and a Warforged Shapeshifter Druid with Adamantine Body for that very sexy +4 to Strength, +4 to natural AC, +8 armor bonus, 2/adamantine DR, bite + slam attack, 50 feet of speed shifted form. Think of the dinosaur-flavored Transformers.

You do realize that a Warforged Druid with Adamantine body gives up casting all druid spells, nor can it use any of the druid's supernatural or spell-like abilities. (ECS, page 50)
#53

zombiegleemax

Feb 11, 2007 17:37:16
I would probably not recommend this in a long-running campaign, but for a one-shot... how about Warforged+flaws+Adamantine Body+Thick-Skinned (Savage Species)X2? DR 6/adamantine (essentially, DR 6/- at that level). Perfect against those Goblin/Kobold hordes!
#54

JanusJones

Feb 12, 2007 9:26:56
You do realize that a Warforged Druid with Adamantine body gives up casting all druid spells, nor can it use any of the druid's supernatural or spell-like abilities. (ECS, page 50)

Hmmm. Point.

Maybe just VoP with a regular Warforged who has a single flaw. You'd keep your +2 base AC boost and add on the +4 from VoP.
#55

chimaera2000

Feb 12, 2007 11:03:45
Actually, you wouldn't even get the +4 from VoP. Even though it's listed as an exalted bonus, it explicitly states that it doesn't stack with armor bonuses.
#56

zombiegleemax

Jun 19, 2007 19:51:08
For first level survivability, I think an honorable mention should go to Least Dragonmark (Whatever) and then Mark of Protection. Even if you're not using Action Points, DR 5/magic at 1st is nothing to cry about. At 3rd it starts to get a bit old though.
#57

tsuyoshikentsu

Jun 19, 2007 21:30:35
A human Duskblade 1 with Precocious Apprentice (Scorching Ray) and Fiery Burst is nothing to scoff at.
#58

JanusJones

Jun 21, 2007 12:42:20
A weird one for the oddballs out there who enjoy monstrous races:

Jermlaine (people have recently pointed out that this TINY fey is +0 LA in the MMII eratta) gets tiny size, +6 Wis, +6 Dex, -8 Str, -6 Cha, and -2 to Int and Con.

Jermlaine Swordsage 1: Weapon Finesse (1st). Make sure you max out your Dex and Wis. Let's assume a 14 in both.

This gives you a 10 (base) + 5 (Dex) + 2 (size) + 3 (studded leather) = 20 AC. Hooah. At second level you add in your Wis, which puts you at a ridiculous 25 AC.

But wait, I hear you cry - what about damage? Well, you've got a +8 to hit (+2 from size, +5 from Dex, and +1 from the Swordsage's WP Focus), so connecting with the target isn't a problem. Now combo up on Burning Blade and Shadow Blade Technique or Sapphire Nightmare Blade, dealing an extra 2d6+1 on a single hit. Not completely ridiculous, but fun - especially when you consider how hard you are to hit.

Then there's Child of Shadow Stance (if you want to be REALLY hard to hit).

Mighty Throw + Stonefoot Stance is another fun one. Your Trip check ends up being -8 (size) + 5 (Dex) + 2 (Stonefoot) + 4 (Mighty Throw), totalling up to a +2. Funny because you'll be so much smaller than your enemy.

If you go higher level, you can always pick up Confound the Big Folk, to negate your enemy's size bonuses against trips (for real hilarity). Shadow Blade at 3rd is, of course, a gimme.

They also make PHENOMENAL first level Druids. Just pimp your critter out and ride around on it, casting support spells. If you choose a Dire Rat, you can constantly talk to it (Jermlaine can speak with rats at will).

Let's not forget that these TINY little guys get 40 feet of base speed! This can make for some serious coolness factor on a Lion Totem Barbarian with the Cityscape "Ferocity" version of rage (find that here: http://www.wizards.com/default.asp?x=dnd/we/20070228a) or Unearthed Arcana's Whirling Rage variant.

Pick up Extra Rage at 1st and Extended Rage at 3rd (or at 1st if flaws are available) and away you go. Make sure to grab Shadow Blade at some point, and definately do some two-weapon fighting as well. Charge up to the hapless foe (with your 50 foot speed!) and attaaaaaaaack!

With Unearthed Arcana's variant you can get a ridiculous AC (+2 from Whirling Rage, +2 from size, +3 from Studded Leather) and two attacks per round. Fun!

As Scouts they also kick tookus. Move 40 feet, fire an arrow (+2 to hit from size, +5 from Dex), and deal skirmish damage. Shazam. Get Expeditious Dodge as your first level feat and you'll have an AC of 22 (+2 Expeditious Dodge, +2 size, +5 Dex, +3 studded leather).

They also make surprisingly effective Incarnates (Magic of Incarnum). Acidic Spittle lets them make a standard action ranged touch attack for 2d6 acid damage once per round, and if you choose the right soulmelds you can pump your defenses - a Fellmist Robe adds 10% concealment against non-adjacent attackers, which you can use to Hide! Since you've got 40 feet of speed, they'll never catch up to you, either - hee hee!
#59

commx

Jun 21, 2007 12:58:26
This thread may be of use here, containing quite a number of builds of the levels 1-10.
#60

CubeKnight

Jun 22, 2007 8:17:28
Jermlaine Swordsage 1: Weapon Finesse (1st).

Quite a common oversight. Weapon Finesse requires BAB +1, and SwordSages have 3/4 BAB, meaning they can't get it at level 1.
#61

JanusJones

Jun 22, 2007 9:09:38
Point taken. Could do it with Insightful Strike from the BoED, of course.

Which got me to thinking a Jermlaine Ninja might be fun, for all that Ninja's lose to Swordsages . . .
#62

the_mad_linguist

Jun 22, 2007 11:57:06
How about a first level sleight of hand optimization, for people who want to play the classic pickpocket rogue?

Human Rogue 1
Stats mostly unimportant(Since this is a skill optimization), but put a 18 in dex.

Feats:
Skill focus(sleight of hand)
Deft hands

Skills:
Max your ranks in sleight of hand and in bluff.

Item: Masterwork tool for sleight of hand. Maybe long flowing sleeves that make it easy to hide stuff on your person.

Total bonus
3+2+4+4+2= +15. If you can take 10, you automatically can steal an item from someone, who then must make a DC 25 spot check to notice.

Reducing the chance of being spotted is quite simple. Have the party bard play in the same room, using the fascinate version of bardic music. This gives a -4 penalty to the spot skill check. The spotter is also distracted, which gives a further -5. So the person you're stealing from has to have at least a +14 bonus (and roll a 20) to notice.


You can also hide items on your person, so if you take 20 when you hide them (which seems reasonable), and wear baggy clothing (also reasonable) the searcher has to make a DC 33 search check. To find a dagger is DC 35, and a ring or other really small item is DC 37. In other words, once you steal something it's going to be very difficult for an average guard to find it.

By taking 10, you can also achieve a DC 25 memorable performance, and gain d6 gp per day during downtime by juggling.

At second level, you can pick up a nice synergy bonus from bluff to add another +2.


If there's something you absolutely must steal, getting a psionic shard is possible, although it's a one-time use.

If traits are allowed, add in illiterate for another +1 to the skill
(then spend two skill points in speak language to buy it off)
If flaws are allowed, switch your race to something with a dexterity bonus.
#63

sigma999

Dec 09, 2007 23:19:18
Halfling Paladin.
Take Luck of Heroes feat.
Enjoy your massive saves!
#64

the_mess

Jan 13, 2008 0:09:08
Azurin Incarnate

Take Share Soulmeld and Expanded Soulmeld Capacity for feats.

Meld Soulspark Familiar and Dissolving Spittle. Use Expanded Soulmeld Capacity on the Dissolving Spittle, which you share with your Soulspark. Put both your essentia into the Spittle.

You can now make 2 attacks per turn, each doing 3d6 acid damage, for a total of 6d6 damage per turn, with no limitations on usage, and it's a ranged touch attack that you can use 30' away. The only downside is that you do provoke an AoO for spitting, so if you get adjacented (is that a word?), you'll want to go back to your regular weapon. Your Soulspark, however, can fly above you, out of range of most of your first level problems, and can continue to rain acid down on your foes. And Incarnates get decent armor.
#65

solaria

Mar 28, 2008 11:17:12
Level 1 sprite warlock with feral template (LA +5, unfortunately)

adjustments:
str 0
dex +6
int +2
con +2
wis +6
cha +6

low light vision, 60' darkvision
dr 10/cold iron
sr 16
fast healing 2
full time greater invisibility

natural ac +7
size ac +1
hit +1
dodge as bonus feat

30' land speed/60' fly

summon swarm, 1d6 eldritch blast as ranged touch attack
#66

solaria

Mar 28, 2008 13:32:48
Actually, you wouldn't even get the +4 from VoP. Even though it's listed as an exalted bonus, it explicitly states that it doesn't stack with armor bonuses.

Actually, the exact wording is "an armor bonus". It is meant to take the place of wearing armor. Also it doesn't affect touch AC or incorporeal touch attacks. So, it won't stack with things like chainmail or bracers of armor. It should stack with natural armor, though, because that stacks with armor.

BTW, what is the deal with the Sacred Vow feat? This is so lame, any character should be able to take a vow of poverty at level 1. Requiring a prerequisite that does nothing is pretty bogus. If you aren't human, not only are you giving up the bonus feat that humans are using to get vop at level 1, but you also lose bonus exalted feats at levels 1 and 2. That seems too punishing to me.
#67

awaken_D_M_golem

Mar 28, 2008 14:38:47
War(psi-)forged Erudite - class feat gets an Earth Elemental Envoy with 3HD and 5/- damage reduction.
1 hd feat - Magic of Eberron has one that makes the Warforged body into a 1 powerpoint Cognizance Crystal.
flaw feat - Azure Talent
flaw feat - Psycarnum Infusion.

Buys 4 or 5 powerstones, ignores the CPsi nerf.

Has very slow, but semi-infinite PP out of combat.
This translates to ~unlimited healing, for both. And more ...
#68

vicen_korel

Apr 02, 2008 10:44:36
Human
Battle Sorcerer
Precocious Apprentence (Scorching Ray)
Fiery Burst Reserve Feat

Have a scorching ray for 4d6 or unlimited 2d6 5' radius Burst attack with the same save throw as that scorching ray.

I believe that there is a Reserve feat in CC that has 2nd level healing spell requirement. If so then you could use a Bard with Precocious Apprentence to take that feat and have unlimited healing at level 1.
#69

phaedrusxy

Apr 03, 2008 15:12:14
The BBEG slayer:

Cleric 1, either human with the Undeath domain, or with flaws.

Take Heighten Spell, DMM: Heighten Spell, and Extra Turning.

Now you can jack the save DC of one spell through the roof, once per day, by burning all your Turn Undead attempts while casting it. In core only, Cause Fear is probably your best bet. You and your partymates get to beat on the guy for 1d4 rounds as he flees in terror.

If you go outside core, there are better options. One I saw was in the BoVD. I don't remember the name, but it makes them helpless for 1 round, plenty of time for your party mates to take turns Coup De Gracing him. Once you hit level 3, you can upgrade this to Hold Person.
#70

awaken_D_M_golem

Apr 03, 2008 16:10:19
Me - "Magic of Eberron has one ..."
PXY - "BoVD. I don't remember the name ..."

Yep, I still don't have all 3000+ feats memorized yet; and I take it I'm not going to.
Does anybody have all of the spells and powers memorized ???
#71

Pwntatochip

Apr 03, 2008 18:21:53
My survival build would be a jermalaine monk. the tiny size is +2 ac, and with some good rolls your looking at...

Em-sy Hammar(can't touch this)

jermalaine monk1
feats Sacred Vow, Vow of poverty(flaw), Nymph's kiss(VoP bonus), Great fortitude(flaw)

ac = 30 (10+2{size}+7{dex}+7{wis}+4{Vow of poverty})

saves
Reflex 10(2 base, 7 dex, 1 feat)
Fort 8(2 base, 3 con, 3 feat)
Will 10(2 base, 7 wis, 1 feat)

attacking
flurry of blows +7/+7 shuriken 1 damage each.

At this point, damage reduction 1trillion isn't gunna matter since you only hit for 1 damage, but you really have fun in that your BASE speed is 40, you have a HUGE +hit, your saves are nuts, and your hide and move silenty bonuses(should you ever have to hide) are crazy something like size bonus of 16 + 7 from dex = 23.

not the best toon, but would be ALOT of fun.
#72

sinfire_titan

Apr 03, 2008 20:39:47
1st level Focused Conjurer. Take Precocious Apprentice now, and get 2nd level Conjuration spells at 1st level.

Overpowered? No s***! Optimized? Certainly.

Azurin Incarnate

Take Share Soulmeld and Expanded Soulmeld Capacity for feats.

Meld Soulspark Familiar and Dissolving Spittle. Use Expanded Soulmeld Capacity on the Dissolving Spittle, which you share with your Soulspark. Put both your essentia into the Spittle.

You can now make 2 attacks per turn, each doing 3d6 acid damage, for a total of 6d6 damage per turn, with no limitations on usage, and it's a ranged touch attack that you can use 30' away. The only downside is that you do provoke an AoO for spitting, so if you get adjacented (is that a word?), you'll want to go back to your regular weapon. Your Soulspark, however, can fly above you, out of range of most of your first level problems, and can continue to rain acid down on your foes. And Incarnates get decent armor.

Only works if your DM rules that a Soulspark Familiar counts as having a Familiar, Animal Companion, or Special Mount. Otherwise, you need Azurin Wizard with Shape Soulmeld (Dissolving Spittle) and Share Soulmeld.
#73

the_mess

Apr 03, 2008 22:25:46
Only works if your DM rules that a Soulspark Familiar counts as having a Familiar, Animal Companion, or Special Mount. Otherwise, you need Azurin Wizard with Shape Soulmeld (Dissolving Spittle) and Share Soulmeld.

From the FAQ:
Can a soulmeld or its chakra bind allow you to meet the prerequisites for a feat or the requirements for a prestige class?

Yes, but you only gain the benefits of the feat or prestige class as long as you continue to meet its requirements. If you unshape the meld or change the chakra bind, you would lose the feat or prestige class benefits and wouldn’t be able to advance further in the prestige class.

So, it works in principle.

I am a bit worried about the ambiguous modifying clause, as I tried to bring up on this thread, but nobody had anything to say.
#74

tytalus

Apr 04, 2008 3:21:54
There are also some ways to get good reach, like a Fighter with Aberration Blood and Inhuman Reach from Lords of Madness, who would have 15 feet with a reach weapon - very nice at first level, especially with a Fighter feat with which to pick up Combat Reflexes.

Since reach weapons double natural reach, the guy in question would have a reach of 20 feet instead.
#75

Dictum_Mortuum

Apr 04, 2008 3:43:31
1st level Focused Conjurer. Take Precocious Apprentice now, and get 2nd level Conjuration spells at 1st level.

Overpowered? No s***! Optimized? Certainly.

You forgot to mention that you have 30% chance of losing the spell (you need to succeed in a DC 8 CL check and i assume you've got just 1).
#76

tytalus

Apr 04, 2008 6:23:57
You forgot to mention that you have 30% chance of losing the spell (you need to succeed in a DC 8 CL check and i assume you've got just 1).

The idea here is, due to the working of the abilities, to give up the CL-check-dependent PA spell slot for two real spell slots granted by Focused Specialist.
#77

sinfire_titan

Apr 04, 2008 7:14:42
You forgot to mention that you have 30% chance of losing the spell (you need to succeed in a DC 8 CL check and i assume you've got just 1).

Actually, that check depends on the spell slot used. Since you are using a slot not granted by PA, you don't need the check.

So, it works in principle.

I am a bit worried about the ambiguous modifying clause, as I tried to bring up on this thread, but nobody had anything to say.

Ability to shape Soulmelds and a familiar, animal companion, or special mount with whom you can share spells.

It implies that you have those class features, or that you have the Obtain Familiar feat. Also, read the Body Shape and Chakras section of Chapter 7. Soulsparks have access to only two Chakras: Heart and Soul. So they can't even have the Dissolving Spittle shaped. So the trick can't work period.
#78

corzat_the_gray

Apr 04, 2008 10:25:20
My survival build would be a jermalaine monk. the tiny size is +2 ac, and with some good rolls your looking at...

Em-sy Hammar(can't touch this)

jermalaine monk1
feats Sacred Vow, Vow of poverty(flaw), Nymph's kiss(VoP bonus), Great fortitude(flaw)

ac = 30 (10+2{size}+7{dex}+7{wis}+4{Vow of poverty})

saves
Reflex 10(2 base, 7 dex, 1 feat)
Fort 8(2 base, 3 con, 3 feat)
Will 10(2 base, 7 wis, 1 feat)

attacking
flurry of blows +7/+7 shuriken 1 damage each.

At this point, damage reduction 1trillion isn't gunna matter since you only hit for 1 damage, but you really have fun in that your BASE speed is 40, you have a HUGE +hit, your saves are nuts, and your hide and move silenty bonuses(should you ever have to hide) are crazy something like size bonus of 16 + 7 from dex = 23.

not the best toon, but would be ALOT of fun.

Ahhh, yes, not to rain on your parade but how is your VoP monk using shuriken when it can't own anything beyond a simple quarterstaff as a weapon?

Correct me if I'm wrong, I'm afb right now, but I thought that was how VoP worked.

Other than that, it looks like a fun idea for a first level run.
#79

the_mess

Apr 04, 2008 12:43:48
It implies that you have those class features, or that you have the Obtain Familiar feat.

You're missing the ambiguity. I explain it clearly on another thread.

Also, read the Body Shape and Chakras section of Chapter 7. Soulsparks have access to only two Chakras: Heart and Soul. So they can't even have the Dissolving Spittle shaped. So the trick can't work period.

I'd missed that! However, I'm not sure you're right.

At your option, any soulmeld shaped by you and currently affecting you can also affect your familiar...

It doesn't say he gets the meld, just that your meld affects him. That seems ambiguous to me, so I guess it would be a DM call. (Or I'm being pigheaded, one of those. Though I still maintain *something* should stop this from working.)

Of course, if you Share Soulmeld your Soulspark Familiar meld with your Soulspark Familiar, then he would also get a familiar!
#80

prime361

Apr 04, 2008 16:17:33
Human
Battle Sorcerer
Precocious Apprentence (Scorching Ray)
Fiery Burst Reserve Feat

Have a scorching ray for 4d6 or unlimited 2d6 5' radius Burst attack with the same save throw as that scorching ray.

I believe that there is a Reserve feat in CC that has 2nd level healing spell requirement. If so then you could use a Bard with Precocious Apprentence to take that feat and have unlimited healing at level 1.

There goes my post...

The Prime Suspect
#81

vicen_korel

Apr 05, 2008 1:53:52
I can one up that now :D

Conjurer
Focused specialist
Immediate Magic

Feats:
Precocious Apprentice, Fiery Burst, Icy Blast , Acidic something

Lose that 2nd level for 2 more use your high int for bonus spell memorize Ice Knife (conjure) melf's acid arrow (conjure) and with the Int bonus scorching ray.

Now you have a shotgun (15' cone) from the icy reserved, a grenade launcher from the fiery burst and a hunting rifle from the acid reserved.

All at unlimited uses a day PLUS you can teleport 10' as a swift action Int Mod /day

Get your Familiar back at 3rd level *if the DM hasn't smite'd you yet* with obtain familiar AND ALL classes that advance your arcane caster level advance your familiar now.

Get a soda and watch the poor warlock cry becuase his mom did the nasty with a balor for his puny powers.
#82

jameswilliamogle

Apr 05, 2008 7:59:49
It doesn't say he gets the meld, just that your meld affects him. That seems ambiguous to me, so I guess it would be a DM call. (Or I'm being pigheaded, one of those. Though I still maintain *something* should stop this from working.)

Of course, if you Share Soulmeld your Soulspark Familiar meld with your Soulspark Familiar, then he would also get a familiar!

The Soulspark Familiar soulmeld doesn't grant you a familiar that you can share spells with, so you don't qualify for the Share Soulmeld feat. From the feat: "Ability to shape soulmelds and a familiar, animal companion, or mount with whom you can share spells." That's the main problem as I see it.

edit: ah, I see your "ambiguity" post. I don't think the first way is the correct way to read it. This would be a prime question for custserv.

One thing that's always bothered me about the feat: it never says that the shared soulmeld gets the benefit of the essentia invested, just the soulmeld... but the wording and rules regarding soulmelds, essentia, and chakras are vague enough for me to wonder how it works.
#83

Pwntatochip

Apr 05, 2008 8:25:37
Ahhh, yes, not to rain on your parade but how is your VoP monk using shuriken when it can't own anything beyond a simple quarterstaff as a weapon?

Correct me if I'm wrong, I'm afb right now, but I thought that was how VoP worked.

Other than that, it looks like a fun idea for a first level run.

actually it says you cannot carry masterwork or magically items, usually just a quarterstaff used as a walking stick.

since shuriken are cheaper then a quarter staff I saw no problem, but hey wanna make it easier, say you run out shuriken at about lvl 2-3 just take weapon proficiency pebble and start throwing rocks, you won't get flurry of blows, they will still do 1 damage, and since they are free I don't see em hurting the VoP.

or take weapons finesse at lvl 3 and you now can punch people for 1 damage twice a round (a 20th lvl mighty wallop cast on you still takes you 1 size category from collosal and an imp natural attack takes care of the last size cat.{who says you need a halfgiant monk to do 16d6 damage]).

oh wow 16d6 an attack, and with your size bonus and dex mod to hide and move silently alone being 23.... the PH says remaining hidden WHILE beating on someone is a -20 to your roll. you could easily do 16d6 a hit to someone without being seen.
#84

nedz

Apr 29, 2008 21:11:33
It depends upon your game style, but this has to be close to optimal for the (unfashionable - I know) "I'll talk my way out of this" style of play.

How about Lvl 1 Half Fey
(see http://www.wizards.com/default.asp?x=dnd/sp/20040213a)

Cha 18+2
Feat: Ability Focus(Charm Person)

Charm Person at will, Will save DC 18 (11+5+2)
also hypnotism 1/day, Will save DC 16 (11+5)

Just stay out of trouble and only fight humanoids.

I recommend Profession(Hairdresser) 4 with this one also