3.5 Mega-Multiclass human-Core rules only-Help!

Post/Author/DateTimePost
#1

silencher

May 27, 2010 3:45:21
Hey All,

I have a Human character currently in a 3.5 game. At the moment he is Character level 9.

Level 1 fighter/level 1 barb/level 3 wizard/level 3 rogue

feats:  power attack, weapon focus: greatsword, cleave, scribe scrolls(wizard), improved toughness, improved initiative

magic item: shocking cold iron greatsword+2, mithril chain shirt+1, ring of protect +1, hat of disguise,  

stats: str: 17, dex: 16, con: 14, int: 13, wis: 10, cha: 13.

skills:  bluff: 5, climb 3, decipher script 5, disable device 1, handle animal 5, intimidate 4, jump 7, listen: 4, move silent: 5, open lock: 1, perform-lute: 6, ride: 4, search 2, sleight of hand: 1, spellcraft: 7, spot 3, survival 3, swim 3, tumble 5.


The main goal of the build is to be a heavy damage dealer, if I'm flanking I can already do 2d6+10(power attack), +9 +1d6(shock) +2d6 (sneak attack). I also like to double as a tank. I use regular invis, bulls strength and shield often to allow me an additional sneak attack opportunity, more damage and more ac, respectively.

--------------- 

My limits: I -must- train fighter/barb up to at least level 3, per the house rules of my DM.

I can only use the core rulebooks (PHB/DMG/MM) for feats, classes, prestige classes, etc.

I can pick from these feats:  Improved Toughness (Complete Warrior, p. 101), Shield Specialization (Player's Handbook II, p. 82), Augment Healing (Complete Divine, p. 79), Practiced Spellcaster (Complete Divine, p. 82), Divine Metamagic (Complete Divine, p. 80),* Divine Spell Power (Complete Divine, p. 80), Glorious Weapons (Complete Divine, p. ), Domain Spontaneity (Complete Divine, p. 80), Extra Wild Shape (Complete Divine, p. 81 ), Fast Wild Shape (Complete Divine, p. 81), Delay Potion (Complete Mage, p. 41), Poison Expert (Complete Scoundrel, p. 80), Poison Master (Complete Scoundrel, p. 80 ), Savvy Rogue (Complete Scoundrel, p. 80), Chant of the Long Road (Complete Scoundrel, p. 74), Chord of Distraction (Complete Scoundrel, p. 75), Epic of the Lost King (Complete Scoundrel, p. 77), Sound of Silence (Complete Scoundrel, p. 81), Warning Shout (Complete Scoundrel, p. 82), Lingering Song (Complete Adventurer, p. 111), Chant of Fortitude (Complete Adventurer, p. 113), Ironskin Chant (Complete Adventurer, p. 113), Natural Bond (Complete Adventurer, p. 111); Obscure Lore (Complete Adventurer, p. 111), Arcane Defense (Complete Arcane, p. 73); Arcane Mastery (Complete Arcane, p. 73); Extra Slot (Complete Arcane, p. 79); Extra Spell (Complete Arcane, p. 79); Ranged Spell Specialization (Complete Arcane, p. 82); Touch Spell Specialization (Complete Arcane, p. 83); Sudden Empower (Complete Arcane, p. 83); Sudden Extend (Complete Arcane, p. 83); Sudden Maximize (Complete Arcane, p. 83); Sudden Quicken (Complete Arcane, p. ); Sudden Silent (Complete Arcane, p. ); Sudden Still (Complete Arcane, p. 83); Sudden Widen (Complete Arcane, p. 83); Appraise Magic Value (Complete Adventurer, p. 103); Disguise Spell (Complete Adventurer, p. 108); Extra Music (Complete Adventurer; p. 109); Goad (Complete Adventurer; p. 109); Lingering Song (Complete Adventurer, p. 111); Tactile Trapsmith (Complete Adventurer, p. 112); Versatile Performer (Complete Adventurer, p. 112); Lyric Spell (Complete Adventurer, p. 113); Arcane Flourish (Player's Handbook II, p. 74); Arcane Thesis (Player's Handbook II, p. 74); Armor Specialization (Player's Handbook II, p. 75); Battle Dancer (Player's Handbook II, p. 75); Extend Rage (Complete Warrior, p. 97); Extra Rage (Complete Warrior, p. 98); Extra Smiting (Complete Warrior, p. 98); Improved Buckler Defense (Complete Warrior, p. 100); Power Critical (Complete Warrior, p. 103).

 I am thinking I will do a 20 level build so that I am eventually wiz: 3/rogue: 5/barb: 4/fighter: 8.

 I'd like to address the following things and find out better ways to maximize doing them:

1. Upping my overall damage further. With power attack and 3d6 sneak attack, I am also planning on adding cold and fire to my sword for a total of 3d6 extra damage. I'd like to get boots of haste to give me another attack, and I'm probably going to take improved critical as one of my fighter bonus feats as soon as I have the BAB for it. Additional ways to up damage would be welcome
 
 2. Effective ways to up my touch DC, which I feel is lacking (14 currently). 
 
 3. Effective ways to counter high level spellcasters, as I know they are overpowered compared to martial type characters. My thought was to take Practiced Spellcaster and have a few scrolls of anti-magic field handy. If I come across particularly potent spellcasters, I can use the scroll and charge them. Since it extends 10 ft, they can't simply 5ft back and cast, they'd have to withdraw (which would allow me to charge again) or move, provoking aoos. The downside to this is my own magic is then suppressed, as well as all my magic items. I'm sure there is probably an easier way to counter high level spellcasters

 4. Effective ways to continuously get sneak attack. Unfortunately, I restricted Conjuration and Enchantment spells, so Grease/web are out of the question. I've thought about getting a wand of invis, greater, for when I'm facing really powerful foes. But other suggestions would be welcome.

5. Is there anyway I can make it so that I can attack with my greatsword as a touch attack? This would allow me to continuously burn all my 'bab' on power attack and vastly increase my damage output. 

 6. Any other tips, tricks, spells or magic items you think would make him more effective. I am planning on a belt of giant strength, maybe some gloves of dex too (this would help with base ac and touch ac, which is something I'm lacking in.)

7. Any other ways to optimize him would be welcome, I know multi-classing so severely is dangerous and can easily become weak and I'd like to avoid that with this character if at all possible.
#2

carnivore

May 27, 2010 4:38:35
can you rebuild your character differently .... or are you stuck with the build as it is?

Laughing
#3

Senevri

May 27, 2010 8:30:06
Oh dear. Now, first of all, let me remind that EVERY build is playable depending on a game, and a more powerful build may be LESS fun in a low-op game.

Hey All,

I have a Human character currently in a 3.5 game. At the moment he is Character level 9.

Level 1 fighter/level 1 barb/level 3 wizard/level 3 rogue

feats:  power attack, weapon focus: greatsword, cleave, scribe scrolls(wizard), improved toughness, improved initiative

stats: str: 17, dex: 16, con: 14, int: 13, wis: 10, cha: 13.

The main goal of the build is to be a heavy damage dealer, if I'm flanking I can already do 2d6+10(power attack), +9 +1d6(shock) +2d6 (sneak attack). 


While that's not all that bad, what you're doing is actually 24-44 SITUATIONAL damage. Not all that shabby,really, especially if you can rely on having a flanking buddy.


My limits: I -must- train fighter/barb up to at least level 3, per the house rules of my DM.


Fighter 4/Barbarian 3, I'd recommend.


I can only use the core rulebooks (PHB/DMG/MM) for feats, classes, prestige classes, etc.

I can pick from these feats:  Improved Toughness (Complete Warrior, p. 101),

Originally in Monster Manual, actually -- is there any diff?

Practiced Spellcaster (Complete Divine, p. 82),

This, snip stuff that's useless unless you rebuild (although, I didn't look into potential cleric/turn alterations but with a cha 13 not worth it, probably.)
 Sudden Empower (Complete Arcane, p. 83); Sudden Extend (Complete Arcane, p. 83); Sudden Maximize (Complete Arcane, p. 83); Sudden Quicken (Complete Arcane, p. ); Sudden Silent (Complete Arcane, p. ); Sudden Still (Complete Arcane, p. 83);

Okay, these MAY have some use, but I don't recall if they were restricted so that you must be able to cast spells X levels higher to utilize them.
Arcane Thesis (Player's Handbook II, p. 74); Armor Specialization (Player's Handbook II, p. 75);

Arcane thesis is nice if you can find that One Awesome Spell. Going Wizard 5 just for Haste might not be a bad idea. or it might. Hm.
Extend Rage (Complete Warrior, p. 97); Extra Rage (Complete Warrior, p. 98);

Pretty meh, but would improve the power of your Barb side.
Power Critical (Complete Warrior, p. 103).

PROBABLY no, as most crit optimizations aren't that useful. 
I am thinking I will do a 20 level build so that I am eventually wiz: 3/rogue: 5/barb: 4/fighter: 8.


Well... THE most powerful core damage dealer (although it may have disregarded prestige classes) was, IIRC, Rogue 12/Fighter 8. Remember, though, BAB = 2 points of damage = roughly equal to 1d4. So, get an EVEN wizard level and a EVEN fighter level. 
You qualify for Eldritch Knight which is usually suboptimal, but greater invis, longer mirror image and Polymorph are attractive. You could still get Ranger 3/Horizon Walker 6, but it isn't congruent with your stated goals. Neither cleric nor bard are useful here. If you can rebuild, I'd at least switch wizard for Bard which is a pretty decent gish-booster class in many ways, and you can get Lyric Spell and such, and you'd also qualify for Dragon Disciple which is actually a rather decent MELEE class. I mean, medium BAB, increased AC, d12 HD and +8 STR? 



1. Upping my overall damage further. With power attack and 3d6 sneak attack, I am also planning on adding cold and fire to my sword for a total of 3d6 extra damage. I'd like to get boots of haste to give me another attack, and I'm probably going to take improved critical as one of my fighter bonus feats as soon as I have the BAB for it. Additional ways to up damage would be welcome


Improved Critical ONLY with Falchion or Kukri. In which case burst weapons might not be COMPLETELY useless. Unless you're facing hordes of undead and constructs, Wounding is generally thought to be the most powerful weapon enchantment. 
 Consider, though, each +1 in weapon translates to 3 points of damage with power attack, that is not subject to elemental immunities.

 2. Effective ways to up my touch DC, which I feel is lacking (14 currently).


dex-up, monk dip, rings of protection. Not much else you can do... EXCEPT the AWESOME illusion spell of Mirror Image. You also have the awesome spell of +7 natural armor - er, alter self.
 
3. Effective ways to counter high level spellcasters, as I know they are overpowered compared to martial type characters. My thought was to take Practiced Spellcaster and have a few scrolls of anti-magic field handy. If I come across particularly potent spellcasters, I can use the scroll and charge them. Since it extends 10 ft, they can't simply 5ft back and cast, they'd have to withdraw (which would allow me to charge again) or move, provoking aoos. The downside to this is my own magic is then suppressed, as well as all my magic items. I'm sure there is probably an easier way to counter high level spellcasters


Hah. Depending on a spellcaster's paranoia level, they may be pushovers or completely impossible. What if it turns out that the floating castle you're fighting in is in fact a powerful shadow illusion and you just made it not exist for yourself? AMF should do against mid-level NPC casters somewhat nicely. 

 4. Effective ways to continuously get sneak attack. Unfortunately, I restricted Conjuration and Enchantment spells, so Grease/web are out of the question. I've thought about getting a wand of invis, greater, for when I'm facing really powerful foes. But other suggestions would be welcome.

So you ARE a specialist! Good! although no heroism or mage armor... meh, no matter. Greater Invisibility is your best bet in Core.

5. Is there anyway I can make it so that I can attack with my greatsword as a touch attack? This would allow me to continuously burn all my 'bab' on power attack and vastly increase my damage output.

Not with your restrictions, really. There are spells and abilities and such that do just that, but not for you.


7. Any other ways to optimize him would be welcome, I know multi-classing so severely is dangerous and can easily become weak and I'd like to avoid that with this character if at all possible.

Too late, really... although, you haven't really weakened significantly outside base melee ability - you're probably better off than a straight fighter, in fact. shame about missing that bard/dragon disciple line, but then again, that's sort of a personal favourite. Reach + Enlarge would be sweet, I'd think... you could in fact get a combo of combat reflexes+reach+enlarge, sneak next to a large group of enemies, and when they move, get an AoO against ALL of them (up to DEX, anyway).


#4

phaedrusxy

May 27, 2010 10:01:33
Are you barred from using prestige classes or something? Eldritch Knight or even Arcane Trickster would be better than taking all those base class levels... There's nothing  that's better than caster levels, especially in a game with restricted materials.

In fact, the more restricted the materials are, the more powerful casters are relative to non-casters. They're the most overpowered in core only games with limited wealth/magic items.

I'd say ditch barbarian, and ditch either rogue or fighter, and then go into either Eldritch Knight or Arcane Trickster, whichever one fits your style the best.

In fact... if you can be an aasimar or tiefling, I'd say just go straight wizard into eldritch knight, since you're forced to take at least 3 fighter levels if you take any. Being an outsider gives you proficiency with all martial weapons.


If you're stuck with your character as-is... it will probably play fine in the low levels. Melee guys can keep up a lot more easily then. If you don't expect the game to go to higher levels and/or the people you're playing with don't know how to optimize, being heavily multiclassed isn't a big deal at all. In fact, non-casters are almost always better off to multiclass like hell, as most classes are incredibly front-loaded. Most of them give you the best things in the first 2-3 levels or so.
#5

silencher

May 27, 2010 18:59:08
Hey guys, thanks for all the tips. Yeah my character is as it is right now and can't be changed, only altered for the future.

The main reason I've hesitated with eldritch knight is that

1) I have to bring all the classes I'm in up to 3 before leveling any class higher than 3. (wizard: 5 is needed for eldritch knight)

2) My character's intelligence is a 13, so he could cast up to level 3 spells, but that would be it without boosting int through magic items or spells. I'm not really willing to put my stat points into intelligence.

 
#6

Senevri

May 29, 2010 15:23:17
Ah... yeah, not much point in EK, then, unless you get a INT ring or book. However, you automatically qualify for it, so keep it in mind.... and even lacking access to higher level spells, it will significantly boost durations, if that's an issue.

I would suggest looking at BAB bumps and save bonus bumps in determining what level to stop at. 
Are multiclass penalties in effect?