BREAK my Character

Post/Author/DateTimePost
#1

warior4356

Aug 10, 2012 1:44:57
Ok so my party is running the worlds largest dungeon and honestly ive lost two chars it two games our party is this:
A diophsid minatar that dual weilds two handed gargantuan swords with 40 str
A half ogre half golaith that has a garganuan two handed hammer both are lolth touch
We have a drow cleric
We also have a drow phsion

So basicly broken as hell

I need a ****ing broken char our dm has said any officall 3.5 and we can take two flaws and teraits from unearth arcana we are level 1 as well finally we have a level adjustment of 4. I have 3 required points one prefered 1st i need dark vision no ifs ands or buts 2nd i need two find traps like rouge or ninja 3rd no pixiys period the entire group hates em i wont live through the night if i roll one.

Finally the prefred thing something lolth touched or is a drow this is compleatly optional it will just help the party get along (were evil so no good stuff)


What are you doing reading go give me a very broken build
#2

Maat_Mons

Aug 10, 2012 2:46:18

One thing that will help with surviving is the mineral warrior template (Underdark). It gives you DR 8/adamantine and is +1 LA.


If Dragon magazine is considered official 3.5, the troll blooded feat (Dragon 319, p61) gives you regeneration 1, overcome by acid and fire.


Edit: Also, the proto-creature template (Bestiary of Krynn) gives you +3 natural armor, as well as +4 str, +2 con, -2 int, -4 cha. Bestiary of Krynn wasn't published by Wizards of the Coast, but it is an “official licensed product.”

#3

warior4356

Aug 10, 2012 2:56:46
Notbad would prefer a build
#4

Andarious-Rosethorn

Aug 10, 2012 9:22:50
Seriously, are you trolling us?
#5

Caker

Aug 10, 2012 10:07:35
How is your party managing to carry around gargantuan weapons inside of a dungeon? I don't know a lot about the worlds largest dungeon, but I doubt you have that much room. Also, how the hell did the pixie manage to die? Unless your party killed you on purpose, there is no way you should have died honestly. And if they did kill you, quit that group now. Literally as you finish reading this, pick up the phone and say "Hey, i'm not going to play your reindeer games anymore". 
#6

Lashius

Aug 10, 2012 10:59:42

There is a difference between broken and illegitimate, and I'm willing to wager that the builds your friends are using fall under the latter. The only possible way I can think of offhand for a large sized character to wield a gargantuan sized sword is if he has both the monkey grip feat and is using strong arm bracers. This scenario seems to be a problem for your goliath however, since he is large sized, he has the powerful build trait which strong arm bracers do not stack with. On the subject of the Minotaur, he has six racial hit dice and a level adjustment of two, not counting the Loth touched template (a level adjustment of one or two if I’m not mistaken?) so there is no real way that he can even be played unless your DM is allowing him to progress in monster levels, in which case his strength should be lower by a decent amount. Also as Caker pointed out even swinging those weapons in a dungeon should be a challenge given the likeliness that most of the hallways and corridors are mostly sized for medium beings, if not smaller.


As a matter of inquiry, by “world’s largest dungeon” are you referring to the under-mountain module? If that is the case then I do believe there are sections which accommodate the space needed to swing those weapons in parts of the dungeon, though there may be some in which the minotaur wouldn’t even fit. If you’re not playing under-mountain, then I can’t really think of a listed source that would be as big as your saying, so a little info on that might help. As for broken builds, you’ve asked for-


1)      Dark Vision


2)      Trap Finding


3)      Anything but a pixy (from what I gather you’ve played at least one, and it’ been killed off)


My suggestion would be to play an Orog (A.K.A a Deep Orc). The race can be found in races of Faerun, they have a level adjustment of two and get a +6 to str and a +2 to cha, well suffering a -2 to dex and wis. They have dark vision out to 120, though they suffer from light blindness (which shouldn’t be much of a problem in your case) they get some natural armor, and racial proficiencies with great swords and hand axes. There are a few other things they get, but I can’t completely recall what at the moment. This race makes a pretty interesting choice for an artificer, and if you’re playing at a level equivalency of five, that means you can start off as a third level artificer with a level adjustment of two. If the game ruling is that you need a level adjustment of four and can only have one class level, I’m sure you could find some decent templates to toss onto it to match up to the starting criteria.


I’m afraid that’s all the real help I can give without a few more specifics, such as does it have to be a level adjustment of four with a class level or any combination thereof, what books you have accesses to, and what sort of characters you think you can handle. Artificer can be a bit confusing for someone not familiar with magic for example.


Anyway, theirs my two cents, don’t spend it all in one place…or do in this case I would say…uh…good luck!

#7

Caker

Aug 10, 2012 11:17:01
Orog also have fire and cold resistance 5, for what that is worth. Honestly you can play literally anything with trapfinding and do just fine, because the rest of your party has most of the bases covered. Why not just play a factotum/chameleon and just do everything?
#8

Slagger_the_Chuul

Aug 10, 2012 11:38:28
I have 3 required points one prefered 1st i need dark vision no ifs ands or buts 2nd i need two find traps like rouge or ninja 3rd no pixiys period the entire group hates em i wont live through the night if i roll one. Finally the prefred thing something lolth touched or is a drow this is compleatly optional it will just help the party get along (were evil so no good stuff) What are you doing reading go give me a very broken build

You could just play a Lolth-touched mineral warrior drow with levels in rogue or ninja.  The mineral warrior (mentioned by Maat Mons) is nice and solid, and the rest is basically exactly what you've said you want.
#9

Maat_Mons

Aug 10, 2012 13:34:23
Orog also have fire and cold resistance 5, for what that is worth.

If combined with the troll-blooded feat, it's pretty handy. The inured to energy feat (Savage Species) can increase fire resistance by 10.


One possibility is this.



  • Race: Lolth-touched, mineral warrior, proto creature orog

  • Class: ranger (trap expert) 1

  • Feats: inured to energy (fire), toughness, troll-blooded


That gets you the following.



  • +18 str, -2 dex, +12 con, -4 int, -4 wis, -4 cha

  • darkvision 120 feet

  • DR 8/adamantine

  • +8 natural armor

  • regeneration 1 (overcome by acid and fire)

  • fire resistance 15

  • trapfinding


At 2nd level, go for the strongarm variant combat style (Dragon 326, p97) to gain power attack.


On the subject of the Minotaur, he has six racial hit dice and a level adjustment of two …

I'm pretty sure he meant the half-minotaur template (Dragon 313, p94).

#10

Lashius

Aug 10, 2012 13:52:42
Ah, I was unfamilure with the former part that he listed for the race, so I wrote it of as a template. I had forgoten that they made the half minotaur in a dragn issue, I stand corrected, provided the base race or the template grants large size.
#11

warior4356

Aug 10, 2012 14:17:12
You are correct but what i really need is not a fighter but a pumped as hell skill monkey
#12

Maat_Mons

Aug 10, 2012 15:06:07

How about this?



  • Race: mineral warrior, phrenic, primordial half-giant

  • Class: psychic rogue 1

  • Feats: psionic talent, toughness, troll-blooded


It gets you the following.



  • -2 dex, +4 con, +4 int, +6 cha

  • regeneration 1 (overcome by acid and fire)

  • DR 8/adamantine

  • +3 natural armor

  • darkvision 60 feet

  • trapfinding

  • 5 bonus power points


You can manifest vigor for a total of 30 or so temporary HP per day.

#13

aelryinth

Aug 10, 2012 19:00:58
Seriously, do the players and the DM realize that a Gargantuan Two Handed Sword and Two handed hammer are 24 feet long? Your friends are wielding weapons at least twice as long as they are tall...where are they finding the room to wield them? How are they carrying them in 10 x 10 corridors, like spears? Huge penalties for usage.

As size L, they can't do an overhead swing unless the ceiling is at least 35' feet high. That means, for instance, they can't hold it up and to the side and flex, because it will drive into the ceiling.

They can't swing it from one side to another in an arc unless the room is 55' feet wide. That includes hauling it backwards for a big swing...it'll hit the wall.

They can't carry it on their backs unless the corridor is 16 x 16 for a 'perfect diagonal fit', and ideally 20x20...and it would look real stupid because the hilt has to be on the bottom, so the blade/hammer is way up in the air, otherwise they can't reach the hilt!

And since neither weapon does piercing damage, if they try to use them spear-like, obviously not what they were intended for, they should be taking substantial To Hit penalties.

==Aelryinth
#14

New-Shadow

Aug 10, 2012 20:45:55
@warior4356:  The Shadow Walker template from Unapproachable East (+1 LA) or even the Shadow Creature template from Lords of Madness (+2 LA) might not be a bad idea either.  Tome of Magic has the Dark Creature template to help stealth, among other abilities (+1 LA).  All three of these templates give darkvision.   The Draconic template from Draconomicon might also be helpful (+1 LA).  I do agree with the Phrenic template, though.  Oddly enough, the Drow of the Underdark book (full title) has a few feats that add to and modify certain spell-like abilities if you choose templates or races that have those abilities, and you don't even need to be Drow to get some of them.

Race-wise, I'd probably go with some of the traditional races (human, elf, etc.) in order to grab the Dragonmarks from the Eberron setting book.  Many of those have a great deal of abilities that can help a trapfinder that well,...find traps.  The Mark of Detection that half-elves get is rather useful, as is Mark of the Storm (to see how good this Mark can be, look up Tempest Stormwinds' Storm Knight build).  Humans get 5 to choose from, but I prefer the Mark of Passage (you get Dimension Door and Teleport as Spell-like abilities at higher levels, how awesome is that?!), the Mark of Sentinel (easiest way to get non-arcane buffs ever, examples are Shield of Faith and, depending on the build, Shield Other can be selected), and Mark of Finding (Identify and Locate Object for free at lower levels) in that order.  They only get better with the Dragonmark Heir PrC and the Dragonmark Prodigy/Adept/Visionary feats from the Dragonmarked book.

If you want to go Drow though, It might be in your best interest to get the Highborn Drow and Lolth's Blessing(the 2nd one if you're a cleric, especially) feats from Races of Faerun and Blessed of Vulkoor from Secrets of Xen'drik, as they grant a large amount of spell-like abilities you may find useful.

As for builds...how's this one?:
Phrenic, Dark creature, Shadow walker (Human) Spellthief 1/Duskblade 4/Unseen Seer 2/Abjurant Champion 2/Dragonslayer 1/Arcane Trickster 10
Lv 1: Godsight (Lost Empires of Faerun), Able Learner (Races of Destiny), Dodge (flaw 1), Iron Will (flaw 2)
Lv 3: Spell Hand, Combat Casting (Duskblade bonus feat)
Lv 6: Intensify Darkness (DotU)
Lv 9: 
Lv 12: Arcane Disciple (Complete Divine) (War Domain))
Lv 15: Instinctive Darkness (DotU)
Lv 18: 
 
How's that?  A build that not only can fight AND sneak with the best of them, but can also detect and disarm traps, and is fairly resistant to harm.  I left the 9th and 18th levels blank as I didn't know what to put there.  A.D. (War) is there for extra Strength and to give you a good BAB (through Divine Power).

Edit: Forgot your party was evil, fixed that problem on character.
Edit 2: Forgot that Duskblade 3rd level spells at 9th level, fixed that too.
#15

The_Fred

Aug 11, 2012 5:29:00
Your friends are wielding weapons at least twice as long as they are tall...where are they finding the room to wield them? How are they carrying them in 10 x 10 corridors, like spears? Huge penalties for usage.


They are Large. They take up a 10x10 square of space. Their weapons only have 10ft reach anyway. Thus, no penalty. Welcome to D&D, where you are only 5ft tall if you're Medium and are defined spatially by your box. Wink
#16

bahumat

Aug 13, 2012 20:45:31
You want to be a strong fighter-type at level 1 in this group? Ouch....Half-minotaur anything warblade?
#17

Balthanon

Aug 14, 2012 11:34:14
If you're looking for broken templates (and half-ogre/half-minotaur from Dragon were about as broken as you get), the Mulhorandi divine minion template is hard to beat.    Combine that with Master of Many Forms (your DM doesn't seem like the type to worry about the "class feature" part of the prerequisites) and you can shapeshift into just about anything at will.  It wouldn't be hard to adapt the template for Lolth, just change the animals into spiders instead and voila, divine minion of Lolth.

Start out with a Factotum or something to get some interesting abilities based on Intelligence or whichever other trapfinding class you prefer and pick a base race with bonuses to Disable Device or other skills along those lines if you can find them and as much Int + Dex as you can stack.  (The template turns you into an outsider, so you don't need to worry about darkvision.)
#18

bonzai

Aug 14, 2012 17:21:52

If Dragon magazine is an option, then this is the most broken thing I can think of....


Take the unseelie Fay template from the Dragon Magazine compendium. Then take the winter chill ability. You get wings, a vision enhancement, DR/Cold Iron, a vulnerability to iron/steel, -2 Str, +2 Dex, -2 Con, +2 Cha. Winter Chill makes all living non-fey creatures within 5ft of them take a morale penalty to saves equal to your charisma modifyer. All this for 0 lvl adjustment. You want Drow? Fine, it gives you another +2 Charisma among other things. Stack this on it.


Build: Drow Unseelie Fey Hexblade/Black Guard. You want to stay in Hexblade at least long enough for your greater curse. This causes your target to get -4 to his attack and damage rolls, ability and skill checks, and saves. You then swap out your familiar for the Dark companion from the PHB2. Thats a passive -2 to saves and AC to anything (not you) in 5ft of it.

Blackguard 3 gets you an Aura of Dispair, which is another -2 penalty to saves. Also great is the Dark Blessing, which adds your Charisma modifyer to your saves. This, combined with Mettle from Hexblade, is awesome.

Mandatory feats: Cleave, Power Attack, Improved Sunder.

Optional Feats?

Bind Vestige and improved bind vestige f9ToM)or Focolor's aura of sadness, -2 to attacks, saves and skills.

Netherese Battle Curse (LEoF). Lets you sacrifice a spell and make a power attack. If it hits and they fail a save, they get another -2 to attack & damage, skills and abilities, and saves.

Dreadful wrath (PGtF). When you attack, charge, or cast on an opponent they have to make a save or be shaken (-2 to attack, abilities, skills, and saves).

Brutal Strike. Used as part of a power attack, if they fail a save, they are sickened (-2 to attack and damage, abilities and skills, and damage rolls).

You will need flaws to pull this all off. But once you do....

Assuming 18 starting for Charisma, +4 for racial, +5 ability raises, +6 enhancement bonus, +5 from a tome ='s 38 Charisma at lvl 20. That is a bonus of +14 to your saves, and a passive -14 to your opponents. Add on an additional -6 from your other passive effects for a whopping -20 to a creatures saving throws just by standing next to you. Then you can further lower them another -6 from the other feats plus another -4 from the hexblade curse. This in addition to all the other penalties and modifyers that they are stacking on.

You essentially allow your team mates to have their way with just about any living creature just by standing next to them. The party will love you, and the DM will either cry or send in nothing but constructs and undead. lol

Edit: Doh! I just saw the trapfinding requirement. That may rquire a dip into something. Or something like an amulet of mage hand or a wand of summon undead (send in a skeleton to check things out).

#19

warior4356

Aug 17, 2012 14:08:32
See firstpost it has been changed
#20

awaken_D_M_golem

Aug 17, 2012 15:13:52
Maat_Mons post above still works,
will minor rejigging.  Personally,
I'd stick with Phrenic Half-Giant.
Sub Human Heritage feat for Toughness.
Take Able Learner feat and go
PsyRogue 1 / Psion 19.


#21

draco1119

Aug 17, 2012 16:13:33
Can't do a phrenic half-giant, because the phrenic template can't be added to a character that already has the psionic subtype.
#22

Balthanon

Aug 17, 2012 19:05:25
Dark divine minion of Lolth deep imaskari (or sun elf, you could always play it off as a half-breed drow/sun elf who favored the sun elf side) Factotum 1/Master of Many Forms 1/Factorum 2/Master of Many Forms 3 should get you off to a good start on the skills front.  That will get you some significant bumps to Hide and Move Silently, Int based abilities to add to your skills, and the ability to transform into any humanoid, giant, monstrous humanoid, or fey which should give you a fair number of options and allow you to grab good physical stats and skill bonuses so you can concentrate on mental.

Feats:  Otherworldly
Feats from Flaws:  Alertness, Endurance, Font of Inspiration x2 (3 inspiration points -- pick up more at 3rd and 6th and that will bump up to 10 with an additional 3 from class levels)

Only starts off with a 20 Int, but there aren't a lot of ways to improve upon that in 2 LA.