CO Project: Core, Low-Powered Team

Post/Author/DateTimePost
#1

jameswilliamogle

Feb 23, 2009 18:14:53
JamesWilliamOgle’s CORE TEAM OF DOOM!!!

This is something I’ve been thinking about developing for a while. In various 3.5 groups, I’ve played in ridiculously strict games, ridiculously free games, and in between. Trying to come up with an ideal situation for all games is futile. Coming up with an ideal build for the most extreme free form games is essentially solved (look up Pun-Pun). There are also a lot of Core builds floating around (although they’re harder to find since the archive virus began). Anyways, I know it is VERY late in the cycle of the game (as in, its already passed), but I’d like to present the following team for the most restrictive of games.

ASSUMPTIONS:
*25 point buy – yep, going weak here.
*No polymorph line (alter self, polymorph, polymorph any object, and shapechange are removed – Domains with these spells may replace them with any other divine spell of the same level or lower, or any arcane spell at least one level lower) – this makes Wildshape even more unique (but even then, remember this is core)
*No item abuse – talking about candle of invocation cheese
*Gold is 2/3rd normal – cheap DMs, ya know?

THE PARTY:
I want to put up 8 builds:
*Sorcerer – Primary Single Target Debuffer, Secondary Ranged Combatant, Secondary Battlefield Control
*Wizard – Primary Crafter, Primary Area Battlefield Control (Specialized in Conjuration)
*Druid – Secondary Healer, Secondary Melee, Secondary Area Battlefield Control
*Cleric – Primary Healer, Secondary Buffer, Primary “Turn” Monkey, Tertiary Area Battlefield Control
*Fighter – Primary Targeted Battlefield Controller, Secondary Damage Dealer
*Rogue/Ranger – Primary Skill Monkey, Primary Ranged Combatant, Primary Scout
*Paladin / Fighter – Primary Damage Dealer, Secondary Healer, Tertiary Buffer
*Bard – Secondary Skill Monkey, Primary Party Face, Primary Buffer, Primary Comic Relief

HELP!
So, this is where you, the CO board can help! I’m trying to get the most optimum team I can within these restrictions, and with the general guidelines above. Equipment lists would be awesomely helpful as well (even better if its equipment by level)!

Thank you all for your help in advance!
#2

jameswilliamogle

Feb 23, 2009 18:15:41
Primary Spellcaster Portion

Grey Elf Conjurer 15 / Archmage 5 (banned Enchantment & Necromancy)


1 Scribe Scroll,
3 Craft Wonderous Item
5b Craft Arms and Armor
6 Spell Penetration
9 Spell Focus: Transmutation
10b Quicken Spell
12 Spell Focus: Conjuration
15,b Craft Staff, Skill Focus: Spellcraft
18 Improved Initiative

Spell list
to focus mainly on area battlefield control

Commentary:
Party crafter (which should help out ALOT with reduced GP). A fairly standard core-setup for a Wizard. This guy will be shooting off long duration area battlefield control spells to help the warriors out. Also will prep utility spells (Teleport, Rope Trick, etc).
#3

jameswilliamogle

Feb 23, 2009 18:16:12
Primary Melee Builds

Dwarven Fighter 20

1,b EWP: Spiked Chain, Combat Expertise
2b Improved Trip
3 Weapon Focus
4b Weapon Spec
6,b Combat Reflexes, Power Attack
8b Impoved Overrun
9 Improved Disarm
10b Improved Bull Rush
12,b Greater Weapon Focus, Greater Weapon Spec
14b Dodge
15 Mobility
16b Spring Attack
18,b Cleave, Improved Sunder
20b Whirlwind Attack

Commentary:
I'm very, very tempted to try out my TWF Monk dip / Fighter build I've been thinking about, but I stuck to a basic, well known basis here. Improved Trip is a known excellent tactic, but less utilized are the overrun, sunder, and bull rush combat features. Use these to push enemies around and knock enemies down that would be difficult to handle with tripping. Spring Attack is mainly to get into the middle of a crowd without provoking, and Whirlwind Attack can be combined with tripping or sundering to massive effect (though you don't get extra attacks).
#4

jameswilliamogle

Feb 23, 2009 18:16:42
The Parties
I'm just going to reference the builds above for convenience.

THE GOOD

This party is for a very generic good-aligned party.

Arcane Caster

Grey Elf Conjurer 15 / Archmage 5 (banned Enchantment & Necromancy) and/or
Human Sorcerer 10 / Loremaster 10

Divine Caster
Halfling Druid 20 or
Variant Core Cleric from Kerrus & PhaerdrusXY (summon good creatures)

Skills
Wood Elf Rogue 8 / Ranger 12

Melee
Human Paladin 20 or
Dwarven Fighter 20 or
From Carnivore-Gish

Ranged
Halfelf Bard 8 / Arcane Archer 2 / Bard +10 or
Ranged Dwarf, from Carnivore



THE BAD
This party is for a certain "moral ambiguity" style of play.

Arcane Caster

Divine Caster
Variant Core Cleric from Kerrus & PhaerdrusXY (summon evil creatures instead)
Triple Threat, from Ninjarabbit

Skills
From Carnivore: Ranged Rogue-ish build (Evil) or
From Ninjarabbit:Halfling rouge1/wizard6/assassin1/arcanetrickster10/archmage2

Melee
My Blackguard / Horizon Walker

Ranged


THE UGLY
This is intended for monsterous-race type play.

Arcane Caster
Nixie Arcane, from Carnivore

Divine Caster
Triple Threat, by Ninjarabbit

Skills
Pseudodragon ASSAULT!, from Carnivore

Melee
half dragon, primary melee, from Carnivore
Captain Almost Unkillable aka Nemesis, from Ninjarabbit
Walk Softly, from Carnivore

Ranged
From Carnivore: Primary Scout, Primary Ranged Support (its a pixie!)
#5

innabinder

Feb 23, 2009 18:21:47
Dust of Sneezing and Coughing, yea or nay?

I presume infinite wealth shenanigans are out as well?

Single Class only? Single Class + 1 PrC? 2? Only 2 or 3 base and 1 PrC?
#6

phaedrusxy

Feb 23, 2009 18:36:14
Alignment restrictions? I see non-evil alot in games, but evil clerics are way freakin' more powerful, because they can make armies of the dead.
#7

jameswilliamogle

Feb 23, 2009 18:46:24
Ah, good point about the alignment thing... Would this effect anything other than the Cleric? Its easy enough to just put in two builds there. And we could do a Barbarian-type build for the Paladin, simple enough.

Yes, no infinite wealth stuff.

Lets go RAW on the multiclassing thing... Favored classes count against base classes, but within the Core go nuts .
#8

carnivore

Feb 24, 2009 5:45:43
Dwarf
Monk 12/ Horizon Walker 8

Terrain Mastery Benefits

Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.

Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment don’t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.

Cavernous (Planar): You gain tremorsense with a 30-foot range.
#9

jameswilliamogle

Feb 24, 2009 7:12:19
Thanks, Carnivore, added!
#10

PlzBreakMyCampaign

Feb 24, 2009 10:11:13
Just out of curiosity how easy is it to command an elemental army from summons. Sounds fun but how realistic is this? Wouldn't this only be possible with elementals that can come to the Prime on their own (since the summon spells would end)?
#11

jameswilliamogle

Feb 24, 2009 10:47:36
Just out of curiosity how easy is it to command an elemental army from summons. Sounds fun but how realistic is this? Wouldn't this only be possible with elementals that can come to the Prime on their own (since the summon spells would end)?

The Cleric would have 4 creatures at 1/4th the Cleric's HD for each ability (4 Fire elementals, 4 Air elementals, and 4 undead if he swung that way).

I don't think elementals are the way to go, though, but rather mephits, younger dragons, and such. ie, SLA critters. Make sure they're templated if using Planar Binding - Half-Celestial Half-Dragon Air Mephit, for example.

EDIT
My thoughts on it were to keep him for turning [element] descriptor creatures, mainly, as compared to controlling them (which can be tricky). 10 rounds of free actions is nice!
#12

Kerrus

Feb 24, 2009 13:17:44
Here's an attempt on an interesting cleric build- built around summoning and battlefield control. Spell list would mainly be summoning and buffing, with other useful battlefield control spells, like Control Winds, or the like.

Human Cleric 8/Thaumaturgist 5/Loremaster 7
(Fire Domain, Air Domain)

Str: 8
Dex: 10
Con: 10
Int: 12
Wis: 18
Cha: 14

CL 1: Spell Focus - Conjuration
Hmn Bonus: Improved Turning
CL 3: Extend Spell
CL 6: Craft Wondrous Item
Thrgst 1: Improved Ally
CL 9: Empower Spell
Thrgst 2: Augment Summoning
Thrgst 3: Extended Summoning
Thrgst 4: Contingent Conjuration
CL 12: Skill Focus (Knowledge - The Planes)
Thrgst 5: Planar Cohort
Lrmstr 1: Secret - Applicable Knowledge (Imbued Summoning)
Lrmstr 2: Lore
CL 15: Quicken Spell
Lrmstr 3: Secret - Applicable Knowledge (Imrpoved Initiative)
Lrmstr 4: Bonus Language
Lrmstr 5: Secret - Applicable Knowledge (Spell Penetration)
CL 18: Greater Spell Penetration
Lrmstr 6: Greater Lore
Lrmstr 7: Secret - Applicable Knowledge (Greater Spell Focus)
#13

phaedrusxy

Feb 24, 2009 13:25:49
Imbued Summoning is not core. Also, in order to take Applicable Knowlege at level 1, you'd need an Int of 24.

The amount of HD you can control is too low for me to be coaxed into picking elemental domains. I'd pick Travel, and either Trickery or Luck for the second.

If neutral or evil aligments are allowed, having a horde of animated undead is a huge advantage, and being able to command undead is worth more than being able to spontaneously heal, unless you expect the DM to nerf it somehow (not let you encounter any shadows, or wights, etc). So I'd be inclined to go with spontaneous inflict and rebuke undead.

Once you can afford to burn charges from a staff with it, Contingency is just so freakin' good that ranks in UMD are pretty much required. So Loremaster is a nice PrC to go with for a cleric.

So, here is a build based on Kerrus' taking all of that into consideration.

Human Cleric 7/Thaumaturgist 5/Loremaster 8
(Travel Domain, Trickery Domain)

Str: 9 (1)
Dex: 12 (4)
Con: 14 (6)
Int: 14 (6)
Wis: 16 (8)
Cha: 8 (0)

1 Cleric 1: Skill Focus: Knowledge (Planes)
Hmn Bonus: Extend Spell
3 Cleric 3: Craft Wondrous Item
6 Cleric 6: Craft Arms and Armor
7 Cleric 7
8 LM 1: Instant Mastery (UMD), then add 4 more ranks on top of that
9 LM 2: Lore, SF: Conjuration, 12 UMD ranks total
10 Thrgst 1: Improved Ally
11 Thrgst 2: Augment Summoning
12 Thrgst 3: Extended Summoning, Craft Staff
13 Thrgst 4: Contingent Conjuration
14 Thrgst 5: Planar Cohort
15 Lrmstr 3: Secret: +2 Fort saves, Quicken Spell
16 Lrmstr 4: Bonus Language
17 Lrmstr 5: Secret - Applicable Knowledge (?)
18 Lrmstr 6: Greater Lore, ?
19 Lrmstr 7: Secret - Newfound Arcana
20 Lrmstr 8: Bonus Language

Relevant skills: Two Knowledge with at least 10 ranks (Planes, and Nobility & Royalty for Diplomacy synergy), UMD: at least a +19 bonus, Diplomacy (for Planar Ally), Bluff (5 ranks for Diplomacy synergy)

The three last feats could basically be anything. The Applicable Knowledge at LM5 assumes you can use a +2 Intelligence item to qualify.

Strategy: Summon stuff. Use Contingent Summoning to get them out faster, and Quicken Spell and a staff with Contingency in it to buff yourself while doing so. You can also walk around with an entourage of undead, if that's allowed.
#14

Kerrus

Feb 24, 2009 13:57:10
PHBII isn't core? My mistake, then. Apologies.
#15

jameswilliamogle

Feb 24, 2009 15:36:20
Very nice build, PhaerdrusXY! Added to the list.
#16

carnivore

Feb 24, 2009 16:16:04
heres another one:

Dwarven Artillery

Dwarf
Fighter 12/ Dwarven Defender 8

1st lvl: Dodge, Weapon Focus(Composite Longbow)(fighter bonus)
2nd lvl: Point Blank Shot(fighter bonus)
3rd lvl: Toughness
4th lvl: Weapon Specialization(Composite Longbow)(fighter bonus)
6th lvl: Rapid Shot, Quickdraw(fighter bonus)
8th lvl: Greater Weapon Focus(Composite Longbow)(fighter bonus)
9th lvl: Endurance
10th lvl: Combat Expertise(fighter bonus)
12th lvl: Exotic Weapon(Spiked Chain), Greater Weapon Specialization(Composite Longbow)(fighter bonus)
15th lvl: Imp Trip
18th lvl: Imp Precise Shot

base stats ... 25pt buy: (Dwarf +2 Con,-2 Cha)

14 Str(14)
14 Dex(14)
16 Con(14 +2 Racial)
13 Int(13)
10 Wis
6 Cha(8-2 racial)


can trigger Defensive Stance at any time ..... for additional boost to Str, Con, AC... uses Ranged Attacks... but when enemy closes to Melee... he is ready for that also.... uses Glove of Storing... free action to Store the Bow(to avoid it being Sundered)... Free action(Quickdraw) to get Spiked Chain... and begin Tripping opponents

useful Artillery for any Party

:D
#17

phaedrusxy

Feb 24, 2009 16:42:53
You know... I just noticed that due to the house rule about replacing polymorph spells on domains, the cleric I posted could actually choose Contingency to be on his spell list instead of PaO from the Trickery domain. That could eliminate the need for UMD at levels 15+, but it would still be useful before and even after then, of course.
#18

jameswilliamogle

Feb 24, 2009 19:08:26
So, Carnivore, I know you have some basic Arcane Archer builds; can you put up one? (I noticed that all the Arcane Archer abilities are SLAs... do any of them look like they'd be worth it with Quicken SLA / etc?)

Right now, I'm looking at:

Elf
Wizard 12 / Arcane Archer 2 / Eldritch Knight 6, for +14 BAB and 9th level spells... I'm sure it isn't good enough.
#19

carnivore

Feb 25, 2009 4:38:51
So, Carnivore, I know you have some basic Arcane Archer builds; can you put up one? (I noticed that all the Arcane Archer abilities are SLAs... do any of them look like they'd be worth it with Quicken SLA / etc?)

Right now, I'm looking at:

Elf
Wizard 12 / Arcane Archer 2 / Eldritch Knight 6, for +14 BAB and 9th level spells... I'm sure it isn't good enough.

actually that looks good from a spellcasting perspective... will get one later.... heres a Cleric Archer

Wood Elf
Cleric 16/ Thaumaturgist 4

Patron:Ehlonna

Domains:
Plant
Animal

attributes(25pt buy)

10 Str(8 +2 Racial)
16 Dex(14 +2 Racial )
12 Con(14 -2 Racial)
8 Int(10-2 Racial)
14 Wis(14 )
13 Cha(13)

Feats:
1st lvl: Point Blank Shot
3rd lvl: Weapon Focus(Composite Longbow)
6th lvl: Precise Shot
9th lvl: Rapid Shot
12th lvl: Quicken Spell
15th lvl: Spell Focus (conjuration)
17th lvl: Augment Summoning(Thaumaturgist bonus)
18th lvl: Improved Precise Shot

BAB +14, 20th lvl Caster(9th lvl spells)

very useful.... can assist in any battle(During and After).... has great Turning abilities(Plants, Undead) .... he can Summon Tough long lasting reinforcements(+4 enhancement bonus to Strength and Constitution and 2x duration) and support with Ranged attacks

:D
#20

ymuckluck

Feb 25, 2009 13:23:19
I used this guy in a core only game. But I only got to level 6 or so before we quit. Still he was a nice addition to the party. I also had to keep the levels together for xp penalty purposes but I planned on sucking it up for level 19 so I could get the combat mastery ability; or you could just get rid of the level of barbarian.


Batuk Orcish Archer

Ranger 11/Fighter 8/Barbarian 1

Build

25 Point Buy:
Strength: 19
Constitution: 10
Dexterity: 14
Intelligence: 8
Charisma: 8
Wisdom: 11

1: Fighter (Point Black Shot) (Precise Shot)
2: Fighter (Dodge)
3: Ranger (Weapon Focus: Composite Long Bow) (Track)
4: Ranger (Rapid Shot)
5: Ranger (Endurance)
6: Fighter (Mobility)
7: Fighter (Weapon Specialization: Composite Long Bow)
8: Barbarian
9: Ranger (Shot on the Run)
10: Ranger
11: Fighter (Improved Critical: Composite Long Bow)
12: Ranger (Manyshot) (Improved Initiative)
13: Fighter (Far Shot)
14: Ranger
15: Fighter (Iron Will)
16: Fighter (Greater Weapon Focus: Composite Long Bow)
17: Ranger
18: Ranger (Leadership)
19: Ranger
20: Ranger (Improved Precise Shot)

#21

phaedrusxy

Feb 25, 2009 13:28:15
I just noticed that you can't take the same secret twice (I'd forgotten that). So you'd have to trade one of those Applicable Knowledges for something else in my build. I guess Newfound Arcana would be the best, for the second one.
#22

jameswilliamogle

Feb 25, 2009 13:30:24
Thanks for the build, Ymuckluck. I think there's plenty of ranged characters in the "optimum party", though, but I appreciate it!
#23

carnivore

Feb 25, 2009 15:57:50
try this :
Primary Skill Monkey, Secondary Ranged Combatant, Primary Scout


Halfling
Rogue 2/ Ranger 3/ Assassin 9/ Horizon Walker 6
BAB +16

Evasion
Improved Uncanny Dodge
Hide in Plain Sight
Death Attack
Poison Use
4th lvl Spells
6d6 Sneak Attack
Terrain mastery
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.
#24

Endarire

Feb 25, 2009 20:28:18
In james's original posts, you didn't give the Wizard his first level feat. Improved Initiative goes well here.
#25

jameswilliamogle

Feb 25, 2009 20:50:20
In james's original posts, you didn't give the Wizard his first level feat. Improved Initiative goes well here.

Thank you, good call! I was too busy to update this today, but should have time tomorrow.
#26

vapthorne

Feb 25, 2009 22:08:33
Dragonborn Wannabe [Primary Targeted Battlefield Controller / Damage Dealer]

Human
Sorcerer 1 / Fighter 4 / Dragon Disciple 10 / Barbarian 5

Stats (with Dragon Disciple's bonuses)
STR: 14 (22), DEX: 14, CON: 12 (14), INT: 13 (15), WIS: 8, CHA: 12 (14)

HP: 15d12 + 4d10 + 1d4
BAB: 16
Saves: 15/5/11

Summary
This build will get you the options afforded to a tactical battlefield fighter, some brute force of a Barbarian, the strength and grace of the half-dragon, and a little spell casting. You can cast ten level 1 spells per day. For when you really need True Strike (for disarms and sunders attacks) and use of Sorcerer's Wand/Staves. I think the fly speed and blindsense goes a long way to overcome a melee warrior's shortcomings.

Noted Abilities
Barbarian:
  • Rage (2x day)
  • Fast Movement (+10)
  • Improved Uncanny Dodge

Dragon Disciple:
  • +8 STR, +2 CON, +2 INT, +2 CHA, +4 Natural Armor
  • Wings (thus a fly speed)
  • Blindsene, Darkvison, Low-Light Vision
  • Breath Weapon and Energy Immunity


Feats
Combat Expertise, Imp. Trip, Exotic Weapon (Spiked Chain), Power Attack, Cleave, Imp. Bull Rush, Imp. Overrun, Imp. Unarmed Strike, Imp. Grapple, Imp. Sunder

Spells
True Strike, and Enlarge Person*
Note: Enlarge Person be obsolete once you get the dragon subtype, but it's good enough from level 1-14.

Build

1) Barbarian 1: Fast Movement, Rage 1xDay, Combat Expertise, Improved Trip (Human Bonus)
2) Fighter 1: Exotic Weapon (Spike Chain) (Fighter Feat)
3) Fighter 2: Combat Reflexes, Power Attack (Fighter Feat)
4) Sorcerer 1: Spells
5) Barbarian 2: Uncanny Dodge
6) Dragon 1: Cleave, Natural Armor +1
7) Dragon 2: STR +2, Claw / Bite
8) Dragon 3: Breath Weapon (2d8)
9) Dragon 4: Improved Bull Rush, Natural Armor +2, STR +2
10) Dragon 5: Blindsense 30
11) Dragon 6: CON +2
12) Dragon 7: Improved Overrun, Breath Weapon (4d8), Natural Armor +3
13) Dragon 8: INT +2
14) Dragon 9: Wings
15) Dragon 10: Improved Unarmed Strike, Blindsense 60, Natural Armor +4, STR +4, CHA +2, Low Light Vision, Darkvision 60, Breath Weapon (6d8), Immunity: Sleep/Paralysis/Energy, Dragon Type
16) Barbarian 3: Trap Sense +1
17) Fighter 3:
18) Fighter 4: Improved Grapple (Fighter Feat), Improved Sunder
19) Barbarian 4: Rage 2xDay
20) Barbarian 5: Improved Uncanny Dodge
#27

carnivore

Feb 26, 2009 5:40:20
Primary Damage Dealer, Primary Scout

Dwarf(+2 Con,-2 Cha)

Monk 11/ Fighter 2/ Duelist 7

Attributes:
10 Str(10)
14 Dex(14)
15 Con(13 +2 Racial)
14 Int(14)
14 Wis(14)
6 Cha(8-2 racial)

@20th:
10 Str(10)
24 Dex(14 +4 levels +6 Item)
20 Con(13 +2 Racial +1 lvl +4 item)
18 Int(14 +4 item)
20 Wis(14 +6 item)
6 Cha(8-2 racial)
Feats

Feats:
Imp Unarmed Strike(monk bonus)
Stunning Fist(monk bonus)
Imp Disarm(monk bonus)
Weapon Focus(Unarmed Strike)(Fighter Bonus)
Mobility(Fighter Bonus)
1st lvl: Dodge
3rd lvl: Weapon Finnesse
6th lvl: Imp Initiative
9th lvl: Imp Natural Attack(Unarmed Strike)
12th lvl: Weapon Focus(Siangham)
15th lvl: TWF
18th lvl: ITWF
#28

ninjarabbit

Feb 26, 2009 14:22:12
Primary Skillmonkey, Primary Ranged Combatant, Primary Scout

Halfling rouge1/wizard6/assassin1/arcanetrickster10/archmage2

str 6 (8-2)
dex 16 (14 +2)
con 14
int 17
wis 8
cha 8

Feats:
1-point blank shot
3-precise shot
6-improved initative
Wizard 5-empower spell
9-quicken spell
12-spell focus x
15-spell focus y
18-skill focus: spellcraft

Higher arcana: Arcane Reach, Mastery of shaping


18 CL, 7d6 sneak attack
#29

carnivore

Feb 26, 2009 15:27:38
Primary Scout, Primary Ranged Support

heres a Core Only build that is lots of Fun ... easy to Play .... very effective


Pixie :P
Pixie
Pixies as Characters
A pixie character exchanges its 1 HD of fey for its first class level.
Pixie characters possess the following racial traits.
–4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
Low-light vision.
Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
Racial Feats: A pixie receives Dodge, Alertness, Weapon Finnesse as a bonus feat.
+1 natural armor bonus.
Special Attacks (see above): Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based.
1/day - lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only)
Special Qualities :[indent]
Damage reduction 10/cold iron
spell resistance equal to 15 + class levels
Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
[/indent]
Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
Favored Class: Sorcerer.
Level adjustment +4
#30

jameswilliamogle

Feb 26, 2009 15:35:32
Still waiting on that Arcane Archer, Carn :P.
#31

carnivore

Feb 26, 2009 15:59:37
actually i was working on one.... it follows your build:

Wild Elf(+2 Dex,–2 Int)

Ranger 2/ Sorceror 8/ Eldritch Knight 10
or
Paladin 2/ Sorceror 8/ Eldritch Knight 10... but the feats would change, but better Cha Synergy

Track(Ranger bonus)
Rapid Shot(Ranger bonus)
1st lvl: Point Blank Shot
3rd lvl: Precise Shot
6th lvl: Weapon Focus(composite Longbow)
9th lvl:
10th lvl: (Eldritch Knight bonus)
12th lvl:
15th lvl:
18th lvl:

BAB +16
17th lvl Sorceror(8th lvl spells)

for 9th lvl Spells(BAB +15)... Ranger 1/ Sorceror 6/ Eldritch Knight 9/ Archmage 4


but actually the Bard Build is also very nice:

Primary Party Face, Secondary Crafter, Secondary Skill Monkey

Wood Elf(+2 Str,+2 Dex,-2 Con,-2 Int)
Ranger 2/ Bard 16/ Arcane Archer 2

Feats:
Track(Ranger bonus)
Rapid Shot(Ranger Bonus)
1st lvl: Weapon Focus(Shortbow)
3rd lvl: Point Blank Shot
6th lvl: Precise Shot
9th lvl: Craft Magic Arms and Armor
12th lvl: Craft Wondrous Item
15th lvl: Quickdraw
18th lvl: Imp Initiative
alternative original build
or adjust the feats as follows as per original:

9 Spell Focus: Enchantment
12 Spell Penetration
15 Greater Spell Focus: Enchantment
18 Greater Spell Penetration

Commentary: So, this guy is the basis of something I've always wanted to try out. Combining Imbue Arrow with some of the AoE debuffs (Confusion, Mass Charm Monster, Sound Burst). Telling jokes otherwise for the bonus attack and damage rolls.
#32

jameswilliamogle

Feb 26, 2009 16:04:44
Sweet!
#33

carnivore

Feb 26, 2009 16:05:56
what did you think of the Cleric Archer?


:D
#34

jameswilliamogle

Feb 26, 2009 16:11:13
what did you think of the Cleric Archer?


:D

I like it! I can see fitting in Manyshot in there would be kind of tough, but it isn't important with a Cleric-Super-Armored-Up-Archer. I think I'd drop WF: Longbow to try to fit in Manyshot, myself.

On another note, it seems clear to me that there's enough material to make 3 different kinds of teams:

1) Totally normal, "we are the good guys"
2) Totally evil, "we came to conquer"
3) Totally wacked-out, "we aren't the monsters, honest"

What do you think?
#35

carnivore

Feb 26, 2009 16:13:47
sure.... i have several others i am working on right now.... will get them tomorrow

i like the Team ideas ..... you also might like to make them in groups.. as follows:

1) Totally normal, "we are the good guys"
3 person Party
4 person Party
5 person Party

2) Totally evil, "we came to conquer"
3 person Party
4 person Party
5 person Party

3) Totally wacked-out, "we aren't the monsters, honest"
3 person Party
4 person Party
5 person Party


:D
#36

jameswilliamogle

Feb 26, 2009 17:56:25
OK, updated the first couple of posts, and will have time to re-organize them later (as in, this weekend).

Looking for a Half-dragon melee type.

Also, looking for a monsterous spellcaster of some sort (ideally with maximum spellcasting). Is there anything in core that actually benefits playing a spellcaster?
#37

surreal

Feb 27, 2009 2:23:39
In a core setting, I've always liked the image of a Minotaur 8/Bard 2/Dragon Disciple 10. It's not super optimal, but is serves as a reasonably sturdy beatstick.

For a monstrous spellcaster, are you looking at a "monstrous" race or a humanoid/low LA race? For monstrous, the Aranea, Lammasu and Nymph are probably your best bets.

Aranea: 3hd, 4LA, sorcerer 3, medium, change shape
Lammasu: 7hd, 5LA, cleric 7, large, pounce, flight
Nymph: 6hd, 7LA, druid 7, medium, Cha to saves and AC
#38

phaedrusxy

Feb 27, 2009 12:07:00
Yes! I was going to suggest minotaur, and combining with dragon disciple is pretty interesting. I'm not sure I'd prefer that over just going with some barbarian/fighter/rogue/ranger mix, though.

All the "monstrous" races in core make terrible spellcasters. I wouldn't even bother with any of them, unless you're including things like forest gnomes, goblins, and kobolds. In which case... those three are probably the best. :D

NinjaRabbit's build would work well as a goblin, as they get darkvision, are relatively sneaky (small size and +4 MS), still have a 30 foot movement rate, and get a +2 Dex.
#39

carnivore

Feb 27, 2009 15:24:12
Monstrous Spell Caster.... ok, try this:

PIXIE .. Wizard 15/ Archmage 1


Pixie Racial Stats

"A pixie character exchanges its 1 HD of fey for its first class level"
This is great, as it allows you to get much better HD from Base Classes than what it recieves naturally, also it does not Add too much to the Load of +4 LA that you already have to deal with. In addition, since the La is +4, with LA Buyoff, you can reduce it to LA 3 Pre-EPIC, thus you can get 9th level Spells if Wizard, Cleric, or 9th level Powers if Psion, also 9th level Manuvers if Warblade or Crusader.

Pixie Racial Traits


  • –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma: These are AWESOME attribute boosts, even with a 25 point buy, you will have far better attributes than any other character of your ECL. Also the attributes are such that you have no real weaknesses, Str becomes a Dump Stat that is offset by a HUGE boost to Dex. Thus almost All Pixies become Dex based Finnesse Characters(especially since they get Weapon Finnesse as a Bonus Feat). The other nice thing is that they dont take a Hit to Con, thus can function as a Tank without too much concern for Low Hp. The Mental stats all get great Boosts , even starting at an 8 they get are boosted to 12 minimum(Wis) or 14 Minimum(Int and Cha). So you can have good skills, Saves, without affecting your other roles no matter what they are.
  • "Small size": This may seem to be a Weakness, but its not. this boosts Martial Ability and Stealth... notice what it does:
  • +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. Thus they are More Accurate with their attacks, and they are harder to hit. In addition, they can be very Stealthy without even counting Greater Invisibility as a Continous at will ability. The penalty to Grapple checks, and Lifting and Carrying are to be expected, but they are also Offset by the fact that they can Add thier Dex to Escape Artist checks ot get out of a grapple. And they can have others carry thier stuff(animals, Golems, Extra Dimensional Sapces(Bag of Holding, Portable Hole, etc...))
  • "A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).:" Although they are slow on land .... they can Fly as easily as they Walk... so why would they ever walk(unless the circumstances required). At ECL 5, Flight is a Significant advantage that they can boost by taking the feat Flyby Attack, thus the are unreachable but can attack without any fear of response.
  • Low-light vision.
  • Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
  • Racial Feats: A pixie receives Dodge, Alertness, and Weapon Finnesse as a bonus feats.(See Errata, MM1)
  • +1 natural armor bonus.
  • Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based. 1/day lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only).
  • Damage Reduction 10/cold iron
  • Spell Resistance equal to 15 + class levels
  • Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
  • Favored Class: Sorcerer.
  • Level adjustment: +4
#40

phaedrusxy

Feb 27, 2009 16:18:44
Bah, you and your pixie fetish. :P
#41

jameswilliamogle

Feb 27, 2009 16:26:15
Bah, you and your pixie fetish. :P

No more Pixies; they're just too awesome.
#42

carnivore

Feb 27, 2009 16:34:09
Pixies :evillaugh .... in any campaign they are great

;)
#43

carnivore

Feb 27, 2009 16:35:35
am finishing up work on 2 builds: 1/2 Dragon Melee characters ... will get them tomorrow

:D
#44

jameswilliamogle

Mar 01, 2009 16:15:41
Any word on those half-dragons?

OK... For funkiness...
Ex-Paladin 1 / Blackguard 10 / Ranger 1 / Horizon Walker 8
1 Power Attack
3 Cleave
6 Improved Sunder
9 Endurance
12 Mounted Combat
15 Ride-by-Attack
18 Spirited Charge

I wasn't sure what to finish out the Paladin-to-Blackguard build with... I thought about Barbarian 5 / Fighter 4, too (which is nice, since the alignment restrictions on Lawful are not in the Blackguard).

Was thinking about - Underground, Desert, Mountains, Aquatic, Plains, then Shifting (of course), Cavernous, and Weightless. The idea would be to get a Nightmare to go astral, and having the Weightless trait would definitely be useful there.


Also, thinking about:
Rogue 4 / Ranger 3 / Shadowdancer 2 / Monk 11

It just seems like the core skill monkeys section is a little light.
#45

carnivore

Mar 01, 2009 18:03:00

1/2 Dragon Primary Melee, Secondary Scout, Primary Battlefield Control



Melee Combat Tactical Movement
1/2 Dragon Wood Elf(+10 Str, +2 Dex, Cha +2)
Ranger 6/ Fighter 2/ Paladin 2/ Horizon Walker 7

Attributes: (25pt buy)
Base
20 Str(10 +10 Racial)
16 Dex(14+2 Racial)
14 Con(14)
13 Int(13)
8 Wis(8)
16 Cha(14 +2 Racial)

@20th
30 Str(10 +10 Racial +4 levels +6 Belt)
22 Dex(14+2 Racial +6 gloves)
14 Con(14)
13 Int(13)
8 Wis(8)
20 Cha(14 +2 Racial +6 Cloak)

Feats:
Track (Ranger Bonus)
TWF(Ranger Bonus)
Endurance(Ranger Bonus)
ITWF(Ranger Bonus)
Power Attack(fighter Bonus)
Weapon Focus(Dire Flail)(Fighter bonus)
1st lvl: Exotic Weapon(Dire Flail)
3rd lvl: Combat Expertise
6th lvl: Imp Trip
9th lvl: Combat Reflexes
12th lvl: Imp Sunder
15th lvl: Imp Disarm
Terrain Mastery

Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Marsh: You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.


Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.

Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment don’t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.
#46

true_shinken

Mar 02, 2009 8:00:35
OK... For funkiness...
Ex-Paladin 1 / Blackguard 10 / Horizon Walker 9

Wow, love it ^^
#47

jameswilliamogle

Mar 02, 2009 9:19:15
Wow, love it ^^

I've modified it a tiny bit; I realized that I didn't account for Endurance, and in the low-PB I've set for myself I've added a level of Ranger for the Knowledge: Geography requirement, so that Int can still be (reasonably) dumped.
#48

Dictum_Mortuum

Mar 02, 2009 13:33:51
human bard 20
  • stats: 14/10/14/13/8/14
  • feats: power attack, combat expertise, improved trip, improved disarm, quick draw, you know the drill. Maybe craft wondrous item somewhere.
  • spells: glitterdust, haste, summon monster, good hope (helps tripping).
  • skills: concentration, UMD, diplomacy, listen, bluff, knowledges, some tumble, some balance.

The point is to have a martial inclined bard who uses inspire courage to buff his team-mates. Use a whip to disarm/trip and a two handed weapon to power attack. Uses potent spells to debuff/buff. Can act as a backup healer, probably by picking up a wand.
#49

carnivore

Mar 02, 2009 15:28:34
very nice Dictum Mortuum.... basics are always nice

heres a fun build ... similar to jameswilliamogles Funky Ex-Paladin 1 / Blackguard 10 / Ranger 1 / Horizon Walker 8 .... i call him:

Doctor "Evil"

... muhhha ha hah ha ha:evillaugh

1/2 Dragon(Red) Halfling(Str +6, Dex +2, Con +2, Int +2, Cha +2)
Rogue 1/ Ex-Paladin 1 / Blackguard 10/ Assasin 5

Base Attributes:
14 Str (8 +6 Racial)
14 Dex(12 +2 Racial)
16 Con(14+2 Racial)
16 Int(14+2 Racial)
14 Wis(14)
13 Cha(11+ 2 Racial)

Feats:
Power Attack
Cleave
Improved Sunder
Augment Summoning
Ability Focus(Death Attack)
Leadership


Assasin Spells Known:
1st Level: disguise self, obscuring mist, sleep, true strike.
2nd Level: alter self, invisibility, pass without trace
3rd Level: misdirection, nondetection.


Blackguard Spells choosen... usually:
1st Level: cure light wounds, doom, summon monster I*.
2nd Level: bull’s strength, death knell, summon monster II*.
3rd Level: contagion, cure serious wounds, summon monster III*.
4th Level: cure critical wounds, summon monster IV*.


8d6 Sneak Attack
Death Attack (DC 15+ Int)
Trapfinding
Smite Good
Improved uncanny dodge

:D
#50

jameswilliamogle

Mar 02, 2009 15:33:41
Hahah! Love it!
#51

carnivore

Mar 02, 2009 15:36:32
im working on some skill-monkey types... will post them soon

:D
#52

Dictum_Mortuum

Mar 03, 2009 11:09:18
Half Orc Rogue 20. Uses power attack and pumps strength. Takes crippling strike and Opportunist :p
#53

ninjarabbit

Mar 03, 2009 15:32:43
The "Triple Threat"

Lich human cleric3/wizard3/mystictheurge10

str 9
dex 14
con -
int 18 (16 +2)
wis 17 (15 +2)
cha 10 (8 +2)

1-improved initative, great fortitude
3-extend spell
6-spell penetration
9-greater spell penetration
12- quicken spell
15-craft wonderous item

7th level arcane and divine spells, 16 BAB via divine power with 16d12 hit dice
#54

carnivore

Mar 03, 2009 15:47:17
Walk Softly, and carry a Big Bow, and even bigger Halberd... :P


Primary Melee, Secondary Ranged, Primary Scout
Monster build
Centaur 6/ Fighter 4/ Ranger 3/ Horizon Walker 7

BAB+18

Attributes (25pt buy)

32 Str(14 +8 Racial +4 lvls +6 Belt)
21 Dex(11 +4 Racial +6 Gloves)
24 Con(14 +4 Racial +6 Amulet)
13 Int(15 -2 Racial)
11 Wis(9 +2 Racial)
8 Cha(8)

Feats:
Track(ranger bonus)
Rapid Shot(ranger bonus)
Endurance(ranger bonus)
Combat Expertise(Fighter bonus)
Weapon Focus(Composite Longbow) (Fighter bonus)
Weapon Specialize(Composite Longbow)(Fighter bonus)
Combat Expertise(monstrous humanoid bonus)
Improved Trip(monstrous humanoid bonus)

1st lvl: Power Attack
3rd lvl: Run
6th lvl: Improved Bull Rush
9th lvl: Quickdraw
12th lvl: Quicken Spell-Like Ability(Dimension Door)

Centaur racial traits

CENTAURS AS CHARACTERS
A centaur druid is usually a tribe’s designated leader and speaker. Centaur characters possess the following racial traits.
+8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/5 feet.
A centaur’s base land speed is 50 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
Racial Feats: A centaur’s monstrous humanoid levels give it two feats.
+3 natural armor bonus.
Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
Favored Class: Ranger.
Level adjustment +2.
#55

carnivore

Mar 04, 2009 5:24:40
Mr Versatility
Monster build
Primary Scout, Secondary Melee/Ranged Combat....versatile Feat combos, open to adjustment


Doppelganger 4/ Ranger 3/ Fighter 2/ Horizon Walker 7
BAB+16

Attributes: (25pt buy)

16 Str(14+2 Racial)
14 Dex(12+2 Racial)
16 Con(14+2 Racial)
16 Int(14+2 Racial)
12 Wis(8+4 Racial)
13 Cha(11+2 Racial)

Feats:
Track (Ranger Bonus)
TWF(Ranger Bonus)
Endurance(Ranger Bonus)
(Fighter bonus)
(Fighter bonus)
(monstrous humanoid bonus)
(monstrous humanoid bonus)
1st lvl:
3rd lvl:
6th lvl:
9th lvl:
12th lvl:Quicken Spell-like Ability(Dimension Door)

Abilities:
+16 BAB
Base saves:+12 fort/ +9 Ref/ +7 Will
Skills:121 Skill points
+4 Natural Armor
Immune to Fatigue
immunity to sleep and charm effects
Darkvision 120'
Tremorsense 30'
can assume the shape of any Small or Medium humanoid.
can continuously use detect thoughts as the spell

this is an Ideal Spy type character... but has great combat and Movement Abilities... and is not Dependant on items
Doppelganger traits

DOPPELGANGERS AS CHARACTERS
Doppelganger characters possess the following racial traits.
+2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.
Medium size.
A doppelganger’s base land speed is 30 feet.
Darkvision: Doppelgangers can see in the dark up to 60 feet.
Racial Hit Dice: A doppelganger begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A doppelganger’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot.
Racial Feats: A doppelganger’s monstrous humanoid levels give it two feats.
+4 natural armor bonus.
+4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Special Attacks (see above): Detect thoughts.
Special Qualities (see above): Change shape, immunity to sleep and charm effects.
Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
Favored Class: Rogue.
Level adjustment +4.
#56

carnivore

Mar 04, 2009 11:39:12
Primary Scout, Secondary Melee support

IMAGE(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG210.jpg)

The Little Whipper-Snapper



Pseudodragon 5/ Fighter 4/ Duelist 10/ Horizon Walker 1



Base Stats: (25pt Buy)

6 Str(10-4 Racial)
18 Dex(14+4 Racial)
14 Con(12+2 Racial)
16 Int(16)
10 Wis(8+2 Racial)
11 Cha(11)

@20th lvl:
10 Str(10-4 Racial+ 4 Belt)
30 Dex(14+4 Racial +4 Lvls +2 Tome +6 Gloves)
20 Con(12+2 Racial +6 Amulet)
26 Int(16 +4 Tome+ 6 headband)
10 Wis(8+2 Racial)
11 Cha(11)
Feats

Feats:
Weapon Focus(Sting)(Fighter bonus)
Weapon Specialization(Sting) (Fighter bonus)
Improved Initiative(Fighter bonus)
Weapon Finnesse(Dragon Bonus)
Alertness(Dragon Bonus)
Deflect Arrows(Duelist bonus)
1st lvl: Flyby Attack
3rd lvl: Dodge
6th lvl: Mobility
9th lvl: Hover
12th lvl: Endurance
15th lvl: Wingover
18th lvl: Abiltiy Focus(Poison)
#57

jameswilliamogle

Mar 04, 2009 12:52:52
OMG those are awesome! I'll get them into the third post today when I'm less busy... kind of swamped at work (and thats not good if you're a chemist)...
#58

phaedrusxy

Mar 04, 2009 13:02:23
Meh, the pseudodragon works better as a familiar. Add that to Ninjarabbit's build, and it would make a great party scout. Reminds me of the old "I have class features more powerful than your entire class!" scene from OotS. :P
#59

carnivore

Mar 05, 2009 7:52:59
Monster Build:

Primary Arcane Caster, Primary Ranged Damage

Nixie 3/ Wizard 7/ Loremaster 6/ Archmage 4

Stats: (25pt buy)(Nixie -4 Str,+6 Dex,+2 Int,+2 Wis,+8 Cha)
Base:
4 Str(8-4 Racial)
20 Dex(14 +6 Racial)
14 Con(14)
16 Int(14 +2 Racial)
13 Wis(11 +2 Racial)
18 Cha(10 +8 Racial)

@20th:
4 Str(8-4 Racial)
20 Dex(14 +6 Racial + 6 Gloves)
14 Con(14)
30 Int(14 +2 Racial+4 lvls +4 Inherent +6 headband)
13 Wis(11 +2 Racial)
18 Cha(10 +8 Racial)


Feats:
Spell Focus(Transmutation)(loremaster Bonus)
Empower Spell(Wizard Bonus)
Extend Spell(Wizard Bonus)
Weapon Finesse(Nixie bonus)
Dodge(Nixie bonus)
1st lvl: Skill Focus(Knowledge(Arcana)
3rd lvl: Skill Focus(Spellcraft)
6th lvl: Quicken Spell
9th lvl: Spell Focus(Illusion)
12th lvl: Spell Penetration
15th lvl: Greater Spell Penetration

Loremaster Secrets

Feat
Bonus 1st lvl spl
Bonus 2nd lvl Spl
+2 Fort saves
#60

ninjarabbit

Mar 05, 2009 9:18:15
Captain Almost Unkillable aka Nemesis (in core at least)

Half Dragon (Red) Troll troll6/monk6

Str 34 (14 + 12 + 8)
Dex 16 (12 + 4)
Con 28 (14 + 12 + 2)
Int 7 (9 -4 +2)
Wis 14 (16 -2)
Cha 6 (8 -4 +2)

Feats:

troll1-fly-by attack
troll2
troll3-power attack
troll4
troll5
troll6-improved bullrush
monk1-improved unarmed strike, improved grapple
monk2-combat reflexes
monk3-awesome blow
monk4
monk5
monk6-improved trip, multiattack

The only things that can kill him are acid and save-or-die spells
#61

phaedrusxy

Mar 05, 2009 13:59:10
The only things that can kill him are acid and save-or-die spells

And drowning. And Con damage. :D
#62

hogarth

Mar 05, 2009 14:40:01
And drowning. And Con damage. :D

And negative levels. :P
#63

ninjarabbit

Mar 05, 2009 15:59:32
And negative levels. :P

And old age;)
#64

carnivore

Mar 05, 2009 18:53:28
and Coup De Grace


:D
#65

phaedrusxy

Mar 05, 2009 19:54:01
and Coup De Grace


:D

Only if you use acid.
#66

jameswilliamogle

Mar 05, 2009 20:34:54
OK, updated the first post with everything until this post. This has been really fun, taking a look at basics, again, after all these years!

Still missing:
Monsterous Divine caster (currently NR's Trip Threat Lich build, but I'd like a more dedicated caster there)
Evil Ranged character (this doesn't seem hard, though - Ranger / Assasin / Shadowdancer dip works well for this, I think)
Evil Arcane character (we could just use the same stuff from the good party, though, but if anyone thinks of something more unique, that would be awesome!)

After those, I think I'll start working on the best synergies between the various options.

Thanks, everyone, for everything so far! Its been a lot of fun! Feel free to keep on contributing on!
#67

innabinder

Mar 05, 2009 20:51:02
Working on an evil Ranger/Bard Ranged character....

EDIT:
NE Half-Elf
STR: 8 (+4 DD boosts)
DEX: 15 (20 at 20th)
CON: 14
INT: 10
WIS: 10
CHA: 14

Ranger 2/Bard 6/Arcane Archer 2/Black Dragon Disciple 5/Shadowdancer 5

1) PB Shot
2 (Ranger 1) Track; FE: Human
3) WF: Longbow; Rapid Shot
6) Precise Shot
9) Combat Reflexes
12) Dodge
15) Mobility
18) Far Shot

Bamph around the battlefield with Glitterdust Arrows and Lines of Acid, Blindsense, Evasion.
#68

ninjarabbit

Mar 06, 2009 15:54:36
Evil Archer

human ranger6/assassin8/horizonwalker8

Str 14
Dex 14
Con 14
Int 14
Wis 9
Cha 8

Feats:
1-point blank shot, precise shot
ranger1-rapid shot
3-quick draw
6-power attack
ranger6-manyshot
9-improved initative
12-iron will
15-ability focus: death attack
18-quicken spell-like ability: dimension door

18 BAB, 4d6 sneak attack, hide in plain sight, dimension door once every 1d4 rounds
#69

phaedrusxy

Mar 06, 2009 16:15:02
Minotaur Trapkiller

Primary Melee, BF Control, Skills

MH6/Rogue 10/Barbarian 2

Starting stats:
Str 18 (10+8) (2)<br /> Dex 14 (6)<br /> Con 16 (12+4)(4)<br /> Int 13 (17-4)(13)<br /> Wis 8 <br /> Cha 6 (8-2)
#70

carnivore

Mar 06, 2009 17:28:41
Monster build

Primary Melee, Battlefield Control



IMAGE(http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG189a.jpg)
Brother Gorey Hoofenmouth the Unpleasant, ...... but not as nasty as his Brother Crotchkicker the Stinky


Minotaur 8/ Monk 2/ Blackguard 10



Lawful Evil
BAB +16

Attributes: (25pt buy) (Racial mods:+8 Str,+4 Con,-4 Int,-2 Cha)
Base
17 Str(9 +8 Racial)
10 Dex(10)
18 Con(14 +4 Racial)
4 Int(8 -4 Racial)
14 Wis(14)
14 Cha(16 -2 Racial)

@ ECL 20
30 Str(9 +8 Racial +3 lvls +4 Inherent +6 Belt)
16 Dex(10 +2 Inherent +4 Gloves)
18 Con(14 +4 Racial)
4 Int(8 -4 Racial)
20 Wis(14 +2 Inherent +4 Amulet)
20 Cha(16 -2 Racial +6 Cloak)


Feats:
Power Attack(monstrous humanoid bonus)
Cleave(monstrous humanoid bonus)
Improved Sunder(monstrous humanoid bonus)
Imp Unarmed Strike(monk bonus)
Imp Grapple(monk bonus)
Deflect Arrows(monk bonus)
1st lvl: Improved Natural Attack(Unarmed Strike)
3rd lvl: Improved Bull Rush
6th lvl: Improved Natural Attack(Gore)
9th lvl: Weapon Focus(Unarmed Strike)
12th lvl: Awesome Blow

Equipment:
55000gp +2 Tome of Dex
55000gp +2 Tome of Wis
110000gp +4 Tome of Str
128302gp +4 Brilliant Energy Kama
72302gp +4 Undead Bane Construct Bane Kama
49000gp +6 Belt of Str + Monks belt
36000gp +6 Cloak of Cha
26000gp +4 Glove of dex + Glove of Storing
112000gp +4 Amulet of Wis +4 Amulet of mighty fists
64000gp +8 Bracers of Armor



Minotaur traits

MINOTAURS AS CHARACTERS
Minotaur characters possess the following racial traits.
+8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A minotaur’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.
Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
+5 natural armor bonus.
Natural Weapons: Gore (1d8).
Special Attacks (see above): Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Special Qualities (see above): scent, Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
Favored Class: Barbarian.
Level adjustment +2.
#71

ninjarabbit

Mar 08, 2009 10:21:59
Size Matters

Werecrocodile human Giant Crocodile7/ranger2/monk6/fighter2

Str 14, 30 in hybrid or croc form
Dex 14, 16 in hybrid or croc form
Con 14, 22 in hybrid or croc form
Int 9
Wis 16 (14 +2)
Cha 8

Feats:
ranger1-improved initative, power attack
ranger2-two weapon fighting
monk1-improved unarmed strike, improved grapple, improved bull rush
monk2-deflect arrows
monk3
monk4-improved natural attack: unarmed strike
monk5
monk6-improved trip
fighter1-awesome blow, diehard
fighter2-improved overrun

Werecroc feats: iron will, alertness, endurance, skill focus: hide


Huge sized, improved grab
#72

jameswilliamogle

Mar 10, 2009 20:04:33
OK, thanks to everyone who contributed! I really appreciate it, and we got some VERY interesting characters out of the mix! Who says you need to splat 3.5 to get funky!

Still to do - team-up the last few builds, come up with the most synergistic teams based on the rough-ish builds, work in equipment and tactics to work with, and then to shore up any weaknesses. Any suggestions welcome.
#73

true_shinken

Mar 10, 2009 20:19:30
My thoughts on this.

Aranea 7/Sorcerer 3/Dragon Disciple 10

Casts as a sorcerer 6, so you get most of the standard buff spells, nice stats, good hp and your natural shapechanging is very useful for infiltration and the like. BAB is +11, so you have three attacks. Final stat mods are Str +8, Dex +4, Con +6, Int +6, Wis +2, Cha +6. You also get natural armor +5, blindsense, a climb speed, webs, a fly speed and very nice land speed. Extremely versatile.
#74

ninjarabbit

Mar 10, 2009 21:13:47
Tony the Tiger

Weretiger human tiger6/monk11

Str 14, 26 in tiger or hybrid form
Dex 14, 18 in tiger or hybrid form
Con 14, 20 in hybrid or tiger form
Int 9
Wis 16 (14 +2)
Cha 8

monk1-improved unarmed strike, stunning fist, improved intiative, track
monk2-combat reflexes
monk3-improved grapple
monk6-improved trip, improved natural attack: unarmed strike
monk9-multiattack

Weretiger feats: alertness, iron will, improved natural attack: claw, improved natural attack: bite


Counts as huge sized for unarmed strikes, bite, and claw attacks, pounce, rake, improved grab, 8 attacks on a pounce (5 unarmed strikes, 2 claws, 1 bite)
#75

jameswilliamogle

Mar 11, 2009 6:51:51
Yes, I LOVE Improved Unarmed Strike combined with Natural Weapons on my pounce characters! Very nice.
#76

carnivore

Mar 11, 2009 13:02:47

Primary Melee, Battlefield Control


Brother Crotchkicker Hoofenmouth the Stinky


Minotaur 8/ Monk 12


BAB +15
Attributes: (25pt buy) (Racial mods:+8 Str,+4 Con,-4 Int,-2 Cha)
Base
22 Str(14 +8 Racial)
14 Dex(14)
18 Con(14 +4 Racial)
5 Int(9 -4 Racial)
14 Wis(14)
6 Cha(8 -2 Racial)

@ ECL 20
36 Str(14 +8 Racial +3 lvls +5 Inherent +6 Belt)
18 Dex(14 +4 Gloves)
18 Con(14 +4 Racial)
5 Int(9 -4 Racial)
22 Wis(14 +4 Inherent +4 Amulet)
6 Cha(8 -2 Racial)



Feats:
Power Attack(monstrous humanoid bonus)
Cleave(monstrous humanoid bonus)
Improved Sunder(monstrous humanoid bonus)
Imp Unarmed Strike(monk bonus)
Imp Grapple(monk bonus)
Deflect Arrows(monk bonus)
Imp Trip(monk Bonus)
1st lvl: Improved Natural Attack(Unarmed Strike)
3rd lvl: Improved Bull Rush
6th lvl: Improved Natural Attack(Gore)
9th lvl: Weapon Focus(Unarmed Strike)
12th lvl: Run

Equipment:
110000gp +4 Tome of Wis
110000gp +4 Tome of Str
50302gp +1 Brilliant Energy Quarterstaff
49000gp +6 Belt of Str + Monks belt
16000gp +4 Glove of dex
70000gp +4 Amulet of Wis +3 Amulet of mighty fists
64000gp +8 Bracers of Armor
8000gp +2 Ring of Protection
2500gp Ring of Sustenance
9000gp +3 Cloak of Resistance
2500gp Eyes of the Eagle


Minotaur traits

MINOTAURS AS CHARACTERS
Minotaur characters possess the following racial traits.
+8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A minotaur’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.
Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
+5 natural armor bonus.
Natural Weapons: Gore (1d8).
Special Attacks (see above): Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Special Qualities (see above): scent, Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
Favored Class: Barbarian.
Level adjustment +2.
#77

Folarin

Jun 02, 2009 23:14:34
Bump for a good resource.
#78

ninjarabbit

Jun 05, 2009 20:14:19
Elf Cleric Archer

Elf cleric7/thaumaturgist5/cleric8

Str 13
Dex 16 (14 +2)
Con 10 (12 -2)
Int 10
Wis 15
Cha 8

Domains: Travel, Trickery

1-point blank shot
3-precise shot
6-spell focus: conjuration
9-rapid shot
12-quicken spell
15-improved initative
18-empower spell

Basically you summon stuff, buff yourself and your summons, and hide behind your summons and use archery to win the day
#79

Senevri

Jun 06, 2009 19:01:29
Hmm... Something like this?

This is terribly underdeveloped, it's entirely possible I'm trying to put too much conflicting ability into a single build.

Race: Halfling
Rogue 3
Ranger 3
Horizon Walker 2 (desert, marsh)
Shadowdancer 2
Horizon Walker +2 (Forest, Underground)
Duelist 8

stats 10 17 14 13 8 10 -> dex 22

Feats:
1 Weapon Finesse
3 Dodge
6 Mobility
9 Combat Reflexes
12: Combat Expertise
15: Spring attack
18: Whirlwind attack

BAB 18, attack +24 sans items, five hits, very stealthy, high AC, up to 3d6 extra damage after charge, 120ft darkvision, making use of the feat overlap between Duelist and Shadowdancer.

No good reason to finish Whirlwind chain, really, except you can apply bonus damage dice to an area. expertise, spring attack and whirlwind could be replaced.

AC sans items can get to 10 + 1 size + 6 dex + 10 fighting defensively + 1 int, or a total of 28.

With equipment, you can get it up to +50-+60, which should suffice.

Alternatively, a Ranger 3/Fighter 2/Assassin 1/Duelist 10/Shadowdancer 2/Horizon Walker 2 could make the most out of acrobatic charging, combined with Assassin's Death Attack. If you fail, you just re-hide and redo. Int synergy from Assassin to Duelist, at least 3 dice extra damage, BAB 18.