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| #1jameswilliamogleFeb 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! |
| #2jameswilliamogleFeb 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). |
| #3jameswilliamogleFeb 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). |
| #4jameswilliamogleFeb 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!) |
| #5innabinderFeb 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? |
| #6phaedrusxyFeb 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. |
| #7jameswilliamogleFeb 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 . |
| #8carnivoreFeb 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. |
| #9jameswilliamogleFeb 24, 2009 7:12:19 | Thanks, Carnivore, added! |
| #10PlzBreakMyCampaignFeb 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)? |
| #11jameswilliamogleFeb 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! |
| #12KerrusFeb 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) |
| #13phaedrusxyFeb 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. |
| #14KerrusFeb 24, 2009 13:57:10 | PHBII isn't core? My mistake, then. Apologies. |
| #15jameswilliamogleFeb 24, 2009 15:36:20 | Very nice build, PhaerdrusXY! Added to the list. |
| #16carnivoreFeb 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 |
| #17phaedrusxyFeb 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. |
| #18jameswilliamogleFeb 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. |
| #19carnivoreFeb 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?) 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 |
| #20ymuckluckFeb 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) |
| #21phaedrusxyFeb 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. |
| #22jameswilliamogleFeb 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! |
| #23carnivoreFeb 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. |
| #24EndarireFeb 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. |
| #25jameswilliamogleFeb 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. |
| #26vapthorneFeb 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:
Dragon Disciple:
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 |
| #27carnivoreFeb 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 |
| #28ninjarabbitFeb 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 |
| #29carnivoreFeb 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 |
| #30jameswilliamogleFeb 26, 2009 15:35:32 | Still waiting on that Arcane Archer, Carn :P. |
| #31carnivoreFeb 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. |
| #32jameswilliamogleFeb 26, 2009 16:04:44 | Sweet! |
| #33carnivoreFeb 26, 2009 16:05:56 | what did you think of the Cleric Archer? :D |
| #34jameswilliamogleFeb 26, 2009 16:11:13 | what did you think of the Cleric Archer? 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? |
| #35carnivoreFeb 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 |
| #36jameswilliamogleFeb 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? |
| #37surrealFeb 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 |
| #38phaedrusxyFeb 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. |
| #39carnivoreFeb 27, 2009 15:24:12 | Monstrous Spell Caster.... ok, try this: 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.
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| #40phaedrusxyFeb 27, 2009 16:18:44 | Bah, you and your pixie fetish. :P |
| #41jameswilliamogleFeb 27, 2009 16:26:15 | Bah, you and your pixie fetish. :P No more Pixies; they're just too awesome. |
| #42carnivoreFeb 27, 2009 16:34:09 | Pixies :evillaugh .... in any campaign they are great ![]() ;) |
| #43carnivoreFeb 27, 2009 16:35:35 | am finishing up work on 2 builds: 1/2 Dragon Melee characters ... will get them tomorrow :D |
| #44jameswilliamogleMar 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. |
| #45carnivoreMar 01, 2009 18:03:00 | 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. |
| #46true_shinkenMar 02, 2009 8:00:35 | OK... For funkiness... Wow, love it ^^ |
| #47jameswilliamogleMar 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. |
| #48Dictum_MortuumMar 02, 2009 13:33:51 | human bard 20
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. |
| #49carnivoreMar 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: ... 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 |
| #50jameswilliamogleMar 02, 2009 15:33:41 | Hahah! Love it! |
| #51carnivoreMar 02, 2009 15:36:32 | im working on some skill-monkey types... will post them soon :D |
| #52Dictum_MortuumMar 03, 2009 11:09:18 | Half Orc Rogue 20. Uses power attack and pumps strength. Takes crippling strike and Opportunist :p |
| #53ninjarabbitMar 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 |
| #54carnivoreMar 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. |
| #55carnivoreMar 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. |
| #56carnivoreMar 04, 2009 11:39:12 | Primary Scout, Secondary Melee support 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) |
| #57jameswilliamogleMar 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)... |
| #58phaedrusxyMar 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 |
| #59carnivoreMar 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 |
| #60ninjarabbitMar 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 |
| #61phaedrusxyMar 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 |
| #62hogarthMar 05, 2009 14:40:01 | And drowning. And Con damage. :D And negative levels. :P |
| #63ninjarabbitMar 05, 2009 15:59:32 | And negative levels. :P And old age;) |
| #64carnivoreMar 05, 2009 18:53:28 | and Coup De Grace :D |
| #65phaedrusxyMar 05, 2009 19:54:01 | and Coup De Grace Only if you use acid. |
| #66jameswilliamogleMar 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! |
| #67innabinderMar 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. |
| #68ninjarabbitMar 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 |
| #69phaedrusxyMar 06, 2009 16:15:02 | Minotaur Trapkiller Primary Melee, BF Control, Skills MH6/Rogue 10/Barbarian 2 Starting stats: |
| #70carnivoreMar 06, 2009 17:28:41 | Monster build 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. |
| #71ninjarabbitMar 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 |
| #72jameswilliamogleMar 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. |
| #73true_shinkenMar 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. |
| #74ninjarabbitMar 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) |
| #75jameswilliamogleMar 11, 2009 6:51:51 | Yes, I LOVE Improved Unarmed Strike combined with Natural Weapons on my pounce characters! Very nice. |
| #76carnivoreMar 11, 2009 13:02:47 | 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. |
| #77FolarinJun 02, 2009 23:14:34 | Bump for a good resource. |
| #78ninjarabbitJun 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 |
| #79SenevriJun 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. |