Compilation of 1st-10th lvl character builds

Post/Author/DateTimePost
#1

kelan

Mar 13, 2007 17:23:09
Looking around on this board, I realized that the builds are almost all made for 20th-lvl character. Not really practical since in my experience, there is not a lot of game going this high, and even less going on afterward to actually USE all the cool feature/advantages the build gives.

Aside from the Uber-builds (like Pun-Pun) that no sane DM would allow in a game, I decided to start this post as an opportunity to assemble some great low-level (optimized for 10th lvl and LESS) build.

The builds need not be ubber, but must have clear advantage over a "normal" (un-optimized) character of the same level.

Don't forget to include the race, better feats and level to take them with your build, and if needed what spell to choose. Also suggest good magical item to buy with the starting money of a character of that level (DMG p.135)






The .txt "official" template for this thread is now completed and can be dowloaded here and a Sample is downloadable here


Thanks a lot to use this format for clarity's sake

.
#2

kelan

Mar 13, 2007 17:24:19
1st-lvl Builds (Without Flaws)


Wizard OR Sorcerer Optimization (by Mr. Dog):


Required Race: Human, Strongheart halfling, or any race with a bonus feat of the player's choice

At 1st level, take the feats Precocious Apprentice (Complete Arcane) and your choice of Winter's Blast or Fiery Burst (Reserve Feats, Complete Mage).

This gives you a second level spell slot in which you may prepare (or with which you may spontaneously cast) a 2nd level spell with the Fire or Cold Descriptor.

As long as you leave the 2nd level spell uncast, all day long, you have a cone of cold that deals 2d4 damage or a 5-foot radius burst of fire that deals 2d6 damage. You can still cast all your normal 1st level spells, and behave as any other 1st level spellcaster does, but you have area affect damage at the ready all day.

The wizard can (upon reaching third level) take the other reserve feat he didn't take at 1st level to have an extra choice for damage.

If you are allowed flaws, you can accomplish this at 1st level with any race you like.

What do you Need for this build?

  • Player's Handbook
  • Complete Arcane: Precocious Apprentice, Feat p.181
  • Complete Mage: Winter's Blast, Feat p.48 - Fiery Burst, Feat p.43
#3

kelan

Mar 13, 2007 17:24:50
2nd-lvl Builds (Without Flaws)


Crush On You ~Grappler~ (by zod):

Tarmak (or just human if you don't like mixing settings, though Jotunbrud fits great thematically with the Brutes) Fighter 1/Barbarian 1
Feats: Jotunbrud, Improved Unarmed Strike, Improved Grapple
Recommended equipment: spiked heavy armor (so your lost Dex bonus while grappling doesn't matter)

While raging (assuming 18 Str), you have a grapple check of +14. This beats out an Ogre by 3 points. Since many opponents have their offensive capabilities drastically reduced while grappling, this is a good thing. Needless to say, any CR-appropriate humanoid opponent you grapple is likely to be toast, especially if your Rogue friend stabs him while he is trying to futilely escape. At slightly higher levels, get those gloves from Sword and Fist which give +5 grapple, and you'll even do okay grappling those Giants and Tendriculi (you can get a +30-ish by level 10).

What do you Need for this build?

  • Player's Handbook
  • Dragonlance: Age of Mortals: Tarmak, Race p.10
  • Races of Faerûn: Jotunbrud, Feat p.166
#4

kelan

Mar 13, 2007 17:25:32
3rd-lvl Builds (Without Flaws)


Psion Blaster (by hogarth):


Human Psion 3
28 point buy
Str: 8
Dex: 14 (6)
Con: 14 (6)
Int: 16 (10)
Wis: 14 (6)
Cha: 8

Feats: Psicrystal Affinity, Overchannel, Talented, EK (Psionic Charm)
Power Points: 15
Powers Known
Level 1 - Inertial Armor, Vigor, Psionic Grease, Crystal Shard, Demoralize, Psionic Charm
Level 2 - Energy Missile, Share Pain

The Psionic Charm is there just in case he needs to do something outside of battle. :P

What do you Need for this build?

  • Player's Handbook
  • Expanded Psionics Handbook: Psion, Class p.19 - Psicrystal Affinity, Feat p.49 - Overchannel, Feat p.49 - Talented, Feat p.51 - Expended Knowledge, Feat p.46
#5

kelan

Mar 13, 2007 17:26:05
4th-lvl Builds (Without Flaws)


Mr. Diplomat aka Dr. Henry Killinger (by Midgard in Ruin):

Old Illumian
Marshal 1/Warlock 2/Cleric 1

(28 pts buy)

Suggested stats:
STR: 10 (old -3 = 7)
DEX: 11 (old -3 = 8)
CON: 12 (old -3 = 9)
INT: 11 (old +3 = 14)
WIS: 9 (old +3 = 12)
CHA: 16 (old +3, 4th lvl +1 = 20)

free points left: 5

Feats:
M1. Skill Focus(Diplomacy)
1. Negotiator
3. Enhanced Power Sigils

Sigils:
Hoonvaul (charisma, wisdom and constitution checks and skills)

Invocations:
beguiling influence (complete arcana)

Domains:
trickery and charm (spell compendium)
Charm grants +4 cha (enhancement) for a minute a day, meaning the Doctor can add plus two to his charisma checks for a minute a day.

Suggested Equipment: [cloak, amulet, bracer, headband, etc] of Diplomacy +5 (2,500 gp)
Total cost: 2,500 gp
Left money: 2,900 gp

Skill total: (without domain)

Diplomacy 42
6 (synergies) + 5 (charisma) + 5 (motivate charisma) + 3 (vaul sigil) + 5 (feats) + 6 (beguiling influence) +5 (competence via magical item) + 7 ranks

Bluff 26
5 (charisma) + 5 (motivate charisma) + 3 (vaul sigil) + 6 (beguiling influence) + 7 ranks

Sense Motive 13
7 (ranks) + 2 (feats) + 3 (Hoon) + 1 (wisdom)

knowledge: nobility
5 ranks... not really important.

I'm under the impression synergies stack, although I may be wrong. Without those other two synergies, and without the domain, Dr. Killinger can accomplish the following using diplomacy in a single round (which incurs a -10 penalty already calculated into results):

On a die roll of 7, Killinger improves an npc attitude from hostile to friendly
On a die roll of 12, Killinger improves an unfriendly npc to helpful
etc.

Assuming Killinger isn't facing a need for single round diplomacy, I can hardly imagine an npc that wouldn't be more than fair to the group. He can heal minor damage and can fire a 1d6 eldrich blast but that really isn't the main idea. Killinger could succeed even the most ridiculous of checks to rile up a commoner mob and to succeed in directing it.(see DMGII pg.59 for more details). He could cause more revolts and revolutions than Carl Marx! Either that or convince a potential enemy that he or she has developed a deadly allergy to physical and mental strain of any kind, and therefore should retire to bed rest for the remainder of his or her life. I can imagine it being possible after several hours of diplomacy. He or she would be friendly++, but even assuming he has no time for diplomacy, after subtracting the opping players +20 bonus from Killingers bonus, Killinger still remains with a +15 bonus to the check. Lol. It's all about the magic murder bag.

Optimized level 4? un-optimized builds to come.

What do you Need for this build?

  • Player's Handbook
  • Races of Destiny: Illumian, Race p.51 - Enhanced Power Sigils, Feat p.152
  • Miniatures Handbook: Marshal, Class p.11
  • Complete Arcane: Warlock, Class p.5
  • Dungeon Master Guide: (item) of Diplomacy +5, Magic Item p.285 (Table 7-33)
#6

kelan

Mar 13, 2007 17:26:36
5th-lvl Builds (Without Flaws)

Lovecraftian Psychic Warrior: Version 1 (by X):

Human
Psychic Warrior 5

(28 pts buy)

Suggested stats:
STR 16
DEX 12
CON 13
INT 10
WIS 14
CHA 8

free points left: 1

Feats:
H. Illithid Heritage
1. Illithid Skin
PW1. Illithid Grapple
PW2. Illithid Grapple
3. Illithid Grapple
PW5. Illithid Grapple

Powers: Bite of the Wolf, Grip of Iron, Offensive Prescience, Animal Affinity, Psionic Lion’s Charge

Your un-buffed full attack routine is 4 tentacles +6 melee (1d4 + 3). Buffed, it becomes 4 tentacles +8 melee (1d4 + 7) and bite +3 melee (2d8 + 4). In future levels, Psionic Body and Improved Grapple may be good feats.

What do you Need for this build?

  • Player's Handbook
  • Expanded Psionics Handbook: Psychic Warrior, Class p.24 - Bite of the Wolf, Power p.80 - Grip of Iron, Power p.111 - Offensive Prescience, Power p.125 - Animal Affinity, Power p.76 - Psionic Lion’s Charge, Power p.125
  • Complete Psionic: Illithid Heritage, Feat p.62 - Illithid Skin, Feat p.62 - Illithid Grapple, Feat p.61
#7

kelan

Mar 13, 2007 17:27:08
6th-lvl Builds (Without Flaws)


The Cannonball (by zod):

Orc Barbarian 1/Fighter 2/Warblade 2/Berserk 1
Feats: Battle Jump, Headlong Rush, Power Attack, Leap Attack, Power Lunge
Relevant Manuevers: Leading the Charge, Battle Leader's Charge

Max Strength and Jump, and get a ring of jump+10. Rage and frenzy stack and you have a base 50 speed, so you're looking at a jump check of somewhere along the lines of +35, plus if you can get Expedious Retreat you get another +12. Now, charge your opponent. Using everything above, you can do (Weapon damage+18+24+10+4)X3 damage, IOW something in the range of 180-190 damage. For best results, use a reach weapon to avoid AoOs from Headlong Rush and Power Lunge.

Note: You can still do well over 100 damage without using Power Attack, for those high AC opponents. Also, you can even do okay with a one-handed weapon and shield, again doing over 100 even without using Power Attack.

For more fun, figure out some way to get pounce.

What do you Need for this build?

  • Player's Handbook
  • Dungeon Master Guide: Improved Ring of Jumping, Magic Item p.232
  • Monster Manual I: Orc, Race p.203
  • Tome of Battle: Warblade, Class p.20 - Leading the Charge, Manuever p.92 - Battle Leader's Charge, Manuever p.90
  • Deities and Demigods (3.0): Berserk, Prestige Class p.201
  • Unapproachable East: Battle Jump, Feat p.42
  • Races of Faerûn: Headlong Rush, Feat p.164
  • Complete Adventurer: Leap Attack, Feat p.110
  • Dragon Magazine #303: Power Lunge, Feat p.61
#8

kelan

Mar 13, 2007 17:27:42
7th-lvl Builds (Without Flaws)

The 1-Kobold-Army (Lesser) (by Kelan):

Kobold
Sorcerer 6/Mindbender 1 (giving him telepathy to a 100ft range, but can be pure sorcerer or any PrC giving him Sorcerer spell progression)
Total ECL: 7

(28 pts buy)

Suggested stats: . . . Modification: . . . After Modification:
STR: 8 . . . . . . . . . . -4 (Racial) . . . . . . . . . 4
DEX: 8 . . . . . . . . . . +2 (Racial) . . . . . . . . . 10
CON: 14 . . . . . . . . . -2 (Racial) . . . . . . . . . 10
INT: 10 . . . . . . . . . . ----- . . . . . . . . . . . . 10
WIS: 13 . . . . . . . . . .----- . . . . . . . . . . . . 13
CHA: 16 . . . . . . . . . +1 (lvl 4) . . . . . . . . . . 17

free points left: 5

Feats:
1. Delay Spell
3. Draconic Reservoir
6. Assume Supernatural Ability

Must have spells: Polymorph! & Wraithstrike

You take the Draconic Rite of Passage at level 1 and the Greater Draconic Rite of Passage at level 6, giving you the spellcasting ability of a Sorcerer 1 lvl higher then you are.

Cast Polymorph to transform yourself into a 7-headed Cryo- or Pyro- Hydra, using Assume Supernatural Ability to gain the breath weapon of 21d6 cold or fire damage (Ref DC 17 Half) in an area once every 1d4 round!

But what's better then this? Share your polymorph with your familar (since you cast it on yourself, you may have it affect your familar too) and BAM! Two 7-headed hydra on the battlefield! (Though this one doesn't breath, it still have 7 attack per round dealing decent damage...)

So it makes 14 attacks in a round! at +7 to hit (7 for you and 7 for your familar), dealing 1d10+4 dmg each.

Thinking that +7 to hit isn't enough? Did you forget the Wraithstrike spell? Cast it before polymorphing, delaying it from 1 or 2 rounds, so you'll benefit from it as an Hydra... If you have time to buff before combat, then delay a serie of Wraithstrike so they'll trigger on round 1,2,3,4 after polymorphing (always setting the trigger to 5 round later, then on the 4th round cast your polymorph and it will accomplish this)...

And once every 1d4 round you breath for 21d6 dmg (Ref DC 17 Half), and have your familar attack after, making 7 attacks in addition of the breath...

What do you Need for this build?

  • Player's Handbook
  • Races of the Dragons: Kobold, Race p.37 - Dragonwrought, Feat p.100 - Draconic Rite of passage, Rite p.43 - Versatile Spellcaster, Feat p.101
  • Complete Arcane: Mindbender, Prestige Class p.54
  • Races of the Dragons Web Enhencement: Draconic Reservoir, Feat - Greater Draconic Rite of passage, Rite
  • Savage Species: Assume Supernatural Ability, Feat p.30
#9

kelan

Mar 13, 2007 17:28:45
8th-lvl Builds (Without Flaws)


The Critter (by Talok):


Half-orc (for Str), but human works well too.
Barbarian 7/Fighter 1 (7th Barbarian level = Streetfighter class substitution ability)
(28 pts buy)

Suggested stats:
STR 22
DEX 10
CON 10
INT 8
WIS 8
CHA 8

free points left: 8
1. Weapon Focus (falchion)
3. Power Attack
6. Power Critical (Falchion)
F1. Improved Crtical (Falchion)

This is basically a charging build. While charging, he threatens on a 14 or higher due to the streetfighter class substitution from the Cityscape web enhancement. He would have a very good chance to confirm as well.

All you need is the PHB, Complete Warrior, and the Cityscape web enhancement. It will work well at later levels. Stick with barbarian and get improved bullrush and shock trooper.
What do you Need for this build?

  • Player's Handbook
  • Complete Warrior: Power Critical , Feat p.103
  • Cityscape Web Enhancement: Streetfighter, Class Substitution Ability
#10

kelan

Mar 13, 2007 17:29:22
9th-lvl Builds (Without Flaws)


Hurler (by QuantumMechanic):

Centaur
Fighter 1/ Hulking Hurler 2
Total ECL: 9

(28 pts buy)

Suggested stats:
STR: 26
DEX: 8
CON: 8
INT: 8
WIS: 8
CHA: 8

free points left: 12

Feats:
HD1. Point Blank Shot
F1. Weapon Focus(Any Ranged)
1. Power Attack
3. Natural Heavyweight

Starting Strength 18 + 8 (racial) = 26

Overburdened Heave allows thrwoing a medium load.

Medium Load 613 x 3(Large Quadraped) x 2 (Natural Heavyweight) =3678

By improvised weapon damage that is 21d6. If this thrown item is sharp it does damage as if it was double weight.

7356lbs = 39d6

What do you Need for this build?

  • Player's Handbook
  • Races of the Wild: Centaur, Race p.95
  • Complete Warrior: Hulking Hurler, Prestige Class p.40
  • Planar Handbook: Natural Heavyweight, Feat p.40
#11

kelan

Mar 13, 2007 17:29:53
[sblock=10th-lvl Builds (Without Flaws)]

Clever FrostLeaf summoner Druid the Wildshaper (by Kelan):

(Mulhorandi Divine Minion) Human
Druid 9

(28 pts buy)

Suggested stats:
STR: 10
DEX: 10
CON: 14
INT: 10
WIS: 16
CHA: 10

free points left: 4


Feats:
H. Spell focus (conj.)
1. Natural Spell
3. Greenbound Summoning
6. Augment Summoning
9. Beckon the Frozen

Suggested Equipment: (in construction)
Total cost: 0 gp
Left money: 49,000 gp

Spells: The Venomfire spell (3rd lvl, Serpent Kingdom), is really a good spell to have around if you summon creature with any kind of poison attack, and/or if you have a medium viper as an animal companion. Most of the time you'll convert your spells into summon nature ally, so not too important, but do not memorize Animal boosting spell since your summon are now plants. Healing magic is always usefull.

By 2nd level, you'll have an unlimited use of Wildshape (as a free action!) to change into an innocious looking animal (really limite choice). Then, using Natural spell, you'll summon nature ally to do the fighting for you, the ennemy not even knowing who to strike back at. At 3rd level, gaining the Greenbound template will really boost your summoned Nature ally. At 6th level (druid 5) you'll be able to Wildshape into any small or medium animal, at will, still as a free action... At 7th, your summoned alies will get another improvement, (+4str, +4con that will effectively be a +2touch/+2dmg, +2 Fort save and +2 Hp per HD. Then at 9th level you'll be able to Wildshape into any small, medium or large animal, at will, still as a free action. Finally, at 10th level, your summoned ally will get a last improvement adding +1d6 cold damage to all their attacks.

So at 10th level, you summon nature allies will have:
Greenbound:
  • Type change to Plant
  • Gain Low-light vision
  • Immunity to mind-affecting effect (Charms, Compulsions, phantasms, patterns, and morale effects).
  • Immune to poison, sleep, paralysis, polymorph, and stunning.
  • Not subject to critical hit
  • +6 Natural Armor
  • Gain a slam attack
  • Gain SA: At Will- Entangle, pass without trace, Speak with plants; 1/day- Wall of thorns
  • Gain SQ: DR 10/magic & slashing, attack count as magic to overcome SR, Fast Healing 3, +4 grapple bonus, Resist Cold & Electricity 10,Tremorsense 60ft.
  • Str +6, Dex +2, Con +4, Cha +4
  • +16 Hide & Move silently i forested area

Augment Summoning:
  • Str +4, Con +4


Beckon the Frozen:
  • Gain the (cold) subtype
  • Immune to Cold
  • +50% dmg from fire
  • +1d6(cold) dmg on all natural attack

The same bonus as the 6th level build, but you'll have your Wildshape at will, as a free action, and be able to cast while looking like an innocious pet, like a cat, so nobody will know where the real threat come from if you play your cards well...

What do you Need for this build?

#12

kelan

Mar 13, 2007 17:40:52
This thread is the continuity of the Compilation of Low-level build. Since I was stuck at the maximum character limit per post, I've started it back here, splitted in 1 post per level, wich will allow me to add much more build in the compilation. Sorry for the disagreement...
#13

Maat_Mons

Mar 14, 2007 2:11:53
I’ve revamped my builds. They now mark two milestones, the point when you can combine 4 primary attacks with Martial Spirit or Punishing Stance and the point when you can also have Improved Multiattack and a base attack bonus of at least 6. There are two versions for each milestone, one with flaws and one without. There are interesting potentials for using the Feral template with these builds, but I’m sure those aren’t hard to spot.

Lovecraftian Psychic Warrior: Version 2 (by Maat_Mons):

Human
Psychic Warrior 2 / Warblade 1

(28 pts buy)

Suggested stats:
STR 16
DEX 12
CON 14
INT 10
WIS 14
CHA 8

Feats:
H. Illithid Heritage
1. Illithid Skin
F1. Illithid Grapple
F2. Illithid Grapple
PW1. Illithid Grapple
PW2. Illithid Grapple
3. [Open]

Powers: Offensive Precognition, Offensive Prescience
Stance: Punishing Stance

Your un-buffed full attack routine is 4 tentacles +5 melee (1d6 + 1d4 + 3). Buffed, it becomes 4 tentacles +6 melee (1d6 + 1d4 + 5).

Crusader could be a good alternative to Warblade. Martial Spirit benefits from the extra attacks just as much as Punishing Stance. There’s little point in buying a weapon. Your gold is probably best spent on armor and power stones. A heavy shield is a must. An amulet of Mighty Fists will be a good investment in a few levels. Psionic Body would be a good feat, giving you 14 hit points. You could use Psion instead of Psychic Warrior or any race without a level adjustment instead of human if you were so inclined.

What do you Need for this build?

  • Player's Handbook
  • Expanded Psionics Handbook: Psychic Warrior, Class p.24 – Offensive Precognition, Power p.124 - Offensive Prescience, Power p.125
  • Complete Psionic: Illithid Heritage, Feat p.62 - Illithid Skin, Feat p.62 - Illithid Grapple, Feat p.61
  • Tome of Battle: Warblade, Class p.20 – Punishing Stance, Stance p.69
  • Unearthed Arcana: Flaws(any) p.91
#14

kelan

Mar 15, 2007 16:29:37
Thanks Maat_Mons, I've added your builds into the compilation!
#15

kelan

Mar 15, 2007 16:34:37
I think I'm up to date with the builds posted until now in this thread and in the last one.

If I missed some builds, please, tell me so I could add them.
#16

heffroncm

Mar 15, 2007 17:47:16
Holy Warlock, Batman! (by heffroncm):

Xeph
Class lvl
Cleric 1 / Warlock 1 / Cleric +4 / Eldritch Disciple 4
Total ECL: 10

(28 pts buy)

Suggested stats:
STR: 6 (8 - 2 Race)
DEX: 16 (14 + 2 Race)
CON: 10
INT: 10
WIS: 18 (16 + 2 Levels)
CHA: 16


Feats:
1. Point Blank Shot
3. Psionic Shot
6. Psionic Meditation
9. Greater Psionic Shot

Suggested Equipment: Not certain what would help most.
Left money: 49,000g


Invocations:
Least: Eldritch Spear, Sickening Blast, Entropic Warding

Gift of the Divine Patron:
Corrupting Blast: Eldritch Blast adds a penalty of 1/2 Disciple level to target's will save next round.
Fiendish Resistance: Gain 10 + Discple CL to Acid and Fire resistance for 3 + ChaMod Rounds (Evil Diety Only)
Protective Aura: Surround yourself with a Magic Circle against Evil for 3 + ChaMod Rounds (Good Diety Only)

This build was all about versatility. I put it together for a 3-man game, where I was to play the caster back up for a Tome of Battle fighter and a skill monkey precision damage character. The campaign never got off the ground, but the build survives!

It was my first time playing with a Warlock, and I was dead set on making my Warlock be able to perform the essential tasks of healing, item identification, and divination. This led to huge gains in versatility. You end up with a domain of your choice, the Knowledge domain, and any 1 Necromancy, Divination, or Abjuration spell from the Wizard list as part of your Cleric spells per spell level. You also add the following spells to your Cleric spell list: 0 - Message; 1 - Erase, Identify, Unseen Servant; 2 - Fox's Cunning; 3 - Illusory Script, Secret Page, Tongues; 4 - Detect Scrying; 6 - Analyze Dweomer; 7 - Sequester; 9 - Vision. In addition, you have 6 skill points per level and an expanded skill list with Cleric, Bardic Knowledge as a 5th level Bard (whoopy), and pretty much your only penalty are 5 levels of Poor BaB and d6 HP. Note that the GM was allowing Practiced Spellcaster (Warlock) to increase the damage dice on Eldritch Blast, which is a controversial option at best and may well have been specifically errated against since. Less controversial is to forgo Practiced Spellcaster, start the other feats at 1st, and take Improved Psionic Shot at 9th, which makes up for the damage loss.

At 10th level, you cast as a level 8 Cleric, Turn Undead like a 9th level Cleric, have the Invocations of a level 5 Warlock, and can burn your Turn Attempts for Gifts of the Divine Patron (suggested Gifts above). The real star ability comes at 11th, when you can use Eldritch Blast Shapes to any spell which affects a target or recquires a melee or ranged touch attack. Now, all of the fun Necromancy touch debuffs, and all of your heals, can have the 250 yard range of Eldritch Spear applied.

I'm sure this build could use further optimization, but for it's defined purpose of being the every-caster, it seemed to work great on paper. Giving up 2 levels of Cleric casting for an at-will 9d6 250 yard ranged touch seemed like a good idea.

What do you Need for this build?

  • Player's Handbook
  • Book 2: Unearthed Arcana, Class Variant: Cloistered Cleric p.50
  • Book 3: Complete Arcane, Base Class: Warlock p.XXX
  • Book 4: Complete Mage, Class Variant: Divine Magician p.33, Prestige Class: Eldritch Disciple p.
  • Book 5: Expanded Psionics Handbook: Race Xeph pg. , Feats
#17

kelan

Mar 17, 2007 8:27:21
Thanks heffroncm, your build have been added to the compilation!
#18

carnivore

Mar 17, 2007 13:28:19
from a contest
Fred the Cerebremancer

heres my try:
Fred the Cerebremancer

IMAGE(http://www.wizards.com/dnd/images/xph_gallery/80452.jpg)


Venerable Human

4 Str (9+1 lvl-6 venerable)
8 Dex(10+4 enhancement-6 venerable)
10 Con(12+4 enhancement-6 venerable)
25 Int (17+1lvl+4 enhancement+3 venerable)
14 Wis(14+3 venerable)
23 Cha(16+4 enhancement+3 venerable)


Warmage 1/ Psion(Egoist) 3/ Cerebremancer 6

Flaws:
Vulnerable -1 AC
Slow 1/2 Base land speed


Warmage 1..........................Precocious Apprentice/ Bloodline of Fire/Earth Sense/Practiced Caster
Psion 1...............................Enlarge power
Psion 2...............................Metamorphic Transfer
Psion 3
Cerebremancer 1
Cerebremancer 2..................Earth Power
Cerebremancer 3
Cerebremancer 4
Cerebremancer 5..................Fell Drain Spell
Cerebremancer 6



9th lvl Manifester
5th lvl powers
Psion Power points=94 PP(22 Int bonus +72 Psion lvls)
DC for Powers= 17 + Power lvl + Augment
10th lvl caster(7th lvl Warmage + 3(maxed out at HD)practiced caster) or 12th(fire spells)
3rd lvl spells
DC for Spells = 16 + Spell lvl
Warmage Spells per day(includes bonus spells for 19 Cha and 1 for Precocious Apprentice)
6-0 lvl spells
7-1st lvl spells
8-2nd lvl spells
5-3rd lvl spells





Psion Powers Known

1st lvl
Inertial Armor
Force Shield
Precognition, Offensive
Precognition, Defensive
Mind Thrust


2nd lvl
Ego Whip
Chameleon
Psi Knock
Animal Affinity

3rd lvl
Dispel psionics
Body Adjustment
Telekinetic Thrust
TouchSight

4th lvl
Metamorphosis
Dimension Door
Wall of Ectoplasm
Energy Adaptation

5th lvl
True Seeing
Power Resistance



Warmage Spells Known:


0-Level Warmage Spells (Cantrips)
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

1st-Level Warmage Spells
Accuracy*: Doubles weapon's range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone*: Gain +6 Str and natural slam attack.
Hail of Stone[M]*: Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage
+ 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage
+ 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.

2nd-Level Warmage Spells
Blades of Fire*: Your melee weapons deal +1d6 fire damage for 1 round.
Continual Flame[M]: Makes a permanent, heatless torch.
Fire Trap[M]: Opened object deals 1d4 +1/level fire damage.
Fireburst*: Adjacent subjects take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Ice Knife*: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage,
or deals 1d8 cold damage in 10-ft.-radius burst.
Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Whirling Blade[F]*: Hurled slashing weapon magically attacks all foes in 60-ft. line.

3rd-Level Warmage Spells
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ring of Blades*: Blades surround you, damaging other creatures (1d6+1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.





Main Form for Metamorphosis
Combat :
Pixie fly 60(good)
my stats in this form: 9 Str 20 Dex 11 Con 18 Int 14 Wis 16 Cha
when fully Buffed(animal Affinity x 2(:9 Str 24 Dex 15 Con 25 Int 14 Wis 23 Cha
AC 35 (base 10 +1 size +7 dex +1 natural+8 Armor(inertial armor)+6 shield(Force Screen)+3 insight(Precog:def)-1 flaw)
Greater Invisibility:Metamorphic Transfer
Show
PIXIE
Small Fey
Hit Dice: 1d6 (3 hp)
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2/x3)
Full Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2)/x3
Space/Reach: 5 ft./5 ft.
Abilities: Str 7, Dex 18, Con 11
#19

Dictum_Mortuum

Mar 17, 2007 18:54:18
Human Barbarian 1/Psychic Warrior 1

1 Wolf Berseker, Jotunbrud
2 Improved Trip

Expansion power

28 point buy:

16 (+4)(+2 from large)
10
14 (+4)
10
14
10

Manifest Expansion, enter Rage

Assuming jotunbrud + expansion works, your trip attempt is:
+4 (large) +4 (jotunbrud) +4 (improved trip) +4 (wolf berseker) +6 (str) = +22
#20

kelan

Mar 18, 2007 12:16:06
Thanks to Dictum Mortuum and carnivore for the two builds I just added to the compilation!

I'm actually working on a personnal build that I should add in a short time. Keep your eye open for it!
#21

phaedrusxy

Mar 18, 2007 13:24:05
You have the Toolkit build listed under level 1. It is actually level 10.
#22

jameswilliamogle

Mar 18, 2007 14:38:08
Binder Healing Battery (by jameswilliamogle)

Human
Binder 5
Total ECL: 5

(X pts buy) if needed

Suggested stats:
STR: X
DEX: X
CON: X
INT: X
WIS: X
CHA: 18

free points left: 12 (for 28 pb)

Feats:
H. Expel Vestige
1. Rapid Pact Making
3. Skill Focus: UMD
4. Improved Binding

Suggested Equipment: Wand of Shield Other (2250 gp)*, Implements of Binding +4* (1985 gp)
Total cost: 4235 gp
Left money: ~1000 gp

*these items made via Astaroth, for the reduced cost. This character binds Buer, and cross-classes UMD to get a +11 mod on the skill, using a wand of Shield Other in order to give everyone in his party DR / 50%, effectively, before going into a dungeon (he has fast healing 1, and can heal d8+5 damage every 5 rounds). If he knows he faces the BBEG, he binds Dahlver Nar instead, targeting the toughest guy w/ Shield Self: now, the main guy takes 1/4 all damage done to the party against himself by all sources. Expel Vestige is there to get D-N when absolutely necessary, and the Binding implements also help this out.

What do you Need for this build?

  • Player's Handbook
  • Tome of Magic
  • Cityscape Web Enhancement 2
#23

kelan

Mar 18, 2007 15:29:51
Here's the build I was working on... And I think this one his really awesome! Give me your opinion on it! :D

For my part it leaves me....

:OMG!



Cryo/Pyro-Hydras little army (by Kelan):

Kobold (Venerable: 121 yr old)
Sorcerer 9 OR Sorcerer 8/Mindbender 1 (giving you telepathy to a 100ft range)
Total ECL: 9

(28 pts buy)

Suggested stats: . . . Modification: . . . After Modification:
STR: 8 . . . . . . . . . . -4 (Racial) . . . . . . . . . 4
DEX: 10 . . . . . . . . . . +2 (Racial) . . . . . . . . . 12
CON: 14 . . . . . . . . . -2 (Racial) . . . . . . . . . 12
INT: 10 . . . . . . . . . . +3 (Venerable) . . . . . .13
WIS: 10 . . . . . . . . . .+3 (Venerable). . . . . . 13
CHA: 18 . . . . . . . . . +5 (Venerable, lvl 4&8) . 23

free points left: 0

Feats:
1. Dragonwrought
3. Draconic Reservoir
6. Assume Supernatural Ability
9. Leadership

Must have spells: Polymorph!

You take the Draconic Rite of Passage at level 1 and the Greater Draconic Rite of Passage at level 6, giving you the spellcasting ability of a Sorcerer 1 lvl higher then you actually are.

With the leadership feat you take he following Cohort:

Kobold
Sorcerer 7 OR Sorcerer 6/Mindbender 1 (giving him telepathy to a 100ft range)
Total ECL: 7

(28 pts buy)

Suggested stats: . . . Modification: . . . After Modification:
STR: 8 . . . . . . . . . . -4 (Racial) . . . . . . . . . 4
DEX: 8 . . . . . . . . . . +2 (Racial) . . . . . . . . . 10
CON: 12 . . . . . . . . . -2 (Racial) . . . . . . . . . 10
INT: 10 . . . . . . . . . . ----- . . . . . . . . . . . . 10
WIS: 13 . . . . . . . . . .----- . . . . . . . . . . . . 13
CHA: 18 . . . . . . . . . +1 (lvl 4) . . . . . . . . . . 19

free points left: 1

Feats:
1. Versatile spellcaster
3. Draconic Reservoir
6. Assume Supernatural Ability

Must have spells: Polymorph!

You have him take the Draconic Rite of Passage at level 1 and the Greater Draconic Rite of Passage at level 6, giving him the spellcasting ability of a Sorcerer 1 lvl higher then he actually is.

Cast Polymorph to transform yourself into a 9-headed Cryo- or Pyro- Hydra, using Assume Supernatural Ability to gain the breath weapon of 27d6 cold or fire damage (Ref DC 19 Half) in an area once every 1d4 round!

But what's better then this? Share your polymorph with your familar (since you cast it on yourself, you may have it affect your familar too) and BAM! Two 9-headed hydra on the battlefield! (Though this one doesn't breath, it still have 9 attack per round dealing decent damage...)

Not enough? Have your cohort cast polymorph, since he cast as a 8th level sorcerer he know one 4th-level spell, make it Polymorph! and he may cast it 4 times per day... but since he have Versatile Spellcaster, he could use two 3rd-lvl spellslot to cast it even more, to a grand maximum total of three more time in a day, so seven possible polymorph per day!)

And even better, have him share it with his familar too! It add two 7-headed pyro/cryo hydra on the battle field, and since your cohort also have Assume Supernatural Ability Feat, he get a breath too, at 21d6 (Ref DC 18 Half)!

So it makes 32 attacks in a round! at about: 18 bites at +8 (9 for you and 9 for your familar), 14 bites at +7 (7 for your cohort and 7 for his familar), each of yours (and your familar's) dealing 1d10+5 dmg, and each of your cohort's and his familar dealing 1d10+4 dmg.

And once every 1d4 round you and your cohort breath for a grand total of 48d6 dmg Ref Half, and have your familar attack after, making 16 attacks in addition of the breath...

And you AND your cohort cast spell as a sorcerer a level HIGHER then you actually are (including spell known and spell per day, not just caster level!).

What do you Need for this build?

  • Player's Handbook
  • Races of the Dragons: Kobold, Race p.37 - Dragonwrought, Feat p.100 - Draconic Rite of passage, Rite p.43 - Versatile Spellcaster, Feat p.101
  • Complete Arcane: Mindbender, Prestige Class p.54
  • Races of the Dragons Web Enhencement: Draconic Reservoir, Feat - Greater Draconic Rite of passage, Rite
  • Savage Species: Assume Supernatural Ability, Feat p.30
#24

kelan

Mar 18, 2007 15:33:01
PhaedrusXY: Oops!! Thanks, now it's corrected!
#25

Dictum_Mortuum

Mar 18, 2007 16:49:31
Human Cleric of Lathander 1 - Initiate of Lathander, Priest of the Waste
Domains: Sun, Any

Just by taking Initiate of lathander at first level you are able to spontaneous cast:

Any cure spell (standard cleric ability)
Any sanctified spell (standard cleric ability)
Any spell with the light descriptor or light in its name (initiate of lathander)

Show

Cure minor Wounds, Cleric 0
Light(light), Cleric 0
Create Water, Cleric 0 (from priest of the waste)
Cure Light Wounds, Cleric 1
Guiding Light(light), Cleric 1
Inflict Light Wounds, Cleric 1
Light of Lunia(good, light), Cleric 1
Nimbus of Light(light), Cleric 1
Endure Elements, Cleric 1 (from priest of the waste)
Cloak of Shade, Cleric 1 (from priest of the waste)
Lantern Light(good, light), Cleric 1 -BoED
vision of punishment (sanctified) -Champions of Valor
Twilight Luck (sanctified) -BoED
Divine Inspiration (sanctified) -BoED
#26

Dictum_Mortuum

Mar 22, 2007 17:26:16
kelan i updated the spontaneous cleric build. There was no need of going for dual - divinity, it was silly.
#27

Midnight_v

Mar 22, 2007 18:46:22
Playable at everylevel (assuming you can buy star metal and why not if you can buy adamantine?) Warforged duskblade. Green star adept.

1 Duskblade: Adamantinebody +8 armor,dr/2 adamantine
2. Duskblade: Armored mage light. Combat casting
3. Duskblade: Arcane chanelling, Battle caster
4. Duskblade: Armored Mage Medium (heavy No more spell chance failure)
5. Duskblade: Quick cast 1/day
6. GSA: Improved caster level, +1 Strength -1 dex +1 natural Ac Dr/3 ad
7. GSA: New spell level, unatrual metabolism, Dr/4 adm
8. GSA: Dr/5 adm Fortification 25%
9. GSA: Dr/6 Adm Darkvision, + 1 strength +1 natural armor Feat: Imp DR: 7
10.Gsa: Dr/8 adamantine Unnatural Metabolism +4

Basically you're a tank. No you're the tank.
At low levels you're a fighter but that actually VALID at low levels, after level 5 you're still fighting but doing on the same scale as Team monster does.
Investiture in scrolls for utility will help by so will contact poisions
I'm sure there are other builds of this about too but this is the simplest. You have DR/8 and can melee with Firegiants if you want
You have ray of enfeeblemet with will help you with that goal considerably. You're type is already construct so you can take this into a huge variety of other Prestige Classes as well as a host of save bonuses and immunities.
I played this once it was a blast.
#28

domenic

Mar 22, 2007 18:49:52
Brutal Tripper (by Domenic):

Water orc
Swordsage 3

(25 pt buy)

Suggested stats:
STR: 18 + 4 racial
DEX: 11
CON: 14 + 2 racial
INT: 8 - 2 racial
WIS: 8 - 2 racial
CHA: 8 - 2 racial

Feats:
F. Adaptive Style (Flaw: Inattentive)
F. Exotic Weapon Proficiency (spiked chain) (Flaw: Murky-Eyed)
1. Aberration Blood (flexible limbs)
3. Inhuman Reach
B. Weapon Focus (shadow hand weapons)

Suggested Equipment: chain shirt (100 gp), dimension stride boots (2000 gp), mwk spiked chain (325 gp), shaders (1 sp)
Total cost: 2425.1 gp
Left money: 274.9 gp

Maneuvers and stances known (IL 3rd):
[indent]
Stances—child of shadow (1st), stonefoot stance (1st)
Strikes—charging minotaur (1st), clinging shadow strike (1st), leading the attack (1st), mighty throw (1st), shadow blade technique (1st)
Boosts—distracting ember (1st), sudden leap (1st)
Counters—fire riposte (2nd)
Disciplines: Desert Wind, Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw, White Raven
[/indent]

He has 20 foot reach with the spiked chain, so his low AC shouldn't cause too many problems. If the enemies do manage to close with him, he uses his dimension stride boots to escape 10 or 20 feet away, or tries bullrushing the weakest one away from all the others with charing minotaur. Ask your DM if mighty throw will work with reach weapons---throwing people across the battlefield from 20 feet away is great. Fire riposte is an excellent counter; 4d6 damage as a touch attack will take out most things that manage to get close to you. His massive strength helps on attack and damage. He can also serve as a grappler in a pinch, especially after quaffing his favorite potion---enlarge person. Other than that, just the standard maneuver goodies of the swordsage, with Adaptive Style so he doesn't suck.

At this level he doesn't really have enough feats for Combat Reflexes, but at a higher level you could try boosting his Dex and taking that; if you really had feats to spare, get Weapon Finesse and Shadow Blade to let Dex completely replace Strength. Improved Trip would also be nice, but now we're starting to get some multiple-ability dependency (13 Int required), and Combat Expertise is an annoying prereq. If you boost Wis, he could take psychic warrior levels to get expansion; you also get Wis to AC so it's not too bad of an ability. Basically this build could be a lot more effective with a higher point-buy and about 5 more feats, but as is it's not shabby at all---and a lot of fun.

What do you Need for this build?

  • Player's Handbook
  • Monster Manual (original orc)
  • Unearthed Arcana (water orc variant, flaws)
  • Tome of Battle (swordsage, maneuvers, Adaptive Style feat)
  • Lords of Madness (Abberrant Blood and Inhuman Reach feats)
  • Magic Item Compendium (dimension stride boots)
  • Races of Eberron (shaders---sunglasses: -1 on Spot, negate light sensitivity)
#29

kelan

Mar 23, 2007 12:04:48
Dictum Mortuum: Your build have been updated

Midnight_v: Thanks for this one, it's been added in the compilation too (as a 10th-lvl build)

Domenic: Your's been added too, thanks a lot

I've added a couple build to the compilation, renamed one of mine, reworking it doing so, and added lesser version of it, starting 7th-lvl for Kobolds and 8th-lvl for humans.

I'm waiting for your feedback! :D
#30

Dictum_Mortuum

Mar 23, 2007 12:32:54
Human Monk 1
Show
28 point buy:
[b]str[/b] 14 [+2]<br /> [b]dex[/b] 10 [0]<br /> [b]con[/b] 14 [+2]<br /> [b]int[/b] 10 [0]<br /> [b]wis[/b] 14 [+2]<br /> [b]cha[/b] 14 [+2]
#31

kelan

Mar 24, 2007 11:26:30
This post is just a shameless so more people can benefit from this thread :P

#32

kelan

Mar 24, 2007 11:42:43
This compilation is growing into something really usefull (at least in my opinion), now packing:

1st-lvl builds = 25
2nd-lvl builds = 8
3rd-lvl builds = 8
4th-lvl builds = 3
5th-lvl builds = 2
6th-lvl builds = 6
7th-lvl builds = 2
8th-lvl builds = 3
9th-lvl builds = 7
10th-lvl builds = 8

For a grand total of: 72 builds!

Continue your great inputs! I'm sure that a lot of person out there will find good use for what you post
#33

kelan

Mar 25, 2007 10:36:00
I just added 10 new 1st-lvl builds, including the Borrowed commoner cowherd (by Aufenshauft) that made me laugh 'till I was crying
#34

shallak

Mar 25, 2007 13:27:21
Sorcerer Healer (by Shallak):

Sorcerer 3 Race Human
Class lvl 3

(28 pts buy)

Suggested stats:
STR: 8
DEX: 12
CON: 10
INT: 10
WIS: 12
CHA: 16

Feats:
H. Precocious Apprentice
1. Arcane Disciple (Healing)
3. Versatile Spellcaster


Suggested Equipment: Knowstone (1000 gp)
Total cost: 1000 gp
Left money: 1700 gp

This build allow you to be like any other sorcerer, but you can also spontaneously cast cure spell. Arcane Disciple add both Cure Light Wound and Cure Moderate Wound to your spell list (but usable only once per day) but the Knowstone allow you to cast a spell (that is on your spell list) any number of times. Thus allowing you to cast Cure Light Wound up to your maximum spell per day. Even better yet, you use Versatile Spellcaster to use up two lvl 0 cantrip to cast one Cure Light Wound (anyway, we dont use up Cantrip so much). You can also cast one Cure Moderate spell per day. Note : you could buy a Runestaff for 1600 gp (2 x 2 x 400g) and be able to use CMW three more time a day and even a Runestaff of Cure Light wound for 400g (1 x 1 x 400g) but you'd be able to use it only three time a day (still good most of the time).

Long term you cannot replace a Cleric, but if the cleric fall, or is out of reach, an emergency heal thrown by a Sorcerer can save the day. (And it's just so damn cool to just heal yourself with cantrips instead of begging the greedy Dwarf Cleric... yeah much better).




What do you Need for this build?

  • Player's Handbook
  • Complete Arcane: Precocious Apprentice, Feat p.181
  • Complete Divine: Arcane Disciple, Feat p.79
  • Races of the Dragon: Versatile Spellcaster, Feat p.101
  • Dragon Magazine #333: Knowstone, Wondrous Items p.93
#35

midgard_in_ruin

Mar 25, 2007 18:19:59
Serpent Style Monk (by Midgard In Ruin):

human
Monk2/ Fighter3/ Crusader1/ Fighter+1/ Crusader+2
Total ECL: 9

(32 point buy)

Suggested stats:
STR: 14
DEX: 15 (+1)
CON: 14
INT: 13
WIS: 12
CHA: 8

free points left: 0

Feats:
H. Willing Deformity HoH 125 or Aberration Blood LoM 178
1. Deformity (Tall) HoH 121 or Inhuman Reach LoM 180
M1.Improved Unarmed Strike, Stunning Fist
M2. Combat Reflexes
3. Deft opportunist CA 106
F1. Hold the line CW 100 or Dodge
F2. Combat Expertise
6. Evasive reflexes ToB 30
F4. Improved Trip
9. Snap kick ToB 32

Suggested Equipment:
Belt of Giant Strength +4 (16,000 gp),
Greater Magic Fang (CL20) (600 gp),
Permanency cast on Greater Magic Fang (CL11) (8,050 gp)
Dorje of Painful Strike xpd 168 & 123 (6,500 gp)
Periapt of Wisdom +2 (4,000 gp)
Total cost: 35,150 gp
Left money: 850 gp

Suggested stances & maneuvers:
Thicket of Blades (stance) ToB 61
Defensive rebuke (maneuver) ToB 58

Suggested Alternate Class Features:
Decisive strike (Monk) PHII 51

Build text:
This build is designed to simply out maneuver other melee fighting types. Use your reach to your full advantage. Against a medium sized melee fighter using a weapon without reach, the monk really can't even be swung on unless he opts to allow the opponent to do so. Any movement the opponent makes, while threatened, provokes an attack of opportunity, which you could use to step away from the square the opposing character intends to move to. Alternatively, you could simply trip the opponent to prevent the movement all together, followed by two swings thanks to snap kick and improved trip (notice that snap kick can function after a melee attack, which would include attacks of opportunity). This character should use a decisive strike and snap kick each round to double damage for his attacks of opportunity and just makes some swings against the target. Defensive rebuke forces an opponent to either attack you or provoke an attack of opportunity at the end of the turn. Their movement, whether to move out of your threatened area or to move towards you, provokes an attack of opportunity, which should be used to trip and hopefully ensure the opponent will both remain in the monk's threatened area and fail to attack the monk until the turn is over. Against higher strength enemies, it may be wiser simply to evade to a non-adjacent square of the last square of the enemy's movement.

For the first level fighter feat, I left a choose between hold the line and dodge in case your running group, like my own, believes that movements during a charge do not provoke attacks of opportunity. It isn't necessary after you have thicket of blades, but it's a lifesaver at low levels. At low levels, I prefer the willing deformity tree as opposed to the aberration blood tree because the latter penalizes your attack bonus, however the latter does not require an evil alignment. To continue this build beyond ten, take the reach feat tree you didn't do at early levels to gain a 15 foot reach. The monk now has more reach than giants.

What do you Need for this build?

  • Player's Handbook
  • Tome of Battle: Crusader (class) p.8-14, Thicket of Blades (stance) p.61, Defensive rebuke (maneuver) p.58, Snap kick (feat) p.32, 6. Evasive reflexes (feat) p.30
  • Heroes of Horror: Willing Deformity (feat) p.125, Deformity (tall) (feat) p.121
  • Lords of Madness: Aberration Blood (feat) p.178, Inhuman Reach (feat) p.180
  • Complete Adventurer: Deft Opportunist (feat) p.106
  • Complete Warrior: Hold the Line (feat) p.100
  • Expanded Psionics: Dorje (item) p.168, Painful Strike (power) p.123
  • Player's Handbook II: Decisive Strike (alternate class feature) p.51
#36

phase

Mar 25, 2007 19:18:42
Crusader Pair
Works better with two builds exactly the same, being tanks/healers

Show


Human Crusader 1-4

Lv 1 - Phalanx Fighting, Human BF: Combat Expertise
- Furious Counterstrike, Steely Resolve 5
Lv 2 - Indomitable Soul
Lv 3 - Allied Shield Defense, Zealous surge
Lv 4 - Steely Resolve 10

Trick is to stand close to each other, and throw up healing auras, and use healing strike maneuvers.

Phalanx nets you +3 AC when fighting together and +1 when fighting alone
Combat Expertise/Allied Shield Defense - by level 4 you can take 10 damage for a +2 atk/dmg, so this lowers your penalties for combat expertise. When fighting near each other taking a -4 will get you both a total of 8 AC.

so when you fight near each other, you can take a -2 to atks (when you take 10dmg for steely) for a +11 AC.. by level 4 I believe that's a very nice thing.. and the build only gets higher AC and better healing at higher levels.

So lets say you have a a dex of at least 12, and fullplate by level 4...
10(base) + 9 Armor + 1 Dex+ 8 from combat expertise + 3 from Phalanx + 2 Large steel shield = 33 AC by level 4

#37

kelan

Mar 25, 2007 20:18:57
The compilation has been updated, thank you all for the new builds! :D

Now 72 builds compiled!!
#38

kelan

Mar 26, 2007 16:46:36
I've begined to sort the builds using flaws, and setting them appart since not every DM allow flaws and 'cause they can make far stronger builds faster.

For the moment only the first level builds have been sorted, but I'll continue as soon as I can.

I'll also post a Frostleaf Summoner Druid version using flaw that'll be level 1, just to show how flaw can allow a build that normally wouldn't be available untill 6th level.

*sigh* too bad my GM is one of those who doesn't allow flaws...
#39

kelan

Mar 28, 2007 18:26:46
This is just a much needed
#40

kelan

Mar 29, 2007 20:07:26
I've added the 1st level Frostleaf summoner druid, as promised, and "sorted" the second level builds. It appears that I only have 2nd-lvl builds that don't use flaws. Maybe we could add an improved version using some? Any suggestion how the builds could be improved with 2 more feat?
#41

CubeKnight

Mar 30, 2007 2:06:04
Well, this is just a request, but, would it be possible to somehow mark the builds that use Variants, such as Flaws?

I've had yet to see a DM that allows Flaws, and I personally don't allow them when I DM, so it'd be nice to see which builds depend on the DM allowing a variant, and which builds are completely 'RAW'
#42

kelan

Mar 31, 2007 9:16:46
Well, this is just a request, but, would it be possible to somehow mark the builds that use Variants, such as Flaws?

I've had yet to see a DM that allows Flaws, and I personally don't allow them when I DM, so it'd be nice to see which builds depend on the DM allowing a variant, and which builds are completely 'RAW'

I've already started to sort the builds using or not Flaws. As for variant, other then flaws I don't see a lot of other variant being used in the builds already posted.

Do you consider the "alternate class feature" a variant that some DM wouldn't allow? I could set them appart, but since I never had problem with using them with my DM, as they are "RAW" i didn't think it was necessary.

Still, since I want this Thread to be the most usefull possible, I'll sort the build in any (reasonnable) way the readers ask.

Do you have some exemple of what you would like to set appart from the rest?

I'm thinking to set appart the builds using non-PHB Class (Binder, Warmage, Warlock, Scout, etc) as some DM require to use PHB classes for their game.

I'll maybe do the same for the non-PHB Races (Whisper Gnome, Spellscale, etc) as in some setting they are not available.

Maybe I could set appart the builds using alternate class feature as I said earlier too...

would that be ok, or would you sort them differently? (This question is adressed to all reader of this thread)
#43

kelan

Mar 31, 2007 9:41:03
The builds using Flaws have been set appart for level 1-3... I'll continue to sort through the build as soon as I can.

Hope this will be usefull!
#44

CubeKnight

Mar 31, 2007 22:41:30
The builds using Flaws have been set appart for level 1-3... I'll continue to sort through the build as soon as I can.

Hope this will be usefull!

Thanks, that makes browsing for NPCs a lot easier :P
#45

MikeN

Mar 31, 2007 23:00:05
War domain is really suboptimal for a cleric archer. The classic build used Elf and Time domains. You can get away with using whatever domains you feel appropriate, because the cleric is just that strong a character, but War is really really a bad choice at lower levels.

Here's my LG cleric archer build:

Wood Elf Cleric of Ehlonna:

Str 16
Dex 16
Con 10
Int 10
Wis 14 (+1 @ 4, +1 @ 8, etc)
Cha 10

Domains: Sun, Celerity

Cleric6/Radiant Servant of Ehlonna 4

1) Point-Blank Shot
3) Precise Shot
6) Extra Turning
9) Rapid Shot
________

What sourcebooks you want us to use? I like some of the OA builds quite a bit, and there's ToB and quite a few other sourcebooks more setting oriented that are nice...
#46

carnivore

Apr 02, 2007 10:20:00
excellent build MikeN

:D
#47

kelan

Apr 02, 2007 20:08:43
What sourcebooks you want us to use? I like some of the OA builds quite a bit, and there's ToB and quite a few other sourcebooks more setting oriented that are nice...

All the Official Books (by WOTC) may be used for the builds, but please Mention the book you used.

Even better if you directly use the "template" I've made to present your build, since it'll be much clearer for the readers! Oh, and don't forget to add a little explicative/comparative text to underline why it's a good build

Thanks a lot for your Cleric Archer build, I'll add it to the compilation
#48

kelan

Apr 02, 2007 20:37:48
Good news: I just fnished to sort the builds using flaws or not!
#49

CubeKnight

Apr 03, 2007 8:08:19
Good news: I just fnished to sort the builds using flaws or not!

Yahoo!

*Browses to find NPCs for his game on Saturday*

Edit:
- The 2nd level builds says "Without flaws" instead of "With flaws"
- THe 7th level builds are missing the "Without flaws"
- Henry the Diplomat (Level 4, no flaws) would only add +2 to his Cha checks when he uses his domain. +4 to Cha = +2 Cha mod

And I find it sad that any of the level 3 builds would probably cause a TPK. Sad for my group, that is. They suck at optimizing
#50

commx

Apr 03, 2007 9:35:47
Here's my first attempt at a low-level character. I'm not sure if it qualifies for the list though, as it uses the dreaded Half-Minotaur from a Dragon Magazine.

Minotaur Dungeoncrasher (by Commx):

Half-Minotaur Minotaur (If you don't like the sound of this, make it a Half-Minotaur Water Orc, that's the same in effectiveness.)
Fighter 4
Total ECL: 1+4=5 (or 4 with LA-buyoff)

Suggested stats:
STR: As high as possible (Shouldn't be hard with a +10 Racial change)
INT: 17(13 After Racial Mod)

Feats:
(Shaky) - Improved Bull Rush
(Inattentive) - Knockback
Lvl1 - Power Attack
Fighter1 - Combat Expertise
Fighter2 - Dungeon Crasher Variant
Lvl3. - Improved Trip
Fighter4 - Knockdown

Suggested Equipment: Masterworked Heavy Flail (315 gp), Masterworked Breastplate (350 gp)
Total cost: 665 gp
Left money: 4735 gp or 8335 gp

This build only has a single purpose, smash stuff and smash it good. On a charge, we get a +14 with our Heavy Flail which then deals 2d8+9 damage. After this we get a free Trip and free Bull Rush attempt, each at a +17 without items. If the Trip succeeds, we get a second attack, this time with a +18 which triggers another Bull Rush attempt if it hits.

Both of the Bull Rushes will more than likely succeed, and if the enemy is close to a wall - (Minotaurs live in mazes, it shouldn’t be hard to find walls around there.) – or other hard object, it takes another 4d6+18 damage for each successful attempt.

What do you Need for this build?

  • Player's Handbook
  • Dragonlance Campaign Setting Minotaur, (Race) p.42
  • Dungeonscape Dungeon Crasher, (Fighter Variant) p.?
  • Dragon Magazine 313 Half-Minotaur, (Template) p.94
#51

kelan

Apr 03, 2007 13:43:19
CubeKnight: Thanks for the pointer, it should all be fixed now! (exept for the 3rd-lvl builds all causing TPK, as I must wait for some reader to submit more)

Commx: Thanks a lot for your builds! They're now in the compilation! Yes, Dragon Magazine are allowed, sice they are official. :D

I'll probably set appart the builds using them in the same way I set appart the builds using flaws though, since a lot of DM do't have all off them at hand and/or disallows their use.
#52

CubeKnight

Apr 03, 2007 18:28:30
Just noticed something while looking trough the level 1 and 2 chars: You have "THE level one charger" twice in the level 1 builds.
#53

kelan

Apr 03, 2007 21:00:49
Just noticed something while looking trough the level 1 and 2 chars: You have "THE level one charger" twice in the level 1 builds.

You were right again :p

Problem fixed! :D
#54

kelan

Apr 06, 2007 18:48:36
Time for a !!!

:D
#55

Dictum_Mortuum

Apr 09, 2007 12:01:28
Strongheart Halfling Fighter 1 - Point Blank Shot, Weapon Focus(sling), Precise Shot

28 point buy, 14 dex (16 with racial mods) 22 points remaining

Masterwork Sling (+1)
16 dexterity (+3)
BAB (+1)
racial bonus for slings (+1)
small sized (+1)
==
+7 at first level

consider Head Shot and rogue levels.
#56

kelan

Apr 13, 2007 17:21:20
Thanks Dictum Mortuum, your build has been added under the name: Precision is the key.

Sorry if the update was long in coming, I can't come here often as of late... but I'll do my best to keep this thread up to date!
#57

bensan

Apr 13, 2007 17:53:04
A second-level Dread Necromancer I'm fond of. I call her the Low-Level Zombie Master:

Race: Illumian, Naenhoon sigil (Races of Destiny)
Abilities: Charisma as high as feasible; 16+ is best, but not necessary
Class: Dread Necromancer 2 (Heroes of Horror)
Feat: Fell Animate (Libris Mortis)

Yes, a DN without Tomb-Tainted Soul. The Naenhoon sigil works like Divine Metamagic, letting you burn turning or rebuking attempts in place of metamagic level adjustments twice per day. Use this to apply Fell Animate to Chill Touch and coup de grace fallen foes (or small animals, or whatever) with it. Presto, you've got up to four permanent zombie minions at second level. With a 16+ Charisma, you have enough turning attempts to do this twice per day, and high charisma is preferred for a DN anyway, but any reasonable Charisma score will let you scoop up a zombie a day.

This should also be a pretty decent level 3 build with the addition of Corpsecrafter (Libris Mortis) as the third-level feat; it gives your zombie minions a considerable boost. At level 4 you can start creating more zombies than your normal limit allows and controlling a couple of extra ones with rebuking, too. The only warning is that it could be a little rocky getting that first dying enemy for coup-de-gracing; once you've got a zombie, getting more should go much faster. If the GM gives you free bonus feats - uh, I mean, flaws - get Corpsecrafter and Tomb-Tainted Soul; Deadly Chill, Destruction Retribution, and Nimble Bones are all good third-level feats in this case, but take the character in different directions.

The advantages over the earlier "Undead Master" are that you don't need flaws, you don't rely on the GM handing you undead to control (any living enemy will do) and don't have to worry about Precocious Apprentice's fail rate, plus you get a lot more zombies; the disadvantage is that this build doesn't become effective until level 2 (when you get your second sigil and the Naenhoon power).

Books needed: Races of Destiny, Heroes of Horror, Libris Mortis
#58

kelan

Apr 15, 2007 8:50:15
Thanks for your addition BenSan!! It has now been added with the others :D
#59

ilbel_dup

Apr 16, 2007 11:28:58
Strongheart Halfling Fighter 1 - [b]

consider Head Shot and rogue levels.

Where is Head Shot? is it a feat?
#60

kelan

Apr 27, 2007 20:21:34
Just a
#61

Dictum_Mortuum

Apr 27, 2007 20:40:39
Where is Head Shot? is it a feat?

complete scoundrel. It is an ambush feat.
#62

jameswilliamogle

Apr 28, 2007 11:55:35
Small and Deadly, Low-level Battlebard

Race: Strongheart Halfling
Abilities: Dex 18, Cha 14+, Str 13+
Class: Bard 5 (or 4 with really high Cha)
Feat: Weapon Finesse, Power Attack, Words of Creation
Spells: Alter Self, Cat's Grace, Inspirational Boost
Equipment: Mithril Chain Shirt +1, Masterwork Rapier, MW Drums

Strategy: At the begining of any dangerous work, cast Alter Self to assume the form of a Troglodyte, cast Cat's Grace, then sing with Words of Creation, Inspirational Boost, for Inspire Courage, constantly. Any time he's in battle, he uses his Rapier two-handed with full Power Attack on (he doesn't get 1.5 times his Str, but still gets the two-handed Power Attack damage). This gets him +11 to hit, and d4+11 damage per hit, with a nice 18-20 crit range, making it comparable to many damage-dealers at that level, but still having some of the arcane flexibility that Bards have, and giving all allies +4 to hit and damage. AC is 27.

Options: Switch Words of Creation with Deadly Defense, and fight defensively all the time w/ 5 ranks in tumble, or pick up Subsonics and Melodic Casting for being able to have 16 hour a day music and able to cast spells, too (particularly after combining with drums)! You'll want to do this eventually, anyways. Don't take Snowflake Wardancer until very, very high level: its a trap at low level.
#63

kelan

Sep 03, 2007 11:25:43
added jameswilliamogle "Small and Deadly, Low-level Battlebard" build in the compilation.

Sorry for the long time without updating this thread, I'll try to be more steady :embarrass
#64

heffroncm

Sep 03, 2007 11:55:16
And through the wonders of Animate Thread, one of my favorites is up and running again. This is a build I'm playing from Level 1 in a homebrew campaign:

Anima Gish(by heffroncm):

Human
Wizard 3 / Binder 1 / Anima Mage 6
Total ECL: 10

Suggested stats:
High Int, Wis of at least 12, High Con


Feats:
H. Arcane Disciple: Pride Domain
1. Extend Spell
3. Improved Binding
6. Persistent Spell
9. Power Attack

Suggested Equipment:
Periapt of Wisdom +4 (16,000 gp)
+1 Eager Cold Iron Morningstar of (10,316)
+1 Mihtral Twilight Chain Shirt (5,250 gp)
Belt of Strength +2 Constitution +2 (8,000 GP)
Vest of +1 Natural Armor +2 Resistance (6,000 GP)
Total cost: 45,566 gp
Left money: 3,434 gp

Everything but the Periapt of Wisdom is replaceable to taste.

Basic Premise: Arcane Gish with Persistent Divine Power at level 8. You MUST take Binder as level 2 or 3 to make feat selection work. As of level 11, you will be able to Persist 2 spells per day. For your second spell, I'd recomend Draconic Polymorph, Bite of the Wereboar, or Draconic Might.

What do you Need for this build?

  • Player's Handbook
  • Tome of Magic
  • Complete Arcane
  • Magic Item Compendium
  • Spell Compendium
#65

kelan

Sep 09, 2007 1:44:55
heffroncm: Thanks a lot, your build have been compiled! :D It's tanks to you and other build-poster that this thread lives and thrive!
#66

kelan

Oct 25, 2007 21:11:06
I doesnt seem to have enough time to maintain this thread anymore... I'll try to keep it alive with some from time to time, "cause I feel it could be pretty helpfull for a great deal of people, and if someone post a build here I'll try to compile it as shortly as possible, but I don't think I'll add a lot to this compilation by myself for quite some time... Sorry guys, but life isn't fair ;)
#67

archerpwr

Oct 25, 2007 21:44:09
I doesnt seem to have enough time to maintain this thread anymore... I'll try to keep it alive with some from time to time, "cause I feel it could be pretty helpfull for a great deal of people, and if someone post a build here I'll try to compile it as shortly as possible, but I don't think I'll add a lot to this compilation by myself for quite some time... Sorry guys, but life isn't fair ;)

It's in the handy links, so it should be safe from pruning.
#68

kelan

Oct 26, 2007 9:16:29
Thanks for the info archerpwr
#69

falke

Oct 26, 2007 11:44:21
2nd lvl build:
Incarnate 2:
Bind "soulspark familiar" to your crown chakra. This gives you a CR 3 creature to tank for you - all day. Has DR 3/law/chaos/evil/good, can get fast healing if you invest essentia in it and has a lot of hp - 26 if I remember correctly.
Shape "dissolving spittle" at your throat chakra. Choose it as target for your expanded soulmeld capacity feat to get a 3d6 ranged touch attack with range of 30 ft.
Your last soulmeld can be anything. I like lammasu mantle for the AC.
Works with any race, con needs to be at least 14 for expanded soulmeld capacity.
The build can possibly be abused with share soulmeld (2 times 3d6 ranged touch every round), but I am not sure if this is legit.
#70

phaedrusxy

Oct 26, 2007 12:28:19
It's in the handy links, so it should be safe from pruning.

That doesn't keep it from being pruned/archived. It might make it less likely, though, if that's what you meant.
#71

mantafloppy

Oct 26, 2007 13:10:22
I love that post, i was about to make a post asking why everyone always build lvl 20 when most of your play time should be spend reaching lvl 20 and be optimize during leveling, not just once reach the end of your caractere life.
#72

phaedrusxy

Oct 26, 2007 13:29:01
I love that post, i was about to make a post asking why everyone always build lvl 20 when most of your play time should be spend reaching lvl 20 and be optimize during leveling, not just once reach the end of your caractere life.

Not all builds that are presented on here as level 20 characters are optimized only for level 20. It's just convenient to present the entire build planned through all 20 levels of the game (discounting Epic... that's almost a different game). I try to make builds I post useable at all levels, even though I might not emphasize it when I post them. There are also several threads dedicated to optimizing characters at specific levels, like the level 3 challenge, etc. I think some of them are linked at the beginning of this thread.
#73

archerpwr

Oct 26, 2007 17:52:38
That doesn't keep it from being pruned/archived. It might make it less likely, though, if that's what you meant.

That is exactly what I was meaning to say.
#74

snizor

Oct 26, 2007 18:09:51
A sixth level build I posted on another thread.


Name: Spell Denial
Race: Human
Build: Sorcerer 6

Feats:
1. Heighten Spell, (Improved Counterspell)
3. Earth Sense
6. Earth Spell

Alt. Class Features:
Metamagic Specialist (PHB2)

How it Works: A Sorcerer counterspeller with a trick. Earth Spell + Heighten Spell make the heightened spell count as 1 lvl higher than a normal heightened spell. Improved Counterspell allows one to counter by expending a spell 1 lvl higher from the same school. Heighten Spell + Earth Spell + Improved Counterspell should allow you to counter a spell by using a slot of equal lvl (3rd lvl spell countered by 3lvl slot, counts as a forth lvl spell due to Earth Spell).
#75

kelan

Oct 27, 2007 12:00:33
I've added Falke and Snizor builds to the compilation...

Snizor: Can you give me a link to the other post where you posted your build? I'm lacking an explaining text for your build to add to the compilation and i fugure you surely posted one in the original thread that I could go snatch and include in the complilation to make it more complete.
#76

snizor

Oct 27, 2007 12:17:47
I've added Falke and Snizor builds to the compilation...

Snizor: Can you give me a link to the other post where you posted your build? I'm lacking an explaining text for your build to add to the compilation and i fugure you surely posted one in the original thread that I could go snatch and include in the complilation to make it more complete.

Added explanitory text.
#77

phaedrusxy

Oct 27, 2007 13:38:22
No early-entry Master of Shrouds? This is from the same contest as Carnivore's "Fred the Cerebremancer", so it has no magic items other than a few potions. This was the winner. It used the old, broken as hell version of Summon Undead, but it would still be very strong without it. It would also be powerful from level 5 onward.

Human Monk1/Cleric2/Master of Shrouds 7

1 Monk1 Stunning Fist (monk1), Spell Focus: Conj. (1), Augumented Summoning (human)
2 Clr1 Domains (Planning, Undeath), Rebuke Undead, Extend Spell (bonus), Extra Turning (bonus)
3 Clr2 Persistent Spell
4 MoS1 Extra Rebuking
5 MoS2 Summon Undead (Shadow)
6 MoS3 Divine Metamagic: Persistent Spell
7 MoS4 Summon Undead (Wraith)
8 MoS5 Improved Summoning
9 MoS6 Summon Undead (Spectre) Practiced Spellcaster
10 MoS7

Stats: Str 9+1, Dex 12, Con 14, Int 10 , Wis 17+1, Cha 16
Buffed Stats: Str 16, Dex 12, Con 18, Int 10, Wis 18, Cha 20
Hit Points: 8+9d8+20 =68.5 (88.5 buffed)

BAB +6 (+10 buffed)
Saves (buffed): Fort+12, Ref+6, Will+15 (+1 vs. good, +1 vs. fear)

Attacks (buffed): +19/+14 darkwood scimitar 17-20/x2 (10bab+2enh+3str+3divine+1morale)
Damage (buffed): 1d6+3str+2enh+10brambles+3divine =1d6+18
AC 22, 29 buffed (10+10armor+5shield+3deflection+1dex =29)

Spells: 6 5+1 4+1 4+1 3+1
0th No Light (BovD 100), Detect Magic, Resistance
1st: Obscuring Mist, Bless, Shield of Faith, Divine Favor, Protection from Good (cast with Agony), Deathwatch (D)
2nd: Delay Poison, Silence, Bear's Endurance, Eagle's Splendor, Desecrate (D)
3rd: Magic Vestment (x2), Meld into Stone, Brambles, Clairvoyance/Clairaudience (D)
4th: Divine Power, Summon Undead IV(2x, cast with Agony), Death Ward (D)

Arena Tactics (assuming the arena floor is stone): During the "pre-buff" round, ready an action to cast Meld into Stone after you're teleported to the arena. During round 1, cast Meld into Stone and sink into the ground. Fully buff yourself, making Divine Favor and Divine Power persistent. Then cast Desecrate and Clairvoyance. Next begin summoning undead using your Master of Shrouds ability (I think spectres are the best). Pick a good target for them using Clairvoyance. If there appears to be a cleric or palladin among the enemies, summon all your undead and bolster them before sending them all out at once to focus their attacks on it (you have 2 Rebuke attempts left after buffing). Cast Silence on the last undead you summon, and direct it to attack a spellcaster.

Rise up out of the ground, cast your Summon Undead spells, cast Bless, and wade into battle with your Army of Darkness. Summon either all skeletal skybleeders (if most or all enemies are flying), or a combo of those and skeletal sun giants (if there are some tough ground-bound enemies). You can also use a skeletal skybleeder as a mount to reach flying enemies yourself.

Equipment: Darkwood scimitar, MW adamantine fullplate, MW heavy shield, 8 Cure Moderate Wounds potions, 3 vials of Agony (BoVD 46, +2 to caster level for Evil spell), A vial of unholy water and 25 gp worth (5 pounds) of silver dust

Summoned Undead (bonuses from Desecrate and Bless included):
[sblock]
skeletal skybleeders (Fiend Folio p155) to go after flying enemies, and/or serve as a flying mount

Size/Type: Huge Undead
Hit Dice: 12d8+12 (95 hp)
Initiative: +8
Speed: 40 ft. (Fly 80 ft., average)
Armor Class: 15 (-2 size, +4 Dex, +3 natural), touch 12, flat-footed 11
Base Attack/Grapple: +6/+22
Attack: Claw +14 (2d8+9)
Full Attack: 3 claws +14 melee (+ 8 tentacles? probably not, lol)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Cold Immunity, DR 5/bludgeoning
Saves: Fort +5, Ref +9, Will +9
Abilities: Str 26, Dex 19, Con -, Int -, Wis 10, Cha 1
Feats: Improved Initiative
Alignment: Always neutral evil

skeletal sun giants (Monster Manual 2 p110) to crush ground-bound enemies

Size/Type: Huge Undead
Hit Dice: 13d8+13 (103 hp)
Initiative: +7
Speed: 40 ft.
Armor Class: 14 (-2 size, +3 Dex, +3 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+27
Attack: Claw +19 (1d8+14) or huge longspear +19 (2d8+20) or rock +9 (2d8+14)
Full Attack: huge longspear +19/+14 or claw +19 or rock +9
Space/Reach: 10 ft./15 ft. (30 ft. with longspear)
Special Attacks: -
Special Qualities: Cold Immunity, DR 5/bludgeoning
Saves: Fort +5, Ref +9, Will +9
Abilities: Str 37, Dex 16, Con -, Int -, Wis 10, Cha 1
Feats: Improved Initiative
Alignment: Always neutral evil

8 Spectres (via MoS ability)

Size/Type: Medium Undead (Incorporeal)
Hit Dice: 7d12+7 (52 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 80 ft. (perfect)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +3/—
Attack: Incorporeal touch +8 melee (1d8+1 plus energy drain)
Full Attack: Incorporeal touch +8 melee (1d8+1 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, create spawn
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura
Saves: Fort +3, Ref +6, Will +8
Abilities: Str
#78

carnivore

Oct 27, 2007 13:44:19
that was an incredible build .... very nice bravo

:D
#79

emeraldstreak

Nov 22, 2007 6:53:46
non-ToB 1st level charger (by emeraldstreak):

Orc
Barbarian 1
Total ECL: 1

(28 point buy)

Suggested stats:
STR: 22
DEX: 14
CON: 14
INT: 6
WIS: 6
CHA: 4

trait:quick

flaw1:murky-eyed
flaw2:pathetic (cha)

Feats:
1. powerful charge
flaw1. extra rage
flaw2. mad foam rager

Suggested Equipment: greatsword (50 gp), chainshirt (100 gp)

frenzy pounce +9/+9 2d6+1d8+12 (av. damage roll 47)
frenzy fullattack +7/+7 2d6+12

init +2, speed 40', hp 13
AC 16 (18 in frenzy)
fort +4, ref +2 (+4 in frenzy), will -2
racial Ex: darkvision 60', light sensitivity
class Ex: lion totem (pounce), illiterate, whirling frenzy 3/day

The build uses whirling frenzy for two attacks, lion totem for pounce, and the quick trait to compensate the loss of fast movement. Extra Rage allows for multiple encounters effectiveness.

Mad Foam Rager can critically delay a charge-counter tactic/effect, like AoO (that caused trip, grapple, stand still, etc) spell (color spray, charm, etc), maneuver (counter charge) or just plain old high damage.

What do you Need for this build?

  • Player's Handbook
  • Monster Manual orc p.204
  • Unearthed Arcana: whirling frenzy variant p.66, quick trait p.89, flaws p.91
  • Complete Warrior extra rage feat p.98
  • Player's Handbook II mad foam rager feat p.80
  • Complete Champion lion totem variant p.46
#80

ninjarabbit

Nov 22, 2007 8:10:20
The Fire Breathing Kung-Fu Bear


Dragonborn (breath aspect) half orc half-orc paragon3/monk6/bearwarrior1

1-power attack
3-extra rage
6-extra rage
9-multiattack


Half orc paragon allows a lawful character to rage so monk is kosher here.
#81

commx

Nov 22, 2007 10:21:59
*Under Construction*
#82

fwib

Nov 22, 2007 12:23:07
The Rock (by Commx):

Feral Mineral Warrior Incarnate Warforged
Class lvl: Warblade 1
Total ECL: 1!

(25 pts buy)

Suggested stats:
STR: 14 -> 20
DEX: 14 -> 12
CON: 14 -> 22
INT: 10 -> 4
WIS: 11 -> 11
CHA: 10 -> 4

Flaws:
*Shaky
*Weak Will

Feats:
1. Adamantine Body
F1. Shape Soulmeld: Spellward Shirt
F2. Cobalt Charge

Suggested Equipment: Heavy Steel Shield (20 gp), MW Concentration Tool (50 gp)
Total cost: 70 gp
Left money: 55 gp

Use the Incarnate Construct Template on a Warforged to get a -2 LA, which you use to pay for Feral and Mineral Warrior. Apart from massive boosts to Strength and Constitution, this gives you good natural attacks, natural armour, damage reduction, and fast healing, at Lvl1! The Martial class removes his terrible Will Save, and gives some additional options in combat.

Sample

Size and Type: Medium Monstrous Humanoid(Earth)
Hit Dice: 1d12+4 (16 Hp)
Initiative: +1
Speed: 40ft., Burrow 20ft.
Armour Class: 30 (+8 Armour, +1 Dex, +2 Shield, +9 Natural), Touch 11, Flat-footed 29
Base Attack/Grapple: +1/+6
Attack: Claw +6 Melee (1d8+1d6+5)
Full Attack: 2 Claws +6 Melee (1d8+1d6+5)
Space/Reach: 5ft./5ft.
Special Attacks: Earth Strike
Special Qualities: Darkvision 60ft., DR8/Adamantine, Fast Healing 2, SR 9
Stances: Punishing Stance(+1d6 Damage, -2 AC)
Maneuvers: Sapphire Nightmare Blade (+1d6, FF, req. Conc.), Moment of Perfect Mind(Conc. -> Will), Steel Wind(Attack two enemies)
Saves: Fort +8, Ref +1, Will +0
Abilities: Str 20, Dex 12, Con 22, Int 4, Wis 11, Cha 4
Skills: Concentration +12
Feats: (1)Adamantine Body, (F1)Cerulean Reflexes, (F2)Shape Soulmeld: Spellward Shirt
#83

celsius

Jun 17, 2008 9:23:48
This is probably just an improvement of the Halfling Warmage - without the Halfling..

Painful Warmage (by CelsiusKnight):

Azurin
Warmage

(32 pts buy)

Suggested stats:
Str 8/-1
Dex 14/+2
Con 14/+2
Int 18/+4
Wis 8/-1
Cha 12/+1

Feats:
Azn: Shape Soulmeld (Arcane Focus)
Lv1: Hidden Talent (Offensive Prescience)
Flw: Extra Edge
Flw: Extra Spell (Power Word Pain)
Trait: Spellgifted (Evocation)

Suggested Equipment: Ummm.. Spell components pouch?

After manifesting Offensive Prescience, total spell damage bonus is
+2/unnamed from Arcane Focus
+2/insight from Offensive Prescience
+5/unnamed from Warmage Edge

A Ray of Frost would deal 1d3+9 dmg
A Burning Hands would deal 2d4+9 dmg in a cone of fire
A Power Word Pain would deal 1d6+9 dmg, for 4d4 rounds against any enemy with 50 or less HP (Read: Virtually any monster CR 3 and below) for an average damage of 125! :D

What do you Need for this build?

  • Player's Handbook
  • Unearthed Arcana Spellgifted - Trait, Flaw
  • Expanded Psionics Handbook Hidden Talent (Offensive Prescience)
  • Complete Arcane Warmage - Class, Extra Edge, Extra Spell - Feat
  • Magic of Incarnum Shape Soulmeld - Feat, Arcane Focus - Soulmeld, Azurin - Race
#84

borg285

Aug 08, 2008 11:43:49
Azurin Jack-of-all-trades (by Borg285):

Azurin
Human Paragon
Total ECL: 1

(32 pts buy) if needed

Suggested stats:
STR: 16
DEX: 14
CON: 14
INT: 16
WIS: 8
CHA: 8

free points left: 0

Feats:
H. Combat reflexes
1. Shape Souldmeld (Dissolving spittle)
2. Improved Init. (wizard/fighter feat Scribe scroll -> fighter feat)
3. Powerful Charge
4H. Open feat from human paragon class (probably Combat reflexes having taken Able learner @ 1)
6. Practiced spellcaster
9. Combat casting


HP: 10
AC: 16 = 2(dex) + 3(armor) + 1(dastana)
Skills: 28 points distributed among 10 skills you pick

Suggested Equipment: Guissarm (9 gp), Studded leather (25 gp), Black body suit(+2 hide) (30 gp), Silent shoes(+1 MS) (10 gp), Thieves toolkit (50 gp), Dastana(+1 AC) (25 gp)
Total cost: 150 gp
Left money: ? gp

Ranged and Melee touch attacks
Never worry about armor again. At level 1 he rocks. His 1 free point of essentia is invested in his Dissolving spittle for a ranged touch attack of 2d6 up to a range of 30' all day long. If the bad guys want to get up-close and personal, you've got a reach weapon(1 martial weapon prof(human paragon)). Bad guy provokes an AoO and you use a trip attempt for a melee touch attack probably tripping him. It at least keeps them at bay. If you follow my build you only lose 2 BAB, the first 2 levels With Abrupt jaunt at your first wizard level, charging will be easy.

Skill monkey
His user defined skills make him perfect to custom mold him to fit any style. I chose these skills because I like them most. He has a great Int so skills should come pretty easy. At first level there's no difference between a rogue with trapfinding and 4 points in Search/Disable Device, and a human paragon with the same Int and ranks. You never run into magic traps anyways. And when you reach levels where you do, you've got wizard spells to compensate.

Proposed skills: Bluff, Disable Device, Forgery, Hide, Listen, Move silently, Open lock, Search, Slight of hand, Spot

Comparison:
Rogue - Able learner + Int keeps me just as much of a skill monkey
Fighter - chance to hit = 50% always has to get through armor AC, me- 60% never worry about armor
Warlock - 1d6 ranged touch attack @ 60' range, 2d6 ranged touch attack @ 30'
Wizard - I'm a level behind and I get worse, but what do you expect from a gish/tripple/quad-threat

Future Plans
Arcane Prowess
It's near full progression(lose 4 wizard levels). So he doesn't get 9th lvl spells, we're not playing at 20th lvl, this is low level stuff. He gets the versatility of the wizard spell list.

Advanced learning: Disable device or Search

Where he plans to go: is wizard then hit up crusader and on to jade phonix mage.
1 human paragon 1
2 wizard 1
3 human paragon 2
4 human paragon 3
5 Crusader 1 (Initiator level 3)(maneuver level 2)
6 wizard 2
7 SpellSword 1
8 Jade Phonix mage 1-4
12 Abjurant Champion 1-4
16 Jade Phonix mage 5-X


What do you Need for this build?

  • Player's Handbook
  • Arms and Equipment Guide: Black body suit p.29, Silent shoes p.24
  • Magic of Incarnum: Azurin p.7,Shape souldmeld p.40,Dissolving spittle p.64
  • Unearthed Arcana: Human Paragon p.43, Fighting wizard variant p.48
  • Races of destiny: Able learner p.150
  • Player's Handbook 2: Immediate magic wizard variant (abrupt jaunt) p.70
#85

carnivore

May 17, 2009 14:40:32
to save this resource

:D
#86

emy

May 25, 2009 10:51:30
Since this thread has recently been bumped, I may as well point this out:

Boomarang thrower (by androcles)

doesn't work. Boomerang Daze and Boomerang Ricochet both require BAB +4. (It's a Fighter 1.)
#87

phaedrusxy

May 26, 2009 13:53:37
This is a modification of a character that I just finished playing in a (short-lived) PbP. The main focus is on being able to take a tremendous beating and protect your teammates. I also had some planar travel capabilities built in via Astral Caravan, but it is totally unnecessary and was there mostly to fit the flavor of the campaign (I've removed it in the version below).

Khas "The Human Shield"
Human Psiwarrior 2/Ardent 5
Show

Medium Humanoid
Hit Dice: 2d8+5d6+14 (1d8+5d6+22=45]45 hit points[/url])
Initiative: +6
Speed: 30 (40 when focused)
Armor Class: 17 (21wFS/19wFS+Exp) Touch: 9/8 Flat-footed: 16 (20/20)
(10+8armor+1dex-2flaws (-1size)(+4shield))
Base Attack/Grapple: +4/+6 (+11wExp)
Attack: +7 guisarme (2d4+4)(2d6+5 w/Expansion), +5 MW composite longbow (1d8+2)(+5/2d6+2), +6 armor spikes (1d6+2/1d8+3)
Full Attack:
Space/Reach: 5/10 (10/20)
Special Qualities:
Saves: Fort +6, Ref +3, Will +7
Abilities:
Str 14
Dex 14
Con 14
Int 12
Wis 16
Cha 10

Feats: Practiced Manifester: Ardent, Psicrystal Affinity, Practiced Manifester: Psiwarrior, Expanded Knowledge: Share Pain, Linked Power, Psionic Meditation, Psicrystal Containment, Stand Still
Skills (ranks): Autohypnosis +15(10), Concentration +12(10), Psicraft +8(5), Knowledge: Psionics +8(5), Knowledge: Planes +16(10), Spot +5, Listen +5, Search +1, Sense Motive +3
Trait: Aggressive (+2 Initiative, -1 AC)
Flaws: Shaky (-2 ranged attacks), Vulnerable (-1 AC)
Alignment: LN
Languages Spoken: Common, Aiur
#88

Senevri

May 31, 2009 23:43:55
1 to 9 levels: depending on access to flaws and racial bonus feats.

Cleric: Summoner, Celerity

SF:Conjuration, Augment Summoning, Imbued Summoning.

Summoner nets 3-round summons in 1st level, Celerity is a good domain and adds good buffs to your list. Summons will typically come in with +3 to hit above MM stats... or, with, say, blood wind or lesser vigor.

For future career, consider Theurgy and War Weaving, just for Heroics amongst other things. Now your summon can have a martial maneuver.

Or just Planar Ally -> Contemplative->Spell Domain->Anyspell.

Your eventual Colossal Monstrous Spiders have 32 HD, qualifying for 8th level maneuvers. If you can find something with 34 HD, they can get Mountain Tombstone Strike.
#89

dandu

May 31, 2009 23:57:45
What a Drain (Idea, in progress)

Human Sorcerer 1

Feats: Fell Drain (Libris Mortis), Versatile Spellcaster (RotD)

Spells:

0: Sonic Snap

Tactics: Fell Drain Sonic Snap cast via Versatile Spellcaster. Auto-kill anything of first level.

At fourth level, switch tactics to things such as Fell Drain Thunderhead (SpC) for single targets (use a Rod of Extend Spell) or Fell Drain Magic Missile against multiple targets.