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| #1kelanMar 05, 2007 20:44:41 | 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)
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| #2kelanMar 05, 2007 20:45:14 | 6th-lvl Builds 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?
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| #3Dictum_MortuumMar 05, 2007 21:26:05 | Elf Cleric 1 CG (28 point buy) |
| #4kelanMar 05, 2007 21:36:20 | Nice build Dictum Mortuum! never though to go Archer with a cleric before, but it seems to work nice. And you loose about nothing in efficiency as a cleric. Even better, it's a lvl 1 build, so it could be used in a completely new campaing!I like it, it's definitly going in the compilation! I named it "Cleric Archer build", but if you would like me to give it another name, just tell me how you call it! :P |
| #5tiluvias99Mar 05, 2007 21:36:43 | I'll be the first to suggest the Cleric 2/Conjurer 1/Master of Shrouds. One of the most powerful builds from levels 5-13. And if you can get to 14, then Cleric 1/Conjurer 2/Master of Shrouds 2/Ur-Priest 1/Master of Shrouds 8 or Cleric 1/Conjurer 3/Master of Shrouds 1/Ur-Priest 1/Master of Shrouds 9. |
| #6Dictum_MortuumMar 05, 2007 21:40:25 | Nice build Dictum Mortuum! never though to go Archer with a cleric before, but it seems to work nice. And you loose about nothing in efficiency as a cleric. Even better, it's a lvl 1 build, so it could be used in a completely new campaing!I like it, it's definitly going in the compilation! call it as it fits you ![]() I don't have a name for it, but it is kind of this board regular, so i don't claim any credits for it. |
| #7zombiegleemaxMar 05, 2007 21:40:36 | The Cannonball 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 provoking AoOs from your target using Headlong Rush and Power Lunge. Very cinematic flavor, too- you charge through your opponent like in an anime, and they fall apart. :D 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. ![]() |
| #8kelanMar 05, 2007 21:43:45 | tiluvias99: I've never read about this build, could you detail it a bit more, telling the advantage, feats needed, and any other suggestion? Oh, and Name it so I can add it to the compilation if it's so strong! :P |
| #9kelanMar 05, 2007 21:52:23 | zod: Wow, that's an awfull lot of damage for a pretty low level character! Thanks for your contribution! |
| #10Dictum_MortuumMar 05, 2007 21:53:15 | Human Hexblade 1 NE (28 point buy) |
| #11kelanMar 05, 2007 22:06:05 | And is there no way to work around this weakness? Any way of augmenting this DC even if it's making it a higher level build? Here's a challenge for the readers of this post: Find a way to improve any build presented here, without improving the level too much! You'll get a special notice in the build you helped made stronger. |
| #12surrealMar 05, 2007 22:11:33 | I have a whole section in my handy links for low level builds. Of course, some of those links are probably archived now... |
| #13zombiegleemaxMar 05, 2007 22:22:57 | Crush On You 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). |
| #14kelanMar 05, 2007 23:14:38 | I have a whole section in my handy links for low level builds. Of course, some of those links are probably archived now... I'm sure you have some really usefull links for low level builds, but I've just been to your handy link and it begins to be confuse... You have so much link down there that finding what I'm looking for begins to be really hard. Since you must be the one the most familiar with your links, maybe you could point some to me that I could add to this thread? thanks in advance! |
| #15abyssknightMar 06, 2007 0:11:43 | Human Fighter 1/Cleric 1 28 pt. buy Str 16 Dex 12 Con 12 Int 14 Wis 12 Cha 8 Combat Expertise, Improved Disarm, Jotenbrud, Weapon Focus- Heavy Flail Competition and War domains. Competition domain is from Spell Compendium, and grants a +1 to all opposed rolls. Total bonus for disarming your opponent is 1 (BAB)+1 (Weapon Focus) +4 (two handed weapon) +4 (considered large) +2 (flail) +1 (Competition domain) +4 (Improved Disarm) +3 (str) = +20! Also buy a locking gauntlet to practically guarentee you will never be disarmed yourself. If you dm will not allow Jotenbrud, then take Improved Trip and replace the War domain with the Strength domain. Now you can cast Enlarge Person as a domain spell. Now your disarm bonus is still +20 (+2 Str from Enlarge, but no Weapon Focus), but if you trip them first (+4 Str +4 size +4 Imp Trip +1 Competition= +13 total to trip check) they suffer a -4 penalty to the opposed attack when you disarm them with your followup "free" attack. Picking up their weapon, standing up from prone, and crawling away all draw AoO's. Good feats to take later are Combat Reflexes, Power Attack, and Improved Sunder. |
| #16kelanMar 06, 2007 0:52:02 | AbyssKnight: Nice trick! with a +20 to disarm at only lvl 2, you can bet that about nothing your DM will throw at you will be able to keep his weapon in hand! :P Still, if facing monster using natural weapon, you loose efficiency . That's going in the compilation anyway! ![]() |
| #17surrealMar 06, 2007 1:03:42 | I'm sure you have some really usefull links for low level builds, but I've just been to your handy link and it begins to be confuse... Just do a search for the word "optimal" and that will take you to the section with the other low level threads. |
| #18kelanMar 06, 2007 1:38:04 | I've been pointed to a thread linking to a lot of low-level build, scaled by level as I intend to do here. I'll eventually sort them and add the majority here, so as to regroup the more possible at the same place (and avoid them to be lost to the archiving prossess) but untill I can sort through them and add them all, here's a link right to this post for those who wanna check directly: "optimal" builds for each level (by Surreal) Thanks to Surreal, I will be able to greatly improve the Compilation. Since it will take some time to actually add all the build here, I provided a temporary link to the post for those of you that need to check if some of the build presented there might suits your need. Don't hesitate to post other builds of your own though, since we can never have too many to please the wide variety of players around here! ![]() |
| #19phaseMar 06, 2007 1:50:12 | first thing i noticed with that link is the orc barb... orc gets +2str not +4.. so everything is downed alittle... |
| #20surrealMar 06, 2007 2:00:38 | Orc's get +4 Str, Half-orcs get +2. |
| #21phaseMar 06, 2007 2:12:02 | Orc's get +4 Str, Half-orcs get +2. true dat playa.. Usually when I read stuff, it goes to normal-ish races |
| #22liltMar 06, 2007 2:23:05 | I made a list of characters optimised for levels 1-6. They were intended for use with Leadership as followers, and thus they generally don't include many front-liners (even a 6th level character stands no chance in combat against the sort of opponents that a higher-level party may face) but they may have other uses. See here. |
| #23kelanMar 06, 2007 2:36:49 | This might be extreamly usefull, so I placed a link in the 2nd post. Thanks a lot!! ![]() |
| #24kelanMar 06, 2007 3:50:40 | I've included a new build, and added a "What do you Need for this build?" section to each build, so each interested player will know what specific book(s) he need to pull this build and where in the book he'll find the things he needs (since some book are a pain to scan through to find a particular information) AbyssKnight: While adding the "What do you Need for this build?" section, I realized that the competition domain was in the Spell Compedium, not the Races of Destiny, so I corrected it :P |
| #25liltMar 06, 2007 7:04:10 | This might be extreamly usefull, so I placed a link in the 2nd post. No problem. It's worth noting that those characters tend to 'peak' early, but probably wouldn't be as optimal before nor after they're listed. Yes, probably still playable, but they're generally listed at the level they get the key ability at. Before that they're just some random abilities, probably requirements with little direction. Piling many more levels on and they're less likely to be able to get the higher-level gravy as they've taken the wrong feats. |
| #26CubeKnightMar 06, 2007 7:07:33 | Regarding the Master Disarmer, I'm interested on using it as an encounter for my PCs. Will give them some problems and won't be lethal to them, or so I hope. I was thinking on changing human to Goliath, and now that Enlarge Person wouldn't work, would a Goliath Fighter 2 work? Still works as if he had Powerful Build, he'd miss having the Competition Domain, but would get another point of BAB to make up for it. Is it doable, or am I better off with Fighter 1/Cleric 1 and loading up in cures? Also- Just to make sure of it: Goliath's are CR+0, right? Meaning, a Goliath Fighter 2 would be CR 2. The party's level 3, so I'm thinking on putting him with the hard to kill psion, to get an ECL 3 encounter. One keeps them busy absorbing damage, and the other trips and disarms everyone. |
| #27kelanMar 06, 2007 7:14:23 | Just added (and corrected small error in original build) Elbis the King of Roc ~Animal Trainer~ (by Arem_K)! If you wanna have some trained animal with you, you just NEED this guy! :P CubeKnight: Normally a Goliath is ECL +1, but most of the time the CR of ECL+1 creature is +0... but I can't be sure since I've seen it nowhere exept in the race entry of Races of stone... Does it appear as a monster anywhere? I any MMI-IV? In Web Enhencement? In a module? If I was not able to confirm that it's CR +0 by seeing it written somewhere, I'd rule it CR+1 as the ECL just to be fair... I've always been disgusted by the fact that the CR and ECL where not equal. I find it not fair as a player! :P |
| #28BalthanonMar 06, 2007 7:15:58 | 1st-lvl Builds |
| #29kelanMar 06, 2007 7:25:48 | Balthanon: Damn you're right! I thought it was a core domain! Thanks for the notice! As for the Cleric Archer build, the response is simple, try to aim at foes that aren't engaged in melee :P But if there is not often such foes in your game (depend on the DM) you sure should exchange rapid shot for precise shot, and nab Rapid shot on the next feat. |
| #30mr._dogMar 06, 2007 9:35:28 | Low level Wizard/Sorcerer optimization: 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. |
| #31billyhMar 06, 2007 9:52:12 | 6th Level Build: Thou Shalt Not Pass I'm planning on playing this in my next campaign, so let me know if you see any problems with it. Basic Build Progression Human 1) Crusader 2) Crusader 3) Crusader 4) Cleric 5) Swordsage 6) Ruby Knight Advantages: 1) Crusader is very strong at low levels 2) Taking Swordsage at level 5 gives you up to 6 level 2 manuevers, more than Swordsage 5 3) This is the easiest and fastest way into Thicket of Blades. Most builds don't get there until level 8, and this is clearly better than Crusader 6 + feat. 4) Ruby Knight advances both swordsage and crusader levels, meaning you can take better Shadow Hand feats than a straight Crusader->Ruby Knight 5) No feats needed, so you can have more flexibility 6) Your "to-hit" bonus stays up with full BAB characters if you use a weapon that you have swordsage weapon focus with. 7) This build enables other PCs well, with healing, crowd control, and bonuses to hit. Other players will like you. Disadvantages: Not as good as focused high level builds after level 16. Crappy cleric spell progression, requires ingenuity in spell selection to choose relevant spells Unable to sub out crappy low level behaviors at higher levels Somewhat MAD (Dexterity for Combat Reflexes, Strength for Trip/Standstill/To Hit, Wisdom to AC if you wear light armor and cleric spells, Charisma to extra turning attempts) although I prefer to see it as a character that can take advantage of good scores Suggested (Stances) Manuvers: 1) (Martial Spirit) Crusader's Strike, Stone Bones, Charging Minotaur, Leading the Attack, Vanguard Strike 2) (Iron Guard's Glare) 3) Mountain Hammer 4) 5) (Hunter's Sense) Rabid Wolf Strike, Counter Charge, Shadow Jaunt, Burning Brand, Flashing Sun, Fire Repost 6) (Thicket of Blades)! Suggested Feats: 1) EWP: Spiked Chain, Weapon Finesse 3) Combat Reflexes 6) Standstill or 1) TWF, Abberant Blood 3) Inhuman Reach 6) Combat Reflexes (9) Double Hit) or (especially if the DM allows alternate swordsage, which you always want with this build anyways) 1) EWP: Spiked Chain, Unarmed Strike 3) Snap Kick (by RAW, can you snap kick someone you only threaten with your melee weapon?) 6) Combat Reflexes Suggested Domain: Spell (you can get enlarge as a second level spell) If your DM lets you change to a different Deity: Strength (gets Enlarge as a first level spell) Travel (Longstrider and freedom of movement) Undeath (extra turning attempts allow cool things when you take RKV level 2) Planning (if you want to go the DMM route) Shadow/Darkness and Time (if you want to be a Master of Nine) Suggested Further Progression: 7) RKV, Defensive Rebuke, (Divine Recovery class feature) 8) Crusader (!) Vanguard Strike -> Entangling Blade, (+2 Furious Counterstrike class feature) 9) and up. RKV The additional level of Crusader allows you to choose manuevers from a new initiator level every time you get a new manuever from RKV. |
| #32hogarthMar 06, 2007 10:01:50 | Psion Blaster 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. ![]() |
| #33midgard_in_ruinMar 06, 2007 11:43:13 | Harry Potter Human Sorcerer level 1 str 8 dex 14 con 18 int10 wis10 cha12 feats: sudden extend, sudden maximize (miniature's handbbok) spells level 1 (4/day): mount, power word: pain (races of the dragon) level 0: fluff This is a sort of duelist in my eyes. Casts mount before combat, saddle up. From the next two hours, Mr. Potter is more mobile than most creatures. He has above average hp and should be able to survive at least one longbow arrow. Intiative modifier of +2. Most monsters or characters of this level can't live through a single casting of power word pain (1d6/round for a given duration based on hitpoints of target). The duration is 4d4 rounds for targets with 50 hp or fewer, 2d4 rounds if hp is 51-75, and 1d4 if hp is 76-100. All others are unaffected. casting time is one standard action. The strategy is simple, cast and run. 4d6 minimum damage as a level 1, which is an average of 21 damage. Not even the stoutest level 1 barbarian could live up to that, even while raging (19 hp dawrf barbarian raging). However, just in case that particular day, your dm is being some sort of duchebag and threatening the players with a level 3 or 4 character , or even something cr 5 or 6, you have a grenade ready. Mount up as usual, then cast you're almighty maximized power word: pain. Six damage every round for 16 rounds (96 damage), which is an auto kill, or 6 damage every round for 8 rounds (48 damage) if it's beefy (hp 51-75), which would eliminate two thirds of it's total hp. With sudden extend this damage leaps to 96, but for the sake of arguement let's look at the effects should it not be available. If the monster is after you, a moderately difficult concentration check (dc 16) will allow you to move full speed on the horse while casting any remaining spell slots as power word: pain to finish off the beast. With maximum ranks in concentration, Harry would have to roll an 8 on the die to cast the spell. Assuming you haven't used the hit and run tactic today you should be left with two spell slots. Two more power word pain spells to add to the stack. Each power word cast on mr. beef has an average duration of 5 rounds and average damage of 3.5/round for a total of 17.5 damage per spell, with an average damage of 35 between the two of them. (48 +35) > 75, mean on average, you kill a mr. beef that lacks a ranged attack and can't outrun your mount. On minimum rolls your do 52 damage to mr. Beef. Optimized level 1? |
| #34hogarthMar 06, 2007 11:45:31 | Harry Potter Eschew Materials is not a metamagic feat, so you can't take Sudden Maximize. Replace it with Sudden Widen or Sudden Extend instead and you should be O.K. |
| #35midgard_in_ruinMar 06, 2007 11:53:00 | Eschew Materials is not a metamagic feat, so you can't take Sudden Maximize. Replace it with Sudden Widen or Sudden Extend instead and you should be O.K. Genius! Noted. This is as simple as replacing eschew with extend spell or sudden extend. EXTEND SPELL [METAMAGIC] Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level. No requirements to take this feat, and as a bonus, this feat keeps the tactic relevant at higher levels. It will stack with maximize meaning at level 4, it will last for 32 rounds for anything 50 hp or less and 16 rounds against anything 51 to 75. It will take a full round action but meh, at level four you can take a hit or two with a +4 con modifier. If you use sudden extend however, you can kill mr.beef with the first casting. Great thought Hogarth |
| #36Dictum_MortuumMar 06, 2007 15:08:06 | I am posting without access to my books, please correct me if i am wrong and fill in my gaps Azurin Incarnate 1 Point Blank Shot, Rapid Shot/Precise Shot (28 point buy, 4 remaining) Str 10 Dex 16 Con 14 Int 10 Wis 10 Cha 10 (assuming they have weapon profiviency with bows) soulmeld: that one that gives +1 to ranged attack rolls and +1 per invested essentia. So +2. 2 attacks at +4/+4. One extra soulmeld for defence, 1 extra essentia to spend somewhere. |
| #37kelanMar 06, 2007 18:35:22 | Mr. Dog: This one is my favorite so far! :P I just like to play Sorcerer, but in 1st level campaign, they are generally useless... Allowing them to have "at will" area effect spell with a good damage output even compared to their normal spells (at this level their spells usually do only 1d4(+1 for magic missile) or 1d6 dmg max... and you start with a possible 2d6 dmg at will with the Fiery Burst Feat!!). Hey, I might even stop complaining when my DM decide to start a new campaign at level 1, and not at level 5+! :P |
| #38zombiegleemaxMar 06, 2007 18:47:28 | Oh, a small correction: the Heedless Charge the Cannonball uses is not the Shock Trooper ability, but the Orc-specific feat from Races of Faerun. ![]() |
| #39zombiegleemaxMar 06, 2007 19:05:49 | Also, another simple monster build: The Walking Fortress Mineral Warrior Minotaur (the Dragonlance variety, not the one from the MM) Crusader 1 Feats: Exotic Shield Profiency (extreme shield) (taken in lieu of Tower Shield Profiency ala the RoS variant rule), Thick-Skinned Manuevers: Martial Stance, Crusader's Strike, whatever Wear Mechanus Gear and carry an Extreme Shield (of course). Without any magic, your AC is 28, and you have DR 10/adamantine. At this level, hardly anything can really hurt you with physical damage, and you can just heal whatever damage you take with Martial Stance/Crusader's Strike. With your huge strength, you can either either enjoy a great to-hit as well, or fight defensively and still have almost as good an attack bonus as most front-liners at level 2. Plus you can use Earth Strike once in a while to add your massive Con mod to attack... perfect for those goblin/orc-bashing campaigns! If the Extreme Shield is not allowed, you can just use a Tower for another 1 AC, and still have a decent to-hit. Alternately, be a Fighter and take Shield Specialization+Shield Ward, and shrug off those silly Grapple/Trip/Bull Rush attempts with impunity. |
| #40kelanMar 06, 2007 19:41:21 | zod: So you must mean the "Headlong Rush" Feat then!! :P I had such a hard time finding a feat labelled Heedless charge, you have no Idea! :P |
| #41zombiegleemaxMar 06, 2007 19:46:33 | Yup, my mistake. Sorry. ![]() |
| #42Maat_MonsMar 06, 2007 23:29:18 | 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 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?
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| #43hogarthMar 07, 2007 6:59:05 | Here are two builds to get 4 attacks at your full attack bonus with your full strength bonus to damage. The first does it at level 5. The second does it at level 2 with flaws. The illithid heritage feats aren't possible psychic warrior bonus feats (they aren't psionic feats or fighter bonus feats). EDIT: Oh...actually they are psionic feats. Duh. |
| #44kelanMar 07, 2007 7:32:37 | I am posting without access to my books, please correct me if i am wrong and fill in my gaps The incarnate aren't proficient with bows... So this build doesn't work, sorry |
| #45kelanMar 07, 2007 7:37:20 | Also, another simple monster build: zod: Could you give me a list of what book it takes to pull this, and for what reason (class, feat, spell, etc)? It would be nic if you included the pages, but if you doesn't I'll find them myself... There is some terms that I just don't know if you used for savor or are Template, race varient, etc (ex: Mineral Warrior) |
| #46kelanMar 07, 2007 7:43:33 | Maat_Mons: seems that your build is "illegal" by RAW... But it could become viable as a 6th level build, with 2 flaw I think. It sure would be delayed a lot, but do you still find it optimized that way? |
| #47zombiegleemaxMar 07, 2007 8:21:22 | zod: Could you give me a list of what book it takes to pull this, and for what reason (class, feat, spell, etc)? It would be nic if you included the pages, but if you doesn't I'll find them myself... There is some terms that I just don't know if you used for savor or are Template, race varient, etc (ex: Mineral Warrior) Mineral Warrior (+1 LA, +3 na, DR 8/adamantine, bonuses to Str/Con, earth strike): Underdark (FR) Minotaur: (+2 na, bonuses to Str/Con) Dragonlance Campaign Setting Thick-Skinned (+2 to existing DR): Savage Species Extreme Shield (+3 AC): Races of Stone Mechanus Gear (+10 AC): Planar Handbook or Manual of the Planes, I forgot which exactly Crusader, etc: Tome of Battle Total ECL is 2. |
| #48kelanMar 07, 2007 8:25:08 | Thanks a lot zod! I'll add it in the compilation as soon as I have some time... for now I must go to bed or I'll be dead tired for work tonight! :P But I'll try to put it on when I get up. |
| #49Dictum_MortuumMar 07, 2007 9:31:56 | Another Ranged Build: Human Binder 1 Show Human Binder 1 Point Blank Shot, Rapid Shot Bind Leraje and gain: +4 bonus on hide checks Low-light vision Precise Shot Rickochet (attack 2 adjacent enemies with a single attack roll) Proficiency longbow, shortbow and the composite counterparts. So assuming 28 point buy: 10 16 10 10 14 14 +2/+2 rapid shot or +4 single attack against two adjacent enemies. |
| #50aaroldMar 07, 2007 12:13:01 | 2nd Level Fire Breather Azurin Totemist 2 Feats Expanded Soulmeld Capacity, (free) Meld the Llamasu Mantle and bind it to your totem chakra, choosing to use your expanded soulmeld capacity on this soulmeld. With the feat and the totem chakra you increase the capacity to be able to invest up to three essentia into it, allowing you to breath a 15ft. cone of fire every round for 4d4 dmg (Reflex Half; DC 10 + Essentia invested (3) + Con Modifier) between the open feat and other open soulmelds you can direct the rest of this character wherever you want. You can also switch around the race to either the duskling (also has an essentia point, but trade the extra feat for other goodies) or else human, but as human you would be required to spend your bonus human feat on one of the feats that grants an essentia point (midnight dodge etc...) but also gain in skill points. |
| #51talok_dupMar 07, 2007 13:28:15 | I call this one "The Critter." I'd pick half-orc for str, but human works well too. Barbarian 1 Weapon Focus (falchion) Barbarian 2 Barbarian 3 Power Attack Barbarian 4 Barbarian 5 Barbarian 6 Power Critical (Falchion) Barbarian 7 Take Streetfighter class substitution ability Fighter 1 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. |
| #52jameswilliamogleMar 07, 2007 14:02:28 | Terance, hits-a-lot-but-hits-light Binder 3, Human Improved Binding, Deadly Defense, Combat Expertise You'd want high Dex (16 for this workup), at least a Masterwork Chain Shirt, a masterwork rapier, and a masterwork buckler. Put Pact Augmentation into your attack bonus, and bind Paiomon. Activating your Dance of Death ability, you attack every creature you move past with your rapier once and only once, NO LIMIT ON THE NUMBER OF ATTACKS, just attacks per creature (one only). Use Deadly Defense, taking a -2 penalty to your attack using Combat Expertise. Your attack bonus is +7. Your damage is 2d6 + Str bonus. Your AC is 21. When they swarm you next round, you use Whirlwind Attack, using the same strategy (+7 to hit, 2d6+Str damage), then use tumble to get out of there at a +9 bonus (untrained capable, thanks to Paimon). Gizmo, the electric kobold Tanky Binder Kobold, Binder 3 Combat Expertise, Dodge Uses MW Full-plate, MW Tower Shield (not proficient with either). Dex 14 for this exercise. Pact Aug goes to AC, bind Focolor. Strategy is simple: stand in front of the party, blasting everything you see with 3d6 lightening blasts that don't require attack rolls. AC should be 26 (+1 size, +1 natural, +2 dex, +8 armor, +4 shield). edit: another one Feroz, the Hurting Wall L2 Binder (race not really important) Needs decent Cha, Con, and Imp. Binding. Binds Dahlver-Nar, puts Pact Augmentation to HP, and wears a Tower Shield. He targets the bad guys with Shield Self, and stands in front of the rest of the party in tight quarters, as they attack from behind you, using ranged and reach weapons. You go full defensive. Shield Self gives you DR 50%, essentially, and if you go total defense, you have Total Cover, too, meaning noone can attack you (also, characters behind you have regular cover as well: helllooo sneak attack). If they hit you at all, its due to area effects or spells, but then you still have DR 50% (the enemy taking the other 50%). You also have an AC of 18 (chain shirt, tower shield, higher with heavier armor and decent dex). You'll have average HP of 17.5 w/ pact augment, and probably higher due to Con, but can take 35 HP of damage before going negative. In a pinch, you can let the Rogue behind you sneak attack you as the Cleric heals you, doing damage to the opponent as well. |
| #53talok_dupMar 07, 2007 14:19:59 | This thread is great because these are builds that people can actually use in a real campaign instead of theoretical combats that only occur in their heads. |
| #54VarkasMar 07, 2007 14:56:06 | best thread EVER! this one really deserves to be placed in Important Threads Index or The Character Optimization Board FAQ. There are so many wonderful overpowered just plain broken builds posted in this forum. The only problem is most of them are out of reach for the normal gamer that hardly ever see's a campaing go above 10th level. BRAVO |
| #55skylancer4Mar 07, 2007 19:26:46 | We started a low level campaign a few weeks ago and unfortunately my cleric gets KO'd at least once every fight (due to the AC 18-20 and anything that does hit crits). The only reason the party survived as much as it did is due to the Dragon Shaman's healing aura. Needless to say last week we lost both the dragon shaman and the monk, leaving my cleric and a swordsage. The DM is starting to get burnt out and I offered to take over DM'ing for awhile and seeing as the party is going to do some "restructuring" I was looking for a more self reliant combat option, 2 cure light wounds are not cutting it anyways and now we'll be down a shaman. I came up with this: Human Incarnate 2 (Soulmelds - Theraputic Mantle, Lucky Dice) Crusader 1 (Martial stance, others are all open) Feats: Expanded Essentia Capacity (Theraputic Mantle)[Human], Combat Reflexes[First], Stone Power [3rd] Theraputic Mantle states for that every spell/effect that heals you you gain another hp for the level of the effect and for every point of essentia you put into the soulmeld you gain another 2 hp.. Basically with Martial stance counting as a 1st level spell/effect (not really a stretch of the imagination) you are healing yourself for 3 and at 3rd level you will be hitting the opponent and healing yourself for a nice 7 hp. Couple that with the steely resolve of the crusader and stone power (BAB of 2) and you should be able to keep yourself going for quite some time and occasionally throw a "band aid" on the other characters when needed/fully healed. Essentia has a cap on how much can be dedicated and that goes up with character level, at roughly 16-20 = 4 points(+1 from feat) would allow you to heal 13 points per hit which isnt all that much until you start figuring in multiple attacks. It stays a pretty useful 1st level ability throughout your adventuring career, at least for healing yourself ;) I choose Lucky dice for the +1 hit & damage as a swift action every round after starting the stance to make up for the loss of BAB from incarnate. But the ability could also give +1 saves or I think maybe skills. AFB at the moment. That and I was going to go chaotic alignment and the dice just fit thematically. |
| #56tsuyoshikentsuMar 07, 2007 19:58:13 | Swashbuckler 4/Marshall 1, adding as much Wilder as you like Feats: Anything that increases Bluff, Gather Info, or both. (There are few enough that it doesn't really matter.) This is a Seduction build, re the Dead Levels II article. Have fun sleeping with your enemy. |
| #57kelanMar 07, 2007 20:08:49 | Added the Walking Forteress build (Thanks zod). Beginning to devise a concise format for all builds, wich I should begin to use tomorrow morning with a bit of luck. I'll add the builds posted after the "Walking Forteress build" as soon as I get a chance. If your build isn't already in the compilation, don't worry, it'll be added as soon as I have the time to do so. To accelerate the processus, I'll make a "gabarit" in .txt format, and send it to whoever ask it. Then you will be able to send me back by mail the .txt preformatted build that will be as simple to add for me then a cut & paste at the right place. You can mail me at [email]jonathanpoirier@hotmail.com[/email] if interested! |
| #58zombiegleemaxMar 07, 2007 20:23:06 | Dozer Warforged Fighter 6/Warforged Juggernaut 4 STR>CON>DEX>INT>WIS>CHA Fighter 1 - Adamantine Body, Power Attack Fighter 2 - Dungeon Crasher Fighter 3 - Improved Bull Rush Fighter 4 - Weapon Focus: Spiked Shield Fighter 5 - Fighter 6 - Weapon Focus: Spiked Armor, Dungeon Crasher 2 Warforged Juggernaut 1 - Warforged Juggernaut 2 - Warforged Juggernaut 3 - Blood-Spiked Charger Warforged Juggernaut 4 - Lack of large size means no Knockback, but Dungeon Crasher just screams Warforged Juggernaut for extra-smashy flavor. You can pretty much break anything. Plus, you'll deal decent damage on a charge without a wall. |
| #59zombiegleemaxMar 07, 2007 20:56:27 | I am surprised I haven't seen any Hurler builds Level 9 Centaur/ Fighter 1/ Hulking Hurler 2 Feats: Point Blank Shot, Weapon Focus(Any Ranged), Power Attack, 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 |
| #60zombiegleemaxMar 07, 2007 22:28:24 | A gentle reminder to place the half-elf bard/marshal diplomancer in this thread. |
| #61Maat_MonsMar 07, 2007 23:49:08 | The illithid heritage feats aren't possible psychic warrior bonus feats (they aren't psionic feats or fighter bonus feats). Actually, that’s covered by the last sentence of the paragraph immediately under the heading “Illithid Heritage Feats.” Illithid heritage feats are also considered psionic feats. It took me awhile to spot that, since most psionic feats are labeled with “[Psionic].” Once I did, these builds immediately came to mind. I think I’ll actually go to the trouble of switching these builds over to a point buy. I could also change version 1 to Psychic Warrior 2 / Psion 1. That would be better at that level, but wouldn’t lend itself to advancement as well. Should I just note it as version 3? I’ll work up a build to get 4 levels of Master of the Unseen Hand in by level 10. That would scale pretty well from level 1 on. The attack routine of such a build would be 4 attacks at 16d6 any round or 8 attacks at 6d6 and 7 attacks at 4d6 every 1d4 rounds. |
| #62midgard_in_ruinMar 07, 2007 23:56:33 | Dipping Half-orc Half-Orc Barbarian/Fighter/Psychic Warrior level 2/2/2 str 18 dex 10 con 13 int 10 wis 12 cha 6 feats: 1. Reckless Rage (Races of stone) 2. Reckless charge (half orc barbarian 2 substitution) (races of destiny) 3. Power attack (fighter feat) extra rage (complete warrior) 4. Improved initiative 5. Psionic weapon (expanded psionics) 6. Deep impact (expanded psionics), leap attack (complete adventurer) Items: Masterwork Deep crystal Greatsword (expanded psionics) Boots of charging (Miniature's Handbook) Triple weapon capsule retainer (complete adventurer) Quickspark, quickfrost, and quick flame capsules (complete adventurer) Total cost: 6000 gp Gold remaining:7000 gp Rage: +6 Str, +6 Con, -4 ac Reckless charge: +4 attack bonus while charging, -4 ac Attack (after raging): +11 touch attack 2d6 (greatsword)+ 2d6 (deepcrystal)+ 3d6 (weapon retainer) +1d6 (boots) +10 (1.5 str) + 15 (power attack and leap attack) or 8d6+25. Minimum damage: 33 Average damage:53 Max Damage: 73 I wouldn't bother spending cash to boost this characters ac very much unless you often face many weak enemies in a single encounter. With -8 ac, there isn't much you can do. He puts out more damage than an ordinary fireball cast at this level on his charge and falls a point behind the maximum damage of an empowered fireball on average. Not a gamebreaker but may be highly annoying. And all without falling into the tome of battle. Sources used races of stone races of destiny complete warrior complete adventurer expanded psionics miniatures handbook |
| #63nittanytboneMar 08, 2007 0:14:09 | Standard TWF Starter Build General Notes: This build is designed to get you off the ground quickly with a functional TWF type that is also a solid skill monkey and trapfinder. Human makes the best race for this due to the bonus skills and feats, but you'll be getting enough bonus feats with the ranger dip to make another race viable. Dwarves are appealing for the CON bonus and darkvision, but halflings or gnomes could be tempting as well. IMHO, the elvish penalty to CON hits too hard to be worthwhile. By level 3, all key combat feats will be in place. At levels 1 and 2, the character will likely focus on skill usage and ranged combat. Classes: 1: Rogue 1 (Trapfinding, SA+1d6) 2: Ranger 1 (Favored Enemy, Track) 3: Ranger 2 (Combat Style-TWF) The rogue level is essential for trapfinding, skill points, and sneak attack. The ranger levels add a lot of variety to your character (Tracking, outdoor skills), keep your key skills (search) high, and add Favored Enemy to your damage (pick something common like Humans or Goblinoids or something that is immune to SA such as undead). You'll want to complete skill synergies cross class if necessary, or fill them in at level 4. The Next Step: Go up to Rogue 3 or Rogue 4 for SA and skills; Take a 3 level swashbuckler dip for INT to damage; work up to Ranger 4 for spells or 6 for Improved TWF for free. Feats: 1: Improved Buckler Defense (Complete Warrior) OR Iron Will (If you don't anticipate fixing your will save later) OR COmbat Expertise (if you must have the AC bonus) 3: Weapon Finesse Your REF save will be great and your FORT save will be passage, but your WILL save is terrible. Iron Will is a good choice to shore it up. Squeezing in Weapon Focus quickly is good to boost your "to hit" -- I'd advise short swords, myself. However, the +1 BAB requirement for Weapon Focus means that you'd have to take your ranger level first, which will cost you 8 skill points (while gaining you 2 HP). I'm not a big Combat Expertise fan, merely because a character with 5 ranks in tumble can take -4 to hit for +3 to AC (which is nearly as efficient as Combat Expertise at lower levels), but it is often pretty popular, so I figured I'd throw it in there. Elite Array Ability Score Distribution STR - 10 DEX - 15 CON - 13 INT - 14 WIS - 12 CHA - 8 Dex is clearly your primary attribute. INT is probably a priority as this character is highly skilled. CON is a priority as HP need a boost. STR, WIS, and CHA are all pretty much dump stats. I like 12 WIS for the Will save boost and relationship to Spot/Listen, but a social character could benefit from higher CHA and make good use of the Ranger Favored Enemy skill bonuses. |
| #64midgard_in_ruinMar 08, 2007 1:20:13 | Mr. Diplomat aka Dr. Henry Killinger (for those of you who watch venture brothers) Old Illumian Marshal/ Warlock/ Cleric level 1/2/1 str 7 dex 8 con 9 int 14 wis 12 cha 20 feats: 1. Skill focus: Diplomacy (marshal), negotiator 3 enhanced sigil 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 four to his charisma checks for a minute a day. Item: choker of eloquence (complete adventurer) Skill total: (without domain) Diplomacy 42 6 (synergies) + 5 (charisma) + 5 (motivate charisma) + 3 (vaul sigil) + 5 (feats) + 6 (beguiling influence) +5 (competence via choker) + 7 ranks Bluff 31 5 (charisma) + 5 (motivate charisma) + 3 (vaul sigil) + 6 (beguiling influence) + 5 (competence via choker) + 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 ca 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. |
| #65hogarthMar 08, 2007 6:05:22 | Actually, that’s covered by the last sentence of the paragraph immediately under the heading “Illithid Heritage Feats.” Whoops! I stand corrected. |
| #66kelanMar 08, 2007 9:58:17 | Thanks a lot for all these builds! I added a couple, finished my Gabarit (Template), Modified some of the pre-posted build to fit with gabarit and hidden the builds into their level classification since this thread is growing really fast. I'll continue my work of compilation/structuration as soon as I have a chance, but for now I must go to bed. Thanks again!! P.S. the .txt "official" template for this thread is now completed and can be dowloaded here and a Sample is downloadable here |
| #67midgard_in_ruinMar 08, 2007 11:34:03 | The Dice bag Duskblade Maenad Duskblade Level 6 str 16 dex 12 con 16 int 13 wis 9 cha 8 (28 point buy) feats: 1. psionic weapon 3. greater psionic weapon or deep impact 6. extra spell (divine sacrifice) Items: +1 Vicious Deepcrystal greatsword triple weapon capsule retainer quick flame quick frost quickshock spells: 2nd level: Divine sacrifice, Seeking ray 1st level: Blade of blood This build doesn't look very nasty at a glance and in my experience, most Dungeon masters will not have serious problems with it. Using the retainer and maintaining your psionic focus, your first strike should be 2d6 (greatsword) + 2d6 (vicious) + 4d6 (greater psionic weapon) + 3d6 (retainer) + 4 11d6+4 Minimum damage: 15 average damage: 42.5 Maximum damage: 70 or 9d6+4 if you chose deep impact over greater psionic weapon This comes at a cost of expending three capsules, a value of 75 gp. However against a particularly powerful enemy there is more damage that you can do. Without any extra action, you can expend the two powerpoints you've stored in your crystal weapon dealing an extra 2d6 damage and also use the duskblades arcane channeling ability to deliver a seeking ray with the strike (an additional 4d6 damage), for a total addition of 6d6. Given a round to buff, you can activate the maenad outburst for 2 str, cast blade of blood (losing 5hp) as a swift action to gain an additional 3d6 damage and cast divine sacrifice (losing 10 hp after each swing) to gain an additional 5d6 damage. With all the action aforementioned, this brings your total damage addition to the "standard" first strike to +14d6+2. With a second round to buff, a potion of true strike will ensure you meet your target. This shouldn't be necessary in most cases if you selected deep impact. Thus in a dire situation, if you chose the greater psionic weapon feat and were given adequate time to buff your damage would be: 2d6 (greatsword) + 2d6 (vicious) + 4d6 (greater psionic weapon) + 3d6 (retainer) + 5d6 (divine sacrifice) + 3d6 (blade of blood) + 2d6 (deepcrystal) + 4d6 (seeking ray) + 6 23d6+6 minimum damage: 29 Average damage: 86.5 Maximum damage: 144 |
| #68shallakMar 08, 2007 13:05:55 | The Dice bag Duskblade Woah! :OMG! Really well worked. I wonder though, why dont you add in some ToB goodies? I dont have my books in front of me, but there's a stance that add +1d6 to all attacks, maybe some swift boost that could add even more? (maybe you dont have room for swift/immediate action though) Just a thought, and a very good addition to this thread |
| #69CubeKnightMar 08, 2007 13:18:18 | 2 things: 1- You've got a small typo here: Given a round to buff, you can activate the maenad outburst for 2 str, cast blade of blade (losing 5hp) as a swift action to gain an additional 3d6 damage and cast divine sacrifice (losing 10 hp after each swing) to gain an additional 5d6 damage. With all the action aforementioned, this brings your total damage addition to the "standard" first strike to +14d6+2. 2- I'm away from my books right now, but isn't Divine Sacrifice a swift action to cast as well? If so, you're already using up your swift action with Blade of Blood. And yeah, he's already using his swift action. But there's nothing preventing him from having a Stance 'ready' at the time, since they have no time limit. |
| #70kelanMar 08, 2007 18:41:40 | Just added a couple more build into the compilation. Sorry if I doesn't add a lot at a time, but the formating is really time consuming (hence the .txt template made downloadable to make my life easyer) In fact, if I was good in web page making, I'd do a "Submit a Build" page, with predefined "box" to enter the info of your build at the right place, and upon clicking th submit button, creating a pre-formatted .txt file that I could copy&paste to save a lot of time... Too bad I never actually made something close to this :/ |
| #71daxenMar 08, 2007 19:25:48 | Human Druid 1 28pt buy Str: 8 Dex:14 Con:15 Int:10 Wis:16 Cha:10 Feats: Spell Focus Conjuration, Augmented Summoning If Flaws allowed and/or Sources are available: Greenbound Summoning Greenbound Summoning is ridiculous early on. If it is available get it. A character with the greenbound template has an LA of 8. Anything that would raise effective Caster Level for Summoning would be great or that has a Similar Effect to Precocious Apprentice (Don't have books, but don't think Prec Apprent works for Divine Casters) Pretty basic uber summoner build that is powerful right out of the box. |
| #72midgard_in_ruinMar 08, 2007 20:32:04 | Double checked on divine sacrifice. Divine sacrifice casting time: 1 standard action duration: 1 round/level Thus far it works to my knowledge but i have been wrong before. As far as ToB goes, I designed that character prior to it's release but also, there really isn't much room for addition at this level. I have used my swift action using the triple weapon capsule retainer so boosts aren't really helpful until I find one that has greater effect than 3d6. And thank you for the compliment btw. I really appreciate it. |
| #73phaedrusxyMar 08, 2007 21:03:32 | Check "The Toolkit" link in my signature for a neat 10th level Warforged Psion. The "Dwarven Answerer" build in my sig was only planned up to level 12, and was made with being effective at all levels in mind. Also, a human Wilder 4 with Point Blank Shot, Psionic Shot, and Psicrystal Affinity should be fairly tough and efficient. By expending psionic focus and Wild Surging for +2, you can do 5d6 damage for a single power point. Take Vigor, (Crystal Shard or Energy Ray), and Share Pain for your powers known. Use Share Pain to send half the damage you take to your psicrystal, and share Vigor with it every time you manifest it. For 1 power point (with a +2 Wild Surge), you can effectively get 30 temporary hit points. After this, take a level of Ranger (or take this at first level), and go into Slayer. |
| #74chimaera2000Mar 09, 2007 2:14:47 | The Dice bag Duskblade This build does have some problems. First, you can't learn spells outside of your spell list with Extra Spell (check out the "warmage" entry in the FAQ), meaning no divine sacrifice. Second, you can't channel seeking ray with arcane channeling; it has to be a touch spell, not ranged touch. Third, you don't have Psionic Meditation, meaning that recovering your psionic focus is a full-round action. Fourth, you can't afford a vicious weapon at 6th level, since you can't buy an item that costs more than half your expected GP for that level (DMG). On the plus side, you can channel shocking grasp instead of seeking ray through your weapon instead, which actually does more damage . You still end up being able to do 14d6 minimum with a greatsword, Greater Psionic Weapon, shocking grasp and blade of blood. I personally feel the the build is better suited with Duskblade 3/Psychic Warrior 2/Duskblade +1 though, which allows you to be human or strongheart halfling (frees up a feat for Practiced Spellcaster) and lets you take Psionic Weapon and Psionic Meditation as bonus feats. I find that using a reach weapon like a glaive to be better than a greatsword as well, since it means that you'll have a better chance of being able to use Psionic Meditation every round. Where are the capsules from, btw? I'm curious. |
| #75talok_dupMar 09, 2007 6:17:48 | I thnk the capsule are from Dungeonscape. I know it has a lot of mundane and alchemical items designed for adventurers. |
| #76kelanMar 09, 2007 7:48:55 | I'm progressing slowly but surely... :P Just transcribed some build into the compilation. You truely are productive, posting builds faster then I can format them and add them to the compilation! That's great, it means a lot of material for the readers. I'll continue to update the Compilation as soon and as often as I can. As I said earlyer, if you wanna make my life easyer though, post your build using the templated form I made. It's not a requirement, but it would probably not be much longer for you to write it in this form, and it would save me a LOT of time, allowing me to put more build at a time in the compilation. Tanks again for your great implication! You really are the bests! ![]() |
| #77jameswilliamogleMar 09, 2007 8:59:54 | Gizmo needs Imp. Binding; I screwed that up. Replaces Combat Expertise. The AC should be 27 (forgot about the Dodge feat). |
| #78talok_dupMar 09, 2007 9:28:49 | Here's a build focused on ganking flat-footed opponents. I call it "Smile, you're flat-footed". Start out with a 28 point buy, starting abilities are str 14, dex 16, con 10, wis 12, int 14, cha 8. Race is human for the extra feat. Rogue 1 Combat expertise, improved feint Rogue 2 Rogue 3 improved intiative Fighter 1 dodge Swordsage 1 Rogue 4 mobility Dread Commando 1 Swordsage 2 Rogue 5 deadly precision Put a point into dex at levels 1 and 2. You'll have a +10 to initiative and do and extra 6d6(while in assassain's stance) of sneak attack/sudden strike to opponents you catch flat-footed by beating their initiative or feinting. You'll do an extra 7d6 when using sapphire nightmare blade. |
| #79shallakMar 09, 2007 13:33:36 | Shameless ![]() |
| #80kelanMar 09, 2007 14:39:01 | Gizmo needs Imp. Binding; I screwed that up. Replaces Combat Expertise. The AC should be 27 (forgot about the Dodge feat). Build repaired, thanks for your input! :D |
| #81kelanMar 09, 2007 14:43:59 | A gentle reminder to place the half-elf bard/marshal diplomancer in this thread. hum, I'd like to oblige, but where is this build you're talking about? |
| #82kelanMar 09, 2007 14:47:20 | This thread is great because these are builds that people can actually use in a real campaign instead of theoretical combats that only occur in their heads. best thread EVER! this one really deserves to be placed in Important Threads Index or The Character Optimization Board FAQ. There are so many wonderful overpowered just plain broken builds posted in this forum. The only problem is most of them are out of reach for the normal gamer that hardly ever see's a campaing go above 10th level. BRAVO Thanks a lot, it really is great to see that my hard work is appreciated :D |
| #83rilemMar 09, 2007 16:39:52 | hum, I'd like to oblige, but where is this build you're talking about? One of caelic's. Uses Soothing Voice from sub-level to Calm Emotions in combat so that Diplomacy can be used and end fighting even after it starts. Here: The Half-Elf Hippie. |
| #84rilemMar 09, 2007 16:40:58 | And yes, it's a good thread and better organized than most of its predecessors. Here's another resource: One-level challenge! Also, a Human Dragonfire Adept 1 with Entangling Exhalation and Ability Focus (breath weapon) is pretty much absolutely ridiculous for battlefield control. All-day damaging entangle. |
| #85midgard_in_ruinMar 09, 2007 17:48:58 | This build does have some problems. First, you can't learn spells outside of your spell list with Extra Spell (check out the "warmage" entry in the FAQ), meaning no divine sacrifice. Second, you can't channel seeking ray with arcane channeling; it has to be a touch spell, not ranged touch. Third, you don't have Psionic Meditation, meaning that recovering your psionic focus is a full-round action. Fourth, you can't afford a vicious weapon at 6th level, since you can't buy an item that costs more than half your expected GP for that level (DMG). When i was posting the build, i couldn't find the duskblades spell list. Thanks for the shocking grasp, i didn't know it was on their class list. As far as the psionic focus, you should psionic focus at the beginning of the day to be prepared, as far as I know there is no maximum duration but i have been wrong before. I don't intend to use greater psionic weapon again for the encounter so recovery can be done outside combat. I wasn't aware they finally ruled on extra spell that way... that really sucks. I really don't think it was necessary but meh, I've been wrong before as I said. I also was never aware that an item should never cost more than half your total gold. There's that being wrong thing again lol. I'll have to bump him up a level to allow for the sword to stay. You asked about the triple weapon capsule retainer and it's capsules? they are found on pg. 121-122 of the complete adventurer. The triple weapon capsule retainer allows you to activate "one, two or all of the capsules at holds as part of the same action". Very cheap and a must have for weapons without elemental damage. The reason this build came into being is because i was once accused of over-dipping so i built this to prove i could do mean things otherwise. Otherwise, there would be dips. |
| #86aaroldMar 09, 2007 18:03:10 | And yes, it's a good thread and better organized than most of its predecessors. Here's another resource: Man! Awesome find, it has my first post for the optimization boards in it... here's that build all formatted up for this thread... THE Level One Charger (by Aarold): Human Warblade 1 Total ECL: 1 (28 pts buy) if needed Suggested stats: STR: 18 DEX: 14 CON: 14 INT: 8 WIS: 8 CHA: 8 free points left: 0 Feats: H. Powerful Charge (EbCS p.57) 1. Rapid Assault (ToB p.32) Suggested Equipment: Greatsword (50g), Studded leather (25g) Total cost: 75 gp Left money: 50 gp HP: 14 AC: 13 (10 base + 3 Chain Shirt + 2 Dex - 2 Stance) Fort: +4 Ref: +2 Will: -1 Skills: Tumble - +5 (4 ranks + 2 Dex - 1 Armor), Jump - +7 (4 ranks + 4 Str - 1 Armor), Concentration - 6 (4 ranks + 2 Con) Manuevers: Moment of Perfect Mind, Sapphire Nightmare Blade, Sudden Leap Stance: Punishing Stance Melee: +7 Greatsword (2d6+6, 19-20/x2) The Strategy: Moment of Perfect Mind will make up for at least one of the crappy saves. And here's the sort of "ideal" order of actions: Round 1: Activate your stance as a swift action, then charge the main threat to the group, you have a +9 to hit on the charge, and you do 4d6+1d8+6 dmg on a hit. If this doesn't kill the opponent go to round two. Round 2: Use Saphire Nightmare Blade, hopefully do 4d6+6 dmg this round, move away from the enemy. Round 3: Charge the enemy again, hopefully for another 3d6+1d8+6, Use Sudden Leap to jump out again. Round 4: Charge AGAIN hoping for the same dmg as last round Round 5: Recharge your manuevers with another normal hit for 3d6+6 dmg Then you start repeating from round 2... but I doubt there's much that would have lived through all of this. What do you Need for this build?
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| #87zombiegleemaxMar 09, 2007 18:43:46 | The Half-Elf Hippie. Actually, it would be +26 (+5 Ranks and +2 Racial). Personally, I like this Diplomancer build: Half-Elf Bard 1/Marshal 1/Swashbuckler 4 Take the 1st Half-Elf Bard sub level from RoD, Motivate Charisma minor aura and bind Naberius. Feats: Bind Vestige [Naberius], Practiced Binder and Extra Music. Itens: a Hat of Disguise (1800 gp) would help a lot. Books needed: Miniatures Handbook, Tome of Magic, Races of Destiny, Complete Adventurer, Complete Warrior, Dead Levels II article. |
| #88midgard_in_ruinMar 10, 2007 3:58:02 | The calming aura is nice, although sufficient diplomacy should fit the bill anyway. Check out Dr. Killinger that i posted earlier on this page. |
| #89kelanMar 10, 2007 5:47:52 | Midgard in Ruin: I've included your "Mr. Diplomat aka Dr. Henry Killinger" build in the compilation, BUT I've realised, while templating it, that you could not have the "choker of eloquence" at this level, since it cost 6,000gp and a level 4 have only 5,400gp (and theorically couldn't spend more then 2,700gp on a single item). For the moment I haven't modified the build, noting the remaining money as "-600gp", but I think we should work on it to make it 100% legal. Do you suggest an alternative item? I know there are rules for pricing item that gives a bonus to a skill... it should be possible to have a "headband of the Diplomat" giving a +5 to diplomacy for 2,500gp I think (it's bonus squared x 100gp if I remember correctly). It should be legal and within the restriction for choosing your equipement for your level... what do you think of this option? |
| #90kelanMar 10, 2007 5:50:45 | Aarold: You used the Template I made!!! You really are he best I can't thank you enough to express my gratitude!You're saving me SOOOOOOO much time! I'm adding your build right now! ![]() |
| #91rilemMar 10, 2007 7:59:40 | Yeah, I'm sorry I didn't use the format; I'll update the Dragonfire Adept as that (it's NOT my idea, by the way, so I shouldn't get credit) |
| #92midgard_in_ruinMar 10, 2007 16:38:35 | I just posted this on a different forum but it will fit here as well. I'm slowly starting to move towards to proper format. The poster posted his stats so i used the ones he provided. The Duelist Whisper gnome Fighter2/Swashbuckler3/Swordsage2/Duelist3 Total ECL: 10 Suggested stats: 16, 15, 16, 10, 14, and 15 (you rolled excellent) STR: 12 (14) DEX: 18 (16) CON: 18 (15) INT: 16 (16) WIS: 16 (15) CHA: 8 (10) free points left: 0 (2 level points spent in wis and con) Feats: 1. Dodge F1. Titan fighting F2. Combat Expertise 3. Mobility SB1. Weapon Finesse 6. Shadow Blade 9. Einhander Suggested Equipment: Gloves of Dexterity +4 (16,000) +2 Keen Rapier (18320) ) Ring of Protection +1 (2000) Bracers of Armor +2 (4000) Periapt of Natural Armor +1 (2000) Triple weapon capsule retainer (400) (optional) 10 Quickfrost (250) (optional) 10 Quickflame (250) (optional) 10 Quickshock (250) Total cost: 43420 gp Left money: 5580 gp Stances: Assassin stance Build text: I thought of two characters when designing this; paimon and leviticus. What are both known for? Parrying the blows of thier enemies and swift precise strikes! AC: 27 10 + 2(armor) + 6(dex) + 1(size) + 1(natural) + 1(deflection) + 3(wis) + 3(int) Titan fighting provides a +4 bonus vs enemies larger than you that you select with the dodge feat. Fighting defensively imposes -2 attack bonus for +5 ac thanks to your necessary tumble ranks and einhander feat. Using Combat expertise you can also sacrifice 5 attack bonus for 5 armor class should you need to simply stall an enemy or if you simply want to feel out thier abilities. You can still swing while having a forty-one armor class. To top it off, you have an exceedingly high hit point value with a +4 constitution modifier and high hit dice types. Rapier attak bonus: +17 9(BAB) + 6(dex) + 1(size) + 2(enhancement) Dexterity synergy is maximized for this build. Attack bonus, damage (shadow blade), and armor class. This build has two other attributes adding to melee damage: intelligence and strength, which add up to a minor +4. Not much at this point but in future levels, increasing damage by improving these lower attributes may prove to be more economical. The assassin stance grants 2d6 of sneak attack for that precision flavor (which einhander creates the opportunity for) and the triple weapon capsule retainer (found in the complete adventurer) can add another 3d6 of elemental damage to every attack with your rapier for the turn as a swift action basically once per encounter. You're rapier also crits on a roll of fifteen to twenty, which adds more to that precision feel. As an added bonus, you more than likely hide far better than anyone else in the party you mentioned. With a +4 racial bonus to hiding and moving silently and such a high dex bonus. If this aspect of the character is attractive to you, in future levels you could purchase a Collar of Umbral Metamorphosis or the continuous version. Both are found on page 156 of the tome of magic. They add +10 move speed, a large hide bonus, a large move silently bonus, and hide in plain sight! the non-continuous version is 11k and the continuous is 22k. [What do you Need for this build?]
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| #93talok_dupMar 12, 2007 7:58:55 | shameless bump |
| #94midgard_in_ruinMar 13, 2007 11:41:42 | Party-friendly-gnome-tank-non-player-character (PFGTNPC) Gnome Divine Mind 5/Crusader 4 Total ECL:9 Elite Array Suggested stats: 15, 14, 13, 12, 10, 8 STR: 13 (15) DEX: 13 (13) CON: 16 (14) (+2) INT: 10 (10) WIS: 12 (12) CHA: 8 (8) free points left: 0 (level stat bonuses spent on constitution) Feats: 1. Dodge 3. Titan fighting 6. Heavy Armor optimization 9. Deflective Armor Suggested Equipment: +2 Plate (5,650 gp) +1 Tower shield (1,180 gp) Ring of Protection +1 (2,000 gp) Masterwork Net (312 gp) 3 nets (60 gp) 2 potions of eagle's splendor (600 gp) 1 potion of Owl's wisdom (300 gp) Warbeast Rhinoceros (775 gp) large Banded mail barding (1,000 gp) Total cost: 11,887 gp Left money: 113 gp Build text: Gnome's armor class AC: 10 + 11(platemail) + 1(dex) + 5(towershield) + 1(size) + 1(ring) + 4(titan fighting) + 2(aura) + 6(full defense) = 41 (total) (needs 5 or more ranks in tumble) Rhino's armor class AC 10 + 5(bandedmail) + 7(natural) - 1(size) + 2(moral) + 4(full defense) + 4(iron guards glare stance) = 31 (total) (assumes enemy is threatened by gnome) Here's the plan. Get within range of a net attack while ridding on your rhino with the trail lines for your nets tied to the rhino's barding. Once netted the enemy will have to overcome the rhino's 29 strength score in order to move more than 10 feet from you (the length of the trailing rope). The gnome has a high fort save and the tower shield render many reflex save effects null and void thanks to cover. Deflective armor applies your armor bonus against touch attacks, which is some protection from deep impact and ray spells. This character has a glaring weakness to will saves but if the gnome has a couple rounds of buff time, a potion of owl's wisdom and eagle's splendor should help off set it (the divine mind grants divine grace and the crusader grants indomitable soul which doesn't stack with the paladin's divine grace ability. Zealous surge allows you to reroll once per day if you roll poorly. Makes for a great church bounty hunter or as support for archers. What do you Need for this build?
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| #95midgard_in_ruinMar 13, 2007 11:47:27 | Midgard in Ruin: I've included your "Mr. Diplomat aka Dr. Henry Killinger" build in the compilation, BUT I've realised, while templating it, that you could not have the "choker of eloquence" at this level, since it cost 6,000gp and a level 4 have only 5,400gp (and theorically couldn't spend more then 2,700gp on a single item). I totally missed this, I'm sorry. Your ideas sounds great. By all means go for it. |
| #96midgard_in_ruinMar 13, 2007 13:41:20 | Corrected Dice Bag Duskblade level 6 Maenad Duskblade 6 Total ECL: 6 (32 point buy) Suggested stats: STR: 16 DEX: 12 CON: 16 INT: 13 WIS: 9 CHA: 8 free points left: 0 (level stat point spend on strength) Feats: 1. Psionic weapon 3. Greater Psionic Weapon or Deep Impact 6. Battle Caster Suggested Equipment: +1 Deepcrystal greatsword (2,315 gp), Triple Weapon Capsule Retainer (450 gp), 10 Quickfrost (250 gp) 10 Quickflame (250 gp) 10 Quickshock (250 gp) 5 potions of Divine Sacrifice (1,500 gp) Platemail (1,500 gp) Total cost: 6,515 gp Left money: 6,485 gp Build text spells: 1st level: Blade of blood, truestrike, shocking grasp This build doesn't look very nasty at a glance and in my experience, most Dungeon masters will not have serious problems with it. Using the retainer and maintaining your psionic focus, your first strike should be 2d6 (greatsword) + 4d6 (greater psionic weapon) + 3d6 (retainer) + 4 9d6+4 Minimum damage: 13 average damage: 35.5 Maximum damage: 58 or 7d6+4 if you chose deep impact over greater psionic weapon This comes at a cost of expending three capsules, a value of 75 gp. However against a particularly powerful enemy there is more damage that you can do. Without any extra action, you can expend the two powerpoints you've stored in your crystal weapon dealing an extra 2d6 damage and also use the duskblades arcane channeling ability to deliver a shocking grasp spell with the strike (an additional 5d6 damage), for a total addition of 7d6 Given a round to buff, you can activate the maenad outburst for 2 str, cast blade of blood (losing 5hp) as a swift action to gain an additional 3d6 damage and use a potion of divine sacrifice (losing 10 hp after each swing) to gain an additional 5d6 damage. With all the action aforementioned, this brings your total damage addition to the "standard" first strike to +15d6+2. With a second round to buff, a casting of true strike will ensure you meet your target. This shouldn't be necessary in most cases if you selected deep impact. Thus in a dire situation, if you chose the greater psionic weapon feat and were given adequate time to buff your damage would be: 2d6 (greatsword) + 4d6 (greater psionic weapon) + 3d6 (retainer) + 5d6 (divine sacrifice) + 3d6 (blade of blood) + 2d6 (deepcrystal) + 5d6 (shocking grasp) + 6 22d6+6 minimum damage: 28 Average damage: 83 Maximum damage: 138 What do you Need for this build?
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| #97kelanMar 13, 2007 17:37:28 | This Compilation was growing so fast, I decided to start it back here, because I was stuck at the limit of character per post. Please, continue further discution there ![]() Do not Worry, I'll add all the builds of this Thread in the new one ![]() |
| #98funnymanmikeMar 22, 2007 20:09:21 | I'll be the first to suggest the Cleric 2/Conjurer 1/Master of Shrouds. One of the most powerful builds from levels 5-13. And if you can get to 14, then Cleric 1/Conjurer 2/Master of Shrouds 2/Ur-Priest 1/Master of Shrouds 8 or Cleric 1/Conjurer 3/Master of Shrouds 1/Ur-Priest 1/Master of Shrouds 9. how do you get bluff 6 to get ur-priest? what does the level progression for lthis look like? 1: 2: 3: 4: 5: 6: 7: 8: ?? any help ?? |
| #99the_mad_linguistApr 19, 2007 21:22:36 | A sneak-thief type character. Human Rogue 2 Total ECL: 2 (28 pts buy) if needed Suggested stats (only the dex is really useful to this trick): STR: 10 DEX: 18 CON: 12 INT: 12 WIS: 8 CHA: 10 free points left: 0 Feats: H. Skill focus: Sleight of Hand 1. Deft hands Suggested Equipment: Leather armor (10g) Masterwork tool (sleight of hand) 50 gp Total cost: 60gp Left money: Almost all of it HP: 10.5 AC: 16 (10 base + 2 Leather + 4 Dex) Fort: +1 Ref: +7 Will: -1 Skills are free, except for 5 ranks in sleight of hand, and 5 in bluff Final skill modifier: Sleight of hand = +18 (5 ranks + 4 Dex +2 Circumstance +2 Deft hands +3 skill focus +2 synergy with bluff) You might be able to get aid another bonuses as well, which would add 2 or more. The Strategy: Steal stuff from everyone. You have a +18 modifier. Take ten, and there's no chance of missing the check to get the item. You can't take ten in combat, but you only fail on a one, which is still good enough to snatch a wizards spell component pouch, or magic necklace or something equally small and useful. It doesn't matter if they notice you taking it, because by the rules can't do anything to prevent it. Aim for the best item first, since if you're noticed you do get a penalty to your next checks. Now, although a check of 28 is very good, it can still be beaten. In a worst case scenerio, your target will only need a +8 bonus to their spot check. Here's how to avoid getting locked up. A) Don't try to pickpocket clerics. Wis to spot. B) In general, don't rob people with hawks on their shoulders in bright light, and owls on their shoulders in dim light. They give a +3 bonus, and indicate the wizard/sorcerer wants to be good at spot. C) Distract your target. It provides a -5 penalty to their spot check D) Aid another gives a +2 bonus. Get help from a friend. E) Get a couple of buffs. You're in town, so the spellcaster shouldn't be as worried about saving spells for later. Guidance gives a +1, and is a cantrip. So, it's a good idea to get a bard to help you out. Fascinate gives a -4 to your target's spot check, and it being fascinated by a bard should be a reasonable cause for the -5 distraction penalty. If the GM's feeling generous, you might even get an aid another bonus. If you set it up right: Take 10 + 5 ranks + 4 Dex +2 Circumstance +2 Deft hands +3 skill focus +2 synergy with bluff +2 Aid another +1 guidance = 31. The scamee's check is made at a -9 penalty, since they're fascinated and distracted. Assuming they roll a 20, they still need +20 in modifiers to notice the theft. At this level, it's practically sure. You can also make a very small amount of money in downtime by using this like perform. You may consistantly beat the DC 25 for Memorable Performance, and earn 1d6 gp/day. If flaws are allowed, you can change the race to elf or something else with a dex bonus to increase the check a bit more. Or pick up weapon finesse, and use your dex bonus for something else. If psionics are allowed, it's only 640 gp to get a +8 competence bonus from a psionic shard. This is great. Books needed: SRD |
| #100Dictum_MortuumMay 12, 2007 8:23:35 | NOTE I came up with this build, to use versatile spellcaster. I assume that you can expend spell slots from one class to cast another's spell. Consult your DM. |
| #101Dictum_MortuumMay 17, 2007 21:30:25 | Human Factotum 3 |
| #102CubeKnightMay 18, 2007 18:16:59 | Low Level Martial Artist (by CubeKnight): Human Passive Way Monk 2/Fighter 1 Total ECL: 3 (28 pts buy) Suggested stats: STR: 14 DEX: 16 CON: 8 INT: 8 WIS: 8 CHA: 8 Free points left: 16 Feats: H. Karmic Strike 1. Dodge Mnk. Improved Unarmed Strike Mnk. Combat Expertise Mnk. Improved Trip 3. Defensive Throw Ftr. Combat Reflexes Suggested Equipment: Potions of Enlarge Person (250 gp each), Masterwork Melee Weapon (300 gp), Full Plate (1500 gp), Large Steel Shield (20 gp) Total cost: 2070 gp Left money: 630 gp This is the fastest way I could find to get both Karmic Strike and Defensive Throw. Even with KS active, your AC should be 18, meaning most mosters of your CR will miss when they attack you. Regardless of if they miss, you get to attack them once. If they do miss, you get a free trip check, and with a +6, your odds of succeeding are pretty good. If it succeeds, you get another attack, now with an additional +4. With a +5 to hit, your chances to hit are pretty good, even without the enemies being prone. If you drink your Potion of Enlarge Person, your trip check increases to a wondergul +11, meaning you'll get to trip almost everything, even if your AC suffers because of this. Dex should be at least 15 if you plan on doing this, so you won't lose Dodge due to your Dex dropping below 13 when you get enlarged. If you can't use the Passive Way Monk, you'll have to add a level of Fighter to get the needed feats, and increase your Int to 13 at least, to qualify for Combat Expertise. Another take would be to be a Goliath, taking another level of Fighter to make up for the lack of human bonus feat. Altough it'd be ECL 5, you'd have a net increase of +7 to your trip check, 4 from Powerful Build and 3 from the +6 to Str. What do you Need for this build?
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| #103NiteCyperAug 04, 2007 20:45:02 | Precocious Apprentice + Fiery Burst/Cold wind or whatever. Then add this, DRAGON'S TEAR. Optional spell component from Complete Mage. 200 gp. Act is if heighten spelled. That and the level 1 spell Animate Weapon from Complete Mage. Get the smallest size character possible, then sudden extend or extend + Impromptu Metamagic from Dragon 357. The cheese is that Animate Weapon has no size limit. What's the largest weapon you can buy with base 200 gp? |
| #104jameswilliamogleOct 24, 2007 12:20:11 | I didn't see any Incarnum builds, and its been coming up lately... Anyways... Thanatos, the One-Man Murdering Machine Azurin Incarnate 3 (Evil, or using the adaptation section to remove the alignment dependence) Con: 16, the rest: Str>Dex>Int>Cha~Wis Feats 1 Able Learner, Expanded Soulmeld Capacity 3 anything... shape soulmeld, expanded soulmeld capacity... who needs feats w/ soulmelds? Essentia: 4 Chakra: Crown Soulmelds: Necrocarnum Circlet bound to Crown, Dissolving Spittle (+1 capacity), Mantle of Flame Basically, you have a 2 HD Intelligent Undead following you around capable of scouting and tanking, can shoot off 4d6 ranged touch attacks of acid from 30', and if a monster is fool enough to attack you directly, you can punish him with up to 3d6 fire damage. Able Learner makes you capable of filling the skill monkey role later when you can bind Theft Gloves to your arm chakra. another low level Incarnate Omnibus, he who sees all Azurin Incarnate 3, Good (or w/ the adaptation section) Con: 16, the rest: Str>Dex>Int>Cha~Wis Feats 1 Able Learner, Shape Soulmeld: Shedu Crown 3 Mindsight Soulmelds: Shedu Crown (Crown), Lucky Dice, Dissolving Spittle Mindsight = 100' Blindsight, but you don't need to invest essentia in Shedu Crown. You are the party scout with one feat, and its the lowest level one can get Mindsight. 3d6 Acid at 30' as a ranged touch attack, and can boost anything you want w/ Lucky Dice (remember, Initiative is a Dex check, and the Luck bonus applies to attack and damage rolls if you set it as such). |
| #105snizorOct 24, 2007 16:01:07 | Name: Paimon’s Pupil Race: Human Build: Swordsage 1/ Binder 4 Feats: 1. Adaptive Style, (Shadow Blade), (WF: Shadow Hand weapons) 3. Two Weapon Fighting 5. (Improved Binding) Vestige Bound: Paimon Maneuvers Known/Readied: 6/4 Maneuvers: Burning Blade, your choice from here. Stance: Child of Shadows (SH 1) Features: Dex to hit (Paimon for Weapon Finesse with Short Swords) Dex to damage (Shadow Blade) WF for Shortswords (Swordsage) +4 Unnamed bonus to Dex (Paimon) Pseudo-Dervish Dance (Paimon) Whirlwind Attack (Paimon) Uncanny Dodge (Paimon) Function: Basically a Dex-based ToB build that ripens nice and early. Child of Shadow (Stance, SH 1) + Dance of Death (Paimon) + Burning Blade (Boost, DW 1), makes a highly effective pseudo-Dervish attack routine. The unnamed bonus to Dex from Paimon is, effectively, a +2 to hit and to damage. It also eliminates MAD from the low level TWF. Wields two Short Swords, in case that wasn't apparent. Advancement: Continue taking Swordsage levels for extra maneuvers and Wis to AC. |
| #106jaronkOct 24, 2007 21:51:26 | Sadly, the initial post lacks the ultimate unbeatable first level build: Grog, the stupid wizard Human Wizard 1 Dump Stat: Int, Str High Stat: Con, Wis Feats: Skill Focus (Handle Animal), Dodge Sell your spellbook (it should sell for about 5kgp), and buy a horde of Magebreed Riding Dogs, as well as Full Plate and a Tower Shield. Hide behind the armour, and set your dogs to kill anything that moves. Yehaw! JaronK |
| #107jameswilliamogleNov 08, 2007 8:55:50 | Angry Monkey Boy Wildren (PlHB) Lion Totem Barbarian 1 / Incarnate (Evil) 3 Str 14, Dex 12, Con 18, Int 14, Wis 8, Cha 6 (28 pb) Feats Extra Rage, Expanded Soulmeld Capacity Abilities Pounce Rage 4/day Fury 1/day 2 Claw attacks Scent Darkvision 60' Burrow 10' Stability Outsider Evil Aura Detect Good Incarnum Radiance 1/day Chakra Bind (Crown) Soulmelds 3: Incarnate Weapon (2), Bloodwar Gauntlets (1), Necrocarnum Circlet (Crown) Summary Rage, Fury, Incarnum Radiance, Pounce, gives the following for 1 round per day: 3 attacks Flail: +13 to hit, d8+14 damage (two handed, then drop it) 2 Claws: +8 to hit, d4+9 damage After that round, you lose 2 from attack and damage, but for ECL 5 this isn't so bad, really. You also get all the universal capability as an Incarnate, and still get the Soul Chakra at high level. |
| #1088w_gremlin_dupNov 10, 2007 13:17:22 | I quite like Orc Shapeshift Druid 1/Lion Pounce Barbarian 1 Max Str. with one casting of beast claws, you get 3 attacks: bite (primary) , 2 claws (secondary) your strength is through the roof at this level, 18 pts + 4 race +4 shapeshifted +4 rage = STR 30, thus +10 damage. your speed is 50' and you get +4 NA as well. This gives you 3 attacks: bite 1d6 +15, 2 claws 1d8 +10 and your Attack is +11! at 2nd level this is a killer. Shapeshift Druid says that you change shape in to a predator, but there are no rules regarding losing your tool using ability or armour wearing ability (not sure where to go from here though.. thought perhaps scout?) |
| #109thokk_tunundaryNov 12, 2007 16:48:08 | This build I originally designed as an enemy for a room filled with pits. I like it because it reminds me of boss battles from video games where you get flung around a lot. Race: Goliath LA +1 (Races of Stone) Monk:1 Improved Unarmed Strike, Improved Grapple, Rock Hurling (RoStone) Monk:2 Fling Enemy (RoStone) Barbarian 1: Scorpion's Grasp (Sandstorm) Rage 28 Point Buy 6 points left Str 20 (Buy 16) Dex 13 (Buy 15) Con 14 (Buy 12) Int 8 Wis 8 Cha 8 Grapple while raging is +13 and you get a free grapple attempt after you hit. Attack Bonus is +9 Round 1 Combat attack foe unarmed, hit for 1d6+7. You then can grapple the opponent as a free action. Round 2 Throw opponent across the room or into a pit. Round 3 Repeat. This character is also good for attacks of opportunities because he gets a free grapple check if he does hit, which will allow him to throw the opponent without taking a round to attack. As I said, not the greatest of builds, but it does make for an interesting combat. |
| #110jameswilliamogleNov 13, 2007 7:07:28 | This build I originally designed as an enemy for a room filled with pits. I like it because it reminds me of boss battles from video games where you get flung around a lot. Me no like Monk + Barbarian. Urgh. |
| #111arminelDec 11, 2007 12:19:54 | I haven't seen one, but this is my Barbarian/Fighter tripper build that I find extremely effective at low levels. Race: Most work, but anything with a small size can kill you. Elves will get you an extra AoO, Dwarves will have more HP and be hard to counter-trip, Humans will have an extra feat at their disposal, Half-Orcs can actually be considered optimal here too. Let's say a Half-Orc for kicks. Half-Orc Wolf Totem (UA) Barbarian 2/Fighter 2 (32 point buy) Str: 22 (+6) (18 base + 2 racial + 1 ability + 1 item), uses 16 points. Dex: 16 (+3) (15 base + 1 item), uses 8 points. Optionally, 16 costs you 10 points but no need for the item. Con: 14 (+2) Int: 8 (-1) Wis: 10 (+0) Cha: 8 (-1) BAB: +4 HP: 20 + 1d12 + 2d10, averages 37.5hp Fort: +8 Reflex: +3 Will: +0 (+2 while raged) Init: +3 Base Speed: 40ft (30ft if medium armor) Skills: (ranks + ability mod + misc) Knowledge (Nature): 7+(-1)+2 = +8 Survival: 7+0+2 = +9 Listen: 7+0+0 = +7 (Optionally, you can also use the Cityscape Enhancement to gain Tumble, so drop one of the above for it, then add ranks in Jump for a synergy if you like it) Tumble: 7+3 = +10 Feats: (Flaw) Exotic Weapon Proficiency: Spiked Chain (Level 1) Combat Reflexes (Barbarian2) Improved Trip (Level 3) Extra Rage (Fighter 1) Power Attack (Fighter 2) Deft Opportunist Flaw: Easy to come up with. I usually do a cheesy Vulnerable flaw with the Trait Cautious, which makes up for the deficit in AC for a -1 to saving throws regarding fear. Odd for a barbarian build, but it works if you're worried about your AC. Otherwise, perhaps take a hit to your Reflex saves and give up the hope of making one. There isn't a lot that I can remember off-hand that will be a true killer from the Reflex save category, unless you're counting traps. Gear: Belt of Strength +1, Gloves of Dexterity +1, Masterwork Spiked Chain, Breastplate Armor. AC: 18 = 10 + 3 (dex) + 5 (armor) ^If you take Cautious but not Vulnerable, this is 19. If Vulnerable but not Cautious, 17. Spiked Chain: +11 attack (4 BAB + 6 str + 1 MW) 2d4+9 damage, x2 crit, reach 10ft 4 AoOs per round +10 str checks to trip (6 str + 4 Imp. Trip) Theory: You can dump Intelligence and get Improved Trip, you can maintain a full base attack bonus and have 4 virtual feats from classes since you don't need combat expertise. Tactics: Simple enough. You can tank the front line if you'd like, keeping enemies on their backs. If your Cleric/Wizard casts Enlarge Person on you, your strength check to trip increases by 5 and your reach is 20ft. It'd be perfect if you didn't take a Dex hit, but hey, you can't win them all. On the other hand, potions of Enlarge Person cost 50gp a pop. Rage up to 3 times a day and increase your attack bonus by 2, damage bonus by 3, Will saves by 2, and HP by 8. Combined, you're looking at a +17 str check to trip. If your opponent is prone and standing up in your threatened range, you have a +8 to hit on what you normally swing at. That's a +19 to hit, allowing you to easily take a hit on your attack roll and gain a bonus on damage rolls. In addition, the build is functional from level 2 when you have Improved Trip. Extra Rage, Deft Opportunist, and Power Attack simply are frosting on the cake. At first level, you're a Barbarian who will do quite a bit of damage and hurt anybody who approaches him. After this, take Cleave for more attacks of excellence. This creature while enlarged should be dealing 2d4+13 damage (average 18) on AoOs before Power Attack. Letting full Power Attack rip into them, you're averaging 26 per hit. You can also cross-class ranks in Spellcraft to get Mage Slayer if you truly want to be cruel about it. Charge the [caster type] with a trip attack if you can and they'll assume the position for the rest of the encounter. Needed for this build: Player's Handbook Unearthed Arcana Complete Warrior (Extra Rage) Miniatures Handbook OR Complete Adventurer (Deft Opportunist) Extra Stuff Mentioned: Cityscape (Gain Tumble instead of Ride) Mage Slayer (Complete Arcane) |
| #112jameswilliamogleDec 11, 2007 13:12:59 | Am I a Paladin? Am I a Druid? What am I? Strongheart Halfling Transmuter 1 Cha > Dex > Str > Int > Con Feats Mounted Combat Ride-by-Attack Spells Known Enlarge Person, Reduce Person, Shocking Grasp (or Chill Touch), Disguise Self Familiar Hawk (Str 6) The Trick 1. Cast Enlarge Person on yourself, sharing it with your familiar (now a Small sized creature w/ Str 8) 2. Dismiss the Enlarge Person on yourself 3. Cast Reduce Person on yourself (you are now Tiny) = You are now capable of Riding your familiar and using Ride-by-Attack! 4. Cast Disguise Self on yourself sharing with your familiar: make yourself look like a mounted Knight, and make your familiar look like a Dragon = Now you are the smallest Dragonrider ever! Look out, all you Wizards that took Murky-Eyed as a flaw: you have a mounted knight bearing right down on you, about 600' away! 5. Cast Shocking Grasp (or Chill Touch) and use Ride-by-Attack to deliver Touch Spells from a flying mount while avoiding melee combat! The trick gets even better when you take Improved Familiar as a feat. Now you can Permanency your Reduce Person, and keep your Quasit in Wolf form always, riding it whenever. Let the Quasit remain invisible all the time. You still can use it for cover as a free action w/ a Ride check. You still can use Mounted Combat, but the attacks against the familiar have a 50% miss chance anyways. |
| #113ShakaUVMDec 11, 2007 13:23:28 | Check "The Plotz" in my sig. 5th level character with +130 to hit or so. |
| #114ShakaUVMDec 11, 2007 15:38:44 | Me no like Monk + Barbarian. Urgh. There's no difference between a Ex-Monk / Barbarian and a Monk / Fighter. Neither can level in monk again, and rage does make for a good grappler. |
| #115jameswilliamogleDec 11, 2007 21:31:52 | There's no difference between a Ex-Monk / Barbarian and a Monk / Fighter. Neither can level in monk again, and rage does make for a good grappler. There is one difference: the RP required to switch from Lawful to Chaotic is a hard pill for most DMs (and many players) to swallow. I know that doesn't matter on these boards... but I was just expressing my opinion. |
| #116arminelDec 12, 2007 0:14:49 | There is one difference: the RP required to switch from Lawful to Chaotic is a hard pill for most DMs (and many players) to swallow. I know that doesn't matter on these boards... but I was just expressing my opinion. Off the top of my head: While fighting for his life in the battle against [boss], young [name of monk] grasped the savagery of a human's animal nature and ran like the pack of wolves straight on with his enemy, forgoing some of his discipline's core teaching and trying to soak himself with the blood of his foe. Also, it isn't low level, but a Monk -> Singh Rager (OA) could work better. |
| #117ShakaUVMDec 12, 2007 2:46:59 | feats: sudden extend, sudden maximize (miniature's handbbok) Heh, identical to a build I was going to post. Power Word: Pain + Sudden Maximize will kill pretty much anything at CR5 or lower with a 1st level character. Heck, even without sudden maximize, 10d6 as a 1st level spell is way out of line with normalcy. |
| #118jetstrike3000Mar 05, 2008 10:18:33 | Scorchy the Spellcaster Silverbrow Human(dragonblooded) actual size is the smallest on the Height and Weight Chart(4'10" and 120lbs) Generic Spellcaster(Arcane) 5/ Incantatrix 1 Attributes: 8 Str 12 Dex 14 Con 16 Int 14 Wis(13+1 lvl) 8 Cha Feats: Heighten Spell (human Bonus) Earth Sense (flaw) Earth Spell(Spellcaster Bonus) Empower Spell (flaw) 1st Lvl Fiery Burst(reserve) 3rd lvl Versatile Caster 5th lvl Practical Metamagic(Empower Spell) (Spellcaster bonus) Iron Will..from location 6th lvl Arcane Thesis(Scorching Ray) Energy Substitution(Sonic)(Incantatrix bonus) Flaws: Murky-eyed, Feeble Traits: Spellgifted (evocation), Slow Magic Items -2x Arcanist Gloves 1000gp(+2 CL 1st lvl spell 4/day) -Empowered Spellshard(3/day empower 1st lvl spell)1500gp.... worn first -Otyugh Hole(legendary location, Complete Scoundrel)gives Feat: Iron Will, permanently...3000gp value -2x Incense of Concentration(250gp each.... gives 1 extra 1st lvl Spell Slot 24 hour duration) -Healing Belt 750gp -Memento Magica(MIC) 1500gp like 1st lvl Pearl of Power for Spontaneous caster 450gp Wand of Alter Self(5 chgs) 150gp Wand of Mage Armor(10 chgs) 150gp Wand of Shield(10 chgs) 1125gp Wand of Fly(5 chgs) 450gp Wand of Heroics(5 chgs) 450gp Wand of Invisibility(5 chgs) 150gp pack of Daylight Pellets (Magic item Compendium) ..... as Daylight spell 10 rounds, 3d4 pellets per pack(7 pellets ave) 11175gp Armor and Weapons -QuarterStaff -5x daggers 10gp 10gp Alchemical Items Alchemical items(self crafted=1/2 cost) -2xRedflower Leaves..300gp...gives +4 competence to Attacks vs single creature/round for 10 min. -2xTerran Brandy.....500gp....+2 Alchemical to Caster level for 1d20+20 minutes, and 2 points Con Damage 60gp 3x Alchemist Fire 50gp 5x Acid 50gp 2x Holy Water 10gp 5x Sunrod 970gp Animal Buddies -6xGuard Dogs 150gp....... biggest breeds of thier kind -2x Riding dog 300gp....... biggest breeds of thier kind -Light Warhorse 150gp ....... biggest breeds of thier kind 600gp Adventuring Gear -3xSpell component pouch 15 gp -Backpack (empty) 2 gp -3xSaddlebags 12gp -Bedroll 1 sp -Block and tackle 5 gp -10xCase, map or scroll 10 gp - Fishhook 1 sp -10xFlask (empty) 3sp -Flint and steel 1 gp -Grappling hook 1 gp -Hammer 5 sp -5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow) -5xInkpen 5 sp — -Lantern, bullseye 12 gp -2xMirror, small steel 20 gp -Mug/Tankard, clay 2 cp -5xOil (1-pint flask) 5sp -10xPaper (sheet) 4gp -10xParchment (sheet) 2 gp -5xPiton 5sp -5xPouch, belt (empty) 5 gp -10xRations, trail (per day) 5gp -Rope, silk (100ft.) 20gp -10xSack (empty) 1gp -Sealing wax 1 gp 1 lb. -Sewing needle 5 sp -Signal whistle 8 sp -Signet ring 5 gp -Soap (per lb.) 5 sp -Spade or shovel 2 gp -Tent 10 gp -10xVial ink or potion 10 gp -3xWaterskin 3 gp -Cold weather outfit 8 gp -Explorer’s outfit 10 gp -Scholar’s outfit 5 gp -Traveler’s outfit 1 gp -Marshmellows, stick and a mug of coke 1sp -Hire Trained Scout(0-lvl local Expert) to get me to dungeon areas 218gp 9 silver 2 copper= round up to 220gp Skills Skills: (Class Skills: Choose any four skills as class skills(UMD,Tumble,Spellcraft,Concentrati on), plus Craft, Knowledge (all), and Profession.) 1 rank UMD 1 rank Tumble 1 Rank Profession (Apothecary or Herbalist) 5 ranks Craft(alchemy) 9 ranks Spellcraft 9 ranks Concentration 9 ranks Knowledge (Arcana) (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts) 1 rank Knowledge (Architecture and engineering) (buildings, aqueducts, bridges, fortifications) 1 rank Knowledge (Dungeoneering) (aberrations, caverns, oozes, spelunking) 1 rank Knowledge (Geography) (lands, terrain, climate, people) 1 rank Knowledge (History) (royalty, wars, colonies, migrations, founding of cities) 1 rank Knowledge (Local) (legends, personalities, inhabitants, laws, customs, traditions, humanoids) 1 rank Knowledge (Nature) (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin) 1 rank Knowledge (Nobility and royalty) (lineages, heraldry, family trees, mottoes, personalities) 1 rank Knowledge (Religion) (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead) 1 rank Knowledge (The Planes) (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes) 1 rank Knowledge (Psionics) (ancient mysteries, psionic traditions, psychic symbols, cryptic phrases, astral constructs, psionic races, Psionic Powers) Spells Known: 1st lvl: Magic Missile Lesser Fire Orb Summon Monster 1 Nerve Skitter 2nd lvl: Scorching Ray Flame Blade 3rd lvl: Primal Instinct Tactics for Scorchy the Spellcaster Buff routine: if near the location of Dungeon(the morning he will enter it)... use Incense of Concentration to gain extra 1st lvl Spell in morning cast: Primal Instinct...... +5 Initiative,+5 Survival,+5Knowledge skill of choice before entering dungeons(crypts,caves,buildings,etc...) : use Alchemical items..boost CL+2, and +4 to attacks use Wands ... gain : Imp Initiative(+4 Initiative) .... wand of Heroics +4 Armor ........ Wand Mage Armor +4 Shield ....... Wand Shield +8 Natural Armor ... Wand Alter Self(troglodyte Form) Fly 60'(good) ...wand Fly if needed ... he also can cast Flame blade... to always have a Melee touch attack ready in one hand Magic Missile Damage:....no save/SR yes Unbuffed= CL=7(6 lvl +1 Spelltouched Evoc ) Buffed= CL 9(or 11 if using Arcanist Gloves... only vs SR if needed) Damage= 1d4+1 per Missile = 3.5 per Missile minimum 5 missiles = 17.5 Damage Lesser Fire Orb.....no save/No SR Unbuffed= CL=6(6 lvl -1 Spelltouched Evoc+1 Fiery Burst) Damage= 3d8(13.5) if Empowered with Spellshard(3/day) = 19.75 Buffed= CL 10 using Arcanist Gloves Damage= 5d8 (22.5) if Empowered with Spellshard(3/day) = 33.75 Scorching Ray...........No save/SR yes Unbuffed= CL=10(6 lvl +1 Spelltouched Evoc+1 Fiery Burst+2 Arcane Thesis ).. Damage= 2 rays 4d6 each(14) total if both hit= 28 damage empowered for free= 42 Damage Buffed= CL=12(6 lvl +1 Spelltouched Evoc+1 Fiery Burst+2 Arcane Thesis +2 Alchemical).. Damage= 3 rays 4d6 each(14) total if All hit= 42 damage empowered for free= 63 Damage Flame Blade....... no save/SR yes Unbuffed= CL=8(6 lvl +1 Spelltouched Evoc+1 Fiery Burst ) Damage= 1d8+4= 8.5 melee touch attacks 100 round duration Goal: 1)Win initiative(buffed initiative = +10) .... use Nerve Skitter(+5 initiative) if needed 2)cast spells(all cast Defensively)... mostly Empowered Scorching ray(3 rays total:63 damage.. No save/SR yes) using 2nd lvl Slot, or Empowered Lesser Fire Orb(33.75, no save/No SR)... using 1st lvl Slot , or Magic Missile(5 missiles 17.5 Damage, force effect) Always use 2@0-lvl to cast 1st lvl spells until exhausted Spell slots available= 6 @0-lvl slots 6 +1(int)=7 @1st lvl slots(or 9 (+1 with incense of Concentration.... and Additional +1 Memento Magica) 4 +1(precocious Apprentice) +1 (int)= 6 @2nd lvl slots 2 +1(int) = 3 @3rd lvl slots can use Higher level slots to cast lower level spells... if needed 3)kill enemy 4)for Dark rooms with undead.... throws Daylight Pellets into room... to provide light Miracle Cleric Illumian (Naenhoon) Cleric 6 Feats: Heighten Spell (1), Sanctum Spell (3), Extra Spell (6) Thats it. So whats the trick? That 6th level feat is Extra Spell for a 9th level spell slot How? Here goes: The Illumian Runeword Naenhoon from Races of Destiny gives the character a limited version of divine metamagic, whereby they may spend turning attempts to apply metamagic. Specifically with heighten spell the illumian may spend one turning attempt per level to be heightened, but cannot increase past 9th level. Sanctum Spell allows us to cast a spell without adjusting its slot level. If this spell is cast in a designated sanctum it functions at one level higher than normal, if cast beyond that, it functions one level lower. So when we get to taking that level 6 feat, we select extra slot, which tells us that we may choose any spell level up to one less than the highest level spell we can cast. What is the hightest level spell we can cast. Well if we cast in our sanctum, and use our runeword, we can actually cast a 10th level spell. Now, its actually a 3rd level spell, but it counts as a 10th level spell (save DC is 20+casting mod and everything). By the wording of extra slot, we can select an extra 9th level spell slot, taking us to a grand total of 1 in that regard. Now if we have 19 wisdom, we can prepare spells like miracle, gate, implosion, mass heal, energy drain. You know, the fun stuff. There it is folks, Henry The Indestructible Meet Henry! Henry is a level 6 dwarf, with DR 13/-. That's right. Oh, and Henry is a Commoner. How, you ask? Roll With It is a very nice feat from Savage Species, providing a stackable DR 2/-, but requires Con 20 and Toughness. Hence, a Dwarf! lvl 1 - Commoner - Toughness, (flaw - Roll With It; flaw - Roll With It) Survivor is an... interesting PrC from Savage Species. Entering it only requires that all of your base saves are lower than your character level. Since commoners are unique in having NO good saves, they get in for free! lvl 2 - Survivor (Uncanny Dodge) lvl 3 - Survivor (Evasion) - Roll With It lvl 4 - Survivor (Imp Uncanny Dodge) lvl 5 - Survivor (Imp Evasion) lvl 6 - Survivor (DR 5/-) - Roll With It We've now managed to take RWI a total of 4 times, providing DR 8/- which stacks with the DR 5/- from Survivor, giving us that golden DR 13/-! The Pickpocketeer High Elf Rogue-10 ... with starting DEX of 20. 13 Ranks of Sleight of Hand +8 DEX Bonus (26 DEX due to 2 Level-Ups & +4 DEX Gloves) +5 Competence Bonus (Ring of Filching - A&EG - 500gp) +3 Skill Focus: Sleight of Hand Feat +1 Circ. Bonus (Finger Blades - A&EG - 20gp) +2 Synergy Bonus (5 ranks of Bluff) ==== 32 = Sleight of Hand Check * Take 10 on SoH checks due to Skill Mastery @ 10th level * Perform all SoH checks as free actions @ a -20 penalty * Lift a Small Object or take something from another creature you must make a DC of 20 * Be a Spring Attacking Rogue with the appropriate feats * Get the Quick Draw feat to facilitate stealing stuff and shoving the swag safely into your haversack NET RESULT = A Spring-Attacking Rogue who can smack & sneak attack you with his Greatsword ... in addition to stealing multiple items from you via multiple free actions *at will and automatically* while quick-drawing them all into his knapsack. He then springs away from you to avoid retaliation while loaded up with all your "previously visibly noticeable" magic items. Cast Enlarge Person (or get it via a magic item) on the Rogue, and with his impressive 10' reach, he can potentially SoH from multiple foes while doping his Spring Attacking routine. |
| #119phaedrusxyMar 05, 2008 11:48:24 | There is one difference: the RP required to switch from Lawful to Chaotic is a hard pill for most DMs (and many players) to swallow. I know that doesn't matter on these boards... but I was just expressing my opinion. You don't have to go all the way to chaotic. Neutral works fine. |
| #120jameswilliamogleMar 05, 2008 12:16:30 | You don't have to go all the way to chaotic. Neutral works fine. Thats true... but still might be difficult. I've hated the classes strict alignment policies since 1st edition. Never made sense to me (even Assasin having to be evil, but that does sort of work for the prereq). |
| #121the_mad_linguistMar 05, 2008 22:44:43 | Thats true... but still might be difficult. Well, he was originally lawful with neutral leanings, and now he's neutral with lawful leanings. That's like, what? A third of a step? Makes perfect sense.;) |
| #122ninja1Apr 23, 2008 18:05:46 | For the monk/barbarian combo, IIRC there's a chaos monk variant (dragon mag I believe?). Also, such a character could be the result of some higher power (using a Helm of Opposite Alignment). Midgard in Ruin, I like Mr. Diplomat but you may want to adjust the Old Age penalties... they are cumulative. While he does enjoy a +3 to his mental stats, he would suffer a -6 to his physical stats. Also, the synergy bonuses from skills do stack. yay, synergy! Here's my shot at a useful low-level build... though probably most useful as a follower or NPC. Would you folks be so kind as to offer some feedback? Bill Britannica (A.K.A. The Walking Encyclopaedia, by Ninja1): Race: I'd prefer Human for the skill points and extra feat, but this is flexible Class lvl: Dragonfire Adept 1 Total ECL: 1 Suggested stats: set Intelligence as the highest Feats: H. Draconic Knowledge (+X on all knowledge checks, equal to number of draconic feats) 1. Draconic -Blah- If flaws are allowed, or as the character levels up, bulk up on Draconic feats such as: Draconic Senses, Skin, Resistance, Claws, Heritage, etc... Invocation: Draconic Knowledge (+6 bonus on Knowledge and Spellcraft checks... such checks are treated as though you are trained even if you have no ranks in the skill) Skills: Craft (cartographer) Craft (drawing) Profession (writer... maybe scribe?) There are certainly other ways to optimize skill checks and one's Intelligence modifier. I won't attempt to list any here. The key concept to this is the ability to make Knowledge checks untrained via the Draconic Knowledge invocation. "Never visited Waterdeep before?, me neither... no problem though, let me just make a quick Knowledge (Local - Waterdeep) check... Ah, the Ugly Duckling tavern has good food and lodging at reasonable prices... but let's steer clear of Green Ave, there's a bad element there" Use Knowledge Geography, Nobility, Religion, Local & History to learn all you want to know about any place or any people. Use Craft and Profession skills to make detailed maps and illistrated texts. There are spells that pull off the same untrained knowledge trick such as Lore of the Gods and Spiritual Advisor from Complete Champion, but I think this invocation is the earliest option to use. Books needed: Player's Handbook, Dragon Magic, and Complete Arcane |
| #123maeglin_dubhApr 23, 2008 20:47:54 | I've got an idea for a Swashbuckler3/Duskblade4 with Einhander and Practiced Spellcaster. More flavorful than optimized, I'm afraid, but there aren't any level 7 builds yet, so... I might even drop one Duskblade level for a level in Fighter, or Barbarian (Fighter for the feat, Barbarian for the Fast Movement). |
| #124militantjaySep 30, 2008 15:20:39 | Can someone explain this build from OP? Elf Cleric 1 CG (28 point buy) Str 10 Dex 16 Con 10 Int 10 Wis 15 Cha 14 Diety: Solonor Thelandira Domains: Elf and War Saves: 2/ 3/ 4 Cleric 1 Turn Undead, Point Blank Shot, Weapon Focus (longbow), Rapid Shot 2 attacks at +2/+2 *Note: If you fear to have no target to choose that aren't engaged in melee, you should consider, to avoid the nasty -4 penality for shooting a creature engaged in melee (plus the chance to actually hit the party member engaged with it) replacing the Rapid Shot feat by the Precise Shot one. You'll loose an attack, but will fire at +4, even if the creature is engaged, with no chance to hit a friend doing so. Then when you reach 3rd level, just take Rapid shot as your new feat. I get how the cleric is able to use a longbow (either from being Elf, or from War Domain), I get that you get Point Blank Shot (Elf Domain). But, how at level one, does and elf cleric have both Weapon Focus (longbow) and Rapid Shot. They can choose to have Rapid shot as their feat for level one character. But an elf cleric doesn't have the +1 BAB necessary for Weapon Focus or a second feat to spend at level one. I'm corn-fused. |
| #125shokatsuryouSep 30, 2008 15:24:08 | War domain gives Weapon Focus for free with deity's favored weapon. |
| #126militantjaySep 30, 2008 15:31:14 | Four times I read it. Four times, and every time, I just stared at it and didn't absorb it. I'll sleep on my PHB tonight. Maybe osmosis will work where reading comprehension failed. BAH! |
| #127amadithegreatOct 05, 2008 7:18:27 | I didn't see this at first page, and thought to post it. Azurin Druid (Or wizard, sorcerer or anything with pet/familiar) 1 Feats: 1st(Normal): Shape Soulmeld - Acidic Spittle 1st(Azurin): Share Soulmelds 1st(Flaw): Expanded Capacity - Acidic Spittle 1st(Flaw): Any feat that increases essentia by one Now, shape Acidic Spittle and share it with your familiar (Preferably high-dex one.). Now, you and your pet can shoot spittles for 2d6 damage ranged touch attacks each. That's 4d6 damage/round. You also cast spells as level 1 caster. (Druid is nice because it allows you to cast entangle, and then fire at entangled opponents.) |
| #128hezorOct 05, 2008 12:48:51 | Gnome Cloistered Cleric 3/ Shadowcraft Mage 5 Domain: Gnome Domain: Trickery Spontaneous Domain Casting (For Silent Image) Trait: +1CL in Illusion -1 in rest. 1. Heighten Spell Flaw. DMM: Heighten Spell Flaw. Spell Focus (Illusion) 3. Extra Turning Here goes the cheese - With trickery Bluff and Hide are class skills, so we have max ranks in each and we can heighten Shadow Bridge with DMM so SM is ok to enter ;) 6.Extra Turning 9.Extra Turning or 6.Earth Sense. 9.Earth Spell. First if we are too lazy to think and we just carve for cheap power, second if we have nightsticks available (They don't have to stack - fire one for +3 Heighten, take next) 2 free always active metamagic feats, miss chance, 9th lvl spells at lvl 9. Any suggestions? PS - Sorry for poor english ;) |
| #129phaedrusxyOct 06, 2008 16:36:25 | Gnome Cloistered Cleric 3/ Shadowcraft Mage 5 I'm pretty sure the skill prereqs mean you can't enter SCM till 6th level. Doesn't it require 8 ranks in something? Though that won't harm your build much, as you get the best SCM ability at SCM 3. So CC5/SCM3 is legal, but I don't think CC3/SCM5 is. |
| #130carnivoreOct 06, 2008 18:08:19 | the Pre Reqs for Shadowcraft Mage: Race: Gnome. Bluff: 4 ranks. Hide: 4 ranks. Feats: Spell Focus (illusion). Able to cast 3 Illusion spells, including at least 1 (shadow) spell of at least 4th level. so with DMM(Heighten)... it looks like it works.... but.... the Drawback: Shadowcraft Mage advances Arcane Spellcasting... not Divine Spell casting ... so it wont work sorry :D |
| #131emyOct 06, 2008 18:44:50 | Shadowcraft Mage advances Arcane Spellcasting... not Divine Spell casting Where are you getting this? I see "...as if she had also gained a level in a spellcasting class to which she had belonged..." and on the table "+1 level of existing spellcasting class" the prereqs don't state you need arcane casting either. edit: This other thread has more builds. Kelan ran out of room in his posts in this one. (It doesn't look like the other one is being updated either, but it is a more recent thread.) |
| #132carnivoreOct 06, 2008 18:55:02 | am away from books .... looked it up at Crystal Keep.... if it is Different... then it works, good job .... if not then it doesnt work :D |
| #133hezorOct 07, 2008 5:47:27 | So it seems that I've managed to make something powerful and working and the same time ;) Any suggestions for PRCs for levels 9-10? I think that build for 9th lvl would be also nice, as that is where char gains abillity to cast 9 lvl spells ;) |
| #134carnivoreOct 07, 2008 16:02:55 | So it seems that I've managed to make something powerful and working and the same time ;) Divine Prankster from Races of Stone... is just what you want... Cloistered Cleric 3/ Shadowcraft Mage 5/ Divine Prankster 10/ Contemplative 2 Domains: Knowledge(cloistered Cleric Bonus) Gnome ........ +1 to CL for Illusions Trickery Illusion(contemplative bonus) ........ +1 to CL for Illusions lots of fun :D |
| #135carnivoreFeb 21, 2010 15:27:58 | bump to save![]() |