Help Playing a Sharn

Post/Author/DateTimePost
#1

mpalmeruci

Dec 15, 2008 11:00:55
Hello,

My character died and it looks like I might be allowed to play a sharn, assuming I take over completely- the HD and level adjust won't be bought off, so I'll be quishy.

I'm missing one page from my copy of the monsters of Faerun- the first page that indicates the sharn's stats. Any feedback on the stats of a sharn? I have all the EX and descriptions on page 76 I think.

Any suggestions on playing a sharn? I think I'll go for mystic theurge, or maybe even try to qualify for that Druid/Bard PrC that gives +1 bab per level. Is there a creature that better qualifies for that PrC than the sharn? Level adjustments and HD don't matter, up to a total of 12.
#2

widow

Dec 15, 2008 17:00:42
You will need to post the books allowed before you will get many comments. The second question is what do you plan to do with this character.

For a full out spell caster go with mystic theurge as you suggested:

4HD/5LA/10 Mystic Theurge/ 1 Mind bender
BAB 8 (15 with divine power)
Sorc 18
Cleric 15
Turn Undead for Persistent spell and Divine Metamagic
Telepathy (Take the Mindsight feat from Lords of Madness)
This is a pure caster throwing off two spells a round at opponents

For a melee arcane gish

8HD (advance by HD)/ 5LA/2 Mystic Theurge/5 Abjuration champion
BAB 12, 14 with otherworldly, 15 with Divine power
Sorc 18
Cleric 7
Turn Undead for Persistent spell and Divine Metamagic (less necessary)

Use your 4th level divine spells for divine power (if needed) and Greater luminous armor from exalted deeds. From your arcane side put up a shield spells. Now abjuration champion will let you throw up the shield as a swift action giving you 4 points of Armor + another 5 points from abjuration champions enhanced spell armor ability. Greater luminous armor will like wise give you 8 points of armor +5 from the abjuration champion. This is on top of the spells -4 to hit with melee attacks against you. Then throw up divine power (if not persistent) if needed as a standard action and make a full attack. If you can take the otherworldly feat from the players guide to faerun, that will convert you into an outsider giving full BAB on HD, 8 skill points per HD, and all good saves. This will make divine power unnecessary.

If you really want to get crazy and become a whirlwind of cutting death

9HD (Huge Size)/2 HD (Extra head)/+7 LA/ 2 Abjuration Champion
BAB 10/ 13 Otherworldly
Sorc 16
Cleric 5
Turn Undead (divine meta not needed)

Advance the sharn by HD up to 9HD, which increases it size to Huge. The extra head template from savage species gives 2HD and a +2 LA. Although this is more LA, every HD advancement pushes one of the sharn's caster levels. Additionally extra head gives a +2 bonus to Con, some bonus feats, and most importantly, the epic equivalent of Perfect weapon fighting. The sharn can attack with every limb as if it was the primary hand with no penalty. The 9 claws will give you 18 to 27 weapon attacks depending on your BAB. Also you will still be able to cast 8th level sorc spells and 3rd level clerical spells. Just be ready to buy 9 weapons. Only problem here is it has a starting ECL of 13: 4HD+5LA sharn 2HD multiheaded+2LA, but I am sure you can just start missing one of the HD.

A natural attack monster build:
Sharn 9HD/+5 LA/Warhulk 6 (Minatures handbook)

BAB 6/Divine Power 15
Sorc 10
Cleric 7
Turn Undead for Persistent spell and Divine Metamagic (Not required)

Again you want 4th level divine spells for divine power since you will have almost no BAB. 5th level sorc spells will give you access to superior magic fang from the Dragonimicon, with with a practiced spell caster feat, can give you a +3 enchancement bonus on every one of your natural attacks. The warhulk will net you +2 str per level, for a total of +12 str (+8 more from the large to huge size increase, +8 for your racial str bonus). Use the sharn portals to attack opponents all over the battle field, or cast the level 1 sorc spell bloodwind, which will allow you to attack at range with all your natural attacks. This will give you less attacks than the weapon build, but no need to buy lots of weapons. Only feats required are Power attack and cleave. This leaves room for the Improved Natural attack feat for even more claw damage. Also if it fancies you, you could be good and progress down the Vow of Poverty feat Chain.

Level 1 Sacred Vow
Level 3 Vop of Poverity
Level 6 Power Attack
Level 9 Cleave
Level 12 Improved Natural Attack Claws
Level 15 Practiced Spell Caster Sorc

Just a few ideas, hard to suggest any one since you did not really specify what find of build you wanted beyond sharn.

**Edit: Stat mods Str +8 Dex +10 Con +10 Int +8 Wis +8 Cha +10
Huge Size mods Str +8 Dex -2 Con +4 Natural AC +3