Malacode
2009-05-10, 08:27 AM
Recently, a friend of mine decided to start up an overpowered game, one where munchkinry and rules abuse are encouraged. The only thing is: The character has to be built around a theme, the odder and less plausible the better. I mean, there's a party member who, despite having only martial classes, is the "Buffer" and "Utility Mage", and another member with over 22,500 HD of undead under his control.
I'm not after a debate over whether this is a good way to play the game or not, I just want a little help with CO as we'll be facing CR 17+ monsters. Rules in place: 9th level gestalt, any d20 sourcebook compatible with D&D 3.5 is allowed (No unrevised 3.0 without DM approval, anything not published by WotC also subject to DM approval. Unearthed Arcana again subject to DM approval, except for LA buyoff and Flaws which are OK.)
40 point-buy or 5d6 drop 2 for stats
The theme I've got going is an arcane-only mage with four or five spellcasting classes, yet (Despite all the drawbacks of such horribly gimped casting) he's the melee character and debuffer of the party.
The build so far:
Human Symbiotic Creature (Phrenic Greenbound Petal as the guest)
Level 1: Sorc1//Duskblade1
Level 2: Sorc2//Duskblade2
Level 3: Sorc3//Duskblade3, +1 LA bought off
Level 4: Sorc4//Duskblade4, pay for Polymorph Any Object to become a Beholder.
Level 5: Beholder Mage1//Duskblade5
Level 6: Ultimate Magus1//Duskblade6
Level 7: Abjurant Champion1//Suel Arcanamach1
Level 8: Abjurant Champion2//Suel Arcanamach2
Level 9: Spellsword1//Suel Arcanamach3
All +1 spellcasting PrC's advance Beholder Mage.
Benefits: No point is there a hit-die below d8, full attack bonus, incredible number of spell levels to fuel Arcane Strike (Something like 170, IIRC).
Abilities:
Str 15
Dex 18
Con 18
Int 18
Wis 12
Cha 22
Feats:
Extend Spell (Human Bonus)
Iron Will (Level 1)
Arcane Preparation (Level 3)
Knowledge Devotion (Level 6)
Combat Reflexes (Level 9)
Versatile Spellcaster (Sold Soul)
Arcane Strike (Sold Soul)
Combat Casting (Duskblade Bonus)
Weapon Finesse (Petal Bonus)
Improved Initiative (Petal Bonus)
Contemplating Dedication to an Elder Evil to gain some Vile feats.
Contemplating Pathetic: Strength x2 to replace selling of the soul.
Alternate Class Feature: Replace Sorcerer familiar with Divine Companion, which I can store spell-energy in to gain AC or healing
Important Equipment: Ring of Wizardry I, Whirling Mouthpick Whip-Dagger
The plan is this:
Five 5th level spells at CL 6 as a standard action make self-buffing really easy.
First round of combat, use the Beholder Mage's ability to cast as many spells as it has given up eye-rays to cast Shield, Scintillating Scales, Alter Self (Tren), Bite of the Wererat and Cat's Grace for +6 Shield, +5 DEX, +11 Natural, and +15 normal NA becomes Deflection. Then use the Duskblade's Quick Casting to cast Greater Luminous Armour (If this doesn't work as I'm casting it as a Beholder Mage spell, cast it at the beginning of the day instead) for another +10 Armour Bonus
AC total 32 + existing AC, which as a Beholder makes for 56 AC total. Add in 5 AC from the Divine Companion (Ultimate Magus advances -all- arcane caster levels by 1) to get AC 61.
Use the Arcane Hands class feature of Beholder Mage to get the Mouthpick Whip into the mouth of the Beholder.
With 3/day whirlwind attack, 25ft reach and Arcane Strike, a lot of damage will be dealt to anyone and everyone nearby. If only an attack action is made, Vampiric Touch and Arcane Strike damage can be dealt to one foe as part of a Trip attempt, then should they try to get up in their turn they provoke an AoO, Arcane Strike damage and all. If a foe just won't get hit, throw in a Quick Cast-ed True Strike
There's pretty much everything worth knowing. Sure, there's a lot of magical tricks available to any spellcaster (Bestow Curse followed by Phantasmal Killer comes to mind), but that's not the focus of the build.
Questions: Problems? Does the main tactic work? Any prerequisites for PrCs I missed? (Don't worry about skill based ones, I know I have them covered). Spellsword isn't really that great, it was the only other +1 spellcasting/+1BAB class available, so are there any classes which would be better than the ones I'm currently using? I'm thinking something to do with sharing spells or gaining lots of spells known would be a good idea, as long as it doesn't cost -too- many caster levels. Can this build (With the help of a few other gestalt characters) take on creatures of CR 17+?
Also, Ultimate Magus questions:
Which class should be the secondary class advanced? As "Arcane Preparation" can be applied to any one of the spellcasting classes in there (Including Beholder Mage), any one is fair game.
And
Expanded Spell Knowledge: Can it be applied to -any- spontaneous spellcasting class or does it have to be the spontaneous one the Ultimate Magus is advancing?
I'm not after a debate over whether this is a good way to play the game or not, I just want a little help with CO as we'll be facing CR 17+ monsters. Rules in place: 9th level gestalt, any d20 sourcebook compatible with D&D 3.5 is allowed (No unrevised 3.0 without DM approval, anything not published by WotC also subject to DM approval. Unearthed Arcana again subject to DM approval, except for LA buyoff and Flaws which are OK.)
40 point-buy or 5d6 drop 2 for stats
The theme I've got going is an arcane-only mage with four or five spellcasting classes, yet (Despite all the drawbacks of such horribly gimped casting) he's the melee character and debuffer of the party.
The build so far:
Human Symbiotic Creature (Phrenic Greenbound Petal as the guest)
Level 1: Sorc1//Duskblade1
Level 2: Sorc2//Duskblade2
Level 3: Sorc3//Duskblade3, +1 LA bought off
Level 4: Sorc4//Duskblade4, pay for Polymorph Any Object to become a Beholder.
Level 5: Beholder Mage1//Duskblade5
Level 6: Ultimate Magus1//Duskblade6
Level 7: Abjurant Champion1//Suel Arcanamach1
Level 8: Abjurant Champion2//Suel Arcanamach2
Level 9: Spellsword1//Suel Arcanamach3
All +1 spellcasting PrC's advance Beholder Mage.
Benefits: No point is there a hit-die below d8, full attack bonus, incredible number of spell levels to fuel Arcane Strike (Something like 170, IIRC).
Abilities:
Str 15
Dex 18
Con 18
Int 18
Wis 12
Cha 22
Feats:
Extend Spell (Human Bonus)
Iron Will (Level 1)
Arcane Preparation (Level 3)
Knowledge Devotion (Level 6)
Combat Reflexes (Level 9)
Versatile Spellcaster (Sold Soul)
Arcane Strike (Sold Soul)
Combat Casting (Duskblade Bonus)
Weapon Finesse (Petal Bonus)
Improved Initiative (Petal Bonus)
Contemplating Dedication to an Elder Evil to gain some Vile feats.
Contemplating Pathetic: Strength x2 to replace selling of the soul.
Alternate Class Feature: Replace Sorcerer familiar with Divine Companion, which I can store spell-energy in to gain AC or healing
Important Equipment: Ring of Wizardry I, Whirling Mouthpick Whip-Dagger
The plan is this:
Five 5th level spells at CL 6 as a standard action make self-buffing really easy.
First round of combat, use the Beholder Mage's ability to cast as many spells as it has given up eye-rays to cast Shield, Scintillating Scales, Alter Self (Tren), Bite of the Wererat and Cat's Grace for +6 Shield, +5 DEX, +11 Natural, and +15 normal NA becomes Deflection. Then use the Duskblade's Quick Casting to cast Greater Luminous Armour (If this doesn't work as I'm casting it as a Beholder Mage spell, cast it at the beginning of the day instead) for another +10 Armour Bonus
AC total 32 + existing AC, which as a Beholder makes for 56 AC total. Add in 5 AC from the Divine Companion (Ultimate Magus advances -all- arcane caster levels by 1) to get AC 61.
Use the Arcane Hands class feature of Beholder Mage to get the Mouthpick Whip into the mouth of the Beholder.
With 3/day whirlwind attack, 25ft reach and Arcane Strike, a lot of damage will be dealt to anyone and everyone nearby. If only an attack action is made, Vampiric Touch and Arcane Strike damage can be dealt to one foe as part of a Trip attempt, then should they try to get up in their turn they provoke an AoO, Arcane Strike damage and all. If a foe just won't get hit, throw in a Quick Cast-ed True Strike
There's pretty much everything worth knowing. Sure, there's a lot of magical tricks available to any spellcaster (Bestow Curse followed by Phantasmal Killer comes to mind), but that's not the focus of the build.
Questions: Problems? Does the main tactic work? Any prerequisites for PrCs I missed? (Don't worry about skill based ones, I know I have them covered). Spellsword isn't really that great, it was the only other +1 spellcasting/+1BAB class available, so are there any classes which would be better than the ones I'm currently using? I'm thinking something to do with sharing spells or gaining lots of spells known would be a good idea, as long as it doesn't cost -too- many caster levels. Can this build (With the help of a few other gestalt characters) take on creatures of CR 17+?
Also, Ultimate Magus questions:
Which class should be the secondary class advanced? As "Arcane Preparation" can be applied to any one of the spellcasting classes in there (Including Beholder Mage), any one is fair game.
And
Expanded Spell Knowledge: Can it be applied to -any- spontaneous spellcasting class or does it have to be the spontaneous one the Ultimate Magus is advancing?