PDA

View Full Version : Character Builder Thread II



Roland St. Jude
2009-07-15, 10:49 PM
(This is a new, fairly high procedure thread; please read the entire instructions carefully before posting. Thanks.)

Want help building a character? Have a great character concept, but know that you struggle with the numbers? This is the thread for you! You are, of course, welcome to start a thread for your question. But this thread will hopefully draw the frequent attention of those who need help and those who like to help.

If your question is about real world weapons and armor ask it here (http://www.giantitp.com/forums/showthread.php?t=18302).
If your question is about homebrew rulings start a thread here (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew).
If you are looking for the meaning of an acronym or abbreviation look here (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1121064702 ;start=0#0).
If you are asking a simple rules question look here (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1155943945 ).

The Procedure:

Basics:
Always remember to ask not demand help; you are asking for someone for a favor.
Always be respectful of the questioner; someone has admitted to your superior knowledge and asked for your aid.
Of course, follow all the Rules of Posting.

A character can be built:
From scratch to a certain level (showing the end result character at the level you specify)
Level by level (showing what you should take at each level)
Based on an existing character (taking a character you provide to the next level or whatever level you specify)

Asking for a Character (You may want to use the Sample below as a template for your request):
1. Which of the above are you asking for?
a. If it’s the third one please provide the vital stats of your current character.
2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books that can be used to build your character
b. Race (including any Level Adjustment Limits)
c. Class
d. Ability Scores (fixed or generation method)
e. Alignment
f. House Rules: are there any other requirements or unusual rules imposed on you/your character (e.g. no single level dips, no item creation feats, Track is being given to you as free feat, etc.)
g. Concept: what requirements or preferences do you have regarding concept?
h. Other: Is there any other information that might help someone make your character all she can be (e.g., what are others playing, the setting is largely wilderness, the DM is threatening to use a lot of undead, or the campaign will be heavy on combat and light on intrigue)?
3. Expiration Date: After what date do you no longer want a response?

Making a Character:
1. Do your best to build a character to the specifications required. If something is literally impossible, post to say that. But if it's merely suboptimal, do your best to build with those restrictions.
2. Post that you are going to take a certain request (so that folks who don’t want to duplicate your effort know to avoid that request.)
3. Post to include your build when it’s ready. (You can used the "Modify" function to use the same post to respond.)
4. More than one person can take a crack at any one request (so don’t feel offended if someone else wants to take a request you’ve said you’re taking.)

Special Rules Update:
In an effort to make this thread run more smoothly, the following rules should be strictly adhered to:
1. Don’t post ideas for parts of builds; either build the whole thing or don’t. (Failure to do this, which was part of the prior rules, is really muddling up the thread and leaving some requests only partly addressed.)
2. Comments on builds once completed are fair game, as long as they are respectful of the builder.
3. Number each request (Q1, Q2, etc.) and each corresponding answer/build (A1, A2, etc.) and each corresponding comment (C1, C2, etc.)

These rules will be enforced by friendly warning, editing or removal of non-conforming posts, and eventually more serious measures.

Sample Request:
Q.1. Could you please build me a 15th level arcane caster?
Books: I can use Core + Any Complete book + PHBII + MM I-IV
Race: Any with a level adjustment of +3 or less
Class: I prefer spontaneous casters, but it’s not a requirement
Ability Scores: 32 point buy
Alignment: Any non-evil
House Rules: My DM says magic items will be available for purchase but we’re not building them ourselves, so avoid item creation feats.
Concept: I’m thinking of a quiet, not flashy, but still effective caster. A real team player.
Other: I’m the party’s only arcane caster. I think we have a cleric, half-orc two-handed fighter, and a rogue-type. The DM’s been dropping hints about coastlines and pirates and stuff, for whatever that’s worth.

{If you have any comments about how this thread could be improved please PM me.}

DracoDei
2009-07-16, 03:34 AM
To create continuity and/or get the numbering system back on track:

Q.0(Answered)
I would like to see what an optimizer would do with:
-Mepholk (http://www.giantitp.com/forums/showpost.php?p=4520583&postcount=3)
-32 point stat buy
- ECL 10 (So 1 racial HD, plus classes and acquired templates)
- no inherited templates
- non-evil alignment
- If possible, play to their racial strengths, rather than just taking a generically good build and slapping it on them (although knowing which generic build they fit best could also be good).

Note the wide selection of racial feats, although they may or may not be useful. Basically I want to get some slightly more empirical data on their balance, and see what roles they fit into.


Man, that racial HD is killer, but try this...

Any Neutral
RHD1/Hexblade4/Fighter2/SuelArcanamach4/AbjurantChamp5/Spellsword4
Stats: Cha > Con > Str > Int > Dex > Wis

take the Hexblade ACF for the Dark Companion that gives -2 to saves. Take Dreadful Wrath which allows you to make an intimidate roll whenever you attack cast a spell. Take the Never Outnumbered skill trick that lets you make Intimidate checks against multiple foes.

Now, move your dark companion on top of someone, cast a swift spell, like any Abjuration once you have AbjChamp3, and spray them. Their chance of making the save vs your fear will be low, and their chance of making the save vs your spray will be lower. Now that they are sufficently debuffed, your caster friend uses a Save vs Death spell on them or you just melee them with their severly crippled AC.

Other feats that would help would be the Powerful Musk feat and Ability Focus: Musk. Power Attack should probably be in theere somewhere. Everything else is golden.

Thank you very much. As for the Racial HD, it seemed like the closest I could get to LA 0.5 which is where I thought they belonged since they are equal or better than humans on every point EXCEPT favored class (and for NPCs that becomes debatable, but that is a completely different question).

Speaking of favored class, are you sure you don't mean Fighter 3? -20% XP sounds painful.

(now to find out what half those classes actually DO...)

If you are going to be meleeing them, do you suggest taking Stench
Resistance, what about Improved Stench Resistance? Of course, that becomes less important once you get Delay Poison cast on you frequently enough, and moot when the party starts doing Heroes Feast every day...

flare'90
2009-07-16, 03:59 AM
Ok, so my request got deleted with the old thread. I guess it's better to repost it.

Q.2

Books: Any 3.5, along with Manual of the Planes and BoVD
Race: any with LA +0, preferably Human
Class: Archivist, eventualy with PrC if needed
Ability Scores: 32 point buy
Level: 1-20, preferably with a full progression
Alignment: Any
House Rules: Nothing particular, flaws aren't allowed, no Gestalt
Concept: I'm thinking about an utility caster,
Other: I'm probably going to be the only divine caster in the party. It's also my first time playing with an archivist, so if you can give me some tips and/or advices.
Expiration date: 03/08/2009

TheLibrarian
2009-07-16, 07:38 AM
My request disappeared as well,
I'm looking to make an Illumian wizard for an upcoming game and I really like the idea of an Illumian Geometer who uses a lot of symbol and word based magic (power word spells, sepia snake sigil, symbol spells etc) So far I've been looking through the complete series and the races of series as well as the phb for spells, but was wondering, if along with a cool build set up someone could suggest any spells based around the theme, glyph of warding will help but I was still wondering if there was anything out there.

The character is an Illumian sleeper agent, pretending to be a human in the city so that he can gather information about the city for his cabal, so he'll be based more around trickery and deception than boom boom wizardry.

So ya, any Geometer build ideas/spell suggestions?

Thank you in advance.

DracoDei
2009-07-16, 11:18 AM
I am just a newbie on this thread (as opposed to the homebrew forum), but the request numbering system seems like a good thing to me, and this WOULD be the time to get back to it again.... then again since I used up "0" and "1" might be seen to imply something that WASN'T a carry-over from the old thread...

TETanglebrooke
2009-07-18, 08:03 AM
So ya, any Geometer build ideas/spell suggestions?

focus specialist enchanter drop evocation, transmutation, and conjuration.
human wizard2/master specialist 10/geometer 5/mindbender 1/xxx 2
feats 1: spell focus enchantment, precious apprentice(if playing with retraining[retrain to able learner if possible(ask your dm, its a level one only feat that you would be using a level one feat slot on.)] and then i would suggest 2 levels of chameleon at the end)

you would come out as an 18th level wizard with extra potent spells and a free floating feat. pick spells heavily from enchantment, abjuration and illusion, have a specialized selection of divination.

If you would prefer the power of conjuration over the few run of the mill high level symbols i would say switch conj and necro.

and the metamagic invisible spell

Voldecanter
2009-07-18, 08:16 AM
Q.3


Would it be Possible for someone to build An Arcane Spellbook Spell-Caster that is based off of the Gnome Wizard from the Game - Lords of Magic ?-
A build that takes the character from level 1-20 ?
Books: Any and All 3.5 Books
Race: Gnome (Maybe a sub-type of gnome that lives in the mountains or underground)
Class: Striaght Wizard is prefered but if someone feels like levels of Druid would make it better go ahead .
Alignment: Any non-evil
Concept: I'm thinking of someone who would really shine in underground and wilderness situations , but outside of his 'element' he would be a utility caster .
Other: We are playing in a mountaeous Region of the World , where many caves lead to places unknown .
Expiration Date: July 29th, 2009

VirOath
2009-07-19, 02:20 PM
Q.4

I'm wondering how far one can take a Thri-Keen Melee Powerhouse. All books are open and allowed. ToB was interesting, but it doesn't exactly take into account Multi-weapon fighting abuse that the Thri-Keen has.

Or are there other ways of being a Thri-Keen without being a Thri-keen?

Assume 32 point buy.


And thanks for the help!

Thri-keen Powerhouse Request
-Level by level build upto 10 to start. I can take it from there, but please leave it open for growth
2. Limits:
a. Any and all Books
b. Thri-keen, or a means of getting it easily, no more than +2 LA and 2 HD
c. Any class, but going for a Melee character
d. 32 Point buy
e. LG to CN
f. No house rules
g. Concept: Melee smasher. Wondering how well PA works when dual wielding 2-handers. Or if the 4 attacks at 1D10 or less, with dice effects would be greater. The ability to dual wield is very tempting on this, because it opens up dual wielding bows, and the abilities required for that can be bought with gold rather than a character investment.
h. Other: Gesalt is nice, but can't be used. But these builds do give me something to work with.
3. Expiration Date: N/A

Roland St. Jude
2009-07-19, 02:41 PM
Sheriff of Moddingham: If people aren't going to follow the rules and include the required information in their requests (including number and expiry date), I'm going to make this thread unofficial and unstick it.

ZeroNumerous
2009-07-19, 02:50 PM
Q.4

I'm wondering how far one can take a Thri-Keen Melee Powerhouse. All books are open and allowed. ToB was interesting, but it doesn't exactly take into account Multi-weapon fighting abuse that the Thri-Keen has.

Or are there other ways of being a Thri-Keen without being a Thri-keen?

Assume 32 point buy.


And thanks for the help!

Q4a

I did something like this. Thri-Keen (http://www.giantitp.com/forums/showpost.php?p=3876660&postcount=71) build. It could be made worse by taking the Girallon soulmeld and casting the Girallon's Arms spell, but by itself this is about as far as you can go. It's Gestalt though, so it may or may not answer the question effectively.

Q4b

Girallon's Arms spell gives you two extra arms(four total). The Girallon soulmeld adds two arms and claws to all your arms. Either of these will let you replicate a Thri-Keen and both of these will let you be Thri-Keen+.

alexthemad
2009-07-19, 08:38 PM
Q5.

Could someone please help me with a scout type build. I would actually prefer something other than the bow shooting scout, just for something different. I need a level by level build with feats please.

Books: Any 3.5
Race: Any (I was leaning toward the shade sub-type, but I just don't know)
Class: I would like a little spellcasting ability, or at least some spell like abilities. They are not needed tho, mostly want a sneaky scout type.
Abilities: 40 Pt buy
Level: level by level 1-18
Alignment: Any non evil (which is why im starting to not want the shade)
House Rules: There are none. Although there is never time or a need for item creation.
Concept: As mentioned above, a sneak/scout.
Other: Our group will be 8 strong, with fighters, casters and healers (and what we come up with here). The game is mostly hack and slash dungeon crawl with plenty of traps and surprises. The DM uses a good mix of monsters.
Expiration Date: July 25th, 2009

I want to say thanks ahead of time, and happy building.

Yakk
2009-07-20, 11:02 AM
Q6: I'm looking to make a level 2 Battlerage fighter for a friend in a game. If you want to, a sketch of where to go from there to paragon/epic might be inspiring.

Books: Any and all, even Dragon.
Race: Human
Class: Fighter
Option: Battlerage Vigor
Ability Scores: 41 point-buy (in the builder, you can go to negative 19 points remaining)
Items: Level 1 starting equipment. Magic items will be slow, do not rely on them unless far below the character's level. (we may be creating them) The party has an unused suit of mithril chainmail +1 (too many light armor characters).
Other: The party is striker-heavy. So the player wants more defence than an existing tempest fighter build. At the same time, the DM ignores marks if they aren't punishing enough. And this is using the post-errata Battlerage Fighter.
Thoughts: The at-will invigorating, reckless blow, and the at-will knock prone seem like great default choices. Invigorate when besieged, reckless when being ignored, and knock prone for control.
Expiration Date: Jul 26th.

dspeyer
2009-07-20, 10:43 PM
A5

Well, for a different scout, how about a pixie factotum? This assumes you're not actually going to play at levels 1-4 (unless your DM's willing to homebrew a racial progression).

Stats:
STR: 8 DEX: 24 CON: 14 INT: 24 WIS: 16 CHA: 14

The important racial abilities (besides the stat bonuses) are small size, flight and greater invisibility at will. The DR, SR and SLAs are nice too.

Skills to max out:
Search, Spot, Listen
Hide, Move Silently
Disable Device
Survival
Knowledge(dungeoneering, nature, religion, arcana, the planes)

Spread your remaining points evenly among Bluff, Sense Motive, Escape Artist and Use Rope. If you ever do anything important with these, use Cunning Knowledge.

Feats
Racial: Weapon Finesse, Dodge
1 Track
3 Knowledge Devotion
6 Martial Study (Shadow Jaunt)
9 Martial Stance (Assassin's Stance)
12 Shadow Blade

Use Arcane Dilettante to pick up divination spells.

TheLibrarian
2009-07-20, 11:05 PM
Q7.
I return with another question for your gigantic brains. I even followed proper posting procedure ^^

Could you please build me a sneaky arcane casting spelltheif? I'm thinking either Spellthief/Wizard/Daggerspell mage or Spellthief/Wizard/Spellwarp Sniper? We're starting around level 6 or so and I expect that we will get to around level 15.

Books: Any official wizard’s books, Dragon magazine maybe.
Race: Illumian
Class: Preferably starts as some sort of Spellthief/Wizard
Ability Scores: 2 sets of 4d6 dropping lowest, rolling in person.
Alignment: Any non-evil (or he has to be really good at pretending not to be evil and have good reason to, our last attempt at an evil character in the party ended up split in half by an angry swordsage)

House Rules: He has subtle sigil as a free feat as well as a background feat

Concept: He's an illumian pretending to be a human in the city, where he works to gather information for his cabal.

Other: The party has a Halfling rogue and a goliath warblade, as well as a fourth member who hasn’t said what they are going to play yet, I figure I'll fall under the arcane caster part of this.

As a character I was thinking of using the invisible spell metamagic feat, as well as the skill trick to hide casting, in order to pummel people without others noticing.

Thank you for the help, I shall shower you with delicious cookies in thanks.

Mando Knight
2009-07-21, 12:12 AM
Q6: I'm looking to make a level 2 Battlerage fighter for a friend in a game. If you want to, a sketch of where to go from there to paragon/epic might be inspiring.

Books: Any and all, even Dragon.
Race: Human
Class: Fighter
Option: Battlerage Vigor
Ability Scores: 41 point-buy (in the builder, you can go to negative 19 points remaining)
Items: Level 1 starting equipment. Magic items will be slow, do not rely on them unless far below the character's level. (we may be creating them) The party has an unused suit of mithril chainmail +1 (too many light armor characters).
Other: The party is striker-heavy. So the player wants more defence than an existing tempest fighter build. At the same time, the DM ignores marks if they aren't punishing enough. And this is using the post-errata Battlerage Fighter.
Thoughts: The at-will invigorating, reckless blow, and the at-will knock prone seem like great default choices. Invigorate when besieged, reckless when being ignored, and knock prone for control.
Expiration Date: Jul 26th.

A6

Here's what I've got so far. You have stated that it's level 1 starting gold, rather than level 2 starting items... so I gave him a standard Heavy Shield and Battleaxe rather than a magic Battleaxe and neck slot item. He's got the mentioned +1 mithral chainmail included in his statblock.

He should stick to chainmail, since it's the best armor for him to use and keep his damage bonus from Battlerager, unless he feels like investing in a lot of Dexterity rather than Constitution.

I gave him a Shield since that puts him more solidly into the Defender category, and opens up use of the control/defense feats associated with a decent Wisdom score and having a shield: Distracting Shield, Shield Defense, etc.

The Battleaxe can be replaced by a Waraxe if he starts needing more damage but doesn't want to drop the shield.

If he wants to go Super-Defender, I'd take a look at Dreadnought or Shield Adept for the Paragon Path. Dreadnought further increases the Fighter's already high HP, and Shield Adept improves his ability to take vengeance on the fools who hit his friends. Multiclassing into Warden or Paladin might not be a bad idea.

For Epic Destiny, I'd look at Demigod/Chosen (for the stat boosts and eventual munchkinry of never running out of Encounter powers), Adamantine Soldier, or Eternal Defender.

For power selection, I'd pick powers that have clauses that improve the power if the user is wielding an Axe or Shield. Changing his primary weapon to a Hammer is also possible...
====== Created Using Wizards of the Coast D&D Character Builder ======
level 2
Human, Fighter
Fighter Talents: Battlerager Vigor

FINAL ABILITY SCORES
Str 20, Con 16, Dex 14, Int 10, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 18, Con 16, Dex 14, Int 10, Wis 16, Cha 10.


AC: 20 Fort: 19 Reflex: 16 Will: 15
HP: 37 Surges: 12 Surge Value: 9

TRAINED SKILLS
Heal +9, Athletics +8, Endurance +6, Intimidate +6

UNTRAINED SKILLS
Acrobatics, Arcana +1, Bluff +1, Diplomacy +1, Dungeoneering +4, History +1, Insight +4, Nature +4, Perception +4, Religion +1, Stealth, Streetwise +1, Thievery

FEATS
Human: Sideways Defense (Martial Power)
Level 1: Potent Challenge (Martial Power)
Level 2: Weapon Expertise (Axe) (PHB2)

POWERS
Bonus At-Will Power: Crushing Surge (Martial Power)
Fighter at-will 1: Brash Strike (Martial Power)
Fighter at-will 1: Knockdown Assault (PH Heroes: Series 1)
Fighter encounter 1: Bell Ringer (Martial Power)
Fighter daily 1: Knee Breaker (Martial Power)
Fighter utility 2: Pass Forward (Martial Power)

ITEMS
Heavy Shield, Battleaxe, Mithral Chainmail +1

Keld Denar
2009-07-21, 01:20 AM
Could you please build me a sneaky arcane casting spelltheif?

If you can swing Illumians as "human", then try this:

Illumian Naen Krau sigils
Spellthief1/Conjourer4/UnseenSeer10/ArcaneTrickster5
1 Able Learner
3 Acid Splatter
6 Master Spellthief
9 Extend Spell
12 Quicken Spell
15 Persist Spell
18 Minor Shapeshift

Your 3 spells from USS should be Hunters Eye (SpC), and then something like Divine Insight or Guidance of the Avatar to boost skill checks through the roof, and then maybe Grave Strike if you are heavy into undead or something similar.

Drop Abjuraton and Enchantment. You could drop Evocation instead of Abjuration, but this type of character thrives on using damage rays to convey sneak attack, and with the exception of the Orbs, there aren't a whole lot of non-Evocation damage rays. If you think you can subsist on orbs and metamagiced orbs, then drop Evocation, but you won't be missing much from Abjuration with this style of caster.

You pretty much NEED Able Learner to pull this off though, or you're roguey skills will suffer. Disable Device isn't on the USS skill list, along with a few others. You'll also loose a lot of momentum through your 4 wizard levels without it as well.

Yakk
2009-07-21, 11:07 AM
C6
Thanks. That brought up a few things I didn't think of. Some comments:


Level 1: Potent Challenge (Martial Power)
This doesn't work with one-handed weapons.

I was thinking Vigelante Justice Style (can use Brash Strike in place of BA from a Combat Challenge triggered response to an attack that doesn't include you) to replace it. That's +2 to hit and +3 to damage, but the target could shift.

It does work welll with knockdown.

Human: Sideways Defense (Martial Power)
The ally has to be adjacent to you, which makes this questionable in my mind. It also adds to bookkeeping ("did you remember to add that +1 to your defense?"), which is something (all things being equal) I like to avoid.


Bonus At-Will Power: Crushing Surge (Martial Power)
Fighter at-will 1: Brash Strike (Martial Power)
Fighter at-will 1: Knockdown Assault (PH Heroes: Series 1)
I was thinking of Tide of Iron instead of Knockdown -- but at-will knockdown is just too fun to limit enemy mobility. Plus it gives a good power to use on a charge for initial engagement etc.


Fighter encounter 1: Bell Ringer (Martial Power)
Daze 1/encounter.

Fighter daily 1: Knee Breaker (Martial Power)
While it is invigorating, slow isn't all that useful -- is it worth burning a daily? Villian's Menace has been my go-to power for Fighters for a while, because the continued +2/+4 is just ridiculously good at dropping a creature that is causing a serious threat to the party.

This build lacks a way to slow targets, to the immobalized option isn't likely.

Doing 2[W]+8 damage is nice, but 2[W]+5 with a rider of +2 to hit and +4 to damage... will end an opponent.


Fighter utility 2: Pass Forward (Martial Power)
This is a very tempting power. It adds tactical options that can be used at any point. But it only negates OAs from a single opponent -- not the opponents allies.

I haven't played with this in play. Does it work really well? I have a bias towards at-will and per-encounter powers -- but I was afraid that this one might not work well.

My first thought was Boundless Endurance, as it single handedly could change the course of a battle. With regeneration and invigorating power spam, you could soak 11 damage/round without losing HP.

Mando Knight
2009-07-21, 01:57 PM
C6
This doesn't work with one-handed weapons.

Ah. Oops. Didn't catch that when I was selecting feats. :smallredface:

In that case, he can easily switch feats for either Waraxe proficiency or Weapon Focus if he wants, or slip in a multiclass feat. Or go with Vigilante Justice Style, since it provides more Temp HP and a good bit of bonus damage.

I chose Knee Breaker almost solely because of its Invigorating keyword, it's true. However, if there is an ally with a slowing power (like Ray of Frost, if he's lucky enough to have a Wizard ally with that power), they can team up to immobilize the target.

Lasting Threat is another tempting daily power. It allows the character to reliably deal massive damage to the target, then ensure the guy stays on him for the rest of the fight.

Gorgondantess
2009-07-21, 02:13 PM
Q8
So.... this is kindof for gits and shiggles, but kindof because I'm actually curious...
A bard, optimized to the fullest. Any multiclassing is ok, any PrCs... but in the end he has to be a bard. So... somewhere along the lines of at least 3 or 4 levels of bard; let's assume 1st level taken is bard.
Books: Now here's the clincher; core only. That means PHB, DMG, MM. Maybe PHB II, but that's pushing it.
Races: Any PHB race aside from human.
Ability scores: 36 pt. buy.
Alignment: Non-evil.
Concept: I'd like to keep within the jack-of-all-trades scheme; at least stick with two parts out of three of combat-magic-skilled.
Expiration Date: Don't really care, but let's say 8/09/09.

I'd like a level-by-level account, if possible. Detail feats, skills, and spells, coz you don't have much to work with.

alexthemad
2009-07-21, 07:58 PM
C5


A5

Well, for a different scout, how about a pixie factotum?

Spread your remaining points evenly among Bluff, Sense Motive, Escape Artist and Use Rope. If you ever do anything important with these, use Cunning Knowledge.

Use Arcane Dilettante to pick up divination spells.

Thanks for the build dspeyer. Just a question or three. What book is the pixie factotum in? Is factotum the class? Are Cunning Knowledge and Arcane Dilettante feats?

Once again, thanks for the build, I already have more ideas rolling inside my head now.

TheLibrarian
2009-07-21, 09:44 PM
C7

If you can swing Illumians as "human", then try this:

Illumian Naen Krau sigils
Spellthief1/Conjourer4/UnseenSeer10/ArcaneTrickster5
1 Able Learner
3 Acid Splatter
6 Master Spellthief
9 Extend Spell
12 Quicken Spell
15 Persist Spell
18 Minor Shapeshift

Your 3 spells from USS should be Hunters Eye (SpC), and then something like Divine Insight or Guidance of the Avatar to boost skill checks through the roof, and then maybe Grave Strike if you are heavy into undead or something similar.

Drop Abjuraton and Enchantment. You could drop Evocation instead of Abjuration, but this type of character thrives on using damage rays to convey sneak attack, and with the exception of the Orbs, there aren't a whole lot of non-Evocation damage rays. If you think you can subsist on orbs and metamagiced orbs, then drop Evocation, but you won't be missing much from Abjuration with this style of caster.

You pretty much NEED Able Learner to pull this off though, or you're roguey skills will suffer. Disable Device isn't on the USS skill list, along with a few others. You'll also loose a lot of momentum through your 4 wizard levels without it as well.

Awesome, thanks for comming up with this.
I'm not sure how useful hunter's eye will be, as a second level spell slot I can do more damage and it's relatively unlikely that the campaign will get to the point where I can persist it.
Would it be possible to work in Spell warp Sniper in there (replacing arcane trickster or something) I like the idea of smacking someone with a sneak attacked ray, stealing one of their spells, and smacking them with it the next turn.

dspeyer
2009-07-21, 10:24 PM
C5

Pixie is a race (well, a monster) from MMI and is in SRD (http://www.d20srd.org/srd/monsters/sprite.htm#pixie)

Factotum is a class from dungeonscape, which is not online, but there is a good fan-written handbook (http://forums.gleemax.com/showthread.php?t=791436)

AugustusGloop
2009-07-21, 11:34 PM
Q9. I would love some general and specific advice on re-creating Judah from China Mieville's Iron Council (http://en.wikipedia.org/wiki/Iron_Council)
Judah was something like an Effigy Master in that he could animate pre-prepared constructs, but he could also spontaneously summon "golems" from elemental material around him. He got really wild near the end, creating a solar golem, and even a golem constructed out of time, but I'm not worried about that. I just want something that approximates his permanent construct building and spontaneous (and prepared) summon elemental powers. I don't care to be able to summon any other kind of creature, and I'd like him to be as effective as possible without compromising any of the concept or fluff.
Books: I can use Core + Any Complete book + PHBII + MM I-IV
Race: Human, or human like (elves, half-elves etc) . No shorties, nothing crazy.
Class: Any, I can argue with my DM about it
Ability Scores: 32 point buy
Alignment: Judah was good, so any good.
House Rules: Basically sprung on us at the last second when something seems to smell too much like cheese. I'd appreciate any alternative suggestions you have if you anticipate a wrinkled nose from my DM.
Concept: It'd be kind of neat if he had element control powers as well, but the fluff is more important to me than the crunch.
Other: Please be as general or specific as you like. If you get inspired and want to post a 20 level progression, by all means! If you just want to give me some classes and feats to look at, I'm grateful there too.

Obviously I'm planning to head for Effigy Master, and probably wheedle my DM into extending it into a 10 level class unless you folks have better ideas? Thanks in advance!

Mauril Everleaf
2009-07-22, 10:38 AM
Q 10 I am needing a Mystic Theurge build. I am playing 3.5/Pathfinder for the first time and have no idea how to make a character. I have a character concept (backstory and homebrewed race) but don't really know how to make it fit the mechanics. The character needn't be super-optimized and needs to be viable at all levels (if possible) from 1 to 20.

Concept
Mauril Everleaf is an odd creature. He is the offspring of a dwarven father and an elven mother, and as such is a rarity in this (or any) part of the world. His father was Ghul ben'Dad, a warrior of modest renown. He ws more known for his abilities at the forge, making armors and axes, than using his utensils in the wilds. Mauril's mother, who died giving burth to him, was considered an odd elf, especially by elf standards. She cared little for the outdoors, but rathered spending most of her time in great halls, temples or libraries, anywhere that a great structure of wood or stone could be found. Her name was Ulmira Westernisse, daughter of the elven general [undetermined].

On one of his several adventures, Ghul and his companions were hired to rescue Ulmira from [general's enemy], as she was being held hostage in an attempt to force [general] to break the seige the general was conducting. The general would not give up his seige but would also not give up his daughter. Ghul and his band were, seemingly, the only ones crazy enough to accept the challenge set forth by [general]. After several days of fierce opposition, they rescued Ulmira and returned her to the general. Ulmira, angry that her father would not break his seige and come after her himself, joined Ghul and his companions and returned with them to [country].

Ulmira, despite her own resistances, fell for Ghul's simple and rugged charm and he for her grace and understated beauty. They shared a love for worked stone and the quiet of the temples. They were married soon after returning to [country] and she bore him two children, a set of twins. The ordeal was too taking on her; her body was not designed for a dwarf child, let alone two of them. Ghul named the boy Mauril and the girl Estrenna. Ghul raised both through their adolescence. Estrenna took much after her father and learned the work of the forge and how to wield an axe with utmost precision. But she still had some elven blood in her veins and she went on to become a ranger. She stayed with them for several years but disappeared when Ghul betrayed his people.

Mauril, although he never knew her, took much after his mother. He loved the indoors, epecially libraries and temples. Whenever he could, he would sneak off to pour over tomes and maps. He was especially enamored with myths and tales of the gods and heroes. He studied many books and taught himself several languages. He helped his father at the forge occassionally, but always did so reluctantly. While he thought much like his mother, he looked very similar to his father. He was a bit taller, just under five feet, and rather slimmer, but he has the same rounded nose and full lips. His hair is a mixture of auburn, dark brown and black and he nearly always has a full beard. "It grows to fast to bother shaving," he always says. His eyes are a hazel color, sometimes more brown, sometimes more green. His shoulders are broad but he is by no means muscular.

Mauril desired very mcuh to become a priest of [deity] and set himself about becoming one. He spent much of the years his sister trained as a ranger in the temple, helping the priests arrange and copy tomes, initiate rites and ceremonies and otherwise maintain the temple. However, Mauril could not remain there long. It seems his father has never fully recovered from the death of his Ulmira and he made a bargain with a wizard in order to bring her back. The nature of this bargain is unclear, butu in the end only the wizard got what he wanted. Ghul has unwittingly opened the door for the wizard to new and dark necromantic powers. Ghul was quickly killed and raised as a wraith and sent to terrorize [city].

The wraith-Ghul killed many of the townspeople before [local hero] was able to defeat him. [hero] gathered together a band of adventurers and slew the necromancer as well.

Mauril was much shamed for the damage and evil that his father had allowed into the city and was made to flee. He wandered not long and came to [Aruthien city]. He entered the city as Mauril Everleaf, a half-elf from the [direction] seeking asylum. He offerend his knowledge and dedication in trade for food and lodging. The temple of Mishya took his offer and set him about working in the library, translating their tomes into various languages. Mauril liked his new home, but kept few friends and let little about his past be known. He kept mostly to himself and his books. [insert connection with another PC's character to provide reason for adventuring]
Race
"Created by the unusual union between an elf and a dwarf, dwelfs are generally outsiders, and often spend great deals of time away from others."

Dwelf
+2 Dex, -2 Cha
Size: Medium
Base Land Speed: 30
Darkvision 30
A dwelf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. She gains a +2 bonus if the environment is stone (worked or unworked).
+2 to saving throws vs Spells
+2 History, +2 Survival, +2 Search
Endurance as a bonus feat
Automatic Languages: Common, Elven, Dwarven
Bonus Languages:Giant, Gnome, Goblin, Orc, Draconic, and Sylvan

I would like to have a character that is completely a support caster, primarily buffing his allies. I would also like to (if possible) do a little item creation. Nothing too spectacular, but it interests me.

We are using Pathfinder and 3.5 supplements, but I would prefer build options to be as "normal" as possible. More common sources will be given preference to obscure options.

I have plenty of roleplaying experience (over ten years) but little experience with the Pathfinder/3.5 ruleset.

I would prefer a level by level build. Thanks in advance!

dspeyer
2009-07-22, 10:20 PM
A10

I don't know pathfinder per se, and you haven't specified a means for stats, but a rough build....

levels 1-3: Cloistered Cleric of Dhelleb (god of learning)
levels 4-6: Wizard (Transmuter)
levels 7-16: Mystic Theurge
levels 17-20: either more Mystic Theurge if your DM will allow it or Geomancer (advancing wizard) or maybe incantrix (I can't find the 3.5 update for it).

Domains: Knowledge (automatic), Magic and Good
Banned schools: Abjuration and Necromancy (because almost everything good in them is already on the cleric list)

Stats: Int > Wis > Dex > Con > Cha > Str (bump up cha if you expect to encounter undead, but with a racial penalty, you'll never really develop it).

Skills: Concentration, spellcraft, knowledge (everything). With cloistered cleric and high int, you can probably start with all the listed knowledge skills. Put 1-4 ranks in craft(blacksmithing) as fits your backstory.

Feats:
1: Silent Spell
3: Sudden Stilled Spell
4: Scribe Scroll (bonus)
6: practiced spellcaster (divine)
9: reach spell
12: chain spell
15: practiced spellcaster (arcane)
18: quicken spell

Don't take a familiar, it will only weaken you. Take the Enhance Attribute variant in its place if you can.

Do any offense from the arcane side. The spells for it are better. Correspondingly, worry more about high int than high wis.

The Rose Dragon
2009-07-23, 06:57 AM
Q. 11

Let's build Nero!

You know, from Devil May Cry 4.

In Exalted 2nd Edition.

Since this will be an NPC, you don't need to worry about the experience costs, but you do need to make it at a maximum Essence of 6.

The specific Exalt type doesn't matter, and I have access to all the 2nd Edition books except for Scroll of Fallen Races and Dreams of the First Age.

The things I specifically want in are the arm, the sword, the gun and the Devil Trigger.

Expiration date is 2010.

Thank you all in advance.

Malfunctioned
2009-07-23, 08:12 AM
Q12 Can anyone here help me make a build for a ECL 20 Campaign? Almost anything will be okay, just make sure that it can complement a lesser drow sorcerer with a penchant for fire spells. I'd also like the character be quite mobile but that can sacrificed if needed.

Books Available:
All three core
Complete Warrior/Champion/Possibly Arcane if I can get it off of a friend
Dungeonscape
Exemplars of Evil
Arms and Equipment Guide
Monster Manual 2

Stats are 4d6, drop the lowest, reroll 1s

Thanks :smallbiggrin:

Mauril Everleaf
2009-07-23, 08:58 AM
C 10
These are the stats I was told to use. Sorry I forgot about those.
17, 15, 15, 13, 13, 11 assigned as desired.

Deities are all homebrewed and the one I chose has the Knowledge, Protection,War, Meditation and Force domains and she is Lawful Good (if that matters).

I had also considered using the Archivist class if that is possible.

Thanks!

PersonMan
2009-07-23, 01:02 PM
Q13

I'd like a necromancy-based caster, preferably focused on the reanimation and control of undead. ECL of 17.

Books: Core+MMs 3-5. Others possible, but only if they can be easily acquired via online PDF.
Race: Doesn't matter much to me, but needs to have little to no Cha or Int penalties. A maximum LA of +5, please.
Ability Scores: Before any racial adjustments/level bonuses, our party is all starting with the following numbers(assign in whatever order, but high Int/Cha is preferable): 14,14,10,10,16,17
Alignment: Any non-evil. Preferably good. Character wants to research/create an arcane method to resurrect people.
Class: Doesn't matter all that much, preferably spontaneous though.
House Rules: No item creation.
Items: We're using wealth-by-level tables. Anything without instant-killing or the like is OK if within the budget.
Other: My DM is letting my character start with a small entourage of undead, up to a maximum of 8 total HD of them. Probably more suited to cohort/servant duties, but battle-focused are alright, as well. Important: She's starting with a magic item that allows her to control undead as a cleric of her level+Cha bonus.

Edit: Forgot, I'll need this by the 3rd of August.

dspeyer
2009-07-23, 08:51 PM
A12

If you can stretch your booklist a little for some simple feats, I'd suggest a straight druid focused on wildshaping. This is a full caster, so it won't be left behind at level 20, but it's also capable in combat and has every imaginable motion form.

Race: human (a feat and a skill are more useful than anything else)
Stats: wis >> int > con >> cha > dex > str (note that int>con is atypical, but a scouting druid will want a lot of skill points)
Feats:
1 Still Spell
1 Silent Spell
3 Sudden Still Spell
6 Natural Spell
9 Spontaneous Healer
12: Dragon Wild Shape
15: Fast Wild Shape
18: Extra Wild Shape

Skills: If possible, max out: Knowledge(nature), Spellcraft, Concentration, Spot, Listen, Survival and get four ranks in knowledge(religion) as a spontaneous healer prerequisite.

All else equal, spend most of your time wildshaped into a juvenile brass dragon. Their nature sound is speech, they can fly and burrow, and they're immune to fire, so your companion can fireball freely.

gnomas
2009-07-24, 10:27 AM
Q13(oops, guess this is 14. too late now i guess)
Could someone build me a melee character?
Books: BoED, cityscape, completes arcane, champion, devine, mage, psionic, scoundrel, and warrior. dragon magic, drow of the underdark, DMG, DMG 2, Dungeonscape, elder evil, exemplars of evil, psionics handbook, fiendish codex 1 and 2, frostburn, heroes of horror, libris mortis, lords of madness, magic item, spell, and rules compendiums, magic of incarnum, mini's handbook, MM 1, 3, 4, 5. planar handbook, PHB 1 and 2, Races of destiny, stone ,wild, and the dragon. sandstorm, Stormwrack, ToB, ToM. unearthed arcana, Weapons of legacy. just assume i have it if you dont read the list.
Level: 50//50 gestalt
Race: Minotaur please
Class: any martial, but I would prefer a tome of battle class
Ability Scores: 32 point buy
Alignment: any evil
Concept: He's a cohort for an evil spellcaster

thanks in advance!

HCL
2009-07-24, 11:09 AM
Q.3


Would it be Possible for someone to build An Arcane Spellbook Spell-Caster that is based off of the Gnome Wizard from the Game - Lords of Magic ?-
A build that takes the character from level 1-20 ?
Books: Any and All 3.5 Books
Race: Gnome (Maybe a sub-type of gnome that lives in the mountains or underground)
Class: Striaght Wizard is prefered but if someone feels like levels of Druid would make it better go ahead .
Alignment: Any non-evil
Concept: I'm thinking of someone who would really shine in underground and wilderness situations , but outside of his 'element' he would be a utility caster .
Other: We are playing in a mountaeous Region of the World , where many caves lead to places unknown .
Expiration Date: July 29th, 2009

A3

I am not going to give you a specific build as I am not knowledgable enough about optimization and whatever books you have available. I just want to talk about translating LOMSE spells and character concepts into D&D. So lets start with the spells you want

Rocksling: This is a small direct damage spell that doesn't scale with level. Options for replicating it would be
- Magic Stone (Clr 1 Drd 1 Earth 1). Clerics and druids are proficient with slings, so make a magic stone and sling it at 'em
- Magic Missile (Sorc/Wiz 1), just say your shooting rocks instead of missiles :)

Earth Bind: The way I visualize the way this spell works is that it somehow brings enemy fairies (that was what it was primarily used against, but whatever) to the ground and they take fall damage and then get slowed (because they are walking instead of flying). You might replicate it with
-Hold Person/Hold Monster/Sleep (causing them to be paralyzed/knocked out and then they fall to the ground)
-Bigby's Grasping hand (they are grappled to the ground by the hand)
-You can talk to your DM about making a lesser, level 1 version of Bigby's Grasping Hand with a lower grapple bonus and less utility
-Conjure some weight onto them (Creation might work, otherwise talk to your DM about making a custom spell) so they are over their heavy load and they fall to the ground.

Slow: There are a bunch of ways to slow people or do similar battlefield control in D&D. Obviously the slow spell (Sor/Wiz 3), Soften Earth and Stone (Drd 2, Earth 2), Spike Stones (Drd 4, Earth 4), Grease (Wiz 1)

Entangle:
-Sleep/Hold Person/Hold Monster/Deep Slumber (Sor/Wiz)
-Entangle (Drd 1, Plant 1)
-Entangling roots (Warcraft RPG)
-Evard's Black [Crazy overpowered] Tentacles (Sor/Wiz 4)

Sands of Sleep: There isn't a high level mass sleep spell in D&D as far as I know but there are plenty of similar battlefield control spells, including Hold Person/Hold Monster, mass, and Deep slumber (kind of midlevel)

Turn to Stone: Flesh to Stone (Sor/Wiz 6), I am surprised there is no Druid/Cleric variant

Stone Hands: Buff your dwarf (or in this case possibly goliath) buddy with more attack
-Enlarge Person (Sor/Wiz 1, Strength 1)
-Shillelagh (Druid 1) to give em a nice weapon at a low level
-Bless and a million other cleric buffing spells
-Bull's Strength (Clr/Drd/Sor/Wiz 2)

Stone Skin: Spells that give armor, temporary hp, damage reduction, I am sure there are a million different ways to do this including Protection Against Alignment, Barkskin, Stoneskin, Bear's Endurance

Create Rocks: Battlefield Control by making a wall
-Silent Image of a wall
-Shape Earth and Stone
-Wall of Stone

Trailblaze: Increased movement speed, Longstrider (Drd 1, Travel 1) and Expeditious Retreat (Sor/Wiz 1) work, along with a million others

Earth Meld: Meld to Stone (Drd 3), Tree Stride (Drd 5), and about a million teleport spells from the Sor/Wiz list can replicate this

--------------------------------------------------------------

So your generally going to want a forest gnome for your race. For your class your options would be

-Druid
---- Try to ask your DM if you can swap your animal companion for a tiny or small earth elemental, otherwise just the standard riding dog
---- Try to swap wildshaping for more spells per day, or domain spells (travel, plant, earth, strength would be valid)

-Wizard
----Go for either a raven familiar or talk to your DM about getting a tiny or small earth elemental
----Specialize in Conjuration or Transmutation
----Domain Wizard Variant (I forget what book it is and what you have to give up, but you get domains)

-Cloistered Cleric
--- Plant, Earth, Strength, and Travel domains are all options

Yakk
2009-07-24, 10:43 PM
Q14: This one is a doozy. Level 30 Hybrid Ranger | Fighter who uses handaxes, and wears light armor.

Books: Any and all, even Dragon.
Race: Any
Class: Hybrid Ranger | Fighter
Option: Tempest Technique, probably. Light armor only.
Ability Scores: Standard 22 point buy.
Items: Standard level 30 equipment.
Other: Ideally, I'd like the character to be able to both defend and strike. But some "damned if you do, damned if you don't" fighter/ranger synergy would also work.
Build: Ideally usable from level 1 to level 30.
Expiration Date: Jul 31th.[/QUOTE]

Mando Knight
2009-07-24, 10:47 PM
Clarification on Request 14
Define "Standard Level 30." 2 Level 30 items, a level 29 item, and gold equal to a level 29 item? A level 30 item, a level 29 item, and gold equal to the hypothetical value of a level 31 item added to that of a level 29 item?

Arkhemedes
2009-07-26, 09:06 AM
Q15
books: DnD 3.5 all
race: any ( no LA above +1)
alingment: non evil
type: A damage dealing cleric of 15th level that wont be overshadowed
( if a human is best race i will have one level of paragon to have al 18teens)
Or if not just suggjest which most points will go into my Dm has a speacial way withstats.

items :1 legacy weapon we will get armor and stuff when we talk to our Dm
( suggjestions on armor would be appreciated)
expo date: august 1st
Other It will be in a tundra enviroment.
Thank you ahead of time

webgem
2009-07-26, 10:13 AM
Q16

Hello, I am looking for something simple. Mainly I am looking for a skeleton of an idea to fit into a group that already has 5 people and I'm just feeling indecisive as to what to play.

1. I would like just a skeleton concept, somebody could break it down by level up 20 twenty though

2.a books - pretty much any 3.5
b. Race - any
c. Class - druid possibly, or interesting druid spin
d. Ability Scores standard array but the 8 = 10 and we get to put +2 anywhere
e. Alignment probably mostly good
f. House Rules: Big stuff here. All classes start with 18 hp. All skills are class skills except UMD. (just rogues and bards get that). Hp on level up = unknown as of yet. All classes get 2 bonus skills. All skills are d20+level. Basically implementing trained skills. Trained skills get +3 to their roll, and have additional uses. Makes rogue pretty handy.
g. Concept: Well, mainly I want to have fun and fit into our group. I have the idea of a talenta halfling (we're in eberron) riding dinosaurs and being a druid, but see below. Other is pretty big here.
h. Other: I played a druid/wizard with that pc from races of the wild my last game. It was pretty fun, but it was the last one I played. I wouldn't mind playing something a bit differet. Here is the group list. Dwarf fighter, human rogue/fighter, monk, war wizard, cleric. the focus is dungeon crawling, so i want to kinda help out where needed. Apparently though, the cleric sucks as a cleric, so healing might be nice. Also, something with synergy could be useful. The DM recommends a moderate level of power gaming (why the monk I'm not sure) so I want the class to be pretty useful, but nothing broken. Um...no psionics otherwise I'd hit that with a stick.
3. Expiration Date: I am actually playing pretty soon here. I wouldn't mind just doing something else, then asking to change if somebody has a great idea a bit later.

Thanks everyone, I know this is a bit vague, I'm just looking for somebody to come up with a rough idea that I'll be like oooo that sounds fun Appreciate it!

edit: starting level is 3

Yakk
2009-07-26, 10:21 AM
Clarification on Request 14
Define "Standard Level 30." 2 Level 30 items, a level 29 item, and gold equal to a level 29 item? A level 30 item, a level 29 item, and gold equal to the hypothetical value of a level 31 item added to that of a level 29 item?
A14: Good question. How about "one item per slot, no artifacts". :-) (this is level 30 we are talking about). If needed I can pare back.

Mando Knight
2009-07-26, 03:29 PM
A14
Here you go. I tried to pick mostly Minor Action and such powers that would allow you to both mark an enemy and follow up with Hunter's Quarry. His Will defense is a bit lacking, though. I would suggest that if you don't intend on throwing the Hand Axes, you replace Far Throw with Epic Will.
====== Created Using Wizards of the Coast D&D Character Builder ======
level 30
Half-Orc, Fighter|Ranger, Shock Trooper, Eternal Defender
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Talent: Fighter Combat Talent
Fighter Combat Talent: Tempest Technique

FINAL ABILITY SCORES
Str 28, Con 16, Dex 24, Int 10, Wis 15, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 14, Int 8, Wis 13, Cha 10.


AC: 45 Fort: 45 Reflex: 42 Will: 38
HP: 174 Surges: 11 Surge Value: 43

TRAINED SKILLS
Endurance +25, Acrobatics +27, Intimidate +23, Athletics +29

UNTRAINED SKILLS
Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +17, Heal +17, History +15, Insight +17, Nature +17, Perception +17, Religion +15, Stealth +22, Streetwise +16, Thievery +22

FEATS
Level 1: Hybrid Talent
Level 2: Weapon Expertise (Axe)
Level 4: Two-Weapon Fighting
Level 6: Two-Weapon Threat
Level 8: Weapon Focus (Axe)
Level 10: Lethal Hunter
Level 11: Savage Assault
Level 12: Anger Unleashed
Level 14: Deadly Axe
Level 16: Two-Weapon Ambush
Level 18: Armor Specialization (Hide)
Level 20: Daunting Challenge
Level 21: Robust Defenses
Level 22: Rending Tempest
Level 24: Far Throw
Level 26: Ferocious Critical
Level 28: Thirst for Battle
Level 30: Agile Tempest

POWERS
Hybrid Fighter at-will 1: Dual Strike
Hybrid Ranger at-will 1: Twin Strike
Hybrid encounter 1: Funneling Flurry
Hybrid daily 1: Sudden Strike
Hybrid utility 2: Create Opening
Hybrid encounter 3: Disruptive Strike
Hybrid daily 5: Dizzying Blow
Hybrid utility 6: Boundless Energy
Hybrid encounter 7: Hampering Flurry
Hybrid daily 9: Thicket of Blades
Hybrid utility 10: Menacing Stance
Hybrid encounter 13: Appalling Crunch (replaces Funneling Flurry)
Hybrid daily 15: Boulder Charge (replaces Sudden Strike)
Hybrid utility 16: Marking Stance
Hybrid encounter 17: Tap and Counterstrike (replaces Hampering Flurry)
Hybrid daily 19: Devastation's Wake (replaces Thicket of Blades)
Hybrid utility 22: Howl of Defiance
Hybrid encounter 23: Nonchalant Collapse (replaces Appalling Crunch)
Hybrid daily 25: Ruthless Slaughter (replaces Dizzying Blow)
Hybrid encounter 27: Unstable Gash (replaces Tap and Counterstrike)
Hybrid daily 29: Force the Battle (replaces Devastation's Wake)

ITEMS
Displacer Elderhide Armor +6, Cloak of Displacement +6, Star Opal Ring (epic tier), Belt of Vitality (epic tier), Iron Armbands of Power (epic tier), Ring of the Phoenix (epic tier), Frost Gauntlets (epic tier), Circlet of Indomitability (epic tier), Vorpal Handaxe (Large) +6, Ghost Chain Handaxe (Large) +6

Fluffles
2009-07-26, 04:23 PM
Q16.5 (Forgot to put the number, and then I got ninja'd before I remembered :P)

Game Type: Arena/Gladitorial combat. Pure PvP, and will have be able to survive 2 fights to the death a day.
Books: Core + any choice of 3 from the following list (sorry that I dont know how to make it collapsible :eek:):
Book of Exalted Deeds(So committed to the concepts of justice and fairplay are all Exalted characters, you willingly give up two additional sources if you select BoED as an allowed source.)
Caveat
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Psionic
Complete Scoundrel
Complete Warrior
Draconomicon
Dragonmarked
Dragon Magic
Dragons of Eberron (No Sovereign Archetypes.)
Drow of the Underdark
Dungeon Masters Guide II
(Magic Locations that provide benefits are considered consumable magic items and are subject to the standard price increase.)
Dungeonscape
Eberron Campaign Setting
No Action Points
Caveat
Expanded Psionics Handbook
Explorer’s Handbook
Five Nations
Forge of War
Frostburn
Heroes of Battle
Heroes of Horror
Libris Mortis
Lords of Madness
Magic Item Compendium
Magic of Incarnum
Magic of Eberron
Miniatures Handbook (War Hulks are so stupid, that they willingly give up two sources for the opportunity to enter this prestige class.)
Monster Manual II
Monster Manual III
Monster Manual IV
Monster Manual V (Shaedlings cannot create magic items with their ability. So don’t even bother asking.)
Planar Handbook
Players Guide to Eberron
Players Guide to Faerun
Players Handbook II (Retraining will not be allowed)
Races of Destiny
Races of Eberron
Races of Faerun
Races of Stone
Races of the Dragon
Races of the Wild
Sandstorm
Savage Species
Secrets of Sarlona
Secrets of Xen’drik
Spell Compendium
Stormwrack
Tome of Battle
Tome of Magic
Unearthed Arcana (No Bloodlines, Generic Classes or Item Familiars.)
Weapons of Legacy[/spoiler]
Race: +0
Class: The game is Gestalt, and I don't really care except I like to be stupid and smash things.
Level: Will be level 9 on each side of the Gestalt.
Ability Scores: Standard 38 point buy
Alignment: Any
House Rules: Errr... Too many to list. It would be best if I just linked to the thread. http://www.myth-weavers.com/showthread.php?t=60450
Concept: It's a gladitorial combat game, pure PvP. So no concept is neccisary.
Other: I like TWF, or using weapons one size larger than my character. (Using Monkey Grip of course, that of being a Goliath, but I'm going LA+0, so no Goliath.)

See the link near the end for all the rules. And there are a LOT of rules.

Expiration Date: August 10th
Early thanks for the help :D

i see u
2009-07-27, 03:33 AM
Game: 3.5 Arena
Books: All complete PHBII and core BoVD, exelted deeds
Race: Base
Class: Rouge
Lvl: 1
35 point buy
Alignment: Lawfull anythin

Ellington
2009-07-27, 08:44 AM
Q17

Books: Any 3.5 along with the class guidebooks (Sword and Fist) etc.
Race: Any of the core races + their subraces. LA +0 preferred.
Class: Something non-magic, paladins and rangers are fair game, though. PrC's are okay as long as they aren't super obscure
Ability Scores: 32 point buy
Level: 1-20, but up to around 10 would be okay. Just need something to get started.
Alignment: Any
House Rules: None
Concept: Anti-Mage.
Other: I'm the fifth member of a pretty normal party, so my role isn't as set in stone as theirs are.

Expiration date: 01/09/2009

raitalin
2009-07-27, 01:23 PM
A17

Str:13 Dex:16 Con:15 Int:12 Wis:13 Cha:8

Human Paragon 1 (Unearthed Arcana)/Ranger 5/Occult Slayer 5 (Complete Warrior)

If you can use the Mystic Ranger from Dragon #336 you can enter without the HP

Character Level-Class level/+BAB/+F+R+W/Class Abilities/Skills/Feats/Ability Score increase

1-Human Paragon/+0/+0+0+2/WP :(Longbow), Adaptive Learning (Tumble) Class skills: Knowledge (Arcana):4 , Spellcraft, Spot, Hide, UMD, Listen, Move Silently, Tumble, Survival, Sense Motive /WF: (Longbow), Improved Initiative

Its a tough choice between UMD and Tumble as the Adaptive Learning skill. Tumble will come in handy early and often as an archer, but UMD is the king of skills at higher levels, even with the Cha penalty.

2-Ranger1/+1/+2+2+2/Favored Enemy (Arcanists) +2 (From Complete Mage "Arcane Hunter" Variant), Track, Wild Empathy

3-Ranger2/+2/+3+3+2/Rapid Shot/Point Blank Shot

4-Ranger3/+3/+3+3+3/+1 Str

5-Ranger4/+4/+4+4+3/Distracting Attack (PHBII sub for Animal Companion, since your companion won't be high enoguh level to be useful with the OS levels, also your primary tactic when there are no spellcasters to fight, as you can flank anyone on the field), 1st Level Spells

6-Ranger5/+5/+4+4+3/Favored Enemy (arcanists) +4, Favored Enemy (Aberrations/Evil Outsiders/Monstrous humanoids, pretty much anything you think you might face that has the ability to cast divine spells since the OS's vicious strike effects them as well) +2/Precise Shot

7-Occult Slayer1/+6+1/+4+4+5/Magical Defense +1, Weapon Bond

8-Occult Slayer2/+7+2/+4+4+6/Vicious Strike, Mind Over Magic 1/day/Con +1

9-Ranger6/+8+3/+5+5+7/Manyshot/Woodland Archer ((RoW)mostly because the second ability will help you with the concealment most mages will be kicking by this point, but all three abilites are useful))

At this point you can now ready an action to disrupt a spellcaster with Manyshot, doing an average of (2d8 +4 Str +8 Favored Enemy +2 Weapon enhancement) X2 (OS Vicious Strike) +1d6 (Weapon Bond) +1d6 Flaming/Frost/etc. =~ 53 damage, forcing a virtually impossible Concentration check for comparable level casters.

10-OS3/+9+4/+6+6+7/Auravision, Magical Defense +2
11-OS4/+10+5/+6+6+8/Mind over Magic 2/day, Nondetection cloak
12-OS5/+11+6+1/+6+6+8/Blank Thoughts, magical defense +2/Wis+1

So he looks something like this with generic NPC gear(+1 armor and weapon, gloves +2), of course you'll want a Magebane longbow ASAP and the best mithril shirt you can find:

Ranger McKillmage
Male Human Human Paragon1/Ranger6/Occult Slayer 5
Str 14 Dex 18 Con 16 Int 12 Wis 14 Cha 8 AC:19 HP: 95 Init: +8
Att: (+1 Comp. Longbow) +17/12/7 1d8+3 F+9/R+10/W+10 (+12/+13/+13 against spells)





Now you can either go back to Human Paragon for the Feat, ability score increase and caster levels, or you can keep going with ranger to keep up your Favored Enemy bonus and spellcasting, along with getting evasion and all the other neat stuff rangers get.

Ellington
2009-07-27, 04:59 PM
Thanks for the help!

dspeyer
2009-07-29, 11:47 PM
A16.5

Race: Orc
Stats: STR: 22 DEX: 14 CON: 16 INT: 6 WIS: 12 CHA: 6
Classes: Warblade 7 / Master of Nine 2 // Feated rogue 4 / cloistered cleric 3 / fighter 2
Deity: Kord
Domains: Strength, Luck
Alignment: CN (positive energy)
Skills: max out: Balance, Concentration, Jump, Tumble; during the rogue part: sense motive, climb

Feats:
1: dodge, adaptive style
2: martial study (crusader's strike)
3: improved initiative
4: ius
6: blind fight
8: martial study(mind strike)
9: power attack, martial study(shadow stride)
(yes, many of these are weak, but they're Mo9 pre-reqs, and that's worth it)

Manuevers/Stances:
1: moment of perfect mind, to-be-replaced, sudden leap, bolstering voice
2: tbr(stone mountain), ms: crusader's strike
3: stone vise
4: punishing stance
5: iron heart surge*
6: replacement: emerald razor
7: ruby nightmare blade*
8: bonesplitting strike*, divine surge*, replacement: revitalizing strike*, ms: mind strike
9: disrupting blow*, giant's stance*, ms: shadow stride
(* = default readied)

If you're going against a caster, cast protection from evil in the prep round to block most will-save-or-die spells, and swap in moment of perfect mind fairly early.

Fluffles
2009-07-30, 09:18 AM
A16.5

Race: Orc
Stats: STR: 22 DEX: 14 CON: 16 INT: 6 WIS: 12 CHA: 6
Classes: Warblade 7 / Master of Nine 2 // Feated rogue 4 / cloistered cleric 3 / fighter 2
Deity: Kord
Domains: Strength, Luck
Alignment: CN (positive energy)
Skills: max out: Balance, Concentration, Jump, Tumble; during the rogue part: sense motive, climb

Feats:
1: dodge, adaptive style
2: martial study (crusader's strike)
3: improved initiative
4: ius
6: blind fight
8: martial study(mind strike)
9: power attack, martial study(shadow stride)
(yes, many of these are weak, but they're Mo9 pre-reqs, and that's worth it)

Manuevers/Stances:
1: moment of perfect mind, to-be-replaced, sudden leap, bolstering voice
2: tbr(stone mountain), ms: crusader's strike
3: stone vise
4: punishing stance
5: iron heart surge*
6: replacement: emerald razor
7: ruby nightmare blade*
8: bonesplitting strike*, divine surge*, replacement: revitalizing strike*, ms: mind strike
9: disrupting blow*, giant's stance*, ms: shadow stride
(* = default readied)

If you're going against a caster, cast protection from evil in the prep round to block most will-save-or-die spells, and swap in moment of perfect mind fairly early.

Thanks, and could you tell me which of the sources you used?

dspeyer
2009-07-30, 09:43 AM
C16.5

Oh, right. Unearthed Arcana and Tome of Battle. That's why I was able to use four base classes.

Fluffles
2009-07-30, 11:33 AM
C16.5

Oh, right. Unearthed Arcana and Tome of Battle. That's why I was able to use four base classes.

Thanks alot :D

dspeyer
2009-07-30, 09:06 PM
Outstanding requests:
(just thought I'd gather these as a public service)

2 utility archivist
8 optimized core-only bard
9 Judah from China Mieville's Iron Council
11 Nero, from Devil May Cry 4.
13 necromancy-based caster
13 (again) level 50//50 melee minatour
15 damage dealing cleric of 15th level
16 interesting druid spin

I suspect that Judah and Nero are too obscure (I've never heard of either). Core-only bard probably isn't getting interest because core offers almost nothing to bards. As for the level 50 build, isn't apotheosis supposed to be around level 30? Just take divine ranks and be done with it.

For the rest, providing more specifics about what you're looking for might attract an optimizers attention. Or maybe someone will see this and decide to go back and do it.

gnomas
2009-07-31, 04:48 AM
Q13b Follow up

Since I imagine level 50 gestalt is a bit much to work with, if someone wanted to just do 20//20 or 30//30 that would be fine too!:smallsmile:

EleventhHour
2009-08-01, 04:29 AM
Q18

Just curious to see how a Shadowrun... runner, goes together if your trying to be a sniper, as I haven't made a character with this sort of system before.
(A level 1, if it matters. >.> )

Books at hand :

Shadowrun, State of the Art
Shadowrun, Survival of the Fittest
Shadowrun, Core 3E
Shadowrun, Shadowbeat
Shadowrun, Shadowtech
Shadowrun, Corperate Shadowfiles
Shadowrun, Prime Runners
Shadowrun, Corperate Security
Shadowrun, Cybertechnology
Shadowrun, Cyberpirates
Shadowrun, Corperate Download
Shadowrun, Man & Machine
Shadowrun, Neo-Ararchanists Guide to Real Life
Shadowrun, Ivy & Chrome
Shadowrun, Predator & Prey
Shadowrun, First Run
Shadowrun, Corperate Punishment
Shadowrun, High Tech & Low Life
Shadowrun, Virtual Realities 2.0
Shadowrun, Matrix


I haven't read through them all yet, so I apologize if some of the editions don't match up, and I think the character should most likely be for 3E, seeing as that's the Core book I manage to get. :smallwink:

Raewyn
2009-08-02, 03:26 PM
Q19

Trying to remake an Eberron character that's currently sitting at Rogue 7/Assassin 10. *dodges rotten tomatoes and eggs* So ECL 17 (she's a changeling).

The character is Neutral Evil and has the following stats (with Tomes/Manuals and +6 Items):

Str 14
Dex 35 (base 18)
Con 15
Int 28 (base 17)
Wis 10
Cha 27 (base 16)

We're using the Pathfinder system for this game, though we're allowed to pull from any outside sources (with minor tweaking). I've been eying the Swordsage Class from Tome of Battle, and I'm wondering if I should try doing an even-ish Rogue/Swordsage split, or settle on a mere dip into Swordsage. I'm more about roleplaying fluff than character optimization, but I'd like to explore options before my DM starts that campaign up again.

The character is fluffwise an assassin, though given most of her targets have been of the noble persuasion, she shouldn't need 10 levels in the Assassin PrC to do her job. My DM's toying with the idea of granting assassins SLAs as a house rule, since Pathfinder did away with spells, but I get the feeling that it doesn't improve the class enough to make it worthwhile.

Anyway, thank you very much for your time. If you need clarifications, please don't hesitate to ask! :smallsmile:

playswithfire
2009-08-02, 04:14 PM
A19

Let me know if this is a direction like something you'd consider; note, it uses the original 10 level Invisible Blade, found here (http://www.wakinglands.com/htm_files/prestige_classes_invisible_blade.htm)

Rogue feat[Carmendine Monk], flaw[Point Blank Shot],flaw[Craven]
Rogue
Swashbuckler Finesse, feat[Two Weapon Fighting]
Swashbuckler
Swordsage Weapon Focus(shadow hand)
Invisible Blade feat[Daring Outlaw]
Invisible Blade
Swordsage
Swashbuckler feat[Shadow Blade]
Invisible Blade
Invisible Blade
Invisible Blade feat[ITWF]
Invisible Blade
Invisible Blade
Invisible Blade feat[GTWF]
Invisible Blade
Invisible Blade

Dual-wield daggers while in the Assassin's Stance.
Attacks at 26/26/21/21/16/16 (plus weapon enhancements)
Damage d4+10d6+40 (average 78, 77 offhand)
AC 40 (not including bracers of armor or other such items)

Raewyn
2009-08-02, 05:03 PM
C19

Wow - that is amazing, playswithfire. My only concern is that my DM is currently of two minds as to whether the Carmendine Monk feat should apply to the Swordsage AC bonus (I think in part because it refers to the "monk gets a AC bonus based on Wisdom" bit vs the "monk adds his wisdom bonus to AC" bit). *shrug*

Either way, still good stuff. Thanks a bunch. :smallbiggrin:

EDIT: He said yes. w00t! Thanks again, pwf! *hug*

EDIT ^2: It seems like I can't use Assassin's Stance until Swordsage 3. :smallconfused:

playswithfire
2009-08-02, 08:41 PM
C19

Wow - that is amazing, playswithfire. My only concern is that my DM is currently of two minds as to whether the Carmendine Monk feat should apply to the Swordsage AC bonus (I think in part because it refers to the "monk gets a AC bonus based on Wisdom" bit vs the "monk adds his wisdom bonus to AC" bit). *shrug*

Either way, still good stuff. Thanks a bunch. :smallbiggrin:

EDIT: He said yes. w00t! Thanks again, pwf! *hug*

EDIT ^2: It seems like I can't use Assassin's Stance until Swordsage 3. :smallconfused:

Glad he ruled in favor of Carmendine Monk; I do understand how it can go either way

As for Assassin's Stance, you forget about adding .5 initiator level for every level in a non-martial adept class. This is why the swordsage levels are spread out. Your second swordsage level is taken at level 8. 2 swordsage levels + 6 non-adept levels = initiator level of 5, allowing you to learn a third level stance. If you want, you can delay the swordsage levels til later and get some higher level maneuvers out of it. I put it at the minimum level to get Assassin's stance.

Raewyn
2009-08-02, 08:46 PM
C19

Ah... did not know that. I'm not very familiar with ToB. :smallredface:

Thanks for filling me in.

Anarch
2009-08-03, 01:55 PM
Q20: AD&D (2e) Fighter optimization, essentially. This includes multiclassing, if it would help. Need the build all the way from level 3 to level 20, if possible (level by level)

Books: Anything 2e

Race: Human

Class: Fighter (currently

Ability Scores:Str15, Dex13, Con13, Int14, Wis7, Chr9

Alignment: T. Neutral (could change to C/N all the way to C/G, depending)

House Rules: None that matter

Concept: Rolled this character based upon a crazed homeless person I met in a diner that only called himself "General Locke". Basically, delusions of grandeur, unlimited fighting prowess, and multiple personality disorder. I want to optimize this guy as much as possible, particularly for fighting other PCs and for a potential end-game with an Arch/Demi-Lich of some sort (hinted at). Fighter/Wizard or whatever y'all think would optimize this guy best.

Other: I haven't played 2e (AD&D) in over a decade, and I was only thirteen then, so I'm relearning a lot of stuff. It's been fun so far, but I like to test the limits and give myself the widest set of bounds to play within. Plus, my DM has a habit of dropping completely random magic items, and allowing character death as a matter of practice (last session, my character accidentally killed two PCs; fumbled 1 roll with a sword flung through the mage's chest, and a fumbled skill roll to stop the cleric's bleeding...that just happened to tear him in half. Also, killed 2700 charging goblins with near perfect rolls using a breath weapon potion of some sort.). So, general kick-assery, survivability, and flexibility. Ability to fight and win (or flee) from damn near as much as possible. Go nuts, and thanks in advance!

Agrippa
2009-08-04, 01:37 AM
Request 21:

Name: Tobikuma (flying cloud)
Books: Any core plus Tome of Battle, Complete Scoundrel and possibly Heroes of Battle
Race: Ogre mage
Class: Warblade 12/Beguiler 15/Eldritch Knight 12
Ability Scores: Intelligence 18, Wisdom 17, Charisma 21, Strength 23, Constitution 22, Dexterity 12
Alignment: Lawful Evil
House Rules: None that matter
Concept: Tobikuma is a powerful and ruthless oni, a type of Japanese demon, aiming for the conquest of the known world. This is mainly due to his belife in the divine right of kings (or the nobility at least) and his general opinion that the course of progress is leading to anarchy and disrespect of tradition. While Tobikuma has nothing against progress per say, he just belives that it should be heavily regulated and controlled, lest society forgets the proper role of lord and subject. Even if your lord orders you to kill a good friend or a lover, a child, a pregnant woman or put to sword an entire family or village, you are obligated to do it, or your own life is forfeit. If that sacred law was abriged, in Tobikuma's mind chaos and anarchy would reign supreme. In his mind order trumps mercy in all cases.
Other: While he is a ruthless and brutal in pursuit of global order and in many cases tradition bound, he is not ethnocentric. He's just too smart for that. To this end Tobikuma has aligned himself with other like-minded individuals, including an as of yet unnamed renegade shide noble and Koschy the Deathless as his chief leiutenents and the redcap general Flannagan (blood-red) the Throat Slitter. His inner circle also includes a Germanic duke and powerful wizard who transformed himself into a vampire in the course of his experiments, two nymph sisters, one of them magically controlling the other for her "own good" and skincrawler. These subordinates will not be included in Tobikuma's stats.

Stegyre
2009-08-04, 09:56 AM
I dream the impossible dream: what I want is probably not attainable, short of a homebrew, but before giving up completely, I thought I'd throw out the concept to those who know the game much better (and have access to many more resources) than I do.

1. e6. This is the BIG constraint. :amused: What I want to accomplish needs to be accomplished within six character levels. (Hey, if not for that, this would doubtless be easy, and beneath your efforts.)

I'm looking for a character who, while he may consort with (or carry the bags for) world-beaters, is not one himself. He's going to be competent; not superhuman. As e6 allows for post-sixth level feat acquisition, don't worry about possible feat starvation, although I'd welcome advice on which feats to acquire first. :smallsmile:

2. Half-elf. (Favorite race; what can I say in my defense? I know this will rule out using a race choice to accomplish some of the other elements.)

3. Principally fights unarmed. This may include something as good as monk's unarmed combat damage, or it could be as simple as IUS, supplemented with something like the Insightful Strike maneuver to give a "really good" hit.

4, Uses sling (for very long range) and/or thrown weapons (daggers or equivalent) for ranged combat. Throwable mindblades were my early ideal for this, but I don't realistically see having the levels available for even soulknife 2.

3. Self-healing ability. This could be from any source, including CLW, body adjustment (psionic), martial spirit stance, etc. Need not be able to heal others. In fact, it's preferred that he not be able to. (This is simply part of the character concept: while having some extraordinary abilities, they are limited to affecting himself). Ideally, I'd want psionic-based or hand-wavably psionic based (e.g., stance/maneuver), but with the other constraints already imposed, I don't think I'm in a position to be picky.

4. Additional low-level psionic ability or equivalent, specifically corresponding to animal affinity and precognition. (Thus, for a level-constrained character, he can nevertheless, upon occasion, create a +2 attribute bonus and an additional +2 bonus to a roll on top of that, a minor bit of emergency buffing.)

5. Stances and maneuvers a plus. I don't have personal access to ToB, so what I've picked up is only what's available on-line. (The maneuver cards have been life savers.) I'm enamored of the swordsage, if only I could do a build with that class that would fit my other requirements. Stances like Step of the Wind and Child of Shadow, and maneuvers like Action Before THought, Mind Over Body, Moment of Perfect Mind, and Insightful Strike fit very well with what I've got in mind.

6. Alignment is NG, but this is something that could be handwavable.

7. Points are in the 28-30 range

EDIT: Oh, crap! Of course I'd forget something to make it more of a challenge:

8. Uncanny Dodge & Evasion (although if only one is possible, in that order of priority).

9. And something to maybe pretend to make it a little easier: any sources. I'd even look at homebrews, provided they were well and widely regarded. (After all, it's something I'd have to convince a DM to accept.)

Lilithgow
2009-08-05, 07:11 AM
Q.23.

I want the horror - the horror - a luchadore for whom grappling is an option!
Books: Pretty much anything. In fact, the more obscure (as long as I can trace and find it) the more my GM would like it.

Race: Any with a level adjustment of +2 or less. Except Elves.

Class: See, I'm not sure what would be best for a speedy unarmed grappler.

Ability Scores: I'll be rolling these, so some sort of vague guideline would be better.

Alignment: Lawful Good or Neutral Good. FOR GREAT JUSTICE!

House Rules: None really.

Concept:
http://3.bp.blogspot.com/_o9hEV1iWcy8/RlGCHCNvZDI/AAAAAAAAAY8/ZRZ4ohqLPtQ/s320/Luchador!
I want to be a luchador, fighting for the sakes of justice and grappling evil doers around the world. I want to make a (very) high mobility melee fighter who excels in grappling. Which makes his job ludicrously dangerous. Armour, if used, should be low - and he can never - never - remove his mask.

Other: My group is yet to make characters, so don't worry about how focused I would become, they'd fill the required areas.
Also, our campaigns tend not to be very high powered, so level ten is pretty much the ceiling.

That would be fantastic! Thank you in advance!

Gamerlord
2009-08-05, 08:09 PM
Request 24:
Level 5
Books: any core 3.5 book,along with ebberon campaign guide, CW,Complete adventurer, Draconian, any homebrew you happen to find on this website.
Race: any LA +0.
Class: any, use a PRC if necessary.
Ability scores : 32-point buy.
Alignment: any.
House rules: only one none important one, Int score 8 or less makes you talk like the incredible hulk.
Concept: Really good at throwing things, especially things not supposed to be thrown like greatswords, tables, axes, etc.

Daeavorn
2009-08-06, 08:29 AM
Q25

Books: Any and all 3.5 books
Race: Any with a level adjustment of +1 or less
Class: Id like a rogue-type class that can deal significant damage, doesnt matter if its ranged or melee.
Ability Scores: 32 point buy
Alignment: Any non-evil
House Rules: No magic items on creation
Concept: Id like a character that can work with others, but still has enough power to go it alone himself. Hes a loner that was thrust into a party.
Other: Id be the only rogue in the party, so id still need enough skill points for disabling and searching and opening locks, etc

Level-by-level if you can.

All the rogues my friends have made havent been very powerful damage wise, so id like to show them the real power that they can unleash

playswithfire
2009-08-06, 04:18 PM
Followup 23
At what level do you want your luchador?
Goliath Barbarian with Mountain Rage and Bear Spirit Totem is a good start, but to go beyond that, I'd like to know what level you're looking for.

25
Check my response for Q19 and let me know if that's something like what you're looking for

Lilithgow
2009-08-06, 05:11 PM
Follow-up 23 - starting level 6, ending up at 10. That would be ace!

Daeavorn
2009-08-06, 07:30 PM
Follow up 25

Starting at level 1 going to level 20

Agrippa
2009-08-06, 08:18 PM
Follow up 21: I'm talking about Krimm's version of the eldritch knight (http://www.giantitp.com/forums/showthread.php?t=57794).

dspeyer
2009-08-06, 10:35 PM
A25

How about a human rogue 4 / swordsage X with Able Learner. Swordsage is 6+int, so with decent int, a human bonus and effectively the rogue class list, there's plenty of skills. You'll probably want weapon finesse and shadow blade, and lots of shadow hand maneuvers.

playswithfire
2009-08-07, 12:24 AM
A23

Here's a completely non-magical, non-psionic luchador. A cleric with the appropriate powers and domains could also be effective, as can a Psychic Warrior or War Mind, but avoiding those options seemed more in the spirit of the luchador.

{table=head]Class|feats, etc
Level Adjustment|+4 STR, +2 CON, -2 DEX, powerful build
Ranger|feat[Great Fortitude], flaw(Shaky)[TWF]
Barbarian|Mountain Rage 1/day, improved grab
Barbarian|Improved Grapple, feat[Multigrab]
Fighter|fighter[Power Attack]
Swordsage|Improved Unarmed Strike, Weapon Focus(tiger claw)
Fist of the Forest|feat[Improved Multigrab]
Fighter|fighter[ITWF]
Swordsage|AC bonus(WIS)
Fist of the Forest|feat[Extra Rage]
[/table]
Variants used:
Unarmed swordsage
Bear Totem and Bear Spirit Totem Barbarian

Anything you hit, Medium or smaller, you can immediately grapple (with your +4 bonus from powerful build and +4 from Improved Grapple and bonus STR from rage and being a Goliath)
CON and WIS to AC unarmored
Ability to grapple multiple opponents

Recommended maneuvers and stances:
Stances: Stance of Clarity and Crushing Weight of the Mountain (constrict for 2d6+1.5 STR)
Maneuvers:Baffling Defense, Clever Positioning, Emerald Razor, Mighty Throw, Sudden Leap, Counter Charge, Devestating Throw

The main problem here is that his defense is a bit lacking until levels 7 when it picks up CON to AC unarmored and 8 when it picks up WIS to AC. Swordsage is that late to pick up Crushing Weight of the Mountain and Fist of the Forest can't be taken til level 6.

Another option is to go Human and use the human bonus feat to pick up Jotunbrud which would let you start at level 6 with CON to AC, but Goliath will help you hit the STR requirements for the multigrab feats.

If you're concerned about his AC and are willing to forgo swordsage, take another level of Moon-Warded Ranger and pick up WIS to AC that way, but you lose out on some nice maneuvers.

Let me know if that's something like what you're looking for or what direction you'd like to move in.

I'll also throw in a plug for my Monkey Paw discipline and Empty Hand master in my sig if you're willing to work with homebrew; designed to give grapplers a boost.

EleventhHour
2009-08-07, 02:44 AM
Q26


Paladin 5
Sorcerer 2
Divine Oracle 2
Scout 3
Pious Templar 1


Sooo... Making a build out of these classes using a 28 point buy & 1 trait/2 flaws.

(I admit, really, Pious Templar is for the Mettle ability (Oooh, shiny) and Divine Oracle/Sorcerer is for Evasion, even in Fullplate. :smalltongue:)

Things required ;

For Divine Oracle :
- 2 Divination Spells
- Feat : Skill Focus (Religon)
- Knowledge Religon 8 ranks

For Pious Templar
- BAB +5
- Feat : True Believer
- Feat : Weapon Focus (Longsword) (Heironeous as Patron)
- Knowlede Religon 4 ranks

For Spellsword
- BAB +4
- 2nd Level Spells
- Knowledge Arcana 6 ranks
- Proficiency all simple/martial weapons & all armours (Which means probably a Paladin base?)


****


Any suggestions? Race, other feats (if any are left over), knowledges, spells, traits, flaws?

dspeyer
2009-08-07, 08:12 PM
C26

What are you trying to achieve with this weird mix of classes? They don't go together very well. Whatever it is you want this character to do, there's probably a better way.

EleventhHour
2009-08-07, 08:23 PM
S(omething)26

There probably is, but... you know. Not great at character creation, and the combination of abilites look nice.

Evasion in Fullplate from DO (Sorcerer required for)
Mettle (The 'half damages' from passed Will/Fort save spells are ignored) from PT.
Scout for the Skirmish damage, extra movement & trapfinding.


I guess that's really just repeating what I already said, or what could be easily read up on... Just working on 'alternative' builds, and I thought this one looked nice. :smallfrown:

Raewyn
2009-08-09, 02:48 AM
Q27

I'm looking to build a Party Healer/Caster, but I've never played a cleric before, so I'm not sure where to start on feats and the like. I can't even think of a good cleric Prestige Class (aside from Radiant Servant, which his alignment bars him from).

Edition: Pathfinder (nearly any 3.5 stuff is allowed though) in the Eberron Campaign setting
Character: Level 15 Human Cleric/ (Deity: Blood of Vol)
Alignment: Neutral Evil
Ability Scores (before any item bumps): Str 9, Dex 10, Con 13, Int 17, Wis 23, Cha 16
House Rules: No relevant ones I can think of.
Concept: He's my Invisible Blade's cohort (the DM was trying to play him as an NPC, but he sort of shunned him in favor of his DMPC and basically forced the party to run him by committee, so I'm taking over). Ideally, I'm looking for a character that can provide decent healing. His physical stats aren't the greatest, as part of his character concept, so I'm looking for him to do more offensive spellcasting/controlling of undead, you know, that sort of thing.

[I]Any enlightenment I can get with regards to cleric-building would be greatly appreciated. :smallsmile:

playswithfire
2009-08-09, 09:22 AM
A27

Not my build, but I went googling for some inspiration and found this (http://www.dandwiki.com/wiki/Healing_Personified_(DnD_Optimized_Character_Build )). I don't have all the books involved, but it seems pretty solid. Do notice the bit at the end about the build needing some prereq feats the creator didn't consider, but, in the worst case, these can be done with Flaws or in place of some of the feats he recommends.

dspeyer
2009-08-09, 12:48 PM
C27

Unless there's an overriding rule in Pathfinder or Eberron that I don't know about, evil clerics make poor healers. They have to divide their spells slots between healing and casting in advance. You might get around this by using a spontaneous caster. There are spontaneous cleric rules in UA (though they're a little domain-focused, and BoV's domains appear to suck). There's also Favored Soul, but that may or may not be possible here.

Raewyn
2009-08-09, 01:29 PM
C27

playswithfire: While I appreciate your help and still bow down to you as a lesser deity of character optimization, Combat Medic and several of the feats listed require a non-evil alignment.

dspeyer: You're probably right on the crappy healing front. I tried to make sad puppy eyes at the DM/BF until he would let me take Spontaneous Healing, but it didn't work. :smallyuk: *ponder* I wonder if he'd let me get away with True Neutral with Evil tendencies (though probably not). I'm definitely gonna take a look a Favored Soul to be sure (which my DM should allow). :smallsmile:

dspeyer
2009-08-09, 02:11 PM
A8

Oh, why not. Here's a shot at a core-optimized bard.

Classes: Bard 8 / Rogue 1 / Assassin 1 / Arcane Trickster 10
Race: Middle-aged gnome
Stats: STR: 6 DEX: 14 CON: 14 INT: 16 WIS: 10 CHA: 18
Feats: Spell focus(illuson), Greater Spell focus (illusion), extend spell, enlarge spell, point blank shot, rapid shot, precise shot
Spells: illusions and buffs
Skill ranks:
bluff: 23
listen: 23
move silently: 23
spot: 23
sense motive: 21
disable device: 18
slight of hand: 17
perform(absurdest poetry): 9
hide: 8 (+ small size)
decipher script: 7
escape artist: 7
disguise: 4
knowledge(arcana): 4
Equipment: a good bow, a wondrous item of flying, stat boosters for cha and dex.
Combat: Start with Greater Invisibility. Rapid shot for 7d6 sneak attack each, then fall (free action) to a new location. Then fire a single shot and move sideways and up. Repeat. This is only if you can't lead the enemy astray with illusions.

If you encounter a foe with true seeing, cast glibness and explain that you're really their friend. Alternatively, buff your party's more violent members and tell them to handle this one.

playswithfire
2009-08-09, 03:18 PM
C27

playswithfire: While I appreciate your help and still bow down to you as a lesser deity of character optimization, Combat Medic and several of the feats listed require a non-evil alignment.


Ah, my bad. As I said, I don't have all of those books.

New thought: if it doesn't actually have to be a cleric, what about:

Human Bard 4/Druid 3/Mystic Theurge 3/Sublime Chord 1/Fochlucan Lyrist 4 using the non-Wildshaping (UA) and Spontaneous Rejuvenation (PHB2) Druid Variants. Whatever druid spells you prepare can be spontaneously converted to give fast healing to your allies and your bard can learn many healing spells (and has access to the wizard/sorcerer spell list up to, at this point 7th level thanks to Sublime Chord, though you need to get your CHA up to 17 to actually learn the 7th level spells.)

Daeavorn
2009-08-10, 08:29 AM
C25

Sounds good! Thanks for the help!

falcon36
2009-08-10, 09:57 AM
Q 28

I'm trying to build a Rogue/Bard/Master of Masks kind of deal as a recurring villain for an espionage campaign. I kind of want the character to take a lot of levels in MoM because the concept is that whenever he attacks the party, its in a different style.

Could the members of the forum help me with a level by level build to 20?

Books: 3.5 No Dragon, No Tome of Battle, no cheese
Race: Probably Human (Humanoid with 0 LA)
Class: Rogue/Master of Masks/(possibly Bard somewhere in there) These are just base reqs
Ability Scores: 32 point buy
Alignment: Not Specified (Most likely non chaotic non good)
House Rules: None
Concept: Recurring Villain. Will attack party in a different manner every time. High Focus on Master of Masks. High Gather Information, and espionage.
Other: Setting is urban. I know Master of Masks is a bad bad class to take more than 2 levels in. But I don't care if he's suboptimal. He's a bad guy.

oxinabox
2009-08-11, 12:26 AM
Q29

Can Someone build me a Archivist multiclass Warclock.
ECL 8
Preferably Highly optimised. (No infinite loops, no punpun)
Book: all WotC, 3.5 only (no 3.0)
Race: any
Abilities: 28pt point buy
HP: all HD are assumes to roll max
Class: Archivist, warlock, can take relevent PrCs
Money: Full WBL for lvl 8, can't buy anything worth more than 50% of that without DM's permission (on a Case by Case basis)

Doesn't have to be playable,
Can take insane penalites to xp cos it's for a one off dugeon crawl.

Koromin M'thul
2009-08-11, 01:57 PM
[B]Q 30[B]
Playgrounders,
Could you please supply me with a level by level build to 15, minimum build to level 5 please, PrCs allowed, using the following:

Books: Core, PHB II, DMG II, Completes, Races of Stone, Dungeonscape.
Race: Goliath
Class: Fighter
Ability Scores: 32 point-buy
Alignment: Neutral or Neutral Good
House Rules: skills points may be 4+INT. I anticipate level adjustment buy-off.
Concept: I would like to use the Dungeon Crasher alternate class feature from Dungeonscape, and wield a Goliath greathammer or similar weapon.
Wealth: assume standard WBL

Other: I am not looking for min/max of this character, and would like some balance, nor do I want a leap-attack build.
Suggestions/lists for item purchases and when would be greatly appreciated.

This character would be joining an experienced Psion, looking to go Thrallheard; a new Druid, not sure what she will specialize in; an experienced, mixed Rogue/Ranger; and a Transmuter. All other PCs are human.

Expires: September 14, 2009.

Thanks for your time and effort.

The_If
2009-08-11, 08:46 PM
Q.31
Would you kindly look into 4e too?
Books: Any and all.
Race: Warforged (+2Str,+2Con) @normal 4e point buy.
Party place: STRIKER/defender or DEFENDER/striker.
Class: I don't know, but probably arcane.
Concept: The warforged spent his formative time with a Genasi battlement, and has taken their cause as his own. He now seeks ways to make himself more and more like an earth elemental in form and function. Like the self-forged Paragon Path, but backwards.

I'm not looking for a full build, a snapshot of level 5 and with a Paragon Path and Epic Destiny to build toward.

Expires October 14ish.

Mando Knight
2009-08-11, 10:06 PM
A 31

Looking at classes that play well with Warforged and fit the desired flavor, I chose Warden, the Primal Defender from PHB2. You might want to multiclass into any of the Striker classes, such as Barbarian, for extra damage. If you want Sorcerer or Warlock multiclass, I would suggest switching Dexterity and Charisma.

The Warden's Earthstrength feature sounds almost exactly what you're looking for flavor-wise, and even uses both Strength and Constitution as its primary abilities. Hammers and Axes play off of that ability spread as well, so use either Warhammers or Battleaxes until you get proficiency in either Waraxes (d12 damage, 1-handed) or Craghammers (d10 damage, Brutal 2).

For your Paragon Path, I would look into either Verdant Lord (PHB2) or Warforged Juggernaut (EPG). I would pick Primal Avatar (PHB2) for the Epic Destiny.
level 5
Warforged, Warden
Guardian Might: Earthstrength

FINAL ABILITY SCORES
Str 19, Con 17, Dex 13, Int 10, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 13, Int 10, Wis 14, Cha 8.


AC: 22 Fort: 18 Reflex: 16 Will: 17
HP: 62 Surges: 12 Surge Value: 15

TRAINED SKILLS
Nature +9, Dungeoneering +9, Endurance +9, Athletics +8

UNTRAINED SKILLS
Acrobatics, Arcana +2, Bluff +1, Diplomacy +1, Heal +4, History +2, Insight +4, Intimidate +3, Perception +4, Religion +2, Stealth, Streetwise +1, Thievery

FEATS
Level 1: Weapon Focus (Hammer)
Level 2: Weapon Expertise (Hammer)
Level 4: Warforged Tactics

POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Strength of Stone
Warden encounter 1: Hungry Earth
Warden daily 1: Form of Winter's Herald
Warden utility 2: Triumphant Vigor
Warden encounter 3: Earthgrasp Strike
Warden daily 5: Thunder Step

ITEMS
Heavy Shield, Disk of Energy Resistance +1, Vengeful Warhammer +1, Magic Hide Armor +2

The_If
2009-08-11, 10:27 PM
C31
Sounds good, I'll balance it to the party when the sessions start.

Thank you so much.

Ossian
2009-08-12, 06:43 AM
Q.32

Sorry, just realized I had completely ignored the posting rules. Here we go again.

Hi There!

I have a level 13 character with the following levels/feats brewdown.
Ranger 5 / Rogue 2 / Fighter 2 / Dread Commando 4(Heroes of Battle)

I have converted the character to d20 from d100, so I don't really mind the multiclassing. Still, I have to decide a couple of things.

Next (and last, so far) level:
Should it be Rogue? (many skill points, + 1 BAB, +1d6 sneak attack, trap sense)
or Dread Commando? (sudden strike +1d6, 2 skill points less and shorter list, just a few more HP). I guess it is gonna be rogue, but alternatives are welcome (FTR 3 is crappy, and ranger 6 is rather OK). I guess I want to take him to rogue 4, but I don't really know how to move from there.


Feats and special abilities choice
So far the ones I am pretty sure of are:

1st favoured enemy: HUMANOIDS (orc), Wild Empathy
Humans bonus feat: Improved Unarm.Strike,
Ranger 1: Track
Character level 1: Improved Grapple
Combat Style (Archery) Rapid Shot
Distracting Attack (replaces animal companion, PHB2) - No spells Ranger 3: Endurance
Character level 3: Improved Initiative (a whooping +11 with this feat, dread commando and dex bonus)
2nd Favoured enemy: Undead
Level 6: Dodge
Rogue 1: Sneak Attack +1d6, Evasion
Level 9: mobility
Armoured Ease 4 Sudden Strike +2d6 (stacks with sneak attack)
Stealthy Movement -10 on running stealth, +0 on normal speed stealth
Team Initiative Bonus

The ones I am dubious about:

Fighter 1:Power attack
Fighter 2: cleave
(with the sudden strike+ sneak attack, does it makle any sense to power attack?)
Character Level 12: Improved. CRIT (l.sword): good to have a crit on 17-20 with all the snak/sudden damage he can dish out but is it worth it again? Perhaps I should just get a KEEN weapon and replace cleave with combat expertise and get improved feint at level 12, so that I can sudden strike/sneak attack more often? The character has a +7 bonus to bluff (which would go up, should I take rogue levels). Also, if I lose CLEAVE, do I keep power attack? The character relies a lot on accuracy, after all....

So, here is the situation, and all feedback is welcome on what levels to take next and if / how to rearrange the feats selection (perhaps proposing a different approach than mine).

Cheers,

O.

oxinabox
2009-08-12, 09:05 AM
reC.32
Power attack is a prerequisite for cleave.
If your doing bulk damage you want to be able to cleave the next guy right?
or no? cos you can't do sneak attack with a cleave (unless your invisable, or ther'e all blinded or you have hide in plain sight)

Ossian
2009-08-13, 05:42 AM
reC.32
Power attack is a prerequisite for cleave.
If your doing bulk damage you want to be able to cleave the next guy right?
or no? cos you can't do sneak attack with a cleave (unless your invisable, or ther'e all blinded or you have hide in plain sight)

C.32

This is the thing. The "cleave" situation does not really happen that often. The character is a high movement commando for guerrilla warfare, and would dish out a 1d8+3+4d6 without any penalties to hit. So you can stalk and hit for a good damage with power attack but then I would want to move away, keeping the distance, and full attacking (3 attks per round)only when forced to do so. So Power Attack would be a back up option for such situation but cleave? I have no idea if it is even worth a feat for an incursion tupe fighter.

Alaxi
2009-08-14, 03:13 PM
Greetings ladies and gentlemen. I am looking to get an Arcane casting build that is as powerful as I can make, aside from making an Abjurant Champion and an Initiate of the Seven Fold Veil. I ask your help in this please. I am rather new to Arcane... By the way, the campaign is using 3.0-3.5 rules and source books, so please help me run along those lines.

Books: Any 3.0-3.5 source. Personally, I don't want to use Tome of Battle, but other than that, I am game for anything.

Race: I prefer to play human.

Class: If spontaneous is best, I'll do it, but I like the access wizards get...

Ability Scores: 18, 17, 17, 16, 15, 11

Alignment: EVIL

House Rules: Basically as long as there is a sourcebook for the feat/item/spell, it is pretty much allowed. Wealth by level also, (200,000gp) for magic items, tools, etc. DM says as long as there is am itemized list of items (totally redundant, but I figured you might need a laugh... :smallbiggrin:), cost, and where the source it comes from, he is good with it.

Concept: This is a Good vs. Evil campaign, running along the basis of PvP. I want a build that is good in this aspect, but is not solely good versus a certain type of class...

Other: As flippin powerful as I can get is what I am looking for. Any help will be GREATLY appreciated. :smallsmile:



Thanks!

Elfin
2009-08-14, 03:29 PM
Q. 33
Could you please give me an optimal level-by-level build until 20th for a warblade?
Books: I can use Core, UA, Completes, Tomes, BoVD, BoED, Magic Item Compendium, PHBII
Race: Elf (or any subrace thereof)
Class: Warblade
Ability Scores: 52 (!) point buy (DM says the game will be enormously tough)
Alignment: Any non-evil
House Rules: n/a
Other:Rest of the party includes a dragon shaman, a duskblade, a bard, and a sorcerer, so I'm basically the front-line melee combatant.

Delandel
2009-08-14, 03:54 PM
Q.34

Could you please build me an optimized dagger thrower?

Books: I can use Core + Any Complete book + PHBII + MM I-IV
Race: PHB races
Class: Any
Ability Scores: 32 point buy
Alignment: Any non-evil
House Rules: None of relevance I think.
Concept: I'm open to anything as long as he's a relevant damage dealer. I initially thought of a rogue-type character but I was disappointed to find out that Master Thrower's volley doesn't apply precision damage to each dagger (SA).
Other: I'd like him to be decent at all levels, especially before level 10.

If there's no way to accomplish this without looking at other books I'd be willing to at least look at non-core / completes. I heard ToB had something really good for this concept.

TheManlyFlower
2009-08-15, 03:35 PM
A.23

Okay, so I figured i'd finally resgister and post after reading this one. Only because Luchadors kick ass, and I love grapplers! But because i'm at work I do not have all my books here for exact breakdowns of everything :smallfrown: (But will update and touchup when i get home, just wanted to lay some framework.)

Books used would be Players Handbook, Complete Warrior, and Races of stone (not so crazy and obscure, but fun nonetheless!)

Race: Goliath goodness for the Barbarian substitution levels, and powerful build goodness. CG-Alignment lets you still uphold your punish justice theme, but approach it in a more in your face manner :smalltongue: (Or dwarf for flavour. Strong moral society which could play into the whole luchador, punisher of evil theme.)


Escape artist and Tumble are must have skills for prerequesites, 5 ranks of each needed for reaping mauler, after that its all flavour and filler.

LVL1) Level Adjustment from Goliath
LVL2) Rogue 1 - Improved Unarmed Strike
LVL3) Rogue 2
LVL4) Rogue 3 - Clever Wrestling (bonus to grapple the larger your opponent is, +2 large, +4 huge etc.)
LVL5) Barbarian 1 - (Goliath substitution Level - Makes you large when you rage with a str bonus, and yet you still qualify for clever wrestling!)
LVL6) Barbarian 2
LVL7) Barbarian 3 - Imp.Natural attack (Unarmed). Swings your fists up a size category (Or in the case of my DM, i got monkey grip, and he let me make a huge "Bludgeoning" version of the punching dagger A.K.A brass knuckles! Followed up with TWF for extra pummely goodness -Huge because as a goliath the powerful build already lets you use large, monkey grip for huge!)
LVL8+) Reaping Mauler X

After level 7 you can basically put in any other feats you want for flavour

Up to level 7, youve netted yourself
BAB 5
+2d6 Sneak Attack
Evasion
Uncanny Dodge
Fast Move
Rage 1/day (Mountain rage, makes you large +4 con, +6 str)
Trap Sense +2 (1 rogue, 1 barb)
Trapfinding
Base Fort Save 4
Base Reflex Save 4
Base Will Save 2

Obvious high stats would be Strength for grapple checks, Dex for armour (I mean, you are hugging the guy to death), and Con because your gettin up close and dirty. Int, Wis, and Cha not so necessary as the rogues high skill points more than help you meed the prerequesites for reaping mauler skills, and then all you need is filler.

I went Dex, Str, Con, Wis, Int, Cha (Swap wis and int for more skills if you need em) in order of most, to least important stats
-2dex, +4 str, +2 con from race.

I like this build because you get in close, and you grapple the guy. And your race makes you really Imposing when you rage. You can wear light armour with no limitation and use the barbarian movement increase to get to your enemies faster. Any attacks you make can give you the extra damage boost from sneak attacks. And if when you start getting the reaping mauler class levels you get the sleeper hold, and a death attack choke hold thing thats similar to Death Attack. Grapple em for 3 rounds and they need to make a fort save or die.

tommy19
2009-08-16, 02:13 AM
Q35

Hi, this is my first time posting in this thread and I was wondering if you all could build me a 10th level assassin.


Books: Any 3.5 WotC sources. Would prefer to avoid campaign spacific sources.

Race: (in order of preference) Elf, Human and Non-LA

Class: Rogue/Assassin would be preferable for simplicity, but if something else is more effective...

Ability Scores: 32-point buy.

Alignment: LAWFUL EVIL. This is non-negotiable, I don't like him being evil but if he must he will at least live by a code. lol

House Rules: Umm... nope

Concept: The character is an assassin run by his older sister (who is an attache to the queen), he is a bit nieve when it comes to his sister but is very effective at his trade. I would like a stealthy combatant that can deal a substantial amount of damage using any means neccesary when taking an enemy unaware but can still be an effective ranged combatant with thrown daggers (preferred)/hand crossbow in open combat.

Other: This is a military campaign, the character (Named Ashrim if anyone is interested) is a member of a military unit where his primary tasks will be scouting and infiltration. The rest of the group is unaware that he aslo has hidden motives, namely the attaintment of peace through the selective assassination of key elements. As stated the character is "run" by his older sister who is an attache to the queen. Unbenounced to the party, the character included, his sister chooses these targets through her dealings with the queen, but not with the queen's approval or knowledge. He is, in essence, a disavowable hitman.

If you wouldn't mind key items for a character of this type would be great. I have the resources of a standard 10th level character to work with.

Expiration Date: ASAP would be wonderful. I say this because this is a replacement for my current character who is in a rather sticky situation and may be in need of replacement as early as... 24 hours. lol

As for a cut off date... 8.23.09 sounds good.

playswithfire
2009-08-16, 08:31 AM
A35

This should be somewhat more effective than a straight Rogue 5/Assassin 5, though it cuts down on your spellcasting and your death attack DC slightly.

rogue feat[Carmendine Monk], flaw[TWF]
rogue
swordsage Weapon Focus(Shadow Hand), feat[Shadow Blade]
swashbuckler Weapon Finesse
swashbuckler
assassin feat[Daring Outlaw]
assassin
swordsage
swashbuckler feat[ITWF]
assassin

tommy19
2009-08-16, 11:45 AM
C35

The Carmendine Monk feat states that it is for a monk. I see what you're trying to do with the feat and the swordsage though. I can consult my DM on the matter, but I don't think it would swing. However, since the character's primary purpose outside of combat is as a scout, wouldn't it be better to drop the feat and have a high wisdom score?

I apprecite the help and this is a great starting point. If you don't mind could I get your opinion on what race to choose and where to assign my stats?

Also, I'm not familiar with some of these feats, so source references would really help me.

Thank you very much.

playswithfire
2009-08-16, 02:21 PM
C35
The Carmendine Monk feat states that it is for a monk. I see what you're trying to do with the feat and the swordsage though. I can consult my DM on the matter, but I don't think it would swing. However, since the character's primary purpose outside of combat is as a scout, wouldn't it be better to drop the feat and have a high wisdom score?

I apprecite the help and this is a great starting point. If you don't mind could I get your opinion on what race to choose and where to assign my stats?

Also, I'm not familiar with some of these feats, so source references would really help me.

Thank you very much.

Yeah, some GMs let Carmendine Monk work with Swordsage, some don't. It was to reduce MAD and improve the INT synergy with Swashbuckler and Assassin.

Daring Outlaw is from Complete Scoundrel and stack Swashbuckler and Rogue levels for sneak attack and ... some swashbuckler class feature that isn't hugely useful.

Shadow Blade is from Tome of Battle and lets you add Dex to damage while in a Shadow Hand stance.

As for races and stats, as written (with Carmendine), the stat order would be DEX/INT/CON/STR/WIS/CHA, so Elf works, as do Human, Dwarf, and Halfling, all of which work well for a non-Carmendine version as well; Halfling might be my first choice, specifically Strongheart Halfling if you can get it.

If you drop Carmendine:
WIS becomes more important, but Strongheart Halfling remains a good choice
Changing it to Rogue 4/Swashbuckler 1 and dropping Daring Outlaw becomes a reasonable choice
Other feats to consider for any new feat slots that open up:Improved Toughness, Weapon Finesse if you drop Swashbuckler entirely, and Craven (Champions of Ruin).

Delandel
2009-08-17, 06:18 PM
A35

Interesting because I was making the exact same character too.

A very simple yet elegant method would be to go rogue3 / swashbuckler3 / assassin 4. Picking up 3 levels of swash instead of rogue 6 you trade:

- uncanny dodge
- +1 SA dice
- trap sense +2
- 8 less skillpoints

for:

- +2 BAB
- weapon finesse
- INT to your weapon damage (only to SA-able targets)
- a little better saves

Pretty good trade. You can use a feat to get the +1d6 SA (Daring Outlaw) you missed, but that's your call.

Best race is Whisper Gnome (races of stone). Human is fine and my personal preference.

Gear, there's tons. Belt of Battle is disgusting, Deathstrike Bracers help if you think you'd encounter undead (or just take the Death's Ruin alternate class feature, complete champion, you drop the useless trap sense), anything that allows you to SA creatures after the first round is very good (blinking, invisibility).

AzazelAshheart
2009-08-19, 02:12 PM
Q.36
Essentially I'm making this before I start any campaign, and I'm trying to make it into a sneak/scout with a possibility of being a backup fighter.

Books: Any 3.5, along with Manual of the Planes and BoVD. I prefer no psionics/incarnum however
Race: Shadow demon
Class: Monster class Or LA, then Beguiler
Ability Scores: 32 point buy
Level: 1-20
Alignment: Assuming Chaotic Evil, If its possible than Chaotic Neutral
House Rules: Nothing particular
Concept: Shadow demon using spells to enchant claws, then to proceed to bring the pain from the shadows
Other: I'm heavy set on the shadow demon, I just haven't been able to find anything to allow me to play as one yet

Mr. Pin
2009-08-19, 08:18 PM
Q. 37

First time on the thread; I was wondering if some kind soul would be willing to build me the most overpowered character they can using the below restrictions.

Books: core 3.5 rulebooks plus complete arcane, complete divine, complete warrior.

Race: one of the base races

Class: any

Ability scores: 32-point buy

Level: 9

Alignment: any non-evil

other: My group is doing a one-shot of the 3.5 edition version of Tomb of Horrors. It would be cheating to look up the adventure, but my DM informs me that it's pretty ridiculous difficulty wise and I'd really love to be able to breeze through it or at least get the character that would do best in this situation (Dungeon with a lot of traps is all I know about it.)

Roland St. Jude
2009-08-20, 04:37 PM
Sheriff of Moddingham: This thread is not really working out as I'd hoped. I'm cutting it loose from the sticky. If people want to keep using it that's fine.