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Bears With Lasers
2006-12-22, 09:24 AM
I'm leveling my monk to lvl 8, and I need to choose where to put my attribute point. I can't figure out where tho...

my character is here: http://www.rpgwebprofiler.net/view.php?id=44967

for quick ref:
str 10
dex 18 + gloves of dex +2 =20
con 12
int 8
wis 14
cha 8

The problem is that no matter where I put my ability point, my modifier won't increase. I won't see a benefit until lvl 12. Any suggestions/opinions?

Dex. Definitely. All your increases into one stat is better than a point or two in several.

Meynolds
2006-12-26, 06:48 PM
Character to level 15, from scratch

Books: PHB, DM guide, MM, MMII, MMIII, Forgotten Realms campaign setting
Race: Any race will do.
Class: Fighter, any prestige or multi.
Ability Scores: 16, 14, 14, 13, 10, 8
Alignment: LG, NG, or CG
House Rules: None.
Concept: Mounted, nothing past that.
Other: We're going into undead territory. A Ranger, Barbarian/Blackguard, and a wizard make up the rest of the party.

Any help would be appreciated.

Wayloss
2006-12-29, 05:15 PM
I'm building an Epic Wizard for an epic campaign, There are a few restrictions, no more then 1 PrC and no more then 4 Base classes. We are restricted to SRD or PHB/DMG for character building. At this point we will have no real equipment as part of the starting story line.
Ability Scores are; STR: 10, DEX:14, CON 12, INT 18, WIS: 18, CHA: 16
He is Human, and the statistics can be moved around in a 1-1 basis.
He is supposed to be the mortal incarnation of a God of Magic, who is the son of the God of Knowledge. SO I was debating on Wiz 16/Archmage 5 or wiz 10/Loremaster 11.

Can anyone give me a hand.

Bears With Lasers
2006-12-29, 05:38 PM
The problem with Wiz 16/Archmage 5 is that Archmage has no Epic progression, so you won't be getting Epic Bonus Feats (which are the currency of high-level pwnage) as quickly. If you're going to level up to level 23, 26, 29, etc., you're better off with the Loremaster--however, Archmage lets you do fun things like Mastery of Shaping an Antimagic Field so it excludes you but affects anyone standing in it and whacking at you.

Your CON should be much higher. Drop your 18 WIS in CON, and you might as well swap your DEX and CHA.

Does "no real equipment" mean you only have the two spells/level up? Do you have a spellbook?

Wayloss
2006-12-29, 06:26 PM
I believe I will be given access to nearly all spells and have the spell books, but no rings, wands scrolls etc. And i can move the points around on a 1-2 basis not just swap whole stats. Effectively it's a 48 point starting character all 1-1 no scaled point buy.

Pidg
2006-12-30, 03:16 PM
Ok this one needs a little explaining before we get to the build. My friend is running a weekend campaign using a mix of Besm d20 and d&d3.5. From this I got a lvl8fighter/lvl4 adventurer. I plan on taking Battle Scion for the rest of the levels. Since we are using BESM I and I intend to dual wield I was allowed to create a pair of weapons instead of just one (see below for rules). Beyond this any recomendation is appreciated.

Books: All
Race: Human
Class: Fighter 8, Adventurer 4
Ability Scores: 20, 20, 20, 16, 16, 16 (enhanced with adventurer levels)
Alignment: LG, NG, or CG
House Rules: Bastard Swords(and all feats) include Katanas
Concept: Two weapon fighter (bastardsword/katana) with special attacks
Other: Its a full campaign so no specifics to region or monsters are necessary. A Cataclysm Mage, Ninja, HydraTamer(monster tamer from besm), Undead Hunter(I forget the actual class but its got backstab), Healer(minatures handbook cleric class) are included in my group

Rules:
-Ignore the four adventurer levels they are already factored in and no additional besm related details should be added with the exception of the two swords. Those details are highly restricted by my GM.
-The fighter levels should focus on two weapon fighting with a bastard sword and katana but are unrestricted otherwise
-House Rule: Katana = Bastard Sword. so any feat applying to one also applies to the other (ex: weapon specialization(bastard sword))
-Create a pair of swords(bastard and a katana) using 3 ranks(total) Item of power and disperse their abilities over the span of 8-10 levels just like a Legendary Weapon from Unearthed Arcana
-Limits: Cannot enhance stats above 20, Cannot grant spellcasting or psychic abilities
-Special Attacks are encouraged(the character already has a few and a main attack so each attack you build only costs 1CP/rank).
-Build for creativity not to break. The swords can be based off of conepts such as the sun and moon, or ice and fire, etc. Otherwise follow normal BESM rules for Item of Power

-Extra: Feel free to just reply with details for the swords if you want. I wana see how creative people can become with this. Include descriptions if you want just have fun. Also feel free to include my allies in the attacks if its at all possible

BnF95
2007-01-02, 09:49 AM
Hello to all, I'd like to ask help for a Cleric of Wee Jas/Wizard (Necromancer) build to maximize creating/controlling undead. One of my players wants to play this type of character, but our only player that used to play this type of character has departed the group long some time ago, taking his character sheets with him and I don't really remember all the details. If anyone could provide a baseline from level 1 up to 12, I'd be very grateful.

Meat Shield
2007-01-02, 11:17 AM
OK, I need an NPC to help flesh out the party for the campaign I am running. Currently they have no arcanist so I need a wizard.

Books: Core, All Completes (except psionic), and DMGII, PHBII, Kingdom of Kalamar Players Guide
Races: All core
Class: Sorceror or Wizard, Evoker specialist (I'm gonna be running him as DM, so less thought and less deus ex machina I need to do the better. This guy just likes blowing stuff up.)
Stats: 4d6, drop lowest
Starting level: 2
Extra stuff: If wizard, campaign rules give each PC one extra feat (metamagic included) and 500 gp starting gold. If sorc, sorcs in this campaign also get Eschew Materials for free, and may swap Summon Familiar for either Celestial, Infernal, or Draconic Heritage, or take the faster metamagic ability swap from PHBII.

Doesn't need to be fancy (only an NPC), and I hope he is not around still in six or seven levels (hopefully we get another player), so aiming for a PrC is not important. Thanks everyone.

Timespike
2007-01-04, 11:10 AM
Hey everyone. Could someone give me some advice about what to do with a character of mine. And by advice I pretty much mean anything & everything.

Right, at the moment she's a human 2nd level Fighter/2nd level Battle Sorcerer (Unearth Arcana). She's Lawful Good & fights with a longspear, which is pretty central to the concept. Her stats are as follows:

Str 10, Dex 13, Con 13, Int 10, Wis 15, Cha 16

and she has the following feats:

Improved Unarmed Strike, Endurance, Die-Hard, Combat Reflexes and Intimidating Strike (PHB 2).

She has maxed out Intimidate skill aswell. The DM allows any book that the player owns, except the Book of Exalted Deeds or Vile Darkness. He also doesn't allow Paladins as he thinks they're disruptive. The rest of the party consists of a Cleric/Rogue, a Druid/Rogue & a Bard/Rogue.

As I said, any & all advice is desperately needed.

Would you mind posting your list of sorcerer spells known? I can help more with more information.

That said, This looks like a perfect character to take through the eldritch knight and/or spellsword prestige classes, (and if you have complete mage, Abjurant Champion) so start angling towards those. As far as additional advancement, I'd add some good, reliable buffing spells to the ol' battle sorcerer list. Bull's strength in particular seems like a no-brainer. You need to get your strength score up as quickly as possible, though; preferably via magic or equipment so you can keep dropping level raises into your casting stat.

Timespike
2007-01-04, 11:16 AM
Hello to all, I'd like to ask help for a Cleric of Wee Jas/Wizard (Necromancer) build to maximize creating/controlling undead. One of my players wants to play this type of character, but our only player that used to play this type of character has departed the group long some time ago, taking his character sheets with him and I don't really remember all the details. If anyone could provide a baseline from level 1 up to 12, I'd be very grateful.

What books do you have access to?

Timespike
2007-01-04, 11:27 AM
In Lieu of a list of books for the necromancer, I'm going to go with the wildly-divergent assumptions of "core only" and "everything conceivable by WotC"

Core only: Wizard 3(necromancer)/Cleric 3 (Death and Knowledge domains)/Mystic Theurge 6

Everything: Cloistered Cleric 3 (Death domain, Trickery Domain, Knowledge Domain free from cloistered cleric)/Wizard 3 (Necromancer with focused specialist from complete mage; drop evocation, illusion, and enchantment)/True Necromancer 6

Pegasos989
2007-01-04, 12:12 PM
In Lieu of a list of books for the necromancer, I'm going to go with the wildly-divergent assumptions of "core only" and "everything conceivable by WotC"

Core only: Wizard 3(necromancer)/Cleric 3 (Death and Knowledge domains)/Mystic Theurge 6

Everything: Cloistered Cleric 3 (Death domain, Trickery Domain, Knowledge Domain free from cloistered cleric)/Wizard 3 (Necromancer with focused specialist from complete mage; drop evocation, illusion, and enchantment)/True Necromancer 6

Except that true necromancer is awfully bad class (loses two progressionlevels of each side during it, three of each side to get there, requires you to waste your domains)...

If you have access to dread necromancer, use it. If not, straight cleric.

Here is a guide to making a necromancer (and top 10 reasons why true necros are so bad):
http://boards1.wizards.com/showthread.php?t=599129

Edmond_Dantes
2007-01-04, 02:40 PM
Ooo, this looks handy...

Can someone give a hand with this one?

Books: Core, and Eberron (Core)
Class: Cleric - Level 3
Race: Dwarf
Ability: 12, 18, 13, 14, 14, 15 (wherever you like)
Alignment: Well, he's gonna be a NPC for a good-aligned party, so I guess Something Good.
Items: Feel free to throw something in.

Not much to say here... I am dm-ing a 2-player party, and I thought I could send in a cleric NPC to provide some healing and muscle (I've got a monk and a rogue). Since I'm quite new to D&D, I have absolutely no clue how to make a cleric, hence my plea for help.

Thanks!

wowy319
2007-01-04, 05:26 PM
Could you please build me a frenzied berzerker/barbarian?
Books: I can use all the current complete books, heroes of horror, libris mortis, the book of vile darkness and both fiendish codexes.
Race: Human/afflicted weretiger
Class: Barbarian/frenzied berserker
Ability Scores: 18-to-8
Alignment: true neutral
Concept: I’m looking for less charisma, high ranks in survival, hide and move silently, topped off with some intelligence.
Other: I’m the party’s tank, and I really want to have as much damage-dealing capability as possible. our starting GP is 4500.

Thank you very much!

Pegasos989
2007-01-04, 05:40 PM
Could you please build me a frenzied berzerker/barbarian?
Books: I can use all the current complete books, heroes of horror, libris mortis, the book of vile darkness and both fiendish codexes.
Race: Human/afflicted weretiger
Class: Barbarian/frenzied berserker
Ability Scores: 18-to-8
Alignment: true neutral
Concept: I’m looking for less charisma, high ranks in survival, hide and move silently, topped off with some intelligence.
Other: I’m the party’s tank, and I really want to have as much damage-dealing capability as possible. our starting GP is 4500.

Thank you very much!

What level is this? Also, how come your ability scores are 18 to 8 (18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, if I understood) when there are only 6 stats?

Bears With Lasers
2007-01-04, 05:41 PM
(I assume it's 18-16-14-12-10-8.)

wowy319
2007-01-04, 07:08 PM
(I assume it's 18-16-14-12-10-8.)

indeed. That is the system of 18 to 8. I usually use it when statting NPC's.

As for level, around level 5 or 6 (not including level adjustment for his template (+2)

Amon Star
2007-01-05, 07:54 AM
Would you mind posting your list of sorcerer spells known? I can help more with more information.

Certainly. My O level spells are Read Magic, Mend, Ray of Frost & Arcane Mark. My 1st level spell is Sleep. The DM likes to set large amounts of low challenge rating creatures, so Sleep is still useful.


That said, This looks like a perfect character to take through the eldritch knight and/or spellsword prestige classes, (and if you have complete mage, Abjurant Champion) so start angling towards those. As far as additional advancement, I'd add some good, reliable buffing spells to the ol' battle sorcerer list. Bull's strength in particular seems like a no-brainer. You need to get your strength score up as quickly as possible, though; preferably via magic or equipment so you can keep dropping level raises into your casting stat.

Thanks for the advice. I'll get the Complete Mage and have a look at Abjurant Champion. Also, I can get Clerical potions cheaply, so I'll stock up on them until I can afford a Belt of Giant Strength.

Also, I thinking about taking the Feats Arcane Strike & Arcane Disciple. Anyone disagree with these choices?

BnF95
2007-01-05, 10:50 PM
In Lieu of a list of books for the necromancer, I'm going to go with the wildly-divergent assumptions of "core only" and "everything conceivable by WotC"

Core only: Wizard 3(necromancer)/Cleric 3 (Death and Knowledge domains)/Mystic Theurge 6

Everything: Cloistered Cleric 3 (Death domain, Trickery Domain, Knowledge Domain free from cloistered cleric)/Wizard 3 (Necromancer with focused specialist from complete mage; drop evocation, illusion, and enchantment)/True Necromancer 6Thanks Timespike. Looks like a fairly decent build ... what feats do you suggest? Assuming human of course.


Except that true necromancer is awfully bad class (loses two progressionlevels of each side during it, three of each side to get there, requires you to waste your domains)...

If you have access to dread necromancer, use it. If not, straight cleric.

Here is a guide to making a necromancer (and top 10 reasons why true necros are so bad):
http://boards1.wizards.com/showthread.php?t=599129
What about Mystic Theurge instead of True Necromancer? Straight cleric? As in Cleric 12? Hmmm ... the only problem is that my player wants a multi-class Cleric/Wizard.

Bears With Lasers
2007-01-05, 11:28 PM
Why exactly does he want a multiclass cleric/wizard? That's a crappy place to start. "I want a random combination of these two classes!"

How about a cleric with the Magic and Spell domains, instead?

Meynolds
2007-01-06, 04:40 PM
1. A charcter at ~30 level
He's/she's an NPC for my campaign world I'm creating, and I needed some help with him (or her)
2. Request
a. Books PHb, DMG, MMI-III, Complete warrior
b. Race: Any, preferably under LA +4
c. Class: Heavily combat oriented, low to no magical abilities by self.
d. Scores: 18, 16, 16, 10, 14, 18
e. Alignment: LG, NG or CG
f. House Rules: No single level dip (not that it makes a difference by Level 30)
g. Concept: He is the king/queen of a large realm, and is one of the greatest military commanders in the world (if not the greatest), Thus higher than average intelligence.
h. Other: Obviously king/queen of a great realm, his/her realm is elven/human based with small settlements of Dwarves, Can hold his/her own in combat. Likes leading from near the front.

Thanks in advance!

Zed's Dead
2007-01-06, 11:34 PM
I'm interested in creating a 20th level fighter/monk/dwarven defender.
I want to combine the versatility of the monk with the juggernaut flavor of the DD.

a. 20th level
b. request
c. core (including MM (feats only)(no psionics), complete books, OA
d. 1st level stats:
str 18
dex 14
con 16
int 11
wis 14
cha 5
e. LN
f. No house rules applicable
g. Concept: Dwarf starts out as a street thug (fighter 1), ends up in prison, where he becomes a monk, learns the DD path later in life when he returns to Dwarven society.

Combat-oriented goals:
1. use a reach weapon and combat reflexes for mad AoOs.

2. grapple as effectively as possible--one tactic I conceived was beginning a grapple and then going into defensive stance and holding it during the grapple. This would alleviate some of the monk's grappling weaknesses.

3. use stunning fist variants (complete warrior)

4. achieve combat effectiveness -- I know he's no toe-to-toe fighter, but the DD levels should help his BAB, HP, and AC

5. achieve some of the cool monk abilities like diamond soul and crazy unarmed damage

Specific questions:
Are there specific feat trees/combos I should take?

When should I start taking DD levels?
My thoughts are Monk 16/DD 4

togapika
2007-01-08, 02:42 PM
1. Looking for a from-scratch character, built to level 10. Use the Master of Masks prestige class. http://wizards.com/default.asp?x=dnd/ex/20070105a&page=3

2. Books: Any books but those of faerun or dragonlance are fine.
Race: Any medium size race
Class: Any but Barbarian, Pure Arcane Caster, or Bard. MUST include the Master of Masks prestige class
Ability Scores: Use 32 Point Buy
Alignment: Any Non-evil
Concept: Not a Jack-of-all trades but a guy who has a solution or backup plan for every situation
Other: Make him something most DM's would allow in their campaigns regardless please

Sactheminions
2007-01-08, 03:22 PM
Bit of a skeleton, and it should be noted that competing with a noncaster above level 20 is a nonstarter. But, I haven't done epic creation in a while so let's give it a whirl.

My assumptions: Non-mundane effects are OK, but I should avoid full caster classes entirely and not base the character on magical effects in a meaningful way; we're looking at attacking, not casting, as "What I do." Also assuming I need to take Leadership and Epic Leadership in two feat slots given his situation, but I'll insert the substitutions I'd make were this not the case. I'm also assuming you're not looking for a broken CO-board type character, but an interesting and playable character that is nonetheless effective in combat.

You're LG, since that gets you into Paladin, which is nice for reasons we'll get into later. While any fighter character is miles better with the Tome of Battle involved, I'm glad you don't have it, because it renders every fighter class and concept from any previous book virtually irrelevant. So now we can actually use the PHB! In fact, I'm going to make a conscious effort to impress your DM with your restraint - no PrC's, no classes outside the PHB. Let's start with the basics to Level Eight:

Str 18 Dex 16 Con 16 Int 10 Wis 14 Cha 18

1 Ftr 1: Power Attack, Weapon Focus:Scimitar[human], Improved Initiative [Fighter]
2 Ftr2: Two Weapon Fighting [Fighter]
3 Ftr3: Cleave
4 Ftr4: Weapon Specialization:Scimitar [Fighter], Cha 19
5 Paladin 1: [Nets you Divine Grace and other goodies]
6 Paladin 2: Leadership
7 Paladin 3:
8 Paladin 4: [Nets you the ability to Turn Undead], Cha 20

At this point, we've laid the groundwork for what will come; the plan is to generate bonus damage on a per-hit basis, and eventually get you at least 9-10 attacks per round through dual-wielding and other means to multiply that damage. In addition, we've taken Leadership as early as possible, and improved your character's Charisma to represent your focus on your eventual kingdom building. Now we need to think about feats that will help us generate the effects we're looking for.

9 Ftr5: Divine Might [Bonus damage on a per-hit basis]
10 Ftr6: Cleave [Fighter]
11 Ftr7:
12 Ftr8: Greater Weapon Focus: Scimitar, Improved Two Handed Fighting [Fighter], Cha 21
13 Ftr9:
14 Ftr10: Oversized Two Weapon Fighting [Fighter]
15 Ftr11: Two Weapon Defense
16 Ftr12: Greater Weapon Specialization: Scimitar [Fighter], Cha 22
17 Ftr13:
18 Ftr14: Greater Two Weapon Fighting [Fighter], Divine Shield
19 Ftr15:
20 Ftr16: Great Cleave[Fighter], Cha 23

Which gets us to the Epic cutoff. At this point, you're dealing 1d6+14 damage per hit, critical on 15-20, and have seven attacks per round. You haven't missed any BAB and have decent bonuses to hit from Weapon Focus and Strength (and presumably your magical additions which we'll get to later), so you should have little trouble connecting against opponents even with iterative attacks.

21: Ftr17: Epic Leadership
22: Ftr18: Epic Weapon Focus: Scimitar
23: Ftr19:
24: Ftr20: Epic Divine Might [This is from the old Epic Insights column on Wizards - no reason it shouldn't be OK, possibly with the 3.5 conforming change of limiting the effect to one full round, but check it out with your DM - it's still available in the Wizards.com archives under Epic Divine Feats.], Epic Weapon Specialization [Fighter], Cha 24.
25: Ftr21:
26: Ftr22: Perfect Two Weapon Fighting [Fighter]
27: Ftr23: Superior Initiative
28: Ftr24: Overwhleming Critical [Fighter], Cha 25.
29: Ftr25:
30: Ftr26: Devastating Critical [Fighter]

Suggested magic:
Two +5 Scimitars, [one Speed, Ghost Touch, Keen, Flaming, Thundering. The other replaces Speed with Frost, since that doesn't stack.] Total cost 400,630.
six Tomes/Manuals +5 for your abilities: Total cost 804,000.
An item granting a +6 enhancement to each ability: 396,000.

Beyond that you're on your own. With a +8 dex bonus you need to be careful how heavy armor you wear.

Karaswanton
2007-01-08, 06:03 PM
This is a high powered campaign, so for stats use what I call the "super-elite" array: 17, 16, 15 14, 12, 10
1.) Human LE Paladin of Tyranny 2/Sorc 4/Spellsword1/Abjurant Champion 5/Eldritch Knight 8

2.) Base (human) Wiz 5/Mindbender 1/Ur-Priest 2/Mystic Theurge 8/Lich/Evolved Undead/Spellstiched


3.) a human "Lord of the Uttercold Assault Necromancer' accompanied undead minoins as appropraite. Total CR should be about 14.
The "lord of the uttercold assault necromancer" takes use of the lord of the uttercold feat and lots of cold evocation spells to heal undead.


These are for NPC bad guy encounters. :)
Anyway, use base wealth for an encounter of these CRs.

Open books:
Anything, except setting specific material (this includes things like Frostburn, etc.) Hero's of Horror and Hero's of Battle would be appropriate as well.
BoVD is fine as well.

LordLocke
2007-01-08, 06:34 PM
I guess I'll give this a try, since I've been wondering if I could make this work better then I did.

Level- 1 to 20 build, starting 10th for where it matters.

Race- Elan (Female Elan who's chosen to help a country she's seen grow from the ground-up defend itself from parties that have recently seen it as worthy for conquest. Joined the local guard forces and has proven herself a valiant warrior, and was recently promoted to the King's personal service.)

Class- Knight/War Mind (Possibly with a prereq dip, if getting into War Mind sooner is important- the existing build is Knight-6/Psion-2/War Mind-5 at the moment, although I thought of Knight-6/P.War-2/War Mind-5 instead.)

Stats- 32-point buy

Source Books- Any Core (including Psionics, duh), PHB II, Complete series, others potentally allowed case-by-case (The existing version has Reflective Armor, for example)

Gear- Default starting wealth for 10th level. Reach weapon + spiked gauntlet/armor spikes to threaten a large area, especially with Expansion. Stat-boosting gear is probably a plus, since this concept suffers from a fair amount of MAD.

Career Goal- Big Distracting Tank. Reach weapon + Expansion + Bulwark of Defense has proven to be a useful trilogy for tying up melee combatants trying to get past me and to the squishier guys behind me (Which is pretty much the rest of the party). Test of Mettle has been helping a lot with this too, at least against things with a mediocre will save. Psionic powers like Vigor and Hostile Empathic Transfer to help me maintain durability in bad situations, and Elan Resistance/Enhanced Elan Resistance means that save or dies don't automatically mean the tank is down.

For offense... well, I'm interested to see both what a charger and a non-charger would look like- my current build is a charger, but the campaign's spent much of it's time in towns and indoor dungeons, so it's been of limited use in that area.

Power Selection- I'm pretty much set on Vigor, Expansion, and Hostile Empathic Transfer, since they directly help my tankishness. I thought about grabbing P.Dimension Door and P.Freedom of Movement later in life- are these good picks for the psychic knight? Especially one who's pretty close to being the only party tank?

Feats- Outside of Enhanced Elan Resistance, Practiced Manifester (War Mind) and possibly Goad, I'm not entirely sure what I want from this. This is where I could probably use the most advice.

Meynolds
2007-01-08, 07:39 PM
Sactheminions --> Thanks! I'm going to switch around the Wis and Int scores.
I am the DM this character is a NPC so anything would go.
He doesn't worry about spellcasters, he has several high wizards as "vassals" so he can deal with them.
That looks like a great character at any level, so I can unleash him on PCs at any time.

wowy319
2007-01-09, 04:59 PM
(reposting after a week)

Could you please build me a frenzied berzerker/barbarian?
Books: I can use all the current complete books, heroes of horror, libris mortis, the book of vile darkness and both fiendish codexes.
Race: Human/afflicted weretiger
Class: Barbarian/frenzied berserker
Level: around level 10, including level adjustment for his template.
Ability Scores: 18-to-8 (18, 16, 14, 12, 10, 8)
Alignment: true neutral
Concept: I’m looking for less charisma, max ranks in control shape, high ranks in survival, hide and move silently, topped off with some intelligence and a good wisdom score.
Other: I’m the party’s tank, and I really want to have as much damage-dealing capability as possible. GP should be about half of the maximum for level ten.

Sabattus
2007-01-11, 12:23 AM
1. <b>Looking for:</b> exploration of the eldritch theurge prestige class from the Complete Mage. So I'm asking for a level-by-level build, up to clvl 9 or 10, mixing warlock and sorcerer. For the sorcerer side, I'd like to go for the summoner archetype out of Complete Mage, possibly with Infernal Sorcerer Heritage and I.S. Howl (from PHB2) for summoning benefits once caster level allows reasonable use of the Summon Monster spells. Alternatively, go for the controller archetype from the same book.
2. <b>Books:</b> PHB 1 & 2, Complete books except for Psion, and the Spell Compendium.
3. <b>Race:</b> any, though clearly human or grey elf (from the SRD) might be most advantageous.
4. <b>Class:</b> warlock and sorcerer, as noted.
5. <b>Alignment:</b> lawful evil, most likely.
6. <b>Concept:</b> A charismatic young power-seeker, willing to utilize any resources or individuals to gain advantage. Unable to gain acceptance by the traditional wizarding colleges, she seeks to prove her supremacy over other arcane casters, and will choose to target, humiliate, or control enemy arcanists first off in virtually any contest.

For stats, assume 18-16-14-12-10-8. (What I actually roll up may be entirely different, but that'll give me something to go from.)

Gogo525
2007-01-12, 03:03 PM
wowy did you already add the template or do you want the creator to add it? I think I will attempt this character. I should have results by tomorrow. Hopefully. I will make both and post the one you want. k?

Assassins_shadow

wowy319
2007-01-12, 03:49 PM
wowy did you already add the template or do you want the creator to add it? I think I will attempt this character. I should have results by tomorrow. Hopefully. I will make both and post the one you want. k?

Assassins_shadow

huzzah! Thank you very much! I have not added the bonuses and stats from the template, if that's what you mean.

Gogo525
2007-01-12, 06:00 PM
I am assuming that you did not add the level adjustment then? I am pretty sure that character might not be able to go into frenzied berserker yet. BUT I can set him up for it! So tomorrow sometime I will have it in here. I might post it on here or I might just send it to you. I will see what I can do. You are aware that this character has a level adjustment of 8 right? just checkin....

ALSO If anyone wants a custom character made specifically by me ( I study this **** so I have some knowledge) Just pm me. I am gonna start a thread or just put it in my sig. Kinda like a avatar maker but a character when you need it. I love making characters and I like them to be perfect so I will try my hardest.

Assassins_shadow

Gogo525
2007-01-13, 04:25 AM
ok this is the first time I ever made a character for someone so Im kinda nervous so tell me if you like it. Or if I missed anything. I would like opinions from anyone that would like to have one posted on here.

This is the hybrid form. I am sure you could do the math to make him/her human and tiger form whenever needed.

There is only one real problem I found with this character build. That is the requirements to get into frenzied berserker. You need intimidating rage and destructive rage. Both of which require that you have rage. You can’t get rage until 7th character level (9th since your adjustment. So it just misses your feats for HD. So you are gonna have to wait a little longer for those feats. Sorry. If anyone can find a way around this please let me know. You did say half GP for a level 10 character right? Well that leaves you with 24,500gp to spend. I used it on stuff but it is your character so change it if you like.

Human shapechanger weretiger (afflicted)

HD: 6d8+24 + 2d12+8 ( will let you roll that. I will just give you the statistics)

STR: 28 +9
DEX: 22 +6
CON: 18 +4
INT: 14 +2
WIS: 14 +2 (two from HD bonuses)
CHA: 8 -1

AC: 23= 10 +5 armor +6 dex +2 natural

SPEED:50 ft (40 natural +10 fast movement)

FORT: 12= 8 (class) +4 (con)
REFLEX: 11= 5 (class) +6 (dex)
WILL: 7= 2 (class) +2(wis) +3 (iron will)

BAB: 6/1

ATTACKS: Great axe +1 (doesn't have to be a great axe. You can change it accordingly.) +17/+12 melee (str +9) (BAB +6) ( magic +1) ( focus +1) 1D12+14 critical x3
OR
2 Claws + 15 melee (str +9) (BAB +6) 1D8+9 and
Bite +15 melee (str +9) (BAB +6) 2D6+4

FEATS: Iron will (lycanthrope)
Power attack (1st level)
Cleave (human)
Weapon Focus (great axe) (3rd level)
Random feat that I couldn’t decide (could be skill focus control shape) (6th level)

CLASS ABILITIES: Fast Movement +10
Rage 1/Day
Uncanny dodge

SPECIAL ABILITIES: DR 5/silver
Low-light vision
Scent

SKILLS: Control shape +8 = 9 ranks -1 cha (it is cha right?)
Hide +19 = 9 ranks + 6(dex) + 4 weretiger
Listen +13 = 11 ranks + 2 Wis
Move silently + 19 = 9 ranks +6(dex) +4 weretiger
Spot +11 = 9 ranks +2(wis)
Survival +13 = 11 ranks +2(wis)

EQUIPTMENT: +1( +4 in total) mithral wild chainshirt.
Weapon (I chose greataxe) +1
Ring of sustanance

GP:2,900

tell me what you think!

Assassins_shadow

wowy319
2007-01-13, 04:45 PM
I like it! This is a good thing for me, and it paves the way to becoming a berzerker. thanks!

Gogo525
2007-01-13, 11:17 PM
I am gonna try this sabbatus. I love casters so this will be fun to me. But It will take a little bit of time to do. Since it is a caster. SO I will repost tomorrow or the day after. DO you want me to start taking him into mystic theurge or just mulitclass?

Assassins_shadow

Sabattus
2007-01-14, 03:29 PM
I am gonna try this sabbatus. I love casters so this will be fun to me. But It will take a little bit of time to do. Since it is a caster. SO I will repost tomorrow or the day after. DO you want me to start taking him into mystic theurge or just mulitclass?

I'm looking for eldritch theurge (the warlock/sorcerer multi), rather than mystic theurge (the cleric/sorcerer multi). Eldritch theurge is in Complete Mage, with pre-reqs of:

Knowledge (arcana) 8
Knowledge (the planes) 8
Ability to cast 2nd level arcane spells
Ability to use least invocations
Eldritch blast 2d6.

Gogo525
2007-01-14, 07:07 PM
oops that is what I meant. I have a character already going into that so I know what it is. Sorry for the typo. Give me an hour and I will come back and post her. I just need to tweak a few things and eat my supper.

Kanthalion
2007-01-15, 12:34 AM
This should be easy--I think.
I am looking for a 3.5ization of a 1st edition (with a little 2nd housed in) level 5 monk.

his stats are:
str 17 int 14 wis 16 dex 17 con 14 cha 12
he has 21 hp.

I'm not 100% on how the point buy system works, so if you need to adjust to allow for that, feel free.

in addition to the basic thief abilities and his monk abilities for leveling, he has blind fighting, ancient history(general) and heraldry.

the weapons he has taken so far (aside from fist, of course) are:
Staff, Dagger, Crossbow, and Polearm.
When not using fisticuffs, his favored weapon is a trident +3 that can convert to a military fork +3

He speaks Halfling, Copper Dragon, Nymph, and Elvish.

He also has a ring of protection +2

Gogo525
2007-01-15, 12:57 AM
I would help you Kanthalion but I never played those editions so sorry. As for the eldritch theurge I will need a little more time. I ended up mis placing the character sheet I was makin him on. So tomorrow afternoon I will have him. Sorry about that.

Kanthalion
2007-01-15, 01:03 AM
Actually, all I am needing is to take what is there and make it into a 3.5 ready character So is there anything else you would need to know to convert him?

Kanthalion
2007-01-15, 01:12 AM
Ah, I know. the basic abilities he has at level 5 in first edition (in addition to what I have already listed) are:
Open Locks 52%, Find/Remove Traps 40%, Move Silently 49%, Hide in Shadows 41%, Hear Noise 20% Climb Walls 99%. (percent chance of success)

Talk to Animals, Mask Mind 28% (percent chance of a successful psionic attack against him), Fall 20' if within 1' of a wall, Immune to Disease, Haste, and Slow

I'm sure these must have 3.5 equivilancies. if you need to drop anything to add in the 3.5 monk template stuff, just use your best judgement.

I almost forgot: a 1st ed monk can deflect non magical missles with a successful petrification save.

does that help?

Gogo525
2007-01-15, 02:19 AM
I will try it kanthalion. I am not sure I can do everything but From what I have read it is possible. SO Just give me some time to finish up the previous project and I will get started.

Kanthalion
2007-01-15, 03:07 AM
Thanks, I appreciate it. I realize it won't be exactly the same, but I'm sure close will be cool. If it helps, he was the youngest son of a minor lord, he didn't like the way the nobility treated those under them so he gave it all up to become a monk and protect the poor and downtrodden.

Amon Star
2007-01-15, 11:52 AM
This should be easy--I think.
I am looking for a 3.5ization of a 1st edition (with a little 2nd housed in) level 5 monk.

his stats are:
str 17 int 14 wis 16 dex 17 con 14 cha 12
he has 21 hp.

I'm not 100% on how the point buy system works, so if you need to adjust to allow for that, feel free.

in addition to the basic thief abilities and his monk abilities for leveling, he has blind fighting, ancient history(general) and heraldry.

the weapons he has taken so far (aside from fist, of course) are:

Staff, Dagger, Crossbow, and Polearm.
When not using fisticuffs, his favored weapon is a trident +3 that can convert to a military fork +3

He speaks Halfling, Copper Dragon, Nymph, and Elvish.

He also has a ring of protection +2


Ah, I know. the basic abilities he has at level 5 in first edition (in addition to what I have already listed) are:
Open Locks 52%, Find/Remove Traps 40%, Move Silently 49%, Hide in Shadows 41%, Hear Noise 20% Climb Walls 99%. (percent chance of success)

Talk to Animals, Mask Mind 28% (percent chance of a successful psionic attack against him), Fall 20' if within 1' of a wall, Immune to Disease, Haste, and Slow

I'm sure these must have 3.5 equivilancies. if you need to drop anything to add in the 3.5 monk template stuff, just use your best judgement.

I almost forgot: a 1st ed monk can deflect non magical missles with a successful petrification save.

does that help?

I like converting stuff, so I'll give this one a go. I'll explain my reasoning as I go.

Attributes (This is assuming a 32pt buy)
Str 15, Dex 15, Con 12, Int 12, Wis 14, Cha 10

Basic stuff
Human Monk Level 5: HP=33 (The hit points are assuming you don't roll)
BAB=+3: Fort=+5, Ref=+6, Will=+6/+8vs Enchantments (Bonuses included)
Alignment: Lawful Good (Monks must be lawful and you sound like a good guy)

Class Abilities (This mostly lists what you get at 5th)
Bonus Featx2; I would suggest Stunning Fist & Deflect Arrows
Furry of blows; Gives you an extra attack when using Unarmed or a monk weapon, but your BAB goes to +2/+2
Improved Unarmed Strike as a bonus feat
Evasion; If you pass a Reflex saves for half damage, you instead take none
Still mind; This gives you a +2 bonus vs Enchantment spells and effects
Ki strike (magic); Your Unarmed attacks count as magical for DR purposes
Slow fall 20ft; If within reach of the wall, you nock 20ft of falling damage
Purity of body; You are immune to all non-magical diseases
Unarmed Damage; Your base damage with Unarmed attacks is D8
AC Bonus=+3; This is added to your AC when you're unarmored & can move. You keep it if unaware of the attack or flat-footed (Wis bonus included)
Speed Bonus; You get +10ft movement when you're unarmored

Skills (This should copy what you used to be able to do. I didn't include Disable Device & Search because it's very limiting without the Trapfinding class feature. I also added Spot)
Climb: Ranks 6, Str +2, Total +8
Hide: Ranks 8, Dex +2, Total +10
Knowledge (History): Rank 1, Int +1, Total +2 (Cross Class Skill)
Knowledge (Nobility & royalty): Rank 1, Int +1, Total +2 (Cross Class Skill)
Open Lock: Rank 1, Dex +2, Total +3 (Cross Class Skill)
Listen: Ranks 8, Wis +2, Total +10
Move Silently: Ranks 8. Dex +2, Total +10
Speak Language: Ranks 2 (Cross Class Skill)
Spot: Ranks 8, Wis +2, Total +10

Languages
Common, Halfling, Draconic, Sylvan

Feats
Blind-Fight, Martial Weapon Proficiency (Trident), Stunning Fist(bonus), Deflect Arrows(bonus), Martial Weapon Proficiency (Ranseur)

Equipment
This should convert over easily enough. However, the closest equivalent to a Military Fork in 3.5 is a Ranseur. Also, Rings of Protection no longer effect Saving Throws.

There you go. I hope you like him. Any questions, just ask.

Kanthalion
2007-01-15, 11:31 PM
Thanks, it looks good. I'm just curious about the talks to animals and the crossbow? also, do the trident and ranseur count as monk weapons in 3.5?

Amon Star
2007-01-16, 07:59 AM
Thanks, it looks good. I'm just curious about the talks to animals and the crossbow? also, do the trident and ranseur count as monk weapons in 3.5?

Sorry, I couldn't find a feat that let's you use Talk to Animals. However, their is a Magic Item. It's called the Torc of Animal Speech. this lets you use Speak to Anamals at will. It's a Wondrous item and costs 12000gp, with a Caster Level of 6th.

As for the crossbow, Monk are altomaticly proficient with them.

Sorry, trident and ranseur aren't monk weapons. However, I keep hearing rumours that their's a feat that let's you treat another weapon that you are proficient with as a Monk weapon.

Matthew
2007-01-16, 09:59 AM
Double Sword, Long Spear and Long Sword can be made 'Monk Weapons', through the use of the Feats Double Steel Strike, Serpant Strike and Whirling Steel Strike. No Tridents or Ranseurs, I am afraid... at least not yet.

Tor the Fallen
2007-01-17, 03:01 AM
lvl 8-10 mounted anti-paladin (slaughter, tyranny, blackguard, etc)

1. From scratch
2. a. 3.0 core, MM2, and Tyrants of the Nine Hells
b. Halfling
c. Thinking 2 rogue/5 paladin of slaughter/1 asn. I want a mount, sneaking, and the poison use ability. I plan in specializing in poison, and dabbling in sneaking and lying.
d. 36 pt buy
e. Evil, preferably chaotic evil
f. -
g. Ideally, I'd want a chaotic evil halfling paladin of slaughter that rides a fiendish animal (preferably the deinonychous). Feats would specialize in mounted combat. He would also be adroit at poison use, and be somewhat stealthy. I'm not looking for an optimal mounted build; rather a way to be a mediocre assassin and a mediocre black knight at level 8, and have a dinosaur as a mount.
h. The setting will be mostly in the cold, northern hinterlands. There will be dragons, giants, devils and the undead.

Amon Star
2007-01-17, 05:37 AM
Double Sword, Long Spear and Long Sword can be made 'Monk Weapons', through the use of the Feats Double Steel Strike, Serpant Strike and Whirling Steel Strike. No Tridents or Ranseurs, I am afraid... at least not yet.

Eberron, I should've known. I don't own any Eberron books. Thanks. Though I've heard rumours of those Feats since 3.0.

silvermesh
2007-01-18, 10:33 AM
There is only one real problem I found with this character build. That is the requirements to get into frenzied berserker. You need intimidating rage and destructive rage. Both of which require that you have rage. You can’t get rage until 7th character level (9th since your adjustment. So it just misses your feats for HD.

hes an afflicted lycanthrope, not a natural one. he should have at least one level in barbarian before you add the template(thusly gaining access to those rage feats sooner)

NullAshton
2007-01-18, 11:32 AM
Nevermind on my warmind request, I already did it myself...

Matthew
2007-01-18, 11:33 AM
Why not post it up for critique, then? Maybe someone can help you fine tune it.

Morty
2007-01-22, 08:21 AM
I'm looking for a demonhunter build, some melee fighter specialized in destroying evil outsiders. May be any class, thoug I'd like to avoid LG paladins and paladinish PrCs. Also, i want it to be not-heavy armoured if possible(though medium armor is okay)
Allowed books: Core, PHB II, Comp. Arcane, Warrior, Divine, Adventurer.
Level below 14.

Gogo525
2007-01-22, 09:13 PM
do you want it to be level 14? or anywhere below? do you want a level by level? I found a feat in the book of exalted deeds that will greatly help. I could post it on here if you want to go that far. But if not that is fine....either way... is two weapon fighting ok? I will TRY it....I am not sure when I will post it....but it should be soon....hopefully

Maclav
2007-01-22, 09:44 PM
Just take cleric 5, some PrC 2, Sacred Exorcist 7. Done. :)

jjpickar
2007-01-22, 11:30 PM
A ranger/foe hunter with evil outsiders as a hated foe. Foe hunter is from masters of the wild.

(later) Oops, didn't read the allowed books. Paladin/Ranger perhaps?

(a little later) Paladin/Ranger/Rogue. Not super, but very crazy cool.

Morty
2007-01-23, 08:48 AM
By "below 14" I meant that I don't want high level character, but I know that such build would probalby take up some levels. I'd like to avoid being paladin.

jjpickar
2007-01-23, 11:13 AM
Then try sorcerer/ranger or cleric/ranger for some anti-outsider power.

Suvarov454
2007-01-24, 08:31 PM
I'll go for the obvious: Ranger 5/Cleric 4/Knight of the Chalice 4. The example character from Complete Warrior uses exactly that combination, but you'd want to take two-weapon style instead of archery.

Alternatively, you can take Fighter 5/Cleric 4/Knight of the Chalice 4. That way, you could take Two-Weapon Fighting feat from one of your class bonuses, and still wear Medium armor. You don't get Favored Enemy, but you can take Weapon Specializtion instead (+2 damage vs all enemies rather than +4 vs one class of enemy and +2 vs a second).

Think about taking some of the Divine feats described in Complete Warrior; they trade your daily turning attempts (most DMs won't include undead in an encounter with outsiders) for more damage, AC bonuses, temporary HPs, or elemental resistance to you and your party (depending on the one you choose).

One last idea: take a Halfling and the Giantbane tactical feat (Complete Warrior again). You don't need high strength (the KotC Fiendslaying more than makes up for the loss) and the higher dexterity lends itself to the Two-Weapon style (be sure to take Weapon Finesse). Most Demons and Devils (and practically all higher-level ones) are Large or bigger, so you get to use your Giantbane feat on them.

njero
2007-01-25, 11:33 AM
Hey everyone. I enjoy this thread so much that I decided to stop lurking and start post... hmm, is there a synonym for posting that rhymes with lurking?

Anyways, I'm going to start with a builder request.

From scratch to ECL 10, level by level. (I'd appreciate up to ECL 15, but that isn't necessary) I would also welcome suggestions for what to aim for after that point.

Books: Between everyone in my group, I have access to just about all non-setting WotC 3.5e material published before mid-2006, as well as some late 3e. No Scoundrel, 9Swords, or Fiendish Codices.

Race: Thri-Kreen - I originally wanted the non-psionic version in MM2, but I'm open to either. My current demo build is a psionic Thri-Kreen from XPH.

Class: I've been leaning towards Ranger, based on my interpretation of Multiweapon Fighting's description (...replaces the Two-Weapon Fighting feat for creatures with more than two arms). If official sources contradict my interpretation, then the ranger's class features would be largely redundant, as MWF is core to this build.

Ability Scores: I rolled obscenely high on my demo build (organic after reroll, before switch 16,11,15,18,14,12), I don't think my DM would let me keep those scores out of fairness to the rest of the party. Use the 28 point buy. Though I'd appreciate advice on which stats to switch if the DM does allow my roll.

Alignment: Any non-Evil alignment.

Concept: Thri-Kreen fighting with two gythka's and gaining related feats as early as possible. Climb should not receive any ranks, Jump should get at least a few.

Other: Primarily for dungeon crawling.

I'll check back tonight or Monday in case anyone wants further clarification.

F.H. Zebedee
2007-01-26, 12:27 AM
Could somebody help me build a level 1 Paladin of Freedom with some twists to it?
Books: Really, I just need a bit of guidance on how to stat it out, and some ideas on how a few things work.
Race: Human
Class: Paladin (of Freedom variant)
Ability Scores: Rolled. Dex: 17, three 14s, an 11, and a 12
Alignment: Any non-evil
House Rules: Well, I’m hoping to have a decent character to enter into the beginning of a decently long running play by post campaign, so I don’t want to step on any DM toes. Keep it core, mostly.
Concept: A peasant youth who never took interest in religion or such. He believes that innocent misdirection and such are not evils, but rather just tools for protecting that which he values. I’m hoping to sort of represent him not as a full-blown Paladin when he’s starting out, but rather a good hearted youth who, depending on how the plot goes, either endears himself to the good gods of the world, or ends up taking levels of something else (probably rogue) if the character doesn’t start jiving well with becoming a full-fledged Paladin.
Also important: Try for a dex-based build. I want to try making him into a character all about freedom of movement and agility, not wading into combat in armor. I think he may never end up wearing any armor at all, just not fitting for the character. I want to try for high very high Bluff for the character, and feats that interest me are Dodge and I want to work my way up to Prone Attack and some Mounted Combat (with hit and run still a priority) later on.

Mattarias, King.
2007-01-27, 01:35 PM
uhm, i was unsure whether to thread this, so i guess i'll ask here: i'm a 3rd level bard (str 10, con 13, dex 14, int 14, wis 12, cha 16), and i'm wondering whether or not to multiclass to sorcerer or not next level, since our party lacks a blaster and i'm the only one competent enough to be one.

so, uhm, a character from level 3 to, say, 10, please?

books allowed: PHB, CAdv, and skill tricks from CS.

race: i'm a half-elf.

alignment: CG

house rules: the DM let me have burning hands as a first level spell, and i have a book from which i might learn new spells later on..

concept: he's a flashy, flamboyant type of guy, who likes fire, booze, women, and himself. his fighting style reflects that (using flashy, over the top manuevers, even if they're tactically horrible.)

other: he comes from a long line of fire-based casters, and i want to reflect that, somehow. also, our DM seems to have a thing for undead. i'm the only arcanist in the party, which contains me, a barbarian (going dragon shaman next level), a rogue, a cleric, and a druid. the cleric is little more than a healbox and the druid is really skimpy on spells.

some help would be nice. i'm slightly put off by the sorcerer's low skill/hit points, arcane spell failure chance (i like being alive!) and the fact that i'd have to wit to get my higher level spells. any suggestions, please? sorry if i did something wrong.

Matthew
2007-01-27, 06:36 PM
Well, you are really asking two questions. What is needed is more information about your character's current build [i.e. Feats and Skill Points].

Going from Bard to Sorcerer is not a bad idea, except if you want to primarily be a Sorcerer, as you are already three levels behind. A Bard 3 / Sorcerer 1 is not the greatest fourth level character in the world, but you have to start somewhere.

Mattarias, King.
2007-01-27, 11:17 PM
ah, i see. uhm, my feats are skill focus: perform (oratory), and eschew materials. my skill points i'm unsure of, since my DM holds onto our character sheets, but i have mostly ranks in social and dexterity skills, like sleight of hand, tumble bluff and diplomacy (which is at a +14, much to my DM's distaste..). sorry i can't be of more help. i'll get my sheet on monday, if it's that necessary. ^^;;

Amon Star
2007-01-28, 06:47 AM
uhm, i was unsure whether to thread this, so i guess i'll ask here: i'm a 3rd level bard (str 10, con 13, dex 14, int 14, wis 12, cha 16), and i'm wondering whether or not to multiclass to sorcerer or not next level, since our party lacks a blaster and i'm the only one competent enough to be one.

so, uhm, a character from level 3 to, say, 10, please?

books allowed: PHB, CAdv, and skill tricks from CS.

race: i'm a half-elf.

alignment: CG

house rules: the DM let me have burning hands as a first level spell, and i have a book from which i might learn new spells later on..

concept: he's a flashy, flamboyant type of guy, who likes fire, booze, women, and himself. his fighting style reflects that (using flashy, over the top manuevers, even if they're tactically horrible.)

other: he comes from a long line of fire-based casters, and i want to reflect that, somehow. also, our DM seems to have a thing for undead. i'm the only arcanist in the party, which contains me, a barbarian (going dragon shaman next level), a rogue, a cleric, and a druid. the cleric is little more than a healbox and the druid is really skimpy on spells.

some help would be nice. i'm slightly put off by the sorcerer's low skill/hit points, arcane spell failure chance (i like being alive!) and the fact that i'd have to wit to get my higher level spells. any suggestions, please? sorry if i did something wrong.

Personally, I think that multi-classing between two spellcasting classes is a bad idea. If you want to be a blaster, you're best bet is to max out Use Magic Device and rely on items.

Lord Sidereal
2007-01-28, 07:42 AM
Would someone please give me some pointers on a level 12 warlock build (no laadership feat s about the only houserule), like what races to use and which invocations to take etc?

Mattarias, King.
2007-01-28, 12:20 PM
Personally, I think that multi-classing between two spellcasting classes is a bad idea. If you want to be a blaster, you're best bet is to max out Use Magic Device and rely on items.

hm, i was thinking about that.. just wanted to get multiple different opinions from people, first, though.

TheDeadMan
2007-01-28, 04:30 PM
I'm searching for a scout/rogue at lvl4 with progression to lvl 14

2. Books: Core + Complete series (Scoundrel included) +PHBII +Frostburn
Race: Elf, Half elf or Human
Ability Scores: 32 pointbuy
Alignment: Any
Concept: Good support damage dealer and skill monkey. Must be focussed in melee.
Other: The only core classes that this character can have levels in are scout, rogue, ranger and fighter with an emphasis on the first two. Can go in no more than two PrCs.

Thomix
2007-01-30, 12:06 PM
Hi everyone. Thank to keep up that topic, it's really usefull and it bring full of idea for new character.

There's mine :

Race: Lizardfolk
Class: Fighter
lvl(not ECL) : 6
Books: any
Ability Scores:43 points
Alignment: Neutral-good, or something like that.
Concept: If someone know the Lizardman of Warhammer Fantasy, they will see easily what i want. I want a aggresive lizardfolk, who rush in melee to figh. Sheild-bash oriented, medium armor, blud weapon (morningstar would be good, but if you know something that look like a morningstar and have higher dommage or critical, that would be perfect)
Other: Based on melee and damage dealing.

Level by level progression please.

Dr. Weasel
2007-02-01, 10:54 PM
I really like the Bladesinger class. The only problem is that it is incredibly weak. I am going to have my first chance to play one without messing up the party too much on Sunday and I was wondering if someone could help me set up a at least half-way decent build incorporating at least seven levels of Bladesinger. I rolled well on my ability scores: 14,17,13,18,11,12 so making a decent character with them should be pretty possible.

Now the resources available (where things get fun(and by fun I mean overly restricted)): Pretty much Core (Including pretty much everything in the SRD besides psionics), RoTW, Sandstorm, (both of those only allowed because of setting apparently, but I'm having a hard time picturing this setting) and CW (My group is a bit book poor and the DM isn't familiar with the other complete books we do have).

Races are pretty much going to be the ones in the PhB so either generic elf or half-elf.

Also apparently I use too many parenthesis. Oh well.

Bears With Lasers
2007-02-01, 11:27 PM
This is probably not what you're looking for, but: Rogue 5/Assassin 5/Bladesinger 10 as the skeleton for a build. You finish with more melee capability than most rogues, and full assassin casting.

paladinofvirus
2007-02-03, 12:09 AM
can you make me one? plzs
Race: half-elf
Class: paladin of slaugher
Ability Scores fixed.
Alignment: Chaotic evil
Concept:a cold blooded killer who lives for the slaugher
Other: must have Masterwork Cold Iron Longsword,Mithral Full Plate of Speed

thanks!

Dhavaer
2007-02-04, 06:34 AM
can you make me one? plzs
Race: half-elf
Class: paladin of slaugher
Ability Scores fixed.
Alignment: Chaotic Good
Concept:a cold blooded killer who lives for the slaugher
Other: must have Masterwork Cold Iron Longsword,Mithral Full Plate of Speed

thanks!

Are you sure you have that right?

Fhaolan
2007-02-04, 06:26 PM
Okay, build-meisters, here's a challenge: This is a classic fictional-type character that has been done to death in other venues. The character enters play as a violent Chaotic Evil warlord, and ends as a pacifist Lawful Good diplomat/paladin. However, the goal is to have a still playable D&D character at the end, despite the 'minimum violence' clause of the pacifist creed.

Rules: 3.5, only WotC publications. Standard point-buy stats. Classes, races, levels, etc. are all based off of the fluff. The class 'Paladin' is mentioned in the fluff, that does not restrict you to an actual paladin. Avoid epic-level stuff if possible, as I have a serious dislike for that ruleset. :smallsmile:

Fluff: Parcifael Stalhk, known to his minions as Commander Steel, is an evil mercenary warlord-type. Has no interest in running his own feifdom, he just wants to command in battle because of the adrenaline rush or ordering all those lives around. In one battle, however, something horrible happens that causes him to have the D&D equivalent of a mental breakdown. Confused and lost (both physically and emotionally), he stumbles into a religious monastary which takes him in.

Years later, Brother Gray is a devout pacifist, and servant of a God of Healing (Not necessarily a true priest, could be a lay-brother type). However, events conspire against him and he takes up his old sword and armor to defend the monastary and surrounding village from an approaching warband, and a mercenary warlord that is almost a carbon-copy of his younger self.

His efforts, and his refusal to kill simply because it's expedient, causes the God to bless him, and Brother Gray is sent out into the world again to crusade for Good as a nonviolent Paladin. He now leans heavily on diplomacy rather than violence, but he is quite capable of defending the defenceless with the sword if there is no other choice.

paladinofvirus
2007-02-04, 10:33 PM
Are you sure you have that right?

oohhh.....

Lord Xaedien
2007-02-05, 05:24 PM
I wasn't sure where to put this, but I was trying to remember a feat I had seen somewhere that i cannot find... its one that allows you to use your Int mod instead of our charisma mod for certain social skills... looking to get my bluff mod modified by int...

The Great Skenardo
2007-02-07, 10:26 PM
Here's a little project for the build-minded;
I'm putting together an ALT character for a War-themed Gestalt campaign (ECL10), and am working on an effective build for a character themed off of Fearsome Stabbity Death.

The idea: This character is one steeped in violence and shadow, name of Jack Whisper. I'd like someone whom no one in their right mind would want to face toe-to-toe, with the capability of being in your fries before you even know what's coming.
So far, ideas that seem promising are Ninja/Hexblade/Ghost-Faced Killer, or perhaps Fighter/Warlock/Ravager possibly with things like intimidating strike or similar feats. The idea is to be a horribly-demorilizing opponent to face on the battlefield, combining the worst traits of a "black knight" and Shinobi.

Crunchy Stuff:
-ECL 10, almost any book allowed.
-Almost any race, and LA is reduced by one to a minimum of +0. racial HD can take up a single side of Gestalt progression.
-66,000 gp
- 36-point buy
- No alignment restrictions

E_Samurai
2007-02-08, 12:11 AM
Hey guys, I've been away from D&D for quite some time, and I've just been introduced to 3.5, so my character building skills are rather rusty. I'd like some help putting together a fast and efficient combat-oriented holy warrior. For weapon, he'll be using a flail and a shield, and spells will be oriented more on combat buffs than on healing.

- I'd like a build up to level 15, pretty much any 3.5 book allowed (as long as you cite your source for the really obscure stuff)
- Preferably human
- Alignment: Probably LN

Classes and feats is where I need the most help. So far, the Warpriest and the Templar from Complete Adventurer have looked the most promising (and the ones that fit my character concept the best), but I'm not sure how well they stack up against other prestiege classes in the same vein.

Also, any favorite combat buff spells for this character type?

Crusty
2007-02-08, 06:58 PM
If someone could build me a 10th level battle-mage-esque character level-by-level, that would be wonderful

Class: Either a bladesinger or a warlock, whichever one is better, although I know they are both relatively under powered
Race: if bladesinger, the best type of elf as it is required, if warlock, anything with no LA
Books: Core, PHB II, Complete Arcane, Complete Mage, Complete Warrior, Complete Adventurer, Complete Divine, Heroes of Horror, Tome of Magic, Unearthed Arcana, and Spell Compendium (suggestions for spells or invocations would be great)
Ability Scores: Champion Array (18, 16, 14, 12, 10, 8)
Concept: merging blade and magic, not much to say here, I'd like to be versatile, maybe a skill monkey of some type
Alignment: Something-evil, whatever suits the character
Other: I'm not certain about what my other group members will be playing,
but if I'm versatile I should work with anyone

Thanks in advance:smallbiggrin:

Ali
2007-02-09, 07:35 PM
-Request Withdrawn-

Shadow
2007-02-10, 10:16 PM
Here's a little project for the build-minded;
I'm putting together an ALT character for a War-themed Gestalt campaign (ECL10), and am working on an effective build for a character themed off of Fearsome Stabbity Death.

The idea: This character is one steeped in violence and shadow, name of Jack Whisper. I'd like someone whom no one in their right mind would want to face toe-to-toe, with the capability of being in your fries before you even know what's coming.
So far, ideas that seem promising are Ninja/Hexblade/Ghost-Faced Killer, or perhaps Fighter/Warlock/Ravager possibly with things like intimidating strike or similar feats. The idea is to be a horribly-demorilizing opponent to face on the battlefield, combining the worst traits of a "black knight" and Shinobi.

Crunchy Stuff:
-ECL 10, almost any book allowed.
-Almost any race, and LA is reduced by one to a minimum of +0. racial HD can take up a single side of Gestalt progression.
-66,000 gp
- 36-point buy
- No alignment restrictions

I'm working on something here for you, but it involves the Oriental Adventures Ninja. I could easily just use Rogue instead if that's not allowed.
Let me know before I actually work it all out.

[edit] Actually it's quite similar to Calista, but with some caster levels as well (as well as a few other changes). Since you're familiar with her, what are your thoughts?

The Great Skenardo
2007-02-10, 10:52 PM
Sounds good, but I think rogue would have to be used instead of ninja. Also, no pixies, kay? :smalltongue:

Shadow
2007-02-11, 02:20 AM
Human.
The pixie thing was just for that game.
I think you'll like him.
I'll get started.

[edit] The concept that I had doesn't seem to be working with the whole "Black Knight" ideal.
The character that I was working on ended wearing no armor.
Doesn't really fit with the idea you had going.

Helgraf
2007-02-13, 01:13 PM
Looking for a level by level build; including indication of which stats you bump at levels 4, 8 and 12. End result to level 12. Hit Points average per HD (So max at 1st, then, if using d6s 3,4,3,4,3,4 and so on; adding in Con bonus normally, of course)

* * A. Books: Core + Complete 5 + EPsiHandbook + PHBII + Eberron Campaign Setting. The Spell Compendium is debatable; some of the spells are frankly broken or broken for their assigned caster level, but if you feel it provides something must have for the build, point it out for me.

Clarification : Complete 5 = Arcane, Divine, Warrior, Adventurer, Psionic

* * B. Race: Core + Eberron (the main book only)
* * C. Class: Must be able to get maximum ranks of Bluff. Must have sneak attack or sudden strike, preferably the former. Ideally, trapfinding, but not crucial.
* * D. Ability Scores: 30 point build. Dex 13+, a high Cha (ideally 16) and if workable with rest of build, a 14 Int. Str, Con, Wis to taste.
* * E. Alignment: Non-Evil. Good is nice, but if detremental to the build can be discarded.
* * F. House Rules: None
* * G. Concept: Ultimate Bluffer, with utility skills and feats to assist in maximizing the advantage of Feinting your opponents in combat.
* * H. Other: The most probable build would be a rogue; but if you find something else that you feel works as well or better, or a multiclass or class+prestige brew that works, I'd be interested in seeing it too. Equippage should include a +4 Cha item, and if there are any equipments that raise Bluff directly, get 'em. If WBL is feasable enough to get a luckstone without leaving the character shorthanded on cash, that'd be good also.

Annarrkkii
2007-02-13, 04:36 PM
Helgraf, I'm taking your build for a spin. I want to try out some builds from Complete Adventurer and Complete Scoundrel I've been considering. Assuming the Complete 5 includes Complete Scoundrel...

NEVERMIND. Essay to do...

jkdjr25
2007-02-14, 11:15 AM
Ok I'm in need of assistance on a character build.

I'm trying to build an Illumian wizard that gets as many bonuses as possible to language dependant spells.

I have a friend that has Races of Destiny but I haven't been able to look through it.

The build is this
20th level, the stat spread is 18 18 16 16 14 12
Most likely a wizard class
I have one feat selected already from Dragon Magic and that's Words of Draconic Power.

Books usable are all core books, the complete series, Dragon Magic, the Races series

any ideas?

Taren
2007-02-14, 11:44 AM
This is more a challenge than anything else, but seeing as how I'm gonna be joining an epic-level campaign pretty soon, if I see something I like I'll use it.

My question is this: Is there a viable level 20 build for a pure fighter?

To clairify: What would other people do to make a pure fighter (no prestige classes) that can lay down the hurt at level 20? Here are the base stats I rolled up for said character, unmodified by anything else:

18
16
13
8
12
14

(Yeah, I didn't do too badly on rolls)

Under the rules of the GM I'm playing under, we can move up to 3 points from any stat or mix of stats. I don't really have a care either way if he's a melee build or a ranged build, BTW. Also bare in mind that I'm not taking into account magical equipment, but merely pure abilty. Adding *A* template is allowed, but the GM won't let us play anything with an ECL greater than 2

Can anyone make a monster out of this?

Chavik
2007-02-14, 06:08 PM
Looking for a pair of NPCs

Books: Anything i guess... heavy on the A&E Guide (se below)
Race: Human
Class: Ranger/Rogue/Master Thrower
Level: 12 - 16ish.... work around the fact he has the PrC
Ability Scores: 10, 14, 14, 15, 18, 18
Alignment: Chaotic Neutral
Cash and Possessions: lots of stuff... has favors with the merchant guild... gets good prices
Concept: Hunter background, lived on the streets with his half-brother (see even further below) as a teen... stole alot... got good at throwing knives around and stuff. Compulsively collects all his fallen enemies stuff... has a hoard of yoinked weapons and such


(see avatar)
Books: Anything
Race: Half-Elf
Class: Ranger/Rogue
Level: 8-13
Ability Scores: 12, 16, 13, 10, 18, 12
Alignment: Chaotic Neutral
Cash and Possessions: whatever tidbits his half-brother let him have.
Prized possessions: Fathers Longsword
Concept: Grew up under the wing of his half-brother, same story

thanks in advance to whoever does them up

Shadow
2007-02-18, 03:47 AM
Anyone want to build a BBEG?
Actually, we're looking for quite a few.
Anything from 6th level to 20th level would be useful.
Gestalt or not. Either is Fine.
Check out the character build rules here. (http://www.giantitp.com/forums/showthread.php?t=34978)
We'll obviously be looking for lower level characters first.
As quite a few of the characters made for this will be recurring characters, please offer level by level advancement of builds.

DO NOT POST THE BUILDS HERE!
DO NOT SEND THE BUILDS TO ME!

PM THE BUILDS TO FULLPLATEJACKET HERE! (http://www.giantitp.com/forums/member.php?u=21946)

**Instead simply send me a PM of the final character skeleton so that I may edit this post in hopes of staving off double or triple or quadruple identical characters.**

And if, when you check out the build rules and read the idea, you get interested in joining....
By all means do so!

**EXAMPLES of possible character skeleton**

Sneaky warrior type
Built level by level from 6 through 14

OR

Dark magic user
Built level by level from 9 through 17

(Try not to give too much away in the skeleton. I don't want to know much, just enough so that I can post the concepts here without giving anything away and to try to ensure that we don't end up with 19 necromancers and nothing else)

[EDIT] Also, as the campaign wil be fleshed out as we go, feel free to provide as much or as little of a history to your charaters a you want!
If you have an idea ABOUT ANYTHING that you think would be cool to add to the world, throw a paragraph in your PM to FullPlateJacket.

Neek
2007-02-18, 06:51 PM
Request for Big Bad Evil Guy.
Books: Core, 3.0/3.5, Book of Vile Darkness, Libris Mortis, &c.
Race: Human.
Class: Cleric, &c.
Alignment: Lawful or Chaotic Evil.
Ability score generation: 28-point buy.
Level request: Minimum level 11, Maximum 15.

Concept: Deranged, self-centered priest whose actions struck a war between an island colony and its natives, and enslaved all those who died in the battle as servants in their undeath.

Other than that, fairly flexible with the idea.

Verruckt
2007-02-21, 01:57 AM
Been trolling this site for a while but this is my first post, anywho...
I need some help designing a 20th lvl melee specialist with a focus on grappling and non-conventional tactics

Books: Any core + the complete books
Race: Yuanti-Abomination + Half-Celestial (half celstial given for free)
Class: Was thinking 8 fighter / 5 reaping mauler but open to suggestions
Ability Scores:
Alignment: Either LG or LN (Cuthbert)
House Rules: This is a high power for the sake of power gaming itself, all characters get the half celestial package free of level adjustment, slight editing of class abilities and reqs is allowed do to the inevitably odd racial combinations, all characters start with 20th lvl gold and are considered to have acess to anything from the above books, excluding epic items and artifacts.
Concept: our DM's got one of his ideas again and so decided to set us on an adventure with the tagline, "you are lvl 20, prepare to advance quickly" to that end i'm hoping to create an utterly cheesy character with some feindishly clever class/item combinations htat'll make him whish he hadn't asked us to try power gaming. :belkar:
Other: If it gives you any further inspiration, the character is one of a set of highly improbable twins, if you are familiar with Alan Moore's Promethea, the two characters are based off of the snakes on Promethea's Caduesses, Mike & Mack. I'll be playing Mack, and the other will be Mike.

Knolan
2007-02-23, 02:54 PM
Looking for a level by level build; including indication of which stats you bump at levels 4, 8 and 12. End result to level 12. Hit Points average per HD (So max at 1st, then, if using d6s 3,4,3,4,3,4 and so on; adding in Con bonus normally, of course)

* * A. Books: Core + Complete 5 + EPsiHandbook + PHBII + Eberron Campaign Setting. The Spell Compendium is debatable; some of the spells are frankly broken or broken for their assigned caster level, but if you feel it provides something must have for the build, point it out for me.

Clarification : Complete 5 = Arcane, Divine, Warrior, Adventurer, Psionic

* * B. Race: Core + Eberron (the main book only)
* * C. Class: Must be able to get maximum ranks of Bluff. Must have sneak attack or sudden strike, preferably the former. Ideally, trapfinding, but not crucial.
* * D. Ability Scores: 30 point build. Dex 13+, a high Cha (ideally 16) and if workable with rest of build, a 14 Int. Str, Con, Wis to taste.
* * E. Alignment: Non-Evil. Good is nice, but if detremental to the build can be discarded.
* * F. House Rules: None
* * G. Concept: Ultimate Bluffer, with utility skills and feats to assist in maximizing the advantage of Feinting your opponents in combat.
* * H. Other: The most probable build would be a rogue; but if you find something else that you feel works as well or better, or a multiclass or class+prestige brew that works, I'd be interested in seeing it too. Equippage should include a +4 Cha item, and if there are any equipments that raise Bluff directly, get 'em. If WBL is feasable enough to get a luckstone without leaving the character shorthanded on cash, that'd be good also.

I'm assuming the 5th complete you have is the scoundrel. If not, the Daring Outlaw feat was published on a list on wizards site and can be found here (http://www.wizards.com/default.asp?x=dnd/ex/20070105a&page=4)

The build would be:
High dex, little str (only if you want extra dmg), some con (HP), for minmax you cha is too high for sneak attacker/bluffer, sorry to tell...
K let's do this =D
Race: Any, I would go some with dex bonus.
RQ = Requirements

1) level - Swash buckler (max HD) - Classe feat: Weapon finesse (dagger)/Initial feat Weapon Focus dagger (bonus and RQ). Bab +1
2) Rogue (In order to get trap finding faster and + 1d6 sneak attack)
3) Swashbuckler. feat: Far Shot (RQ) (Swashbuckler here to get more HP)
4) Rogue (evasion)
5) Swashbuckler
6) Swashbuckler - Point blank shot (RQ).
7) Swashbuckler
8) Invisible Blade
9) Invisible Blade - Daring Outlaw
10) Invisible Blade
11) Invisible Blade
12) Invisible Blade - Two weapon fighting

Features:

- Total HP = 10 + 3 + 6 + 3 + 6 + 5 + 6 + 3 + 4 + 3 + 4 + 3 = 56 + 12 * const
- Sneak Attack (dagger) +7d6.
- Base attack bonus: +11
- Add Int to damage.
- Add int to AC.
- Can bluff as a free action.
- Can always take a 10 on bluff.
- Gains +4 on flanking instead of +2
- +1 to Ac while using light armor
- Base Saves: +7/+9/+3
- Can charge through difficult terrain.

Good points:
- Ultimate bluffer, can take 10, can get full ranks and can feint as free action.
- Great flanker, getting a flanked opponent and you will make 4 attacks with +4 bonus, if you hit them all you add 28d6 of sneak attack.

Bad points:
- Your will save sucks.
- If you are fighting something immune to critical hits and feinting (e.g: mindless undeads and golems) ... you are pretty much dead.*


* If you want, you may take the rogues levels (At 5 and 7, in order to not lose HP) later and max out use magic device. There are spell compedium spells (e.g: grave strike) that allows you to make sneak attacks against a creature that takes no damage from it.

Future progression?

Go swashbuckler all the away, take the improved and greater Two weapon fighting feats at level 15 and 18.

Hope you enjoy =D~

kolvar
2007-02-26, 03:22 AM
May I request your friendly and competent help for a lowly swordsage lv. 10 build?

Books: Anything d20 (everything from WotC except Eberron specific stuff + green ronin, mongoose, malhavoc, aeg, etc. ... you get the idea)
Race: human
Class: Swordsage 10th
Ability Scores: St 12, Co 13, Dx 18, In 14, Wi 18, Ch 10 (that is the distribution and I can not change it)
Alignment: Any non-evil
Concept: I want him/her to have the Iiatsu Skill, and if there is room (skill-point-wise) some skill tricks.
Other: The party got: duskblade, ilithid slayer, dervish-tempest-aspirant, arcane-hierophant, ranger, clerik.

Thank you in advance

Sutremaine
2007-03-01, 11:51 AM
Q15

[request deleted]

I changed my mind about the build, introducing the Duelist class and doing more back-and-forth levelling at low levels. So I'm just going to keep at it until I settle on how to execute the character idea.

Nahal
2007-03-04, 03:19 PM
Alright I'm looking for a rewrite of my wizard build, since it was definitely sub-optimal and I'd like to see what someone else's idea would be like.

Stats (after racial adjustments and level-up)
STR 10, DEX 16, CON 14, INT 23, WIS 14, CHA 12

Concept: Batman, essentially. Combat tends to be sparse, and when it happens is often against superior foes. So we do a fair bit of running, occasionally we're able to identify a weakness and bring it down. Downtime is rare as well, really only enough time to refresh spells. Consequently we find a number of magic items to cover ourselves, so WBL is more or less maintained. In fact I believe we each had a minor artifact over and above WBL.

Other: Spells aren't limited, though it's not necessary to put down an entire spellbook's worth. But I would like input on key utility, crowd-control and defensive spells.

Build required: Level 16 elf (race required by campaign background) wizard-based caster, full progression. Items as per WBL, bearing in mind that most of the time we're travelling or running from high-to-epic level opponents that see us as a nuisance rather than serious threat. Very little time is spent in cities.

Long-term Growth: I want the wizard to be a master strategist, able if not to bring down superior foes then certainly to hold them long enough for the party to escape.

Please PM builds if anyone's interested.

VaporGecko
2007-03-06, 03:24 PM
I humble ask for pointers with my Gray Elf Wizard. My GM is running a kick the door down style campaign and I'm looking to build an effective and potent Transmuter.

1. I'm looking for spell lists and feat arrays to make a Transmuter built for dungeon crawls. Vital Stats are:

Transmuter lvl2
Strength: 9
Dexterity: 16
Constitution: 12
Intelligence: 16
Wisdom: 12
Charisma: 8

Feats: Improved Initiative, Scribe Scroll, Spell Focus (Transmutation)

Flaws: Noncombatant (-2 on melee attack rolls)

Skills: Concentration +5, Decipher Script +5, Know(Arcana) +5, Know(Dungeoneering) +5, Spellcraft +5

2. Here's the template:
a. Books: Any Wizards of the Coast book published post 3.5 revision.
b. Race: Gray Elf, +0EL
c. Class: Transmuter (Evocation and Necromancy Prohibited)
e. Alignment: Lawful Evil
g. Concept: I'm looking to not build a blaster. I'm thinking of running with field control Conjuration and Illusion spells with Transmutation buffs. Lastly, I'm thinking of taking the Master Specialist (Transmuter) prestige class from Complete Mage up until I can take levels in Archmage. So I'll be Transmuter3/Master Transmuter10/Archmage5 by CL18.
h. Other: Any equipment could be made available within two game weeks. All the adventuring will occur beneath the city in a maze of catacombs with steady progression of difficulty at each basement level. Healing is readily available in the city for a price, so are magic services. My party will usually, but not always, consist of a Fighter/Barbarian, a Cleric/Druid, and some Rogue variant (Ninja, Beguiler, etc.).

Thanks for whatever help you guys can offer me. I appreciate it.

Wraithy
2007-03-11, 12:27 PM
Request for sneaky evil b*st*rd
Books: Core, DM manual, complete warrior (all 3.5)
Race: any
Class: swashbuckler, exotic weapon master, assasin
Alignment: Lawful or neutral evil (preferably lawful).
Ability score generation: 28-point buy.
Level request: 8-14
Special: dual wielder of Saingam or nunchuku.

Person_Man
2007-03-12, 02:07 PM
Okay, build-meisters, here's a challenge: This is a classic fictional-type character that has been done to death in other venues. The character enters play as a violent Chaotic Evil warlord, and ends as a pacifist Lawful Good diplomat/paladin. However, the goal is to have a still playable D&D character at the end, despite the 'minimum violence' clause of the pacifist creed.

Rules: 3.5, only WotC publications. Standard point-buy stats. Classes, races, levels, etc. are all based off of the fluff. The class 'Paladin' is mentioned in the fluff, that does not restrict you to an actual paladin. Avoid epic-level stuff if possible, as I have a serious dislike for that ruleset. :smallsmile:

Fluff: Parcifael Stalhk, known to his minions as Commander Steel, is an evil mercenary warlord-type. Has no interest in running his own feifdom, he just wants to command in battle because of the adrenaline rush or ordering all those lives around. In one battle, however, something horrible happens that causes him to have the D&D equivalent of a mental breakdown. Confused and lost (both physically and emotionally), he stumbles into a religious monastary which takes him in.

Years later, Brother Gray is a devout pacifist, and servant of a God of Healing (Not necessarily a true priest, could be a lay-brother type). However, events conspire against him and he takes up his old sword and armor to defend the monastary and surrounding village from an approaching warband, and a mercenary warlord that is almost a carbon-copy of his younger self.

His efforts, and his refusal to kill simply because it's expedient, causes the God to bless him, and Brother Gray is sent out into the world again to crusade for Good as a nonviolent Paladin. He now leans heavily on diplomacy rather than violence, but he is quite capable of defending the defenceless with the sword if there is no other choice.

Ranger variant (http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedCoreClass.html#simple-ranger) 1/Half Orc Paragon (http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedParagon.html#half-orc-paragon) 3/Marshal (http://www.wizards.com/default.asp?x=dnd/ex/20030906b) 3/Justicar 8/Exemplar 1/Marshal 4-7

Levels 1-4: Basically a Barbarian with more Skills, and without the Barbarian's Chaotic restriction, so you won't lose the ability to Rage when you become Lawful. You also pick up Track, which is needed for Justicar.

Levels 5-8: As your reputation increases, bloodthirsty warriors flock to your banner. Pick the Motivate Str and Art of War auras.

Levels 9-15: Your band of bloodthirsty warriors begin hunting and killing individual marks. But as you do so, you start to see the moral implications of what you do, and eventually convert to Lawful Good. Improved Hogtie lets you Grapple on every hit, and allows you to use your Use Rope Skill as the opposed check.

Levels 16: You've devoted your life to pacifism and diplomacy, and perfect your Skills. You can now Take 10 on Int+1 Skills - be sure to choose Diplomacy and Use Rope.

Levels 17-20: You become a true pacifist leader. Pick up Motive Dex (applies to Use Rope) and Motivate Cha aura's.

Features:

Insanely high Skills, especially Diplomacy, Gather Info, and Use Rope.
Ability to Grapple and Hogtie almost anything.
Ability to deal subdual damage without penalty.
Playable at at every level, with a logical progression.

Kiero
2007-03-12, 04:24 PM
Right, I'm playing a Viridian Lords-associated character in a Ptolus one-shot. Before we get started, it's actually with a different system (Wushu), but I like having a little bit of crunch for inspirational material in what my character can do.

What I have in mind is a 10th-12th level character, who is probably a Ranger/Monk combo. Specifically a two-weapon fighting type (uses twin hand axes) who is also an unarmed combatant with a little magic on the side. Probably doesn't wear armour, possibly using barkskin instead (if he's got the Ranger levels to do it). Inspired by Mani from Le Pacte de Loups/Brotherhood of the Wolf.

I'm not necessarily after an ultra-optimised super-combo, and I don't need anything more than class mix and Feats. What I am set on is that they'll be human, use the weapon and style I've outlined (so no unusual weapons or armour combos), and no PrCs. I suspect it might be "optimal" to put some Fighter levels into the mix, just no 'caster or any others. What I don't want to do is skimp too many on the Ranger levels just for the sake of additional Feats (especially since that means less spellcasting ability). Pretend for argument's sake it's a game without Attacks of Opportunity. And using nothing more than the Corebook/SRD.

I rolled some scores (old-school 3d6 method) and got: 16, 15, 14, 13, 11, 10. I'm guessing that means he'll get two raises (at 4th and 8th).

So what do you got?

Also, anyone more familiar with Ptolus-the-setting than me (since I've only read the free Players' Guide PDF), does a Ranger/Monk combo make sense for someone affiliated with the Viridian Lords? Do Monk levels need some kind of "story" justification?

quotemyname
2007-03-13, 01:46 PM
I had a longer post about what i am going to say here:

http://www.giantitp.com/forums/showthread.php?t=37375

but after i wrote all that i discovered this thread. ill summarize it all here.

Could someone help me build a 1st level (not counting HD bonus) Human barbarian-werewolf character?
Books: The core books are fair game, as long as its 3.5. this is up to and including PHBII

Race: In the concept that i have in my head, i kind of have human tacked down already.

Class: Barbarian seems to be the logical choice given the lycanthrope stat bumps and the backround that i have drawn up.

Ability scores: 32 point buy, (16,14,16,10,8,12 before any stat bumps? i will get +2str,+4dex,+4con in hybrid and wolf forms, and +2wis in all forms)

Alignment: CN

House Rules: Dm allows holding of feat slots until prerequisits are met. i plan to utilize this for his custom feat which is as follows:

additional +2 to all lycanthrope bumped stats, additional 1 round of rage. *during full moon: must take hybrid form. if attacked during this time: will save DC 10 + damage dealt or enter berserker rage (attacking anything that is closest). prerequisites: BAB+4 existing lycanthropy.

since i plan to hold for this feat, i will be able to take it two levels after the campaign begins

Concept: i am thinking of the keep to himself kind of warrior that has nothing of his old life left to go back to. human barbarian to support the lycanthropy, preferably using natural attacks (but will this be effective at higher levels?)

Other: so far i am the first character in the party, i plan to be one of the staple fighters of the group. i have been informed that werewolves are somewhat common in the campaign setting, and that some enemies will be packing silver. so i cannot fully rely on my DR 10/silver to get me through things.

Thanks for all your help :D

Meat Shield
2007-03-19, 12:08 PM
I have a monster game one-shot coming up and have zero experience at playing something other than your normal PHB race. So any assistance would be greatly appreciated. Thanks in advance.

ECL: 15
Books: Core, any Completes, PHBII, DMGII, Book of Nine Swords, any Kalamar source books
Race: Humanoids, Monstrous Humanoids, Giants, Fey, 1/2 Dragons, 1/2 fiends, and Native Outsiders
Class: Any to make him a tank
Ability Scores: Distribute 90 points among ability scores, then add racial adjustments
Alignment: As the DM says, "Evil or morally ambiguous."
House Rules: None that I think are applicable
Concept: I'm wanting a tank, something roughly equivalent to a walking wrecking ball. I'm liking fire giant, but I am not married to it. I was thinking going up fighter, with potentially a level dip in something with a full BAB (to give three attacks at 11th level).
Other: Its a one-shot with a lot of combat, so long term viability is not important. We will be facing all kinds of high power clerics, but no undead. I like the thought of a large flaming adamantine maul or war mace, something roughly equivalent to a washing machine on a telephone pole. Sundering should be factored into the build, as well as doing structural damage (which I can't remember but I think is also under Sundering). Also, anyway to reduce the effect of cold-attacks or increase resistance to mind-affecting spells would also be appreciated.

Thanks in advance everyone.

The Mormegil
2007-03-19, 12:28 PM
Alright I'm looking for a rewrite of my wizard build, since it was definitely sub-optimal and I'd like to see what someone else's idea would be like.

Stats (after racial adjustments and level-up)
STR 10, DEX 16, CON 14, INT 23, WIS 14, CHA 12

Concept: Batman, essentially. Combat tends to be sparse, and when it happens is often against superior foes. So we do a fair bit of running, occasionally we're able to identify a weakness and bring it down. Downtime is rare as well, really only enough time to refresh spells. Consequently we find a number of magic items to cover ourselves, so WBL is more or less maintained. In fact I believe we each had a minor artifact over and above WBL.

Other: Spells aren't limited, though it's not necessary to put down an entire spellbook's worth. But I would like input on key utility, crowd-control and defensive spells.

Build required: Level 16 elf (race required by campaign background) wizard-based caster, full progression. Items as per WBL, bearing in mind that most of the time we're travelling or running from high-to-epic level opponents that see us as a nuisance rather than serious threat. Very little time is spent in cities.

Long-term Growth: I want the wizard to be a master strategist, able if not to bring down superior foes then certainly to hold them long enough for the party to escape.

Please PM builds if anyone's interested.

I like this. Let’s see… I think you’ll need some Prestige Classes. Let’s start with one from Complete Arcane: it’s a specialist of Force magic (sorry I can’t post you the name ‘cause I don’t know it). Essentially it’s a class that keep you advancing with your spells and gives you some specials with force spells: useful in many ways, from defence to offence (keep in mind that your best spell against an enemy more powerful than you is still magic missle). With a 11th lvl mage and 5th lvl Silver Sage (maybe this is right) you have a good spellcaster level and some special abilities. I think a 2nd level archmage is also better.
Ok, here we go:
Gray Elf Mage 9 Silver Sage 5 Archmage 2
HD 16d4+32 (pf 72 average roll)
Initiative +3
AC 13 (10+3Dex)
Bab+7
Special: Spells, elf traits, force specialization, force armour, endured force, remove force, delete force, master of counterspells, master of shapes.
Saves: Fortitude +6 Reflexes +7 Will +15
STR 10 DEX 16 COS 14 INT 23 WIS 14 CHA 12
Skills and Feats:
As you like but if it is for me I’ll take Profession (tactician) and Knowledge (monsters). You have to take care of the requirements for the classes you take, so Spellcraft and Knowledge (arcane) are musts.
For the feats: Spell Focus (illusion and necromancy), Scribe Scrolls, Improved Spell Focus (illusion and necromancy), Quicken Spell, Skill Focus (Spellcraft), Mobile Spellcaster.
Spells:
(4/6/6/5/5/5/4/3/2; DC 16+lvl)
I won’t write down all the spell book (also because I don’t know half the names of the spells…); I will instead hint some good spells.
1) Of course wall of force: it is the main reason I have chosen the Silver Sage. It hasn’t got any save, which will be most useful against epic level characters. If it’s a non-caster you’re trying to fight it is absolutely impossible for him to dodge it or escape from it. If it’s a caster he’ll need a 6th level spell (both dispel magic+ or disintegrate) ‘cause (thanks to SS) you have a total DC of 31(!!) to dispel it.
2) Focus on buffs (Superior Magic Armour from CAr gives you a +8 to AC for 25gp). It will be useful to take the magic circles to avoid contacts with the enemies; take also Leather Fall(a little jump is a good way to avoid a big fight) and the always useful Expeditious retreat. I love Jump also: it is like Fly in many ways, but it lasts more and it is a 1st level spell. I’ll take also Haste, Protection from arrows, Invisibility, See Invisibility, Mirror Image (again, no saves allowed), Distortion, Gas Shape, Improved Invisibility, Stone Flash, Repulse, Reflect Spell...
3)The always helpfuls: Morph, Dispel magic, Teleport, Dimensional door etc. Conjunction (this name I’ve completely guessed it: it is the spell that launches another spell) is a must.
Now let’s talk about tactics: I know a way to kill a lich with a single shot and you’re able to do it.
Buy a metamagic wand of maximize, then cast Conjunction-Accurate hit and force globe maximized (70 damage for sure) and Quicken Magic Missle Maximized (another 30 damages). It is a hundred damages, maybe not much, but they are almost unblockable.
I offer my humble apologies with Thy for my foreign accent and terrible English, I hope Thy will guess right what I tried to expose to your attention…

Zirael
2007-03-20, 02:37 PM
I'm looking for some help with developing the character I actually play (D&D 3.0). It's a pixie, which during the campaign changed from cheerful and child-like chaotic good character to a lawfull evil half-fiendish leader of a dark cult (a wrong answer to a riddle, deal with the devil...) Anyway, my whole idea of the character was ruined and I don't have a new one. So here's the job for you:smallwink:
What I want is a level by level build

race-pixie with half-fiend template (LA+5; no additional LA for half-fiend but no pixie powers)
ECL 5 -> 20
class- something sneaky; any combinations welcomed

books-Book of Vile Darkness, Book of Exalted Deeds, Complete Adventurer, Complete Arcane, Complete Divine, Complete Warrior, Defenders of the Faith, Deities and Demigods, Dungeon Masters Guide, Masters of the Wild, Savage Species, Song and Silence, Sword and Fist, Tome and Blood

up till now the character looks like that:
stats: str 8, dex 24, con 16, int 19, wis 16, cha 16
feats:toughness, dodge

thanks in advance

TheSultan
2007-03-20, 05:23 PM
So this is a little off topic, but:

Was there at one time a thread devoted to "character builds" that was more like... "to be a spiked chain weilding sorcerer take these feats at these levels" or "the optimized dual-wielding theif build looks like this"? When I saw this thread I thought it was that thread. And now I can't find that thread.
Anyone? Bueler?

Maerok
2007-03-20, 08:52 PM
Stabbity Death from 30' (Looking for critique)
I'm working on a Knife-thrower build that can hold its own in a fight. He needs knives, lots of knives. This is the guy who tests the limits of Sleight of Hand to see how many sharp pointy objects he can stash in his sleeves, coat, pockets, arm bandoliers, and chest bandoliers. Wizards spent eight hours preparing spells, he spends eight hours pulling his daggers out of his targets and returning them to their holsters.

Key Abilities: Dex and Str
Key Skills: Sleight of Hand, Tumble

Books: PHB, PHB2, CAdv, CWar

MELEE
Scout 5/Master Thrower 5/Fighter 4/Scout 6
H: Weapon Focus (Dagger)
1: Point Blank Shot
3: Precise Shot
Scout 4 (4): Rapid Shot
6: Power Attack
9: Brutal Throw
Fighter 1 (10): Power Critical (Dagger)
Fighter 2 (11): Improved Rapid-Shot
12: Brutal (Ranged? CWar) Power Attack
Fighter 4 (13): Weapon Specialization (Dagger)
15: Ranged Weapon Mastery (Piercing)
Scout 8 (16): Improved Initiative
18: Manyshot (why not for daggers?)

Master Thrower abilities:
1: Defensive Throw
3: Palm Throw
5: Tumbling Toss

~OR~

SPELLCASTER
Warmage 5/Master Thrower 5/Arcane Archer (dagger-thrower variant) 10
This would have a horrific CL, and AA would need some tailoring and a variant to help fix that.

otokokitsune
2007-03-21, 11:01 PM
Are there any prestige classes with full manesfesting other than the chaos one in Complete Psioncs? Becuase I'm working on a character who is looking at prestige classes but all but one that I've found sacrifice manefester levels.

NemoUtopia
2007-03-21, 11:07 PM
Are there any prestige classes with full manesfesting other than the chaos one in Complete Psioncs? Becuase I'm working on a character who is looking at prestige classes but all but one that I've found sacrifice manefester levels.

While technically the Cerebremancer doesn't, you have to take Wizard levels, so I don't count it. The only near-full progression class I know of other than the one you mention is the Illithid Slayer which only loses a single manifesting level, but is pretty martially focused and may not be right. That said, if you have access to Dungeon/Dragon magazine back issues, I'm pretty sure you can find some material.

GunslingerR
2007-03-22, 08:59 AM
Please pimp my Dragon Descendant ;)

I've descided to start with a human Monk. Then to take the full 10 levels of the Dragon Descendant (DD) PrC (Dragon Magic book).
Other than that I thought I'd take some Kensai levels but I'm not sure if that's the best choice.
How many Monk levels should I take? 4? 6?
What other PrC's should I take?
Since I'm not gonna level Monk very high I won't be using a lot of my Flurry ability, so a BAP 16 would be nice.
Should I try to coax my DM into giving me Gauntlets of Talon ;) ?

We are just starting our Campaign so I can basically still change everything.
We're playing 29point-buy.
Material I can use: 3.5 wotc material without eberron campaign material and also without unearthed arcana.
And I'm not allowed to make any sick builds like pun-pun oder hivemind ;)

Thanks in advance everyone!

GunslingerR
2007-03-23, 11:04 AM
Maybe I should take Mnk4/fighter1/Shou5/DD10 ... but when should I take which class?
First 4 Monk, then the fight level and then a Shou level to get the Impr. Natural Attack feat at 6th level. But after that it's not easy to decide :-(
On the one hand I'd get High BAB, 2 bonus feats and the flurry with all melee weapons (including the katana .. see below) from the Shou.
On the other hand: the DD levels stack with monk for unarmed damage, AC bonus and speed bonus AND the Ancestors are to good to be left waiting until the end.
To become a Shou disciple I have to "qualify to select regional feats from the shou expatriate or Thesk".
So I my character comes from the Shou Expatriate he get's as bonus equipment either a Masterwork Katana (bastard sword) or a Masterwork Nunchaku. For the Katana I'd need the exotic weapons profitiency feat to use it properly.
I get feats at the folowing char levels:

1) Dragontouched
1) ..... [extra Human feat]
1) (impr. unarmed strike [Mnk])
1) Stunning fist [Mnk]
2) Combat reflexes [Mnk]
3) .....
5) ..... [Fighter]
6) impr. natural attack
9) .....
12) .....
15) .....
18) .....
?) [Shou]
?) [Shou]

I wrote down some feats I'd take, but I'm not sure when I should take them nor if they are the best choice:
exotic weap prof (bastard sword) [If i'm gonna take this feat, I'll take it at first level because if I come from Shou and own a Katana I should be able to use it :-) ]
dodge [Shou prereq]
weap focus (unarmed strike) [Shou prereq]
weap finess
two weapon fighting
impr. Grapple
powerattack
stealthy [good for the sneak attack ability of one of the ancestors]

With the 29-point-buy I came up with:
STR 14
DEX 14
CON 12
INT 12
WIS 14
CHA 11
I'm doing this for the first time, so I don't know if this is any good!

So everybody please tell me what I'm doing wrong, what I'm doing wright or what would be better!
Any and all advice is really appreciated!!!
Thanks in advance!

PinkysBrain
2007-03-24, 09:22 AM
Gunslinger try this framework (full build given later on to comply with rules) :
Human decisive strike monk 4/full BAB 1/dragon descendant 2/crusader 2/dragon descendant 8/full BAB 3

Feats : stunning fist, combat reflexes, dragontouched, TWF, stand still, mage slayer, snap kick, ITWF, Robilar's gambit, double hit

Basically it's an AoO build to make use of the 9th level ancestor from dragon descendant, for each time you get attacked in melee you can hit back 4 times. Often at double damage. You can even do the same if your opponent tries to get away because of the thicket of blade stance you get with your crusader levels, at which point you can use stand still. Also you can make life really hard on casters simply by standing next to them. I left out karmic strike since it's a bit suicidal and feat intensive, I went for double hit instead.

Example build :
Human decisive strike monk 4/fighter 1/dragon descendant 2/crusader 2/dragon descendant 8/warblade 1/fighter 1/warblade 1

Fighter bonus feats : blind fight, defensive sweep

The ability scores are okay, although you could consider dumping charisma for more con.

Warblade 2 gets you uncanny dodge, which is always handy. Also maneuvers of course. Blind fight is so you have decent odds against casters with mirror image (pierce magical concealment would be better, but fitting it in is tough ... you could sacrifice snap kick, an illusion bane weapon also helps a little).

Get a flight item/buff and get a greater dispelling weapon from PGtF to make your anti-caster abilities complete. Also have the party caster cast anticipate teleport on you, those casters who think a quickened dimension door will help them get rid of you will get a nasty surprise.

Sources :
PHB2, ToB, PGtF, DMG2, CArc, DrM, MiHB, XPH

PS. gauntlets of the talon are nice, but probably not worth the feat ... a monk's belt is a given though.

PPS. in epic take a single level of monk ... it increases your monk level for damage to 20 with the belt and decreases your attack penalty for decisive hit.

Kiero
2007-03-27, 05:57 AM
How would you build a Seguleh-inspired fighter (from Memories of Ice, third of the Malazan Book of the Fallen series by Steven Erikson)? They're unarmoured, masked, twin-longsword fighters who use unarmed attacks as well as blades. Lets say you've got 10 levels to play with, it is going to be some combo of Fighter, Ranger and Monk?

The Mormegil
2007-03-27, 06:27 AM
I think the best way is a 4th level monk and then up as ranger to increase bab. Take the feat from CAd that makes you add level from monk and ranger classes for unarmed damages and the feat that makes two-bladed swords a special monk weapon (I think it's in AoO, but I can't relly remember). You lose a single point of Bab and gain many attacks. You can, on the other hand, buy the Monk belt and take 4 levels of warrior to gain Weapon Specialization (both unarmed attack and two bladed sword). Anyway, in two levels you'll take the last feat and have 7 attacks in a round. Just a thing: soon enough you'll realize that your unarmed attacks are more powerful than your sword attacks. Just keep in mind you can't fight with two unarmed strikes: you'll have to sacrifice damages to get more attacks.

quotemyname
2007-03-27, 08:47 AM
How would you build a Seguleh-inspired fighter (from Memories of Ice, third of the Malazan Book of the Fallen series by Steven Erikson)? They're unarmoured, masked, twin-longsword fighters who use unarmed attacks as well as blades. Lets say you've got 10 levels to play with, it is going to be some combo of Fighter, Ranger and Monk?

I think he wanted two long swords.... you were discussing a two bladed sword. using two long swords would be much more difficult.

Don't forget the feat from the book of the nine swords that lets you deal unarmored/unarmed monk damage as if you 5 levels higher(or a 5th level monk if you have no levels in monk)

sobebop
2007-03-27, 03:29 PM
could someone post an Archer build if they have one similar?

books... any and all.

race elven. subraces and templates welcome, boosting stats or ability to fly would be nice but not crucial, arcane magic can allow for both.

up to lv 20 wiz/EK other classes welcome, (fighter, a few other PRC come to mind.) but need max caster lvs and highest BAB possible within reason.

focused on int/dex. int toped at 20 rest to dex.

basically AA gish build. actually likes to use the bow! combat feats will be tight. need some meta magic, extend for example. but aside from bonus wiz feat and maybe one or two other feats to wiz, all others can go for archery feats.

also, is an arcane archer of this type a worthwile build?
tia

alchahest
2007-03-28, 12:40 AM
1. Which of the above are you asking for?
* * *a. scratch to 20 progression, preferrably fully paladin, but I'm able to see a few dips in his carreer, so long as he maintains his ablity to progress as a paladin.

2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books: anything wotc, besides incarnum stuff.
b. Race: Human
c. Class: Paladin, PrCs at your discretion
d. Ability Scores: your discretion, 28 point buy, preferrably with no "dumping" stats. I'd like to see at least a +1 bonus on int, for skills.
e. Alignment: LG, o'course ;)
f. House Rules: none!
g. Concept: A paladin who inspires and heals, less focus on himself being an avatar of his god's smiting, more of him making the most of his healing and inspirational abilities
h. Other: the Sacred Healing feat (complete divine, I think) is the one feat I really want to see for certain on this guy, at as low a level as possible. Any feats that can burn turn undead or smite uses for healing or buffing allies are greatly welcome. of course, heal should be maxed. survival ranks might be good too.
And I like the idea of the endurance feat - this character comes from the desert, and spent years wandering.

this may not come up, but this character, while devout, is not an evangelist. He's one that highlights his god's abilities by example. now that I think of it, it may work best if he starts with 1-2 levels of cleric prior to becoming a paladin. but I'll leave that in your capable hands


thanks!

The Mormegil
2007-03-28, 03:59 AM
I think he wanted two long swords.... you were discussing a two bladed sword. using two long swords would be much more difficult.

Don't forget the feat from the book of the nine swords that lets you deal unarmored/unarmed monk damage as if you 5 levels higher(or a 5th level monk if you have no levels in monk)

Hey, that's not that difficult: just take the CAd feat that decreases penalities to fight with two one-handed weapons instead of the proficency feat and talk to your DM about changing the feat about two-bladed swords in a feat about long swords. If you have an entire style of fighting centered on that, I'd say why not?

I liked it best with the two-bladed sword anyway...

Kiero
2007-03-28, 07:54 AM
I think he wanted two long swords.... you were discussing a two bladed sword. using two long swords would be much more difficult.

Bingo, two longswords - a sword in each hand, not a double-weapon (which are cheesy, anyway).

Talfrey
2007-03-29, 04:47 PM
Question.

Anyone know of a PrC that would let my character become a plant as their base type and gain nifty plant based powers?

alchahest
2007-03-29, 05:05 PM
there used to be the verdant lord druid from masters of the wild - really neat plant-based shifting class, got some neat plant based abilities. it hasn't been replaced yet, so I guess it's still basically valid

Jack Scoundrel
2007-03-30, 06:30 AM
Question.

Anyone know of a PrC that would let my character become a plant as their base type and gain nifty plant based powers?

You could also go geomancer and take most of the plant related drifts like leaf/vine hair, photosynthesis, and bark skin.

PinkysBrain
2007-03-30, 01:51 PM
Talfrey, try the simple Q&A thread stickied above this one.

Meschaelene
2007-03-30, 02:34 PM
I had a really fun fighter in 3.0, and would like help creating something similar for 3.5. The problem is some feats changed and things that used to work do not seem to work anymore.

The goal is a crowd-control fighter who's job is to hold the hordes back from the finger-wigglers. She would use combat reflex to trip any that tried to bypass her, and on her turn, full attack on one of the prone, and take a 5' step back. I cared not at all about how much damage was done -- just as long as they were stopped, and she was still armed and able to do it again the next round.

The previous build was a human who used a glaive, with combat reflex, combat expertise, improved trip, improved initiative and knockdown. I had Weapon Focus and Power Attack in there, too -- the only reason was a fighting school out of one of the Mongoose books that allowed me to avoid the trip attack (or lose my weapon) in return. That's the real key that I have trouble figuring out in how to make this PC work again.

All books are open -- the goal is to reach the above goal as soon as possible (level-wise). Thanks in advance for your assistance!

Samalander
2007-04-01, 02:46 AM
I've had an idea for a character knocking around in my head for a while but I have no idea how to build it into an effective character: (Does not need to be combat opitmal, we tend to talk more than fight, but we do get in fights)

Paladin Leader

The idea is to build a paladin around the Leadership feat.
32 point build
any of Human, Elf, Half-Elf or Dwarf
Paragon Race selection is allowed
"splat" books allowed for feat/PrC selection:
Eberron Campaign Setting book, Complete Warrior, Complete Divine, or Complete Arcane

If I could get a 20 level feat/level progression I would be grateful!
Thanks!

argentsaber
2007-04-01, 08:58 AM
Currently working on a bardic gish, and looking for input on feat and spell choice. Since I usually play casting focused wizards and enhance their spell books as fast and as much as possible... so the limited options that a bard or sorcerer have access to are leaving me with a lot of difficult choices. feats i have been considering are arcane strike, leadership, and a few of the giant fighting ones (currently looking at a gnome).

1 bard (dodge)
2 bard
3 bard (iron will)
4 bard
5 bard
6 bard (?)
7 bard
8 dragon slayer
9 eldrich knight (?)
10 bard
11 sublime chord
12 sublime chord (?)
13 eldrich knight
etc...

Cowboy_ninja
2007-04-01, 05:54 PM
PLEASE help with a Level by level character with the following:

BOOKS: 6 completes, PHB I/II, DMG I/II, Races books, unearthed arcane, heroes of battle/horror, libiris mortis, vile darkness, exalted, MM I-IV, miniatures

RACES: ones with no LA

ABILITY SCORES: 13,12,17,11,14,16 (fixed)

ALIGNMENT: not evil

CONCEPT:
-Spell caster for Melee Combat squeezed so i can get the PrC "master transmogrifist" ASAP.
-Will eventually be master transmogrifist this will be the first 7-8 lvls before i go into in the PrC.
- a little help with the personality back story ( the whole transmuter persona is a mystery to me)

-Other:
-the dungeon has a high PC turnover rate ( as in there is a lot of dying so build defensive)
-i've been looking at battle sorc (UnE Arcn) with arcane diciple WAR ( divine power) and STRENGTH ( rightgeous might) with a domain focus feats so this would be a good place to start.

if someone completes this project could you please Private message me? i will look in on this from time to time but i dont know if i will find the post that answers this post.

thanks

brassbaboon
2007-04-01, 06:08 PM
I'm a returning D&D player, I used to play a lot back in the Advanced D&D rules days. I have some characters using those rules that I'd like to convert to the current rules system and I'm wondering what to do with a 13th level "Illusionist" now that there is no such class as Illusionist. Any general suggestions for what to do?

Also, I have an 11th level Wizard, a 10th level Cleric, a 13th level Ranger and a Fighter/Cleric multiclass to convert as well. Any thoughts on them?

The Mormegil
2007-04-03, 05:26 AM
I had a really fun fighter in 3.0, and would like help creating something similar for 3.5. The problem is some feats changed and things that used to work do not seem to work anymore.

The goal is a crowd-control fighter who's job is to hold the hordes back from the finger-wigglers. She would use combat reflex to trip any that tried to bypass her, and on her turn, full attack on one of the prone, and take a 5' step back. I cared not at all about how much damage was done -- just as long as they were stopped, and she was still armed and able to do it again the next round.

The previous build was a human who used a glaive, with combat reflex, combat expertise, improved trip, improved initiative and knockdown. I had Weapon Focus and Power Attack in there, too -- the only reason was a fighting school out of one of the Mongoose books that allowed me to avoid the trip attack (or lose my weapon) in return. That's the real key that I have trouble figuring out in how to make this PC work again.

All books are open -- the goal is to reach the above goal as soon as possible (level-wise). Thanks in advance for your assistance!

The only thing is that you need less feats to do it.
I'll use the spiked chain anyway.
Fancy that PC!

Telonius
2007-04-03, 10:47 AM
I'm a returning D&D player, I used to play a lot back in the Advanced D&D rules days. I have some characters using those rules that I'd like to convert to the current rules system and I'm wondering what to do with a 13th level "Illusionist" now that there is no such class as Illusionist. Any general suggestions for what to do?

Also, I have an 11th level Wizard, a 10th level Cleric, a 13th level Ranger and a Fighter/Cleric multiclass to convert as well. Any thoughts on them?

Unfortunately I'm not very familiar with exactly what the old Illusionist class could do (and can't seem to find a good online resource for AD&D rules). I'd suggest a wizard with specialization in the Illusion school of magic. A Beguiler might be more in keeping with the flavor of the original class.

TheCook
2007-04-03, 11:25 AM
Hi all, i'm asking you cool optimizers some help to build this char-concept.

a.) Any book allowed (no dragon Mag)
b.) Race: (Elf La+0, supposing wood elf)
c.) Class: thinking about Swasbuckler/rougue/swordsage/warblade/eternal blade??
d.) Stats: 32point-buy
e.) Alignment: non-evil
f. ) House Rules: we use action points (and related feats), Max 3 class, 2flaws, racial weapon don't need EWP to be used.
g.) Concept: The dextrous swashbuckler, feint, hit HARD. smthing like a dashing swordsman :smallwink:
i supposed to do this with swash3/rogue17 and martial study(ashadow stance)+shadow blade to get dex to dmg and daring outlaw to stack swash and rogue levels, obtaining dex+int+1,5str to damage (what about going into dashing for real to add cha?? :smalltongue: )
or via warblade and/or swordsage builds.
What would be better?
the little diff with the standard figure is that i'm going to use an Elven courtblade (Rotw) finessable and 2handed :smallbiggrin:
consider to play it with the least team support possible (a crusader, or a couple players)

ghostdad
2007-04-04, 12:41 AM
Hey, I'd like a bit of insight into a character idea if anyone has a minute or two. I'm playing a barbarian in our newest campaign, and I'm playing him as a pretty typical strong and stupid guy. I'm not crazy about going barbarian20 and have been looking at some PrCs. We have all the books between us all so any suggestions are fine.

What I was thinking was:

Barb7/Bear warrior6/Warshaper2/Frenzied Berserker5

Using all those together would give me something like +26 strength.

I really kind of want to keep the character focused on primal and barbarian-ish PrCs though, no dipping into holy liberator and all that and no min/maxing his will save (although I know it would benefit me greatly, especially with FB). I'm open to dropping any or all of those PrCs or even being talked into barbarian 20, but it seems like the beneficial levels of barbarian are all front-loaded. Thanks a lot!

Fax Celestis
2007-04-04, 03:38 PM
Hey, I'd like a bit of insight into a character idea if anyone has a minute or two. I'm playing a barbarian in our newest campaign, and I'm playing him as a pretty typical strong and stupid guy. I'm not crazy about going barbarian20 and have been looking at some PrCs. We have all the books between us all so any suggestions are fine.

What I was thinking was:

Barb7/Bear warrior6/Warshaper2/Frenzied Berserker5

Using all those together would give me something like +26 strength.

I really kind of want to keep the character focused on primal and barbarian-ish PrCs though, no dipping into holy liberator and all that and no min/maxing his will save (although I know it would benefit me greatly, especially with FB). I'm open to dropping any or all of those PrCs or even being talked into barbarian 20, but it seems like the beneficial levels of barbarian are all front-loaded. Thanks a lot!

If you don't mind dropping into the Magic of Incarnum book, you could try Barbarian 4/Totemist 2/Totem Rager 5/Bear Warrior 6/Warshaper 3. Instead of being bestial, he'd have a unique link to nature and life.

Rakeesh
2007-04-04, 07:40 PM
EDIT: Some slight changes to the requests below, FYI.

1. Scout 9 levels, Dungeon Delver 1 level.
2. 'Spellcraft' as a class skill for Scout is dropped and replaced with 'Open Lock' as a class skill, permitting access to Dungeon Delver.
3. Track and Quick Reconnoiter as feats, please.

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

Playgrounders (do members of these forums have a snazzy nickname?):

OK, so I'm depending on the kindness of strangers and askin' for some help, if anyone is willing and able, please.

Q.1

1. Which of the above are you asking for? From scratch to a certain level-10.

2.
a) Books that can be used: Any published books (not magazine or web sources)
b) Race: Human
c) Class: Scout
d) Ability Scores: 34 pt buy
e) Alignment: Neutral Evil
f) House Rules: 80,000 starting gold, HP max at creation, 3/4 max per the other nine levels. No leadership feat.
g) Concept: Opportunistic young scout, exceptional at sneaking, reconnaisance, acrobatics, getting about in the wilderness (above and belowground settings), athletic skills. His primary occupation is to travel alone or in a small group in the Underdark, move unnoticed towards an enemy (typically a large group of enemies), record their movements, numbers, etc., and withdraw to report that information.
f) Other: I've got a pretty good head for the numbers of D&D 3.5, but I've never built a character from scratch to higher than L5. I've only played a character up to L7 before, and that's in d20 Future. So, I'm a bit out of my element here. I've also never played a Scout before, so I'm a fish out of water as to what's desireable for a Scout to have. One requirement is that he must have some method of regularly obtaining Darkvision for extended periods of time, on a reliable daily basis.

I should also add that, while the DM has been pretty tolerant of feats, items, etc. that are to be permitted, the concept may change pending ruling from her. Please do not take offense should that happen in this case, if I have to change your concept a bit.

Thanks kindly for any help anyone is able to provide :) Any offerings could be posted here, or emailed to me at [email protected] , thanks again!

Brigham
2007-04-11, 01:53 AM
Request
ok, I'm reviving a character that never made it past rolling the dice, and need some help if anyone is willing. The character will be level 5, and some mixing of Rogue/Sorcerer.

Here we go:
Setting: Forgotten Realms
Books: DM is open to most everything
Race: strongheart Halfling
Class: Rog2/Sor3
Ability Score: str 3, dex 20, con 14, int 17, wis 8, cha 18 (stats are fixed. this is after race, and lvl4 increase, which was put into cha; ).
Alignment: CN (negotiable)
House Rules: Sorcerers get Heighten Spell, and Eschew Materials for free.

Character Concept:
I would like his battle philosophy to be one of equalizing the playing field. This stems from his being so physically weak. He attempts to even things out with his spells. I'd like to focus on ability damage spells if possible. Most all of his Cha skills have 5 ranks; other skills taken are balance, concentration, hide, move silent, disable device, search, open lock, sense motive, tumble. I have minimal ranks in UMD.

The poop:
I am the only Rogue in the party. That might be important. Yes, strength is a '3'. My greatest difficulty at this point is choosing spells, and feats. Feats I've considered include: Spellcasting Prodigy, Spell Penetration, Practiced Caster, Weapon Finesse, Combat Casting. Any help here would be great.

There will be an Enchanter, a Paladin, and a Cleric (maybe) in the party also. I hope this is enough, or maybe not too much. Thanks for any help.

Holocron Coder
2007-04-13, 05:22 PM
I would like to request a character :)

1) Level-by-level, with a complete sheet at level 1 and changes per level afterward.
2) Any book
3) Human with Natural Lycanthrope Template of a Dire Wolf
4) Generally unarmed melee fighter. Any class that takes advantage of her insane strength score. Probably focusing into grappling and such disabling abilities. Rend, etc. She very much is the front-line for the Dread Necro, so it's likely that she would have levels is Knight for the "taunting", etc.
5) 36 point buy, standard
6) LE
7) No house rules
8) She is the highest (and only) cohort of a level 20 Dread Necromancer with a maxed Charisma and Leadership, so her ECL is appropriate for such. LA buy-off for the template. Standard WBL for her level.

Other: She isn't an idiot, but isn't a genius either. Mental scores should be in the 10-14 range most likely, if possible.

argentsaber
2007-04-14, 05:02 AM
If you don't mind dropping into the Magic of Incarnum book, you could try Barbarian 4/Totemist 2/Totem Rager 5/Bear Warrior 6/Warshaper 3. Instead of being bestial, he'd have a unique link to nature and life.

iron heart surge is a pretty good way to end frenzied berserker temper tantrums assuming you have acess to tome of battle.

GoufCustom
2007-04-14, 02:08 PM
I'm considering a character for the next campaign I'm in (whenever that may be), and I'd like some thoughts.

Pretty much, the concept is a dwarven fighter/bard, who eschews any kind of music, and instead takes oration, chanting, stuff like that, serves as a boost to morale and inspiration of others from the front lines. He'd be armored, and probably use spells very little. After battle healing, and maybe some other times when he knows he'd need it.

Any advice on feats, perhaps a PrC that fits that I'm not aware of?

Threeshades
2007-04-14, 02:11 PM
I'm sorry to be off topic, but ive been wondering how you roll those abilities for your characters.

As far as i know to roll you abilities you roll 6 times 4D6 and dismiss the lowest die of each 4D6. you note the 6 results and repeat the process 2 times and then you pick one of the three ability lists.

That's what i have just done (and i have done it for the first time, because usually we assign our abilities with the alternative point system)

So my results are ridiculous compared to what you guys always post up there. Here are my results:
15 | 12 | 12
12 | 12 | 13
12 | 09 | 11
14 | 04 | 12
10 | 15 | 13
11 | 11 | 14

Am I doing something wrong? Or why are the stats posted here so high usually?

As an example here is one of the stat rolls posted on the first page:

Ability Scores: Use these rolls: 18/16/15/13/12/17

Goldfish Lord
2007-04-14, 07:54 PM
Could someone please build me a 20th level Assassin Character
Books: I can use Core + Any Complete book
Race: Human
Class: Only PrC be Assassin, Bard/Ranger/Fighter also acceptable, nothing else please
Ability Scores: 32 point buy
Alignment: Any evil
House Rules: None
Concept: I'm Thinking of a social type of character who is good at going into a tavern, and just blending, who can perform when requested, and an expert archer.
Other: I would like the character to be able to do well on his own, without always having to rely on a party, but to also be able to help out when in a party situation.

feollus
2007-04-14, 11:11 PM
I'm sorry to be off topic, but ive been wondering how you roll those abilities for your characters.

As far as i know to roll you abilities you roll 6 times 4D6 and dismiss the lowest die of each 4D6. you note the 6 results and repeat the process 2 times and then you pick one of the three ability lists.

That's what i have just done (and i have done it for the first time, because usually we assign our abilities with the alternative point system)

So my results are ridiculous compared to what you guys always post up there. Here are my results:
15 | 12 | 12
12 | 12 | 13
12 | 09 | 11
14 | 04 | 12
10 | 15 | 13
11 | 11 | 14

Am I doing something wrong? Or why are the stats posted here so high usually?

As an example here is one of the stat rolls posted on the first page:


Ouch. Your stats seem a little low for that sort of roll, but I don't think that you can arbitrarily consider any set of stats "low" without other information. There's a lot of different ways to make stats, so my guess is that the stats you saw earlier just used a higher power system of rolling or a really high point buy system. Check the DMG (p. 146, I think, but I'm not sure- either way, it's in the table of contents).

Matthew
2007-04-15, 01:45 PM
Your not doing anything wrong. Most people seem to use 28-32 Point Buy. Your middle set of rolls, though, is illegal as the total modifiers are +0. The other two sets have +6 Net Modifiers which puts them in a very reasonable range.

Threeshades
2007-04-15, 03:52 PM
Ouch. Your stats seem a little low for that sort of roll, but I don't think that you can arbitrarily consider any set of stats "low" without other information. There's a lot of different ways to make stats, so my guess is that the stats you saw earlier just used a higher power system of rolling or a really high point buy system. Check the DMG (p. 146, I think, but I'm not sure- either way, it's in the table of contents).

i so far only used the 32 point buy system and i never got that high stats. i usually got only 2 stats above 15 and needed to takeas many stats below 13.

My best set of stats (including racial bonuses) were
STR 12
DEX 20 (16+4)
CON 12
INT 14
WIS 14
CHA 14 (12+2)

The racial bonuses are from catfolk

Threeshades
2007-04-15, 03:56 PM
Ouch. Your stats seem a little low for that sort of roll, but I don't think that you can arbitrarily consider any set of stats "low" without other information. There's a lot of different ways to make stats, so my guess is that the stats you saw earlier just used a higher power system of rolling or a really high point buy system. Check the DMG (p. 146, I think, but I'm not sure- either way, it's in the table of contents).

i so far only used the 32 point buy system and i never got that high stats. i usually got only 2 stats above 15 and needed to takeas many stats below 13.

My best set of stats (including racial bonuses) were
STR 12
DEX 20 (16+4)
CON 12
INT 14
WIS 14
CHA 14 (12+2)

The racial bonuses are from catfolk

Threeshades
2007-04-15, 03:57 PM
Ouch. Your stats seem a little low for that sort of roll, but I don't think that you can arbitrarily consider any set of stats "low" without other information. There's a lot of different ways to make stats, so my guess is that the stats you saw earlier just used a higher power system of rolling or a really high point buy system. Check the DMG (p. 146, I think, but I'm not sure- either way, it's in the table of contents).

i so far only used the 32 point buy system and i never got that high stats. i usually got only 2 stats above 15 and needed to takeas many stats below 13.

My best set of stats (including racial bonuses) were
STR 12
DEX 20 (16+4)
CON 12
INT 14
WIS 14
CHA 14 (12+2)

The racial bonuses are from catfolk

Threeshades
2007-04-15, 03:58 PM
Ouch. Your stats seem a little low for that sort of roll, but I don't think that you can arbitrarily consider any set of stats "low" without other information. There's a lot of different ways to make stats, so my guess is that the stats you saw earlier just used a higher power system of rolling or a really high point buy system. Check the DMG (p. 146, I think, but I'm not sure- either way, it's in the table of contents).

i so far only used the 32 point buy system and i never got that high stats. i usually got only 2 stats above 15 and needed to takeas many stats below 13.

My best set of stats (including racial bonuses) were
STR 12
DEX 20 (16+4)
CON 12
INT 14
WIS 14
CHA 14 (12+2)

The racial bonuses are from catfolk

Threeshades
2007-04-15, 04:00 PM
Ouch. Your stats seem a little low for that sort of roll, but I don't think that you can arbitrarily consider any set of stats "low" without other information. There's a lot of different ways to make stats, so my guess is that the stats you saw earlier just used a higher power system of rolling or a really high point buy system. Check the DMG (p. 146, I think, but I'm not sure- either way, it's in the table of contents).

i so far only used the 32 point buy system and i never got that high stats. i usually got only 2 stats above 15 and needed to takeas many stats below 13.

My best set of stats (including racial bonuses) were
STR 12
DEX 20 (16+4)
CON 12
INT 14
WIS 14
CHA 14 (12+2)

The racial bonuses are from catfolk

Threeshades
2007-04-15, 04:01 PM
Ouch. Your stats seem a little low for that sort of roll, but I don't think that you can arbitrarily consider any set of stats "low" without other information. There's a lot of different ways to make stats, so my guess is that the stats you saw earlier just used a higher power system of rolling or a really high point buy system. Check the DMG (p. 146, I think, but I'm not sure- either way, it's in the table of contents).

i so far only used the 32 point buy system and i never got that high stats. i usually got only 2 stats above 15 and needed to takeas many stats below 13.

My best set of stats (including racial bonuses) were
STR 12
DEX 20 (16+4)
CON 12
INT 14
WIS 14
CHA 14 (12+2)

The racial bonuses are from catfolk

Threeshades
2007-04-15, 04:03 PM
Ouch. Your stats seem a little low for that sort of roll, but I don't think that you can arbitrarily consider any set of stats "low" without other information. There's a lot of different ways to make stats, so my guess is that the stats you saw earlier just used a higher power system of rolling or a really high point buy system. Check the DMG (p. 146, I think, but I'm not sure- either way, it's in the table of contents).

i so far only used the 32 point buy system and i never got that high stats. i usually got only 2 stats above 15 and needed to takeas many stats below 13.

My best set of stats (including racial bonuses) were
STR 12
DEX 20 (16+4)
CON 12
INT 14
WIS 14
CHA 14 (12+2)

The racial bonuses are from catfolk

wowy319
2007-04-16, 10:44 AM
hey there! I would really appreciate it if somebody could make a from-scratch invisible blade character for me. A good deal of skill tricks and ranks in tumble are a definite for him. Thank you for your time!

* * * * *a. I can use any complete book (except psionic) and the core three.
* * * * *b. Race: human
* * * * *c. Class: fighter 5/rogue 5/invisible blade 10
* * * * *d. Ability Scores: elite array, with the boosts gained from levelling up. (aka 18 to 8)
* * * * *e. Alignment: chaotic good
* * * * *f. House Rules: None that apply to this situation.
* * * * *g. Concept: I would prefer one who can function on his own, with good ranks in tumble, along with the right skill tricks and feats to help him avoid being a support character.
* * * * *h. Other: He'll end up facing a powerful evoker and a 20th-level swashbuckler, both of whom fight dirty. I'd like for him to be capable of at least giving them a good run for their money.


Thank you very much!

Holocron Coder
2007-04-16, 11:29 AM
In reply to wowy319:

I'd be willing to write this character up a bit later today, although, if PHBII is allowed, may I suggest Swashbuckler1/Fighter4/Rogue5/InvBlade10? The 5th fighter level is generally useless, and the Swashbuckler would get you Weapon Finesse for free

wowy319
2007-04-16, 11:38 AM
sure thing! I think a level of swashbuckler would be perfect! (By the by, wasn't swashbuckler in complete warrior as well?)

Holocron Coder
2007-04-16, 11:41 AM
sure thing! I think a level of swashbuckler would be perfect! (By the by, wasn't swashbuckler in complete warrior as well?)

Probably :) In fact, it may not even be in PHBII. Silly me. It shall be built soon.

EDIT: Standard WBL? Or butt-naked? Additionally, Invisible Blade is only 5 levels, not 10. What would you like for the other 5?

quotemyname
2007-04-16, 01:49 PM
Could someone please help me build an effective druid? I've been playing DnD for years, but i have never played a druid. I am looking for an effective build from low to high levels (probably up till 15th or so). This includes, feats to be taken, at what levels, as well as possiby what prestiege classes make for a good build.

so here is my request as per the standard procedure:
1. Level by Level Build
2.
***(a) Any books may be used as long as they are 3.5, excepting the book of the nine swords.
***(b) Preferably an Elf, others are acceptable if they are justified by a powerful build and/or speeding up a good build (for instance i would not say no to human if the extra feat would allow me to take a prestiege class 3 levels sooner).
***(c) Druid, and any prestiege classes that may be effective
***(d) Ability Scores: 32 point buy. possibly 10,16,12,12,16,12 (including elven stat adjustments) i do not have my heart set on these stats. it just seems a good setup for a druid... change them if you have to.
***(e) preferably CN, but not set in stone
***(f) house rules: none
***(g) concept: wilderness type guy, peaceful in nature, does not like to be bothered, but not above violence if it protects himself/nature/friends. crunchy stuff: Natural spell at 6th level? it seems like a good feat. but i don't have to take it.
***(h) campaign seems to have a good amount of combat, predominantly powerful monsters. it is possible that the aim of the campaign is to prevent the fall of the gods and eventual destruction of all mortals. The campaign will probably involve all types of settings, though the DM seems to prefer for the fighting to occur away from town centers and such.

Thanks for your help!

Ashes
2007-04-16, 04:38 PM
Ok. Small request. Beguiler, level 1. All books allowed (apart from Races of... and Comp. Scoundrel)

Stats

Str: 10
Dex: 16
Con: 10
Int: 16
Wis: 12
Cha: 14

Lightfoot halfling.

wowy319
2007-04-16, 06:58 PM
Standard WBL? Or butt-naked? Additionally, Invisible Blade is only 5 levels, not 10. What would you like for the other 5?


I could have sworn it was ten... if it's only five, then I'd say add 4 levels of swashbuckler and another level of rogue. As for gear, standard WBL is perfect.

Inyssius Tor
2007-04-17, 09:47 AM
I really want to make a character who specializes in harpoon-throwing. The problem is that the only group I can find is Living Greyhawk (http://wizards.com/default.asp?x=lg/welcome), so I have to play by their rules.
There's a big list of what's allowed on the last few pages of this (http://wizards.com/rpga/downloads/LGCS_597.zip), but most of the Complete books are allowed, as are Stormwrack and the other environmentals; LG uses 28-point-buy for ability generation, and it doesn't allow evil characters.

I'm looking for a level-by-level build, by the way.

ZekeArgo
2007-04-17, 09:50 AM
I really want to make a character who specializes in harpoon-throwing. The problem is that the only group I can find is Living Greyhawk (http://wizards.com/default.asp?x=lg/welcome), so I have to play by their rules.
There's a big list of what's allowed on the last few pages of this (http://wizards.com/rpga/downloads/LGCS_597.zip), but most of the Complete books are allowed, as are Stormwrack and the other environmentals; LG uses 28-point-buy for ability generation, and it doesn't allow evil characters.

I'm looking for a level-by-level build, by the way.

Hmm.. 28 point buy. Since Talos isn't a a greyhawk deity you could get away with a cleric/stormlord. Pump up Wis, nab Zen Archery, and your good to go.

Rad
2007-04-19, 02:18 AM
In reply to wowy319:

I'd be willing to write this character up a bit later today, although, if PHBII is allowed, may I suggest Swashbuckler1/Fighter4/Rogue5/InvBlade10? The 5th fighter level is generally useless, and the Swashbuckler would get you Weapon Finesse for free

Uh... wouldn't that mean an XP penalty? Unless there is a way to make Swashbuckler your favoured class that I am not aware...

Holocron Coder
2007-04-19, 08:09 AM
Uh... wouldn't that mean an XP penalty? Unless there is a way to make Swashbuckler your favoured class that I am not aware...

He's human. His favored class is whatever he wants it to be ;) Though, the end result was Ftr4/SwBklr5/Rog6/InvBld5

Amon Star
2007-04-19, 11:18 AM
He's human. His favored class is whatever he wants it to be ;) Though, the end result was Ftr4/SwBklr5/Rog6/InvBlade/5

Actually, a Human's Favoured class is their highest level class is, not what they want it to be.

Holocron Coder
2007-04-19, 03:13 PM
Actually, a Human's Favoured class is their highest level class is, not what they want it to be.

True. In that case, it's rogue(6), and the other two class levels are within 1 level of each other. If i remember, that means no XP loss. Even then, since it's a level 20 character, and almost none of the abilities are order-dependent, then the 20th level could be the one that takes it from 4/5/5/5 to 4/5/6/5

Generic PC
2007-04-19, 11:05 PM
Cant think of a non cliche way to start this, so im gonna dive in and say please+thanks at the end?
1. Which of the above are you asking for? Level-By-Level till 4
2. In your request specify whether you have requirements, preferences, or no limits on the following:[
B]Books[/B] Core, Complete(cited), Magic Item+Spell Compendium (cited), DMG2, MM 1-4, other books, but cited
Race Any LA 3 or under, if it has wings then perfect!! maybe Half Fey from Monster Manual? Please try to keep to the Core books, plus MM2/3/4 and DMG2 for this one?
Class Wizard 4
Stats Already Rolled, 11,17,15,18,13,12
Alignment Any non evil, NG, or TN?
House Rules Elven Chain has an Arcane spell failure chance of 10%
Concept I would like to have Loremaster requirements set up ( 10 in two Knowledge scores, Scribe scroll is automatic, so Quicken spell and Craft Wondrous Item would be wanted, Skill focus knowledge: arcana) and Eschew Materials, which doesnt count as a Item creation feat...
Other: Other Characters are 1 Rogue, 1 Lizardfolk Barbarian, one Bard modelled after Elan, one Cleric who has never played before, A suicidal Dwarf Fighter, and possibly a halfing monk... most level 5. there was another rogue, but he made the Monk after everyone found out he only had one search rank... we pushed him into a trap, which the DM got a critical hit on...
If you could provide a Spell list/ Equipment List, even better, but that is not needed. Please, for Angels everywhere, DO NOT SUPER OPTIMIZE. (no specilizing either)

If you take this Thanks to you, you deserve a cookie. If not, then no cooki fo' you...

The Mormegil
2007-04-20, 03:37 AM
Could someone please help me build an effective druid? I've been playing DnD for years, but i have never played a druid. I am looking for an effective build from low to high levels (probably up till 15th or so). This includes, feats to be taken, at what levels, as well as possiby what prestiege classes make for a good build.

so here is my request as per the standard procedure:
1. Level by Level Build
2.
***(a) Any books may be used as long as they are 3.5, excepting the book of the nine swords.
***(b) Preferably an Elf, others are acceptable if they are justified by a powerful build and/or speeding up a good build (for instance i would not say no to human if the extra feat would allow me to take a prestiege class 3 levels sooner).
***(c) Druid, and any prestiege classes that may be effective
***(d) Ability Scores: 32 point buy. possibly 10,16,12,12,16,12 (including elven stat adjustments) i do not have my heart set on these stats. it just seems a good setup for a druid... change them if you have to.
***(e) preferably CN, but not set in stone
***(f) house rules: none
***(g) concept: wilderness type guy, peaceful in nature, does not like to be bothered, but not above violence if it protects himself/nature/friends. crunchy stuff: Natural spell at 6th level? it seems like a good feat. but i don't have to take it.
***(h) campaign seems to have a good amount of combat, predominantly powerful monsters. it is possible that the aim of the campaign is to prevent the fall of the gods and eventual destruction of all mortals. The campaign will probably involve all types of settings, though the DM seems to prefer for the fighting to occur away from town centers and such.

Thanks for your help!

An hint: take that nice feat on CAd (that I suspect is named Supreme Concentration, but I can't be sure of it: most of the english names are quite different...) that allows you to make a Concentration check as a free action, if you accept a big penality. Shapeshift in o big bad bear, cast invoke storm, then hit as a free action each round.

douglasesims
2007-04-22, 05:09 PM
this will be simple/easy for you but someone please do it anyway if you have the time

currently have sorceror, lvl 2, elf, CN(G) alignment; ability scores: str 13, dex 15, con 12, int 16, wis 15, cha 18; HP 10; own longsword and shortbow; took feat Great Fortitude; languages: common, elven, orc, draconic, goblin; skill ranks: bluff 4, concentration 5, knowledge (arcana) 5, move silently 2, profession (cartography) 3, spellcraft 5, spot 1 (was given the 3 profession skill ranks as part of beginning story); have ring of spell storage with 4 slots; spells known lvl 0: daze, detect magic, mage hand, ray of frost, read magic; spells known lvl 1: color spray, mage armor.

i only want to use core 3.5 books (player handbook, DM guide, monster manual) and i dont want to use any prestige classes.

can you give me an "ideal" progression for this character within these parameters to lvl 20? only 2 other players in group: 2nd lvl dwarf cleric, 2nd lvl human fighter.

please email build(s) to me directly at [email protected] (i did say please)

thanks

"Forsan et haec olim meminisse iuvabit."

Inyssius Tor
2007-04-23, 05:18 PM
Hmm.. 28 point buy. Since Talos isn't a a greyhawk deity you could get away with a cleric/stormlord. Pump up Wis, nab Zen Archery, and your good to go.

I like Stormlord, but a harpoon is not a javelin, and nor is it a spear. LG is very strict and literal about the RAW. Any other ideas?

Helios Sunshard
2007-04-24, 02:40 PM
Hello, i am kinda new to DnD, i know the rules but i havent played more than a few times (three) and each one with a diferent lvl 1 character.

But now it seems like i will finally be able to try this interesting game (and hilarous if i can see anything like Oots in a session, can i expect to see a crazy paladin?) and i was thinking on being a Cleric, so, can you help me out with feats and possible prestige classes or anything i need to know to truly help my party?

a. Core, i dont think the DM is going to allow anything too... non-traditional without him looking it :smallconfused:
b. Human
c. Cleric
d. Well, the dice didnt like me when we rolled, i got a 9, 10, 12, 12, 14 and a 17. yeah, i know, it is going to be a hard (but i was thinking on begging for a reroll, since not all the chars are finished... yet i think i could live with it)
e. Lawful good, someone has to have a reason to help the poor NPCs who will reveal our adventure :smalltongue:
f. House Rules: none that i know about
g. Well, i was thinking on a character that is the voice of reason in the team, so they dont kill themselves in the first 10 minutes, always taking care of his comrades, trying to protect them or even sacrificing himself, (if you think this is a bad idea for the cleric, say it) i dont want him to be a deppressed-negative-guy but an optimist guy (that doesnt mean he will be the first to atack the dragon).
h. Other: I think we are going to face the forces of evil in a daily basis, combat is the way to go, so a pseudo-tank-cleric would be good... or if there is another way to survive, let me know.
Our team is: two fighters, an elven wizzard and me, but our team could grow.

Thanks for any thoughts, ideas and builds. :smallsmile:

Ivius
2007-04-25, 06:45 PM
I like Stormlord, but a harpoon is not a javelin, and nor is it a spear. LG is very strict and literal about the RAW. Any other ideas?

Heh. That was hilarious for a few seconds.

Matthew
2007-04-27, 08:43 AM
Hello, i am kinda new to DnD, i know the rules but i havent played more than a few times (three) and each one with a diferent lvl 1 character.

But now it seems like i will finally be able to try this interesting game (and hilarous if i can see anything like Oots in a session, can i expect to see a crazy paladin?) and i was thinking on being a Cleric, so, can you help me out with feats and possible prestige classes or anything i need to know to truly help my party?

a. Core, i dont think the DM is going to allow anything too... non-traditional without him looking it :smallconfused:
b. Human
c. Cleric
d. Well, the dice didnt like me when we rolled, i got a 9, 10, 12, 12, 14 and a 17. yeah, i know, it is going to be a hard (but i was thinking on begging for a reroll, since not all the chars are finished... yet i think i could live with it)
e. Lawful good, someone has to have a reason to help the poor NPCs who will reveal our adventure :smalltongue:
f. House Rules: none that i know about
g. Well, i was thinking on a character that is the voice of reason in the team, so they dont kill themselves in the first 10 minutes, always taking care of his comrades, trying to protect them or even sacrificing himself, (if you think this is a bad idea for the cleric, say it) i dont want him to be a deppressed-negative-guy but an optimist guy (that doesnt mean he will be the first to atack the dragon).
h. Other: I think we are going to face the forces of evil in a daily basis, combat is the way to go, so a pseudo-tank-cleric would be good... or if there is another way to survive, let me know.
Our team is: two fighters, an elven wizzard and me, but our team could grow.

Thanks for any thoughts, ideas and builds. :smallsmile:

Hey, okay, thought I would take a crack at this:


Human Cleric of Heironeous 1
AB 0(3)*, AC 17, HP 8,
Attributes: Strength 14, Dexterity 12, Constitution 10, Intelligence 12, Wisdom 17, Charisma 9
Feats: Martial Weapon Proficiency (Long Sword), Weapon Focus (Long Sword)*, [-], [-],
Skills: Heal 4(7), Knowledge (Religion) 4(5), Knowledge History 4(5), Spell Craft 4(5),
Equipment: Scaled Armour (+4 AC), Long Spear (1D8+3), Long Sword (1D8+2), Heavy Shield (+2 AC), Dagger (1D4+2),

Domains: War, Good,
Spell Slots: 3 / 2+1 /

Not sure what to do about the last two Feats, some sort of Meta Magic probably, otherwise you might get some use out of Power Attack and Cleave, but they aren't the best choices. Shield Specialisation or Block Arrow might also be handy at this level.

MeklorIlavator
2007-04-28, 01:50 AM
I want to use the Tome of Battle in an upcoming campaign, but I'm not confident enough with the material to be confident about my character's viability. SO could someone who has a bit more experience with the Tome of Battle lend a hand, please?

1. Which of the above are you asking for?
Level By level, to 12
2. In your request specify whether you have requirements, preferences, or no limits on the following:
* * * * *a. ToB, Com (Mage, Arcane, Adventurer, Warrior, scoundrel), Core, PHB2, Tome of Magic, Magic Item Compendium
* * * * *b. Human or other(if feat isn't nessecary)
* * * * *c. Crusader, going into Ruby Knight Vindicator
* * * * *d. Array=18,16,14,14,13,10
* * * * *e. Non-evil
* * * * *f. Ranger=dead(DM bias)
* * * * *g. Concept: This guy is a body guard of a Wizard of Wee Jas, so maneuvers that concentrate on battlefield control/ healing are good, and I would like for him to deal decent damage as well.
* * * * *h. Other: Demon Web pits campaign. I would like him to be wielding a polearm of some sort, like the Guisarme. Party composition is cleric, wizard, rouge, monk, me. Everyone but the Wizard and Me are new to the game, or unreliable, so I would like this guy to be like a rock that anchors the party(I'm making a backup character, on the good chance that someone's gonna die, and I gust might be it.)

argentsaber
2007-04-28, 08:52 AM
hey there! I would really appreciate it if somebody could make a from-scratch invisible blade character for me. A good deal of skill tricks and ranks in tumble are a definite for him. Thank you for your time!

Thank you very much!

well, personally i think a prefix of Rogue4/Swashbuckler3 would be a very good start (use daring outlaw feat from complete scoundrel). Invisible blade 5 is a quite good class. That leaves 8 capper levels. there are a few ways you could go with this... Rogue +8 is the easy way. you gain lots more SA and skills galore, as well as the ability to get a rogue special feat at 19th. swashbuckler+8 makes your bab 19 and gives you a pretty decent HP total (same SA total). if you make an elf, Champion of Correlon is great for this kind of character (dex to damage so you can ditch strength pretty much all together), i suggest finishing that build with +2 swashbuckler and some rogue. assuming you can gain acess to the tome of battle, a kukri wielding shadowhand using rogue/swashbuckler/swordsage/invisible blade of DOOM (with telling blow) could be fun as well. :biggrin:

Tyger
2007-04-30, 01:04 PM
Hello all,

Hoping you can help me with a decent build for a one-shot character in a game I am running. The players have optimized themselves to the nines, so I want to make sure that this character is on par with them. I am the DM, so no worries about running anything by me. :)

I've never tried to build a cleric up that high, so this is uncharted territory for me.

I need a:

Cleric (or other healer type)
Level 8 (he's the cohort of a level 10 character with Leadership)
God of Worship is Vecna (or other undeadish diety / force, I'm open to suggestions)

The party consists of: one huge hulking minotaur fighter, one blackguard riding a nightmare, one assassin type (warblade rogue assassin to be precise) and one dread necromancer. As you can see, they are light in the healing department, except for the DN, as he's undead and can heal himself.

The cohort is just there to provide much needed healing and other support.

Sourcebooks, anything goes, as long as its official.

Spells allowed are limited to PHB, PHBII and the Spell Compendium.

Any assistance is appreciated.

Belkarseviltwin
2007-05-01, 01:07 PM
Tyger: The problem with clerics in an evil party is that they can't cast Cure spells spontaneously. There's a feat which remedies that, though (spontaneous healer). Otherwise, building a cleric is fairly easy. At level 8, you only have 3 feats to play with.

If you want relentless optimisation, then there's the infamous Divine Metacheese build (one of the most powerful playable character types). Basically, take Divine Metamagic and Persistent Spell. Persistent Spell (CArc) lets you cast some spells 6 levels higher to increase the duration to 24 hours, and Divine Metamagic (CDiv) lets you burn turn/rebuke attempts to lower the level of a metamagicked spell down to that of the normal version.
Then, max out your turn attempts per day. Nightsticks (Libris Mortis) are good for this, as is anything that boosts your Charisma. Your buffs now last all day!

Amphetryon
2007-05-03, 09:56 PM
Could I get some help with a Warlock/Warblade/Cyran Avenger? I'd like input on level-by-level 3 - 20, with reasons for breakpoints.
1. I'll be bringing a Warlock 2 to the table, built on 26 yet-to-be-assigned points. Eldritch Glaive and Entropic Warding are already set in stone in my mind.
2.
* * * * *a. Books that can be used to build your character: Any Eberron source book, Bo9s, XPH, and PH 1 & 2.
* * * * *b. Race: Human
* * * * *c. Class: Starting as Warlock 2.
* * * * *d. Ability Scores (fixed or generation method): 26 point buy per DMG.
* * * * *e. Alignment: CG - DM does not allow evil PCs.
* * * * *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 a class skill, etc.): No single level dips, PCs get Skill Focus: [Any one Craft of Profession] for free but must take ranks in that Craft or Profession or lose the Feat.
* * * * *g. Concept: what requirements or preferences do you have regarding concept? This is a melee-focused build centered in Warlock, i.e. more Warlock levels than Warblade or Cyran Avenger levels - though not more than both combined, necessarily.
* * * * *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)? Others in the party are a Psion (Shaper), a Changeling Bard/Rogue heading to Chameleon, a Warforged Druid, and a Sorcerer. The Druid is after a PrC in Secrets of Xendrik; I don't know much about the Sorcerer's plans other than battlefield control. With that lineup, I've got more of a tank role than I'd originally thought, thus the Warblade/Cyran Avenger.

Shott
2007-05-06, 01:07 PM
Alright, let's give this a whirl:

1. I would like to request a level-by-level build to level 20 for a gnome barbarian/frenzied bezerker (and levels of fighter, if needed).

2.
a. I'd like to limit it to the core + Complete Warrior books, but if anything else would help, let me know.
b. Gnome.
c. Barbarian
d. Use the champion build for now (18,16,14,12,10,8).
e. Chaotic Neutral.
F. House Rules: None ATM.
g. Concept: I just want a little gnome that flies into rage/frenzy with his greataxe, but still be fairly smart and civilized.

Thanks in advance. =D

R4ph
2007-05-08, 03:40 PM
Like to get an opinion on a CHaracter Build. Tis an unarmed combatant paladin. Currently have done as follows:

Human
STR:15 DEX:14 CON:12 INT:8 WIS:14 CHA:14 (30 point buy)
10 Ranks Sense Motive, 7 Ranks Knowledge (Religion), 7 Ranks Spot

1. Paladin - True Believer, Power Attack
2. Paladin
3. Paladin - Weapon Focus(Unarmed)
4. Paladin - +1 STR
5. Monk - Improved Grapple
6. Monk - Combat Reflexes, Ascetic Knight
7. Pious Templar - (God is one with favoured weapon Unarmed)

PerpetualNewb
2007-05-08, 06:22 PM
Concept -
I am creating a level 4 Warforged (Scout) Warmage for an upcoming Eberron campaign. I understand that a Warmage is a Cha-based caster, and that Warforged start with a penalty to Cha, so this isn't the most optimized of characters, but I'm really liking the idea of a little robot that walks into a room and starts blasting things.

Stats - 25 point buy
Racial Modifiers: -2 Str, +2 Dex, -2 Wis, -2 Cha.

After spending 24 points, applying the racial modifiers and adding in my 1 attrib point for level 4, I arrived at this...
Str: 8
Con: 10
Dex: 14
Wis: 8
Int: 14
Cha: 14

I wanted a decent dex to help with AC and touch attacks, and a decent Int and Cha to be able to cast at least moderately well.

Gear -
I should be starting out with 5000g, plus maybe another 400g or so for my faction. My plan was to get a +Int item with the money, to help with casting damage, but if anyone has a good idea on how to spend the money, I'm all ears.

Feats -
I don't have the Monster Manual in front of me, but I believe that there is a body enhancement for Warforged called Mithril which grants +5 AC and only counts as light armor. I also don't have the Eberron book in front of me at the moment, but I believe this costs a feat. I'm honestly not sure what to go for with the remaining feat.

I am not completely familiar with Eberron, but I believe that most feats and spells are available. Also, this character is working for a faction, who's name eludes me, which grants access to both the Warmage class and the Warforged (Scout) race.

I know that's a lot of info, but any tips, tweaks, or any other advice would be greatly appreciated. Thanks.

Winterking
2007-05-11, 07:36 AM
First-round-attack question:
I'm going to be playing in a one-shot pvp game, at ecl 20, using phb/dmg/mm only, and with 1 million gp to spend. I know that several of the other players will be wizards, and I want to at least take one of them as near to dead as I can before they start being the goddamn Batman. My current build (Githzerai Fighter 4/Monk 4/Swashbuckler 10, with primary weapon as a +1 shock flaming frost spell-storing vicious rapier, storing Vampiric Touch as cast by a level 20 wizard) has a +18 initiative modifier, and the first attack, if it hits, will deal 20d6 damage. With boots of speed (haste as a free action) and monk movement, I'll almost certainly be able to charge the most threatening wizard on my first action...
Is there a core build that can have me acting faster and striking with similar power?

(restrictions, apart from core-only, are that I can't have custom items, and the 25-point-buy system is being used) ( My character's dex right now is 30, and I could only go 2 higher with a better Manual of Quickness in Action--I decided that another stat would be better)

PinkysBrain
2007-05-12, 08:39 AM
Swashbucker isn't in the PHB/DMG/MM.

Vampiric Touch maxes out at 10d6, flaming/frost/vicious add 4d6, base weapon damage adds 1d6 ... I don't see the 20d6, not that 20d6 is likely to down any 20th level character.

If you want to get the first strike we need to know the context, which is to say the arena and the pre-fight rules (buffing). Getting the first attack is easy, but against a prepared caster it's often going to be a miss and not a strike.

Yvian
2007-05-12, 06:17 PM
Like to get an opinion on a CHaracter Build. Tis an unarmed combatant paladin. Currently have done as follows:

Human
STR:15 DEX:14 CON:12 INT:8 WIS:14 CHA:14 (30 point buy)
10 Ranks Sense Motive, 7 Ranks Knowledge (Religion), 7 Ranks Spot

1. Paladin - True Believer, Power Attack
2. Paladin
3. Paladin - Weapon Focus(Unarmed)
4. Paladin - +1 STR
5. Monk - Improved Grapple
6. Monk - Combat Reflexes, Ascetic Knight
7. Pious Templar - (God is one with favoured weapon Unarmed)

First, why do you want to play this?

Second, Take your monk levels first. Reasons. 1. In order to get Weapon Focus you must be able to do unarmed attacks - which you get as a 1st level monk. You don't get it as a Paladin. 2. More skill points at a loss of 1 hp.

Third, drop Weapon Focus and pick up something else -Clever Wrestling, Earth Embrace, Extra Stunning, ability focus, Fist of Iron,roundabout kick, raptor school, Sun school, etc.

Daedo daShoegod
2007-05-14, 07:12 PM
Im looking for a tripper/disarming duskblade that uses the kusari-gama

Books: I can use Core + Any Complete book + PHBII
Race: Human
Class: Lv 6 Duskblade
Ability Scores: 28 point buy
Alignment: Chaotic Good
Gear: Uses Kusari-Gama (DMG pg 145) and heavy shield, also I rather use chain shirt (the +1 AC for breatsplate isn't worth the -10 ft)

Corncracker
2007-05-18, 04:16 AM
Here's what I need.

Level: 20
Class: All I require is all ten levels in Master of Masks. The other 10 can be whatever.
Stats: 18, 14, 14, 12, 12, 10

Books: All Wizards books are allowed minus Campaign books. Skill Tricks are not going to be used. Nor are any Varients.

Race: Any without Level adjustment.

I'm looking for a strong Character build for an NPC right now for a Campaign I'm working on, and am having trouble coming up with an effective Master of Masks.

He is suppose to be the ring leader of the group, so please make a fitting Skill selection for him. Diplomacy, Bluff, Sense Motive, things like that.

MrLizard
2007-05-19, 08:13 PM
Hello Hello!

Forgive me bad english. Me a lizard man. English fourth language. (Fourth!) :smalleek:

I am looking for help creating a necromancer-type character, to be built from scratch at level 4 and then level-by-level to level 20, for a game that'll be reaching epic levels.

2. In your request specify whether you have requirements, preferences, or no limits on the following:
A. Books: Any!
B. Race: Up to +2 LA, any allowed.
C. Class: Also any. Cleric/Wizard preferential but not required!
D. Ability Scores: Fixed at 18, 18, 17, 15, 13, 11, to be placed anywhere.
E. Alignment: Any not chaotic Evil.
F. House Rules: No item creation feats; character is begins play with a spellbook containing all level 1-4th wizard/sorc spells.
G. Concept: I am seeking a character that will be commanding vast armies of undead, or very powerful undead, as later in the game there will eventually be army fights in which such armies of undead could be useful. Also awesome.
H. Other: Other characters are ranger, clerics, and fighter-types, not a single arcane-caster, which is why Wizard is preferential (also because of that book I be gettin.)

That is all! many thanks to those who help.

RationalGoblin
2007-05-20, 10:03 AM
Okay, this looks like a good thread for my character.

Would someone please help with him? I want him built from scratch, from 1 to 10, and heres the crunch.

2. In your request specify whether you have requirements, preferences, or no limits on the following:

a. Books? Core and Libris Mortis.
b. Race? Human on character sheet, but when campaign starts Undead.

Traits I have at creation:
- Darkvision out to 60 feet.
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
- Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
- Negative energy (such as an inflict spell) can heal undead creatures.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
- Not affected by raise dead and reincarnate spells or abilities or resurrection/true resurrection spells. It would take an act of a deific power to return you to ‘living’.
- Gain bite (M: 1d6; S: 1d4) and slam (M: 1d4; S: 1d3) as natural attacks with damage by size
- Undead do not breathe, eat, or sleep.
- The aforementioned +2 to Strength at creation.





c. Class? Diviner (Wizard)
d. Ability Scores? 10, 17, 11, 14, 12, 16 to be placed anywhere.
e. Alignment? Possibly Lawful Good or Chaotic Good or Lawful Neutral.
f. House Rules: Defense Bonus (http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm) and Flaws. (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm)
* * * * *g. Concept: A frail, knowledge obessed diviner who has considerable necromanctic knowledge.
* * * * *h. Other: Everyone else in party is undead, and the kingdom the characters worked for while alive hates undead.

Sooo, can anyone help, please?

PinkysBrain
2007-05-20, 12:07 PM
- Not affected by raise dead and reincarnate spells or abilities or resurrection/true resurrection spells. It would take an act of a deific power to return you to ‘living’.
You know there is a spell to raise undead in LM right?

d. Ability Scores? 10, 17, 11, 14, 12, 16 to be placed anywhere.
Well the 10 and 17 are easily chosen ;) The rest pretty much fall into place naturally too. str con dex int wis cha : 12 10 16 17 14 11

e. Alignment? Possibly Lawful Good or Chaotic Good or Lawful Neutral.That's a little too wide a target ... I'd advise LN, since it makes it a little easier to use evil spells. Necrotic Cysts are a wonderful thing (be careful though, even necrotic tumor can still be dispelled ... don't go wild with taking over opponents, they can be turned against you).

f. House Rules: Defense Bonus (http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm)
Hmm, that variant has a rather poorly thought out multiclassing mechanic ... at higher levels unlike what the writers say it punishes multiclassing. How strict is your DM about the multiclass rule? If you take something like arch wizard later on will you basically not be getting defense bonus for it's levels? I'm going to assume you can simply stack levels from prestige classes ...

Sooo, can anyone help, please?
Prestige class choices are limited, basically there are pale master and loremaster, red wizard and later on archmage (a shoe in) ... I'd simply go straight wizard till archmage.

Lawful neutral undead human diviner 10 (forbidden school enchantment)

Flaws : Feeble and noncombatant (nasty for touch spells) or murky-eyed ( concealment can still be bypassed with true strike if necessary)
Feats : Great fortitude, spell focus (necromancy), spell focus (evocation), greater spell focus (necromancy), life bond, mother cyst, fell drain, quicken spell, craft rod

Use the lifebond with your familiar, take skill focus (spellcraft) at 12th so you can enter archmage at 13. Craft a lesser metamagic rod of quickening (always handy, you can start off with a fell drain magic missile followed by a necromancy spell for instance). It's a good idea to have some zombie bodyguards if your DM is fond of throwing sun domain clerics at you.

You could also go for an army of undead fell animate + corpse crafter + destruction destribution type character, but it makes play more difficult (too many creatures in play). It would probably also make you especially conspicuous and hunted given the campaign setting. Dominating an opponent with a necrotic cyst is a lot more subtle.

Kuprin
2007-05-21, 12:11 PM
I need some help building a very setting-specific Kobold scouty-type character. I like the idea of being a master of traps and ambushes.

Books: Just about anything goes. DM hasn't vetoed anything *yet*, if it's something he hasn't seen before there's a chance he may. Our group isn't the most trusting of third-party stuff, but we don't automatically veto it unless Monte Cook, Green Ronin, or the word Quintessential is involved.

Race: It's gotta be a kobold. In this more wild setting, they are *not* dragon-descended, but they and the Lizardfolk share a strong common ancestor, a "great race" of the past. No change to stats.

Class: Again, looking for something wilderness scouty. Currently using the Wilderness Rogue variant from Unearthed Arcana, which looks really good for what I want to do.

Ability Scores: 10, 15, 13, 16, 15, 14 rolled up.

Alignment: No restriction, and not entirely sure yet.

House Rules: We're going to have a distinct lack of item-buying later on. 2nd-level start because the setting is full of ECL-1 races. The DM is charging me the same cost as a Heavy Warhorse (400 GP) for my mount. There is no common currency in the setting, so any remaining money should be converted to efficient trade goods.

Concept: Scouty, ambushy, wilderness type. Rides a deinochyus(sp, too lazy to look it up), the common kobold trader's mount in the setting. Yes, my steed is significantly better than I am in combat right now. I want to go for some ranged combat, and skills are more important than outright damage. Being an explorer, social skills are significant: I don't want to give up those 5 ranks in Bluff (and the synergies provided by such) at 2nd level, unless there's a good reason why I should.

merrja666
2007-05-23, 07:30 AM
I'm looking for a melee-based fighter, in an Evil campaign which our DM has made stupidly hard (so far, 34 epic-level encounters)

What I was going to use so far was a Minotaur (6HD, LA+2) fighter 4 with a great-axe, but I am open to suggestions.

Rolls (no modifiers added) - 18, 16, 16, 13, 10, 9, 7

ECL = 12

Thanks!

Sir Giacomo
2007-05-24, 05:47 AM
Hi all,

After having seen the greatly entertaining PoC III: At World’s end yesterday, I come up with a highly orignal idea: make a Jack Sparrow character!...:smallsigh:
OK, it’s been done a zillion times before :smallbiggrin: . However, I’d like it as a semi-serious entry for a core duel caster vs non-caster (28-pt buy, normal wbl guidelines, around 88,000 gold) I’d like to do a Jack Sparrow-like non-caster which is fun to play and actually has some chances to survive vs an arcane caster.

My current build idea is roughly the following
Human, chaotic neutral lvl 10 rogue, lvl 1 cleric (of Calypso? Won’t be able to cast spells, though, see below), lvl 1 barbarian (for the drunken rage thing)
STR 14 (6)
DEX 14 (6)
CON 16 (8 start, 1 level up)
INT 10 (2, a good average of being genius at some time and stupid another time)
WIS 8 (obvious, means he is basically a non-caster…:smallsmile: )
CHR 20 (6, two level up, boosted by clothes of CHR+4 -see below. he IS charming, but has a bad breath…)

FEATS (1 human, 5 level): Weapon Finesse, Dodge, Mobility, Spring Attack, Quickdraw, Skill Focus-Bluff
CLASS ABILITIES: Sneak Attack +5d6, evasion, improved uncanny dodge, trap sense +3, special rogue ability: slippery mind, barbarian rage, 40ft barbarian movement, Rebuke undead (yes, he gets it, 8/day, has good CHR AND channels negative energy. Reflects his dealing with undead, for instance the undead monkey), Cleric domain powers: luck (for that great luck-reroll), and travel (for freedom of movement for 1 round/day- no-one holds a pirate…:smallamused: )
INITIATIVE +3 (DEX, luck coin-see below)
HITS (rogue at 1st level, averages): 85
SAVES: Fort +11, Refl +10, Will +4 (incl. +1 from luck coin-see below)
AC 13 (DEX +2, dodge; 17 with total defense, or 16 with fighting defensively)
SKILLS (rogue at 1st level, total points with human bonus points: 125): max bluff (his main attack! Could be with 15 ranks, +1 luck, +5 CHR, +3 skill focus already at +24). And likely skills as appraisal, tumble, balance, jump, sleight of hand, diplomacy; but only some ranks in hide and move silently (he rarely does it in the movies), plus maybe a bit of religion and spellcraft.
EQUIPMENT: luck coin (as luck stone, 20,000gp), luck blade (grants 1 luck-reroll per day, 22,060 gp, unfortunately the luck bonus does not stack with the coin), 2 masterwork pistols (use handcrossbow stats in core, 400gp each), clothes of CHR +4 (as the cloak, 16,000gp. He DOES look smart in that outfit), alcoholic beverage-potions of glibness (boosts bluff to absurd +54, enough to explain his survival of tight situations), good hope and tongues (1,050 the first two, and 750 gp the latter, remember his ability to talk to the natives?). Around 20,000 gp still left- maybe the Black Pearl? Unfortunately, a galley costs 30,000 gp…hmmm (and he cannot take it with him to combat, so it’s no use…)

Now, the will save is abysmal – but with slippery mind, rage and his luck re-roll he may have a chance in some cases…

Any more ideas? Are there any rules on the effect of alcohol? Plus, I did not figure out what item would fit the compass best yet.

Thanks for any help!

- Giacomo

Penguinizer
2007-05-26, 02:45 PM
Linky (http://www.rpgwebprofiler.net/view.php?id=51357)

I would like to get some feedback on this character. Crunch only, fluff I made in a moment.

The Mormegil
2007-05-28, 11:22 AM
Why is everybody asking and no-one answering?
Okay, let's get involved. DON'T take my names too serious, I'm just translating them...

Hi all,

After having seen the greatly entertaining PoC III: At World’s end yesterday, I come up with a highly orignal idea: make a Jack Sparrow character!...
OK, it’s been done a zillion times before . However, I’d like it as a semi-serious entry for a core duel caster vs non-caster (28-pt buy, normal wbl guidelines, around 88,000 gold) I’d like to do a Jack Sparrow-like non-caster which is fun to play and actually has some chances to survive vs an arcane caster.

My current build idea is roughly the following
Human, chaotic neutral lvl 10 rogue, lvl 1 cleric (of Calypso? Won’t be able to cast spells, though, see below), lvl 1 barbarian (for the drunken rage thing)
STR 14 (6)
DEX 14 (6)
CON 16 (8 start, 1 level up)
INT 10 (2, a good average of being genius at some time and stupid another time)
WIS 8 (obvious, means he is basically a non-caster… )
CHR 20 (6, two level up, boosted by clothes of CHR+4 -see below. he IS charming, but has a bad breath…)

FEATS (1 human, 5 level): Weapon Finesse, Dodge, Mobility, Spring Attack, Quickdraw, Skill Focus-Bluff
CLASS ABILITIES: Sneak Attack +5d6, evasion, improved uncanny dodge, trap sense +3, special rogue ability: slippery mind, barbarian rage, 40ft barbarian movement, Rebuke undead (yes, he gets it, 8/day, has good CHR AND channels negative energy. Reflects his dealing with undead, for instance the undead monkey), Cleric domain powers: luck (for that great luck-reroll), and travel (for freedom of movement for 1 round/day- no-one holds a pirate… )
INITIATIVE +3 (DEX, luck coin-see below)
HITS (rogue at 1st level, averages): 85
SAVES: Fort +11, Refl +10, Will +4 (incl. +1 from luck coin-see below)
AC 13 (DEX +2, dodge; 17 with total defense, or 16 with fighting defensively)
SKILLS (rogue at 1st level, total points with human bonus points: 125): max bluff (his main attack! Could be with 15 ranks, +1 luck, +5 CHR, +3 skill focus already at +24). And likely skills as appraisal, tumble, balance, jump, sleight of hand, diplomacy; but only some ranks in hide and move silently (he rarely does it in the movies), plus maybe a bit of religion and spellcraft.
EQUIPMENT: luck coin (as luck stone, 20,000gp), luck blade (grants 1 luck-reroll per day, 22,060 gp, unfortunately the luck bonus does not stack with the coin), 2 masterwork pistols (use handcrossbow stats in core, 400gp each), clothes of CHR +4 (as the cloak, 16,000gp. He DOES look smart in that outfit), alcoholic beverage-potions of glibness (boosts bluff to absurd +54, enough to explain his survival of tight situations), good hope and tongues (1,050 the first two, and 750 gp the latter, remember his ability to talk to the natives?). Around 20,000 gp still left- maybe the Black Pearl? Unfortunately, a galley costs 30,000 gp…hmmm (and he cannot take it with him to combat, so it’s no use…)

Now, the will save is abysmal – but with slippery mind, rage and his luck re-roll he may have a chance in some cases…

Any more ideas? Are there any rules on the effect of alcohol? Plus, I did not figure out what item would fit the compass best yet.

Thanks for any help!

- Giacomo

WHAT THE HELL ARE YOU THINKING NOT GETTING THE PEARL? ARE YOU MAD?
Anyway, he can't be a cleric, and not Calypso's anyway (he is one of the nine pirates that are binding her, remember?). Dealing with undeads? The monkey only makes him mad by attempting to his hat... And I don't get the barbarian thing. You forgot to include at least 1 level in bard class: Perform (oratory) and bardic music. Talk to your DM about a bard without spells, that would be perfect.
The compass? There's a kind of alignment phylactery in DMG; just change it in an "I know what I want" thing and it'll work.

NEXT

I'm looking for a melee-based fighter, in an Evil campaign which our DM has made stupidly hard (so far, 34 epic-level encounters)

What I was going to use so far was a Minotaur (6HD, LA+2) fighter 4 with a great-axe, but I am open to suggestions.

Rolls (no modifiers added) - 18, 16, 16, 13, 10, 9, 7

ECL = 12

Thanks!

Bbr 1; Fgh 4; Rgr 1; Berserker 1; Bear fighter 1; Combat shapeshifter (hope it's right...) 2; Bear fighter 4; Berserker 5 feral (Savage Cheeses, whoops, I mean, Species) human. At ECL 12 is Bbr1/Fgh4/Rgr1/Bsk1/Bear3/Cbshape2 feral human.
THIS IS GODLY BROKEN, but I understand this is the right situation in which you should use it. Minotaur is crap, if you want to know. If you play that for flavour, add feral anyway and start as bbr and bsk.

NEXT

I need some help building a very setting-specific Kobold scouty-type character. I like the idea of being a master of traps and ambushes.

Books: Just about anything goes. DM hasn't vetoed anything *yet*, if it's something he hasn't seen before there's a chance he may. Our group isn't the most trusting of third-party stuff, but we don't automatically veto it unless Monte Cook, Green Ronin, or the word Quintessential is involved.

Race: It's gotta be a kobold. In this more wild setting, they are *not* dragon-descended, but they and the Lizardfolk share a strong common ancestor, a "great race" of the past. No change to stats.

Class: Again, looking for something wilderness scouty. Currently using the Wilderness Rogue variant from Unearthed Arcana, which looks really good for what I want to do.

Ability Scores: 10, 15, 13, 16, 15, 14 rolled up.

Alignment: No restriction, and not entirely sure yet.

House Rules: We're going to have a distinct lack of item-buying later on. 2nd-level start because the setting is full of ECL-1 races. The DM is charging me the same cost as a Heavy Warhorse (400 GP) for my mount. There is no common currency in the setting, so any remaining money should be converted to efficient trade goods.

Concept: Scouty, ambushy, wilderness type. Rides a deinochyus(sp, too lazy to look it up), the common kobold trader's mount in the setting. Yes, my steed is significantly better than I am in combat right now. I want to go for some ranged combat, and skills are more important than outright damage. Being an explorer, social skills are significant: I don't want to give up those 5 ranks in Bluff (and the synergies provided by such) at 2nd level, unless there's a good reason why I should.

Look, there isn't much that should be said. Only remember that being totally clueless in combat is boring. I don't remember if that variant you're playing is giving up sneak attack. If it is, laaaaame, you should play a 1st level ranger 1st level scout instead. Anyway, being an explorer, you should pay more attention to flavour than to church.
Stats:good with that order. Max out dex from now on: int boost doesn't get you that much SP, you know.

NEXT

oh! an answer!

NEXT

Hello Hello!

Forgive me bad english. Me a lizard man. English fourth language. (Fourth!)

I am looking for help creating a necromancer-type character, to be built from scratch at level 4 and then level-by-level to level 20, for a game that'll be reaching epic levels.

2. In your request specify whether you have requirements, preferences, or no limits on the following:
A. Books: Any!
B. Race: Up to +2 LA, any allowed.
C. Class: Also any. Cleric/Wizard preferential but not required!
D. Ability Scores: Fixed at 18, 18, 17, 15, 13, 11, to be placed anywhere.
E. Alignment: Any not chaotic Evil.
F. House Rules: No item creation feats; character is begins play with a spellbook containing all level 1-4th wizard/sorc spells.
G. Concept: I am seeking a character that will be commanding vast armies of undead, or very powerful undead, as later in the game there will eventually be army fights in which such armies of undead could be useful. Also awesome.
H. Other: Other characters are ranger, clerics, and fighter-types, not a single arcane-caster, which is why Wizard is preferential (also because of that book I be gettin.)

That is all! many thanks to those who help.

Well, you should try The Logic Ninja's Guide to Batman. I found it absolutely MARVELOUS. Stick to the character, take a good PrC, I don't know anyone that fits you well, but you can search it in Liber Mortis. Not much of an help am I?
Sorry

NEXT

Im looking for a tripper/disarming duskblade that uses the kusari-gama

Books: I can use Core + Any Complete book + PHBII
Race: Human
Class: Lv 6 Duskblade
Ability Scores: 28 point buy
Alignment: Chaotic Good
Gear: Uses Kusari-Gama (DMG pg 145) and heavy shield, also I rather use chain shirt (the +1 AC for breatsplate isn't worth the -10 ft)

Good armour choice, but get it in mithral sooner or later.
Stats: STR 10 DEX 16 CON 15 (+1 at 4th level) INT 8 WIS 10 CHA 8 (4 points left for the main spellcasting ability score, I don't know which one is it...)
Feats: Proficiency, W. Focus, W. Finesse, Improved Disarm and requisites of those should be picked. Finess before Focus(it's +3vs+1). Get Monkey's Grasp to wield a Big weapon and get another +4 to Disarm checks, paying a -2 to hits.

NOW. I scratched many answers, people will come out to say why I'm wrong so you should be OK, and if they don't pop up you will be OK with my little aid.





Let's get to MY request:
an effective Ultimate Magus. I'm ECL 13, CG, human. I NEED leadership, and I'm planning to go Archmage. I would be the party's Batman, but I don't give a rat's ass on how little optimized I am. I'm gonna be captain of an airship. All I need is 5 levels of requisites and a little advice on what to take.
Thanks

Sir Giacomo
2007-05-28, 11:44 AM
First-round-attack question:
I'm going to be playing in a one-shot pvp game, at ecl 20, using phb/dmg/mm only, and with 1 million gp to spend. I know that several of the other players will be wizards, and I want to at least take one of them as near to dead as I can before they start being the goddamn Batman. My current build (Githzerai Fighter 4/Monk 4/Swashbuckler 10, with primary weapon as a +1 shock flaming frost spell-storing vicious rapier, storing Vampiric Touch as cast by a level 20 wizard) has a +18 initiative modifier, and the first attack, if it hits, will deal 20d6 damage. With boots of speed (haste as a free action) and monk movement, I'll almost certainly be able to charge the most threatening wizard on my first action...
Is there a core build that can have me acting faster and striking with similar power?

(restrictions, apart from core-only, are that I can't have custom items, and the 25-point-buy system is being used) ( My character's dex right now is 30, and I could only go 2 higher with a better Manual of Quickness in Action--I decided that another stat would be better)

Hi,

you could try the duelist prestige class, it gets another +4 to initiative eventually, plus you can charge over uneven terrain (tables etc.) to get to that opponent wizard.
If you want to go even faster, get a luck blade for 22,060 gp which allows you a re-roll of one roll/day. That it an extraordinary ability, so you could use an AMF around you while charging, effectively rendering the opponent spellcaster helpless. The AMF you can get with a ring of spell storing (a bit expensive), or by getting rogue levels for maxing UMD and cast it yourself from a scroll (as was said before, the swashbuckler is non-core).
Maybe go rogue 2 lvls/fighter 6 lvls/2 paladin lvls (if you have UMD, you may have high CHR and be an even more attractive core "swashbuckler) and then 10 levels duelist.

@The Mormegil: Thanks for your hints! The build might drop the luck coin (after all, the coin was shown to be fake on part III!), so he has plenty of money for the Black Pearl (but in an arena-like combat that does not amount to much...)
The cleric could also be not worshipping any deity, just his own strange "codex" :smallbiggrin: . The barbarian is there for the drunken rage or some such. Does anyone know the rules for drinking alcohol? Malus to DEX and Bonus to STR? well...The phylactery is a great idea, will try to look into that.

Unfortunately, my optimisation knowledge ends at the core rules, so I do not know what to say on an ultimate magus build. Sorry!

- Giacomo

asqwasqw
2007-05-29, 06:42 PM
I am looking for a druidic lich BBEG with a undead animal companion that can challenge (not kill) 4 level 8 druids.

SRD only would be prefered, although you can use most books, as long as you tell me what the feat, spell, etc does.

I want the race to be human or elf, with the lich template above that.

Ability scores can be anything you want, although a 32 point buy would be nice.

Feel free to fudge the rules a bit, for instance a spellcaster does not need to be level 11 to become a lich. Any undead creatures that accompany this lich would be nice also. I want the creatures to be animals, with undead abilities on top (again, feel free to bend the rules). Any help (spell list, animal companion, creatures, or even a finished BBEG) would be very much apprieciated. PM me with what you have.

Kioran
2007-05-30, 06:21 AM
Okay, this is abit wacky, but I need a build that, allthough it has sever limitations, still kicks enough ass to be playable or at least annoying enough for the DM to kill off....

and now to the unsavory stuff:

- ECL 8, Drow, with at least a few bard lvls (will become Carlos Ximenez, pseudo-mexican Drow-Mariachi)
- Base Stats(without race or lvl bonus): 15, 13, 13, 11, 9, 6
- Available Splatbooks: Complete -scoundrel and champion, Eberron supplements and campaign book

I´ll try to come up with something myself, though any input would be very welcome.....

kkortekaas
2007-06-01, 07:09 AM
1. I was wondering if someone could assist me in creating a 4th level Cleric of Shar, hopefully with a level progression so I can tweak if needed.

Books: I've got access to the PHB 3.5, DMG, Races of the Wild, Races of Destiny, Races of Stone, The compelte 3.0 & 3.5 Forgotten Realms source book collection up until this date

Race: I'd prefer Human, but if you can swing in any of the other core races (those from the PHB) then by all means do so.

Class: As above, Cleric level 4, but if you want to dabble in something else by all means do so (I just need a level 4 antagonist)

Ability Scores: 3d6 Flip lowest (1 becomes 6), then place

Alignment: Doesn't matter

Concept: Sneaking and hiding are core to this concept, as is knowledge of nature and religion. Her mother is an elven priestess, while her father is a human scout. Prefer fighting with longsword and kukri, but not necessary.

Other: The Cleric of Shar, is going to be an antagonist for an upcoming adventure, and I don't expect him/her to survive (although I'd like to make my PC's pay a price when they bring him / her down)

The Cleric is commanding a group of bandits operating out of The Hermit Wood in South Eastern Cormyr (Forgotten Realms) and is raiding passing merchant traffic taking both Goods, and People. I'd like him to be somewhat optimized because I want him to be a pain to take down.

Expect average character wealth -10% and if he can afford it, he can own it. He's actually part of the Church that is involved in Cormyr: Tearing of the Weave, and this adventure serves to tie the group into the story line.

If you require additional info, Please let me know.

Frozen_Northman
2007-06-05, 12:05 PM
1. I'm curious as to whether anyone could help me design an 11th level priest of Apollo.

2.
a. Any standard 3.5 rulebook or supplement may be used, but no books that have not been officially published under the 3.5 standard.
b. Race should be Human. Not an elf, however.
c. Since this is a priest of Apollo, I want to start him out as a cleric. Prestige Classes are okay, however, if they mesh with the concept. Tweaking existing Prestige classes that seem to fit is okay. (E.g., Radiant Servant of Pelor from the Complete Divine is easily tweakable.)
d. Statistics must be generated on a 25 point purchase system.
e. Alignment is pretty much Lawful Good, or possibly Neutral Good.
f. No monks are allowed in this campaign. The feat Persistent Spell has also been disallowed.
g. Concept - this is a priest of Apollo, god of the Sun, and patron god of archers. He's meant to be as skilled an archer as possible, while sacrificing as little clerical ability as possible. Apollo is also rather a pretty-boy, so Charisma should stay reasonably high to keep in concept.

Telonius
2007-06-05, 12:12 PM
1. I'm curious as to whether anyone could help me design a priest of Apollo.

2.
a. Any standard 3.5 rulebook or supplement may be used, but no books that have not been officially published under the 3.5 standard.
b. Race should be Human. Not an elf, however.
c. Since this is a priest of Apollo, I want to start him out as a cleric. Prestige Classes are okay, however, if they mesh with the concept. Tweaking existing Prestige classes that seem to fit is okay. (E.g., Radiant Servant of Pelor from the Complete Divine is easily tweakable.)
d. Statistics must be generated on a 25 point purchase system.
e. Alignment is pretty much Lawful Good, or possibly Neutral Good.
f. No monks are allowed in this campaign. The feat Persistent Spell has also been disallowed.
g. Concept - this is a priest of Apollo, god of the Sun, and patron god of archers. He's meant to be as skilled an archer as possible, while sacrificing as little clerical ability as possible. Apollo is also rather a pretty-boy, so Charisma should stay reasonably high to keep in concept.

Are you completely wedded to the Cleric class? (i.e. would a Favored Soul be an option)?

Frozen_Northman
2007-06-05, 12:20 PM
Are you completely wedded to the Cleric class? (i.e. would a Favored Soul be an option)?

I'm certainly willing to consider Favored Soul type builds, though my natural preference is for the Cleric. If he were to go the Favored Soul route, I'd want to make sure that at least some of his chosen spells be dedicated to healing.

Telonius
2007-06-05, 01:31 PM
Well, the extra ability points in CHA make it a little interesting; they'd really synergize better with a class that uses them (like Favored Soul). But, we'll give Cleric a try. For a Middle Aged character:

STR 12
DEX 9
CON 10
INT 10
WIS 17
CHA 12

Domains: Sun, Healing

Feats:
1 Proficiency (Longbow)
1 (human) Scribe Scroll
1 (Flaw) Weak Will
1 (from Flaw) Zen Archery
3 Extra Turning
6 Extend Spell
9 Divine Metamagic (Extend)
12 Reach Spell (from CDiv)
15 Precise Shot
18 Craft Wand

Class Progression: Cleric6/Radiant Servant 10/Church Inquisitor 4
Stat bumps: 4 (Wis) 8 (Wis) 12 (Wis) 16 (Dex) 20 (Wis)

Make sure you keep your skill points up to meet the prereqs for Radiant Servant and Church Inquisitor. Shouldn't be too hard, but just so you know.

If your DM doesn't allow flaws, ditch Scribe Scroll for Zen Archery. Scribe is very nice to have for spells you didn't prepare that day, but not utterly necessary. Or, if you don't mind losing out on the automatic heal spell Empower from Radiant Servant, switch out the Healing domain for the War domain, and use the feat on Scribe.

Matthew
2007-06-06, 11:19 PM
1. I was wondering if someone could assist me in creating a 4th level Cleric of Shar, hopefully with a level progression so I can tweak if needed.

(5,000 GP, 32 pts.)

Elven Female Cleric of Shar AB 3(6/7), AC 15, HP 21,
Alignment: Neutral Evil
Attributes: Strength 14, Dexterity 14, Constitution 10, Intelligence 14, Wisdom 15, Charisma 14,
Saves: Fortitude +6, Reflex +3, Willpower +6,
Feats: Stealthy, Point Blank Shot,
Skills: Observe 0(4), Listen 0(4), Search 1(5), Sneak 3(7), Hide 3(7), Knowledge Religion 7(9), Spell Craft 7(9),
Equipment: Leather Armour +1,* Long Sword +1 (1D8+3), Masterwork Dagger (1D4+2), Composite Long Bow for Strength +2, 20 Arrows +1 (1D8+4),

Domains: Evil, Darkness,
Prepared Spells: 5/4+1/3+1,

*A more heavily armoured variant would have Mail Armour +1 and a Heavy Shield to get AC 20.

Iku Rex
2007-06-09, 02:33 AM
... 11th level priest of Apollo ...Cleric 6/Radiant Servant of [Apollo] (CDiv)/Contemplative 1 (CDiv)

Domains: War and Sun. Glory Domain (SC) at level 11.

(Apollo isn't a war-god as such, but the war domain is the only domain available that represents divinely granted skill with a bow. Also, it lets you use the insanely good Holy warrior feat. :smallwink: )

25 point buy ability scores:

Str 10
Dex 14
Con 14
Int 8
Wis 14
Cha 13

+2 Wis lv 4/8, +2 Wis from item.

Feats (1,1,3,6,9):

Point Blank Shot, Rapid Shot, Divine Spell Power (CDiv), Extra Turning, Holy Warrior (CCha)

Zen Archery (CWar) looked good until I realized that Rapid Shot requires Dex 13.

Divine Spell Power: The +1 from Cha, the +3 from the Circlet of Persuasion, +2 from the Glory Domain, +2 from Knowledge (Religion) and +3 from the feat adds up to +11 on the turning check. That means you'll never get a penalty on you caster level when using the feat. With some extra effort (Eagle's Splendor, Ray of Hope [lv 1, BoED]) you can increase you chances of a +4 further. This will matter by level 12+, when CL 16 is in range. Remember, you don't have to cast the spell if the check isn't good. Just try again.

Typical spells prepared (Wis 18, 5th level slot relic).

I've made a few additional suggestions in parentheses.

Lv 6 (1+1): Heal, Blade Barrier* (don't cast, used for reserve feat.)
(Stone Body [SC], note -4 Dex vs Rapid Shot)

Lv 5 (2-1+1): Righteous Might**, Flame Strike*
(Healing Circle [CCha], Surge of Fortune [CCha], Divine Agility [SC])

Lv 4 (3+1+1): 2x Divine Power, Greater Magic Weapon**, Air Walk, Divine Power*
(Lesser Holy Transformation [SC], Mass Shield of Faith [SC], Celestial Brilliance [BoED])

Lv 3 (4+1+1): Dispel Magic, Daylight, Invisibility Purge, Mass Conviction (SC)**, Magic Vestment**, Magic Vestment*
(Light of Wisdom [CCha], Mass Resist Energy [SC])

Lv 2 (4+1+1): Cat's Grace, Silence, Remove Paralysis, Elation (BoED), Eagle's Splendor, Bless Weapon*

Lv 1 (5+2+1): 2x Divine Favor, 2x Shield of Faith**, Eyes of the Avoreal (BoED), Blessed Aim (SC), Nimbus of Light (SC), Endure Elements*

* Domain spell
** Get caster level 12+ if you can with Divine Spell Power

Spell tactics: Divide the spells into categories based on duration. Spells that last hours (magic vestment, greater magic weapon) can often be cast in the morning. 10 min/level spells (air walk, eyes of the avoreal, mass conviction) will easily last an entire "dungeon". 1 min/level spells (righteous might, shield of faith, cat's grace) can last for several battles if the party keeps pushing forward. You'll rarely be able to spend more than a round or two casting short duration spells so prepare the best spells (like divine power and divine favor) more than once and use them at the start of each major battle.

Equipment:
4000 Ring of Counterspells (Dispel Magic)
9170 +1 Animated Steel Shield
11200 +1 Mithral Breastplate of Speed (MIC 14)
9400 Bow of the Wintermoon (Relic, MIC 48) w/ Precise (MIC 40)
2500 Lesser Crystal of Arrow Deflection (MIC 25)
6000 [Vest] (Torso, MIC 234) of Natural Armor +1 and Resistance +2
3000 Lesser Crystal of Fire Energy Assault (MIC 64)
1400 Anklet of Translocation (MIC 71)
2500 Goggles of Foefinding (MIC 108)
2500 Vanisher Cloak (MIC 145)
5000 Amulet of Fortune Prevailing (MIC 69)
8500 Circlet of Persuasion and (Head, MIC 234) Wisdom +2

65170
830 Left (buy some specialty arrows)

To buy: Lesser Rod of Extension, +Str, Dex, Con, Cha, Dusty Rose Ioun Stone, Ring of Enduring Arcana (CMag)

Some Boots of Speed would be good, but I went for the 3/day haste armor ability and the Precise ability instead.

The Bow of Wintermoon is a relic item for Corellon Larethian, but it looks like a good fit for Apollo if you adapt the relic powers a little. The ability to always use your full Str bonus on damage makes the bow more than worth it even without relic powers. (The by far best bow available is the 22600 gp Energy Bow from the Animated Series Handbook, but the DM may not allow it and it will require some serious budget cutting for the rest of your items.)


Basic battle tactics: A typical battle starts with you buffed up with longer duration spells and casting divine power. For a less dangerous opponent you could just settle for divine favor. Use both and add righteous might for the full buffster-experience. Then you just stand back and use rapid shot on anything hostile that moves. The goggles and the precise weapon ability ensures that you don't have to worry about party members getting in the way. Use the cloak if you get in trouble or have to bail out a party member.

Eldmor
2007-06-10, 08:12 AM
A Cleric of Fharlanghn DMPC to assist a solo Changeling Rogue/Bard in Gestalt
1. Which of the above are you asking for?
* * *a. First level, that's all.
2. In your request specify whether you have requirements, preferences, or no limits on the following:
* * * * *a. Core, XPH, Comp Cycle 1, CompSco, CompMage, HoB, RoE, MIC, MM2&3, MoI, WoL
* * * * *b. Human, if not something that fits.
* * * * *c. Cleric and something else that makes sense.
* * * * *d. 28 point-buy
* * * * *e. True Neutral or something else with sense.
* * * * *f. House Rules: Option to replace turning with another [Divine] feat with no >Lv1 pre-reqs. Also trading in Heavy and Medium Armor Proficiency to get a bonus feat.
* * * * *g. Concept: Passive and focused on The Great Journey. Has slightly more focus on speed buffs than normal clerics.
* * * * *h. Other: Light combat, heavy social and intrigue.

Wih
2007-06-14, 12:45 AM
I need a TWF Kalashtar Soulknife/Dervish. As much as I've tried, I can't seem to get the character to be a decent character until around 13th level...anyway.
Wondering if anyone out there has any ideas of how to build a Kalashtar using two Mindblades, doing a Dervish Dance, with the lowest possible ECL without being too mechincally weak? (it's a rather powerful campaign)
Books: Anything WotC, though I only have access to SRD + Completes + PHB/DMGII + Ebberon + Races of, and a few smattering of 3.0 books.
Race: Kalashtar
Class: Soulknife and Dervish, the rest is up to you (though Tempest or Monk would be cool)
Ability Scores: 28 pb
Alignment: LN
House Rules: INT Backdates, and permenant INT enhancement bonuses give skill points/languages.
Concept: One man army/geurilla trying to stop the expansion of Dal Qat, (sp?) the Inspired outpost in Xen'drik. One of those Kalashtars who follow the Path of Shadows (http://wizards.com/default.asp?x=dnd/ebds/20050110a).
Other: Money is not an issue for the character, though he will tend to be rather ascetic. Must be able to fight against multiple opponents (though Dervish Dance covers that). I would prefer both weapons to be treated as magic for passing DR.
I think that covers everything.

Alter_Echoes
2007-06-19, 10:16 PM
My goal is to create a Big Bad End Guy to face the players off against at the conclusion of my campaign. The inherent problem with this is that I often have trouble moving beyond the core rulebooks to make NPC's despite the fact that I allow all the Wizards products in my campaigns. So I come to the forum humbly requesting aid. :smallsmile:


Built: From scratch to level 21 (Just dipping into Epic Levels)

Restrictions: No restrictions on books at all. In fact I would prefer if spells and feats were taken from different sources, the more obscure the better.

Race: Drow not to be factored into this character's levels. (IE: ECL 23)

Classes: Starting as a Diviner with Evocation as prohibited school

Ability Scores: 18, 18, 17, 16, 15, 14

Alignment: Lawful or Neutral Evil

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 a class skill, etc.)

Concept: A consummate fortuneteller and master of fate and time. He discounts Evocation as a messy, finesse less school. He is meant to be similar in Concept to Gromph Baenere from Faerun. He is the kind of character that always has a dirty trick up his sleeve.

Other: This character is a member of a 5 person circle looking to destabilize the multiverse to further his own ends. I would like equipment as well as build and sample spell list. The character has 1,000,000 gp to play with to obtain items. (Through any means necessary)

The Mormegil
2007-06-20, 03:45 AM
You want to kill your players or you'd prefere to keep them alive?
Second one? Then you're probably not right to use such a character...

You know, an Int based NPC that uses dirty tricks... A wizard... You'll have to play him stupid if you want them to survive.

Anyway, here's my suggestion: make a Diviner 7/Fate Spinner 5/Diviner +2/Archmage 5/ Diviner +2; don't use AMF. But be evil.

Spells:
1) Acid eyes (BoVD), true strike, sure strike, master's touch (armour, see below).
2) Consult BoVD: there's a spell that makes Dex damage with no save, I'm sure of it. Plus, Ray of Stupidity. Detect thoughts.
3) Shivering Touch. Haste, Slow (time flavor). Unluck.
4) Dimensional Door, Celerity, Enervation, Otiluke's elastic sphere, Charme monster, Stoneskin. Scry.
5) Mind fog, feeblemind, dominate person, teleport, freezing fog. Peering Eyes.
6) Disintegrate, flash to stone, dispel magic +, delay teleport +. Chain unluck.
7) Stern reproof, stunning ray, spell turning. Arcane sight +.
8) Wrathful castigation, irresistible dance, mind blank, prismatic wall, greater shadow evocation (yes, he has, to use contingency and forecage and wall of force).
9) Maw of Chaos, Time Stop, Time Stop, Time Stop, Prismatic Sphere. Prevision. Reaving dispel.

EQUIP:
Int boosts, lots of them. Costumized save DCs boost item. Scrolls. Don't bother to count his spells, assume he's got a scroll. Metamagic rods: many,many,many,many! Use a pair of conservation gloves to change them quickly. Give him some item that grants him to reroll, like, 1/round or so. He's tough.

Basically, he uses a lot of Time Stops, uses battlefield control and, as he teleports from an angle to another, his delay teleport (make sure he renews it and the contingency during Time Stop. Contingency has a minute casting time? Reduce with Rapid Spells Rod (CDiv)) forbid to others to do so. As the fighters fight to get out of the Freezing fog, the casters are fighting against his counterspells. Reaving Dispel, master of counterspells, Improved and Reactive Counterspell, Counterspell rings, Spell turning, Arcane Mastery and Elven Spell Lore makes him terrible against casters.

Well, this goes like this: freezing fog+maw of chaos+dimension lock = fighter 1
mind fog (Fatespinner to pimp it up, Dispel magic + and arcane sight, greater against mind blank) + dominate person = fighter 2 or rogue
reaving dispel on mass heal = Czilla
Improved Reactive Counterspell + master of counterspells or spell turning = wizard

He can't last that long: if he didn't kill them all during the first three or four rounds, he starts to lose actions and on the first only-two-rounds-Time Stop he loses Contingency or other things and as a caster make him busy, the other frees the fighter, who kill him.

Last thing: him ax on the sleeve: an epic spell. When reduced to 0 or less hp, do something terrible. REALLY terrible. And if they resist to it too, they defeat him (who probably is stunned or the like) and win. And he curses them (as BoVD says).

Hmmm... I'm gonna use this too, maybe... Don't know, maybe too strong...

TM

Pagz
2007-06-20, 07:44 AM
Gah, I'm so tired of looking for idea's for this to work, trying to figure out how this will be an alright character when it comes down to fighting, however its not working, so maybe if I post here, someone can post a build that can keep up with other melee fighters, maybe I can edit it, or keep it as it is, we'll just have to see, but I'm putting a challenge out to all you veterans of the game out there to help me out.

Q.1Create me a competent claw orientated combatant, from lv1 to 20, starting at level 4.
Books:SRD (No psionics)
Forgotten Realms Campaign Setting
Forgotten Realms Player's Handbook
Races of Faerun
All the Completes except Complete Champion
Races of Destiny, Wild, Stone, Dragon
Race:Anything with LA+2 or less, Int of 3 or higher
Class:Any
Ability scores:32 point buy
Alignment:Any
House rules:Faerun setting
Concept:A character who uses his claws as his primary form of attack, everything else is secondary.
Other:The claws must be permanent and natural

If even one person can post a build, I'd be very grateful, I have an idea in my mind, the best I could come up with was a strange Kobolt varient ranger going into Kensai, so any help from you guys would be great.

If I've missed anything, please post it.

The Mormegil
2007-06-20, 03:02 PM
Permanent? there's a lot of ways to get them and be really nasty, but permanently, though...

WAY 1 - Feral template, from Svage Species. Not in books allowed, anyway.
WAY 2 - Antrpomorphic Animal, also from Savage Species.
WAY 3 - Kenku, from MMIII. Not really good, but if you must...

Temporary, it's different enough

WAY 1 - Bear fighter. Rage based, so Extra and Extend rage should do.
WAY 2 - Druidic Avager or other shapeshifters. They last for a really loooong time...
WAY 3 - Changer, MMIII. It's a good deal, but not that excellent.

Well, class choice isn't really much of a trouble, but there's something you could think of.

1) A single barbarian level dip is enough to get rage, excellent for anyone.
2) Fighter 12 is good for specifical and bonus feats.
3) Druidic Avager, it's 5 level to get all that you want, including some spellcasting ability.
4) Bear fighter is worth 5 levels, not more.
5) Frenzied Berserker is worth a try.
6) Could go Combat shapeshifter.
7) Last thing: warblade? It's Tiger Claw specialization and fighter feats also. Think of it: it's good enough for you...

Feat selection: focus on damage-dealing Power Attack tree feat selection. Then beg a caster for a Brilliant Aura... At lower levels get prerequisites of higher level feats.

Utimately, I'd do this:
talk to my DM to create a kenku that is a bear-like creature (Medium Size, -2Cha and no Great Ally). Then go Warblade and maybe dip in barbarian for one level.

the mysterian
2007-06-21, 04:08 PM
hi, um i am just starting to do this kinda stuff so...

i would like a level 1 character to start out with

race: elf preferably
class: ranger
alignment: chaotic neutral
these are the requirments/preferences.

please help me out with this im just starting

cupkeyk
2007-06-23, 11:02 AM
@the_mysterian

try to be more specific. Like what kind of ranger you would like him to be. Almost all level one characters are about eighteen human years old, so if you don't know specifically in game terms, think of an eighteen year old kid who grew up in the woods or near them at least and what he was like and he did as he grew up. Like say, you could say he was a shepherd, and so his favored enemy would be animals, he would have ranks in handle animal and he would specialize in either the quarter staff(shepherd's crook) or a sling. Or he could be an orphan hunting down the killers of his parent's, thus specializing in urban tracking, informatioon gathering, and melee.

You know. Stuff.

cupkeyk
2007-06-23, 11:26 AM
Could you guys please build me a competent secondary tank, primary face from scratch level by level to twenty of a Non Spellcasting Variant(Complete Warrior) Paladin with the Divine Spirit Substitution Class Feature from Dungeonscape.
a. The Completes, Anything Faerun, The Races. Core, PHB2, TOB BONS
b. No Races with any Level Adjustment
c. Non Spellcasting Variant(Complete Warrior) Paladin with the Divine Spirt Substitution Class Feature from Dungeonscape; since I will be the primary off combat healer, I am discouraged to prestige class, unless the PRC specifically augments my Lay on Hands ability and thus my Spirit of Healing.
d. Elite Array
e. LG
f. House Rules: This is for a no-caster party, low magic campaign
g. Concept: So far he is the out of combat healer with lay of hands and eventually Spirit of healing. Since he will need neither Concentration nor Ride, he can focus on Diplomacy and sense motive and be face. I have been looking for means to make him a more effective face but I seem to be gimping myself in combat in the process
h. The other players are an in-combat healer crusader, a halfling knight knockdowner/battlefield controler/blaster, and a fourth guy with no defined class yet, but also a non-caster, possibly a skill monkey. We will be playing an FR campaign with almost no magic, possibly based on the dead magic city of Tantras.

psychoticbarber
2007-06-25, 08:07 PM
This is mostly out of curiosity, though I may wish to play a character like this someday.

I want a Wizard, with level-by-level directions, created using only Divination, Enchantment, and Illusion. (As well as whatever the generic school is)

As for rulebooks, you can use Core (Including PHBII, DM Guide II etc), Complete Arcane, Complete Adventurer, Magic Item Compendium, Spell Compendium.

The race shouldn't be more than LA +1.

Edit: I'm going for party face as well as the use of knowledge...someone smart enough to know when to use magic and when it's not necessary.

Also, I forgot to mention, character should be Neutral Good, abilities should be 4d6 drop lowest die.

Thanks!

cupkeyk
2007-06-26, 07:13 AM
@psychoticbarber

can it not be a wizard? A beguiler seems like exactly the class you are looking for. Otherwise, I can build you an Enchanter with the Social Proficiency substitution levels from Unearthed Arcana.

psychoticbarber
2007-06-26, 09:55 AM
@psychoticbarber

can it not be a wizard? A beguiler seems like exactly the class you are looking for. Otherwise, I can build you an Enchanter with the Social Proficiency substitution levels from Unearthed Arcana.

A beguiler sounds alright, as long the schools are restricted to Enchantment, Divination, Illusion, and "General."

Essentially I have only basic knowledge of classes that aren't in the PHB, but I have a bunch of books I'm working through, so I can do the research. Thanks.

[Edit: Don't be afraid to dip into PrCs or other fun things too, I'm pretty open to seeing what comes out.]

cupkeyk
2007-06-27, 02:04 PM
This is still under development @ psychoticbarber

Race is Human, abilities by priority are: Int, Cha, Con, Dex, Wis, STR
1 Wizard (Enchanter) Banned Schools, Evoc/Conju(gasp!!!), Race is Deep Imaskari, Region is Thay
(Social Proficiency Variant, Unearthed Arcana). Your feat is Spell Focus (Enchantment). By priority your skills are Knowledge (arcana), Concentration, Spellcraft, Diplomacy, Bluff, Gather Information, Intimidate, Sense Motive
DC modifiers assume an 20INT
Encha DC =6
Illus DC Modifier=5

2 Wizard (Enchanter)

3 Wizard (Enchanter)
Feat is Tattoo Focus (Enchantment)
DC Modifiers
Encha DC = 7
Illus DC = 5

4 Master Specialist (Enchanter) 1
Boost Int

5 Master Specialist (Enchanter) 2
Greater Spell Focus (Enchantment for free!!!)
Encha DC = 8
Illus DC = 5

6 Mindbender 1
Feat is Shadow Weave Magic
Encha DC = 9
Illus DC = 6

7 Master Specialist (Enchanter) 3

8 Master Specialist (Enchanter) 4
Boost INT
Encha DC = 10
Illus DC = 7

9 Master Specialist (Enchanter) 5
Spell Focus (Illus)
Encha DC = 10
Illus DC = 8

10 Master Specialist (Enchanter) 6

11 Master Specialist (Enchanter) 7

12 Master Specialist (Enchanter) 8
Empower Spell. Many spells in the Encha and Illus schools deal mental ability damage, particularly Phantasmal Assailant, Mind Fog and Ray of Stupidity. The dice are negligible but Empowering them can send your opponents into a coma. Your save or suck spells are now augmented by decent save-or-dies. Feeblemind+Ray of Stupidity/Phantasmal Assailant = Comatose opponent.

Boost INT

13 Master Specialist (Enchanter) 9

14 Archmage 1
Arcane Reach - You can now deliver touch attacks from a safe distance.

15 Archmage 2
Mastery of Shaping - You can now keep your allies safe and away from your area effect spells
Feat is Fey Heritage

16 Master Specialist (Enchanter) 10
Boost INT
Encha DC = 11
Illus DC = 9
17 Shadow Adept

18 Shadow Adept
Fey Power
Encha DC = 12
Illus DC = 9

19 Shadow Adept

20 Shadow Adept

psychoticbarber
2007-06-27, 02:32 PM
This is still under development @ psychoticbarber

Race is Human, abilities by priority are: Int, Cha, Con, Dex, Int, Wis
1 Wizard (Enchanter) Banned Schools, Evoc/Conju(gasp!!!), Race is Deep Imaskari, Region is Thay
(Social Proficiency Variant, Unearthed Arcana). Your feat is Spell Focus (Enchantment). Bonus feat is Spell Focus (Illus). By priority your skills are Knowledge (arcana), Concentration, Spellcraft, Diplomacy, Bluff, Gather Information, Intimidate, Sense Motive
DC modifiers assume an 20INT
Encha DC =6
Illus DC Modifier=6

2 Wizard (Enchanter)

3 Wizard (Enchanter)
Feat is Tattoo Focus (Enchantment)
DC Modifiers
Encha DC = 7
Illus DC = 6

4 Master Specialist (Enchanter) 1
Boost Int

5 Master Specialist (Enchanter) 2
Greater Spell Focus (Enchantment for free!!!)
Encha DC = 8
Illus DC = 6

6 Mindbender 1
Feat is Shadow Weave Magic
Encha DC = 9
Illus DC = 7

7 Master Specialist (Enchanter) 3

8 Master Specialist (Enchanter) 4
Boost INT
Encha DC = 10
Illus DC = 8

9 Master Specialist (Enchanter) 5
Greater Spell Focus (Illus)
Encha DC = 10
Illus DC = 9

10 Master Specialist (Enchanter) 6

11 Master Specialist (Enchanter) 7

12 Master Specialist (Enchanter) 8
Empower Spell. Many spells in the Encha and Illus schools deal mental ability damage, particularly Phantasmal Assailant, Mind Fog and Ray of Stupidity. The dice are negligible but Empowering them can send your opponents into a coma. Your save or suck spells are now augmented by decent save-or-dies. Feeblemind+Ray of Stupidity/Phantasmal Assailant = Comatose opponent.

Boost INT

13 Master Specialist (Enchanter) 9

14 Archmage 1
Arcane Reach - You can now deliver touch attacks from a safe distance.

15 Archmage 2
Mastery of Shaping - You can now keep your allies safe and away from your area effect spells
Feat is Fey Heritage

16 Master Specialist (Enchanter) 10
Boost INT
Encha DC = 11
Illus DC = 10
17 Shadow Adept

18 Shadow Adept
Fey Power
Encha DC = 12
Illus DC = 10

19 Shadow Adept

20 Shadow Adept

Couple questions: You say Race is Human at the beginning, and then you say Race is Deep Imaskari. You list Int twice in the stats, I'm assuming the second is meant to be Str?

One last request, for feats and things not in the PHB, DMG, or MM, could you include the book where I can find it?

Thanks so very much :smallsmile:

cupkeyk
2007-06-27, 02:41 PM
Sorry about that. Mostly fixed.

Deep Imaskari is a human subtype in the Underdark book.
Tattoo Focus is in the DMG.
Mindbender is in CArc
Master Specialist is in CM
Shadow Adept is in PGtF
Fey Heritage and Fey Power is in PH2

Guildorn Tanaleth
2007-06-27, 08:48 PM
This is probably going to sound a bit odd, but I need a level-by-level list of just feats, weapon(s), and armor taken/used by a LN male human fighter for levels 1 through 4 (though, if you continue further, you get a cookie). It should all come from the SRD, and the feats, weapons, & armor should have "average fighter" written all over them. (Incidentally, his starting stats are 17/14/16/10/12/9, rather than six 10s.)

psychoticbarber
2007-06-27, 08:57 PM
Shadow Adept is in PGtF
Master Specialist is in CM


Not to worry at all about the other things, I'm quite grateful you're doing this, actually.

The only question I have left is which books are "PGtF" and "CM"...not ringing any bells.

Rad
2007-06-28, 01:53 AM
The only question I have left is which books are "PGtF" and "CM"...not ringing any bells.
I think they are "Player Guide to Faerun" and "Complete Mage".

Hope this helps

rowsdower44
2007-06-28, 06:16 AM
This is probably going to sound a bit odd, but I need a level-by-level list of just feats, weapon(s), and armor taken/used by a LN male human fighter for levels 1 through 4 (though, if you continue further, you get a cookie). It should all come from the SRD, and the feats, weapons, & armor should have "average fighter" written all over them. (Incidentally, his starting stats are 17/14/16/10/12/9, rather than six 10s.)
Level 1
You start off with 240 gold and 3 feats as a human fighter. Featwise, I'd start with Power Attack, Improved Initiative, and Point Blank Shot. For armor and weapons, go for a longsword, a dagger (in case something happens to your longsword), a light crossbow with a set of bolts, a chain shirt, and a heavy wooden shield totaling 160 gold leaving you with 80 gold to get whatever else you need for your character.

Level 2
For your bonus feat, go for dodge. You'll probably be about 500 gold richer. Replacing your longsword for a MW longsword will leave you with 198 gold (selling the previous longsword) which is enough to change your armor to chain mail.

Level 3
For your 3rd level feat, I suggest Mounted Combat. Some riding skills are necessary for an average fighter. You wealth from last level should have jumped by 2000 gold. With this, buy a ring of protection +1 which will give you an AC of 18 (19 against your dodge target).

Level 4
For your ability, increase your dex to 15 (Im assuming your original dex is 14 based on the order you wrote your stats) in order that you can take two weapon fighting as your bonus feat. You should have acquired about 3500 gold. This level is totally up to you on how you would like to spend the money. You could purchase new weapons and take advantage of Power Attack and Two Weapon Fighting. You could buy a horse and barding to make use of Mounted Combat. Or you could buy better armor to help boost your AC with your Ring of Protection and Dodge. There are many paths to go about this.

Hope this helped!

psychoticbarber
2007-06-30, 12:32 PM
Master Specialist is in CM
Shadow Adept is in PGtF


What is the legality around me asking what those do? I don't have those books. I'm pretty sure I'm not allowed to ask on here, so this is the "asking if I can ask" question.

cupkeyk
2007-06-30, 12:44 PM
Master Specialist (Enchanter) let's you make your subjects of enchantments spells do stuff otherwise against their natures without allowing them another will save, it lets you force them to reroll a successful will save one round after they succeeded their save and another less amazing but still useful ability with enchantment spells.

Shadow adept makes Enchantment, illusion and Necromancy spells harder to identify, harder to dispell and harder to resisit, and gives you the ability to create a shield effect that gives concealment and some shadow travel abilities and darkvision.

psychoticbarber
2007-06-30, 06:44 PM
Master Specialist (Enchanter) let's you make your subjects of enchantments spells do stuff otherwise against their natures without allowing them another will save, it lets you force them to reroll a successful will save one round after they succeeded their save and another less amazing but still useful ability with enchantment spells.

Shadow adept makes Enchantment, illusion and Necromancy spells harder to identify, harder to dispell and harder to resisit, and gives you the ability to create a shield effect that gives concealment and some shadow travel abilities and darkvision.

Thanks! I'm working on tracking down a copy of those texts.

opheliagonemad
2007-07-01, 05:55 PM
I was wondering if anyone would be interested in trying their hand at a build for me. I have a concept in mind but would love some help fleshing her out. Level by level (showing what you should take at each level), probably won't get higher than level 9 or 10. Anyway, I appreciate any help you can give me! Thanks in advance!

* * * * *a. Books--the core books (including PHB II) and the forgotten realms book
* * * * *b. Race--Any--go wild, I have no clue which race she should be
* * * * *c. Cleric (of Sune, I'm thinking, but maybe Sharess instead.)
* * * * *d. Ability Scores--32 point buy
* * * * *e. Alignment--CG
* * * * *f. House Rules: none yet
* * * * *g. Concept: So the general concept I have for this character is that she's a cleric of Sune (or Sharess). She definitely needs to have high charisma, along with high wisdom. She will probably end up being the "face" of the party, as she is a very flirtatious sort, and will probably end up being the one the others turn to for information. She will probably not need to be an extremely strong fighter--she'll be focused more on casting buffs/healing and maybe having a ranged weapon on hand for personal protection (or just the favored weapon of her deity).
* * * * *h. Other: I know that there will definitely be a half-orc arcane caster in the party, and possibly a paladin, though the DM is trying to convince that player that it wouldn't be a great idea, since we would have to "ditch the paladin" frequently to move along. This makes me think that there will be a decent amount of intrigue in this campaign. He has also hinted that magic items will be exceedingly rare in the setting for the campaign. I am under the impression that there will be few undead. He has said something about war playing a role in the game, but not specifically what role that is.

psychoticbarber
2007-07-01, 08:35 PM
Okay, one last question. I was told that the Feat "Tattoo Focus" is in the DMG, but either it's not or I can't find it. Could somebody tell me where I can find it? Either page number in the DMG or the appropriate book, please and thanks :smallsmile:

Wih
2007-07-01, 09:31 PM
Okay, one last question. I was told that the Feat "Tattoo Focus" is in the DMG, but either it's not or I can't find it. Could somebody tell me where I can find it? Either page number in the DMG or the appropriate book, please and thanks :smallsmile:

Try the section on the Red Wizard, it's at the end of the entry. I don't have the book infront of me, so I don't have a page number, sorry.

Monation
2007-07-04, 03:45 PM
Hi there, I've been playing D&D for about a year now and I'm still quite a noob but I really enjoy it and bought some books.
I'd like if someone could build me a progression for a level 10 Drow Warlock.
I tried to mix his eldritch abilities with with some two-weapon fighting but I just lack the knowledge or creativity :smallredface:
Maybe giving some more levels in other classes could help out with the Two weapon fighting but I would really like him to use his Hideous Blow ability (melee eldritch blast) instead of ranged eldritch blasts.
The character's name is Aquellon and his back story is basically having problems living with fellow drow and going out to try better luck in human cities.
I have Core 3.5, MM2, Comp. Arc., Comp. War., & Faerün but any books are allowed which are not really obscure since I have access to a friend's library :smallsmile:.

Boris_the_Fat
2007-07-05, 08:53 AM
Hi. My last character just got destroy by an error that I've made. I was looking to create a new guy, but i realise that the team lacks of inner challenge, of character angry at each other.

He (or she... or it) starts at level 10

1.I'm looking to create an evil-guy with a show-off attitude and mostly potent to any living being (including the players). I was thinking of a typical insane CE who likes fire.

a. I can use any official dungeon and dragons books 3.5E, so, no D20, Dungeon magazine and such.
b. Any race, considering their restrictions in level (it must match 10)
c. Any class, but i was looking into a fire magic/archery/hide kind. Flying could be great, either by a magical item (boots of levitation), race (half-fiend template) or class (Dragon disciple)
d. The score would be 18, 14, 16, 18, 11, 16. The character starts with 49 000 gp for magic items and other items.
e. As i said, the party needs an evil-doer in their ranks
f. And lastly, no improved cleave feat.

g. Concept: I was looking for a Disciple of mephisto (BoVD) kind of character. The pyromaniac-kind of pain who burn a barn, then run away or hide to let the player deal with the angry crowd.
h. The team have a huge brute to tank, two clerics, a fighter for melee. But all of them are good.

And again, thanks for making this character :smallsmile:

Monation
2007-07-05, 03:19 PM
Hi there, I've been playing D&D for about a year now and I'm still quite a noob but I really enjoy it and bought some books.
I'd like if someone could build me a progression for a level 10 Drow Warlock.
I tried to mix his eldritch abilities with with some two-weapon fighting but I just lack the knowledge or creativity :smallredface:
Maybe giving some more levels in other classes could help out with the Two weapon fighting but I would really like him to use his Hideous Blow ability (melee eldritch blast) instead of ranged eldritch blasts.
The character's name is Aquellon and his back story is basically having problems living with fellow drow and going out to try better luck in human cities.
I have Core 3.5, MM2, Comp. Arc., Comp. War., & Faerün but any books are allowed which are not really obscure since I have access to a friend's library :smallsmile:.

I've made some research and found out Warmages are actually better at pulling melee magic attacks off since Warlock's hideous blow is a standard action that provokes attacks of opportunity (no thank you), so I've rethought the concept and now I'll put it down it the proper request format XP


He would be a lv10 melee caster who only uses magic to boost his attack or his weapons. Think Demon Hunter in WC3 but more precisely DotA's Mage Slayer.
Books: Core + Completes + PHBII + MM I-IV
Race: Drow or any race with same adjustment
Class: Warmage + any other classes or prestige
Ability Scores: 18,16,14,12,10,8
Alignment: Chaotic neutral
House Rules: The DM normally ignores initiative and lets players start first, just not on a surprise round. We will probably get few but effective magic items. He likes strange and original places and spends little time in a city unless there is something really unique going on.
Concept: A loner magic user who has learned through rough experiences that magic alone is not enough to survive in the world.
Other: I will actually be one of 3 members in my party (others will be divine caster and archery specialist) so I would still like my character to be as self-sufficient in melee as possible.

Thank you in advance:smallwink:!

sekaiichibannobaka
2007-07-06, 11:18 AM
Hi guys,need a little help on this one,from scratch,DM hints that the adventure will probably cap at level 20

Books : Core books,Unearthed Arcana,can add in another supplement or two according to DM(College Budget haha =w='')
Race : Halfling.
Class : Paladin.
Ability Scores(After racial statistics are applied) : 16/14/17/13/16/15
Alignment : Lawful Good
House Rules : N/A
Concept : A girl seeking an end to the Blight which plagues her homelands.
Others : A human bard and a dwarf Fighter.

NOTE:FIRST TIME PLAYING A PALLY,NEED HELP :smalleek:

Thanks~!

Big Bug Basher
2007-07-07, 06:54 PM
Okay I want a chaotic good level 3 Cleric/sorcerer(clercerer) who is half-Gold Dragon half-ogremage named Grakteth... first charicter so try not to make it too confusing for me and put it on the sheet cause I have no clue where to find them... oh almost forgot I want him to be as combat based as possible.

aubrey
2007-07-08, 12:33 AM
Hey guys, my current character is a level 6 barbarian that, at the time, I made poorly. He is a an illithid town and is surely to die next session so I need a new character idea ready. I want a very potent melee fighter with some other utility skills.

Q.1. Could you please make me a level 5 offensive melee fighter.
Books: Core and any Complete book.
Race: Core / any with racial benefits that would help.
Class: Multi / dual classing is encouraged for added flavor. Though not required. Core classes are primary, though some new ones are fine.
Ability Scores: 25 point buy
Alignment: Any non-evil
House Rules: It's a homebrew campaign so a lot can be fudged around for the greater good of role-playing.
Concept: Physicaly tough and powerful.
Other: I'll need to be a offensive oriented melee class as the only other melee in the group is a Dwarf Fighter with a tower shield (so, he's defensive based)

Any advice for this new guy would be great.

Ragbinder
2007-07-08, 08:07 AM
Q.2.
Books: Core, PhB 2, DMG 2, Complete Series
Race: Elf
Class: ??? 5/Swiftblade 2
Ability Scores: 13/18/12/18/10/8
Alignment: Non-Evil
House Rules: None
Concept: Already have it.
Other: Our group is starting a short adventure at level 7. I would like to have two levels of the Swiftblade Prestige Class (Complete Mage), which has a requirement of being able to cast Haste and a +3 BAB. Is there any class that can do this at level 5?

wowy319
2007-07-08, 03:14 PM
Heya! I would greatly appreciate it if someone could make me a catfolk druid. If you don't mind taking some time to help me out, that would be great!

Built: From Scratch to ECL 20

Restrictions: Well, the books I have available are: standard core books, MM 1-3, complete scoundrel, mage, arcane, adventurer & divine, BoVD, Libris Mortis, Heroes of Horror and the Fiend Folio.

Race: Catfolk (level adjustment is a factor in the level 20 bit)

Classes: Druid 19

Ability Scores: 18, 16, 14, 12, 10, 8

Alignment: NG

House Rules: nope

Concept: A Druid who focuses on Wildshape just a little more than spellcasting. Most of his feats are focused on either buffing himself or dealing out damage with his spells. He should probably have a tiger for an animal companion, who also is a damage dealer.

Other: Standard wealth by level for a 20th-level PC. Items should focus on boosting wildshape abilities and making him a better caster.

Thank you very much!

Iku Rex
2007-07-08, 05:57 PM
Hi. My last character just got destroy by an error that I've made. I was looking to create a new guy, but i realise that the team lacks of inner challenge, of character angry at each other.

He (or she... or it) starts at level 10

1.I'm looking to create an evil-guy with a show-off attitude and mostly potent to any living being (including the players). I was thinking of a typical insane CE who likes fire.Howdy Boris. I don't know if you're still looking for a character or if this is what you had in mind, but I had fun making it so I don't really care. :smallwink:

If I were you I'd avoid the "insane CE" type, but I guess this isn't the thread for moralizing.

Orc Ranger 1/Wizard 2/Fighter2/Ranger 1 (2)/Abjurant Champion 4 (CMag)
Focused Specialist (CMag) Transmutation; Necromancy, Enchantment and Conjuration banned
PHBII Alternate Class Feature: Transmuter

I know Orc is a strange choice for a wizard, but I thought it would be fun. With your ability scores you can pull it off and the Str bonus is actually quite useful for an archer. He's a massive, loud and immensely strong brute who avoids melee and runs away at the first sign of real danger. :smallbiggrin: Oh, and he likes fire, as requested.

Base ability scores
Str 18
Dex 16
Con 16
Int 18
Wis 14
Cha 11

+2 Con levels
+4 Str, -2 Int, -2 Wis, -2 Cha Orc
+2 Str, +2 Dex, +2 Con, +2 Int items

Result:

Str 24 (+7)
Dex 18 (+4)
Con 20 (+5)
Int 18 (+4)
Wis 12 (+1)
Cha 9 (-1)


Feats: 1,3*,3,4*,6*,6, 9

Combat Casting, Point Blank Shot*, Practiced Spellcaster (CDiv), Precise Shot*, Rapid Shot*, Fiery Spell (Sandstorm), Improved Toughness (CWar)

Improved Precise Shot is a good choice for level 12.

Practices Spellcaster, Fiery Spell and Improved Toughness are all replaceable if you want some other feats.

Skills:

With your high Int and your ranger levels (including level 1) you can get a few ranks in skills like Hide and Move Silently if you want that. Maybe Survival to take advantage of the Track feat. Some cross-class ranks in Tumble and 5 ranks of Jump is always nice for a caster.


Items:
3150 +1 Composite (+7 Str) Longbow
3000 Lesser Crystal of Fire Energy Assault (MIC 64)
5100 +1 Twilight Mithral Chain Shirt
1000 Vest of Resistance +1 (MIC 147)
4000 Headband of Intellect +2
3000 Empowered Spellshard (Combust) (MIC 96)
2000 Ring of Protection +1
18100 Boots of Speed and Translocation (x1.5, MIC71) and Dex +2 (MIC 234)
8750 Healing Belt (MIC 110) of Con +2 (MIC 234) and Strength +2 (MIC 234)

48100 Total

Buy some special material arrows.

In the future you'll want a better Vest of Resistance to improve your saves. An Aureon's Spellshard (ECS) could save you money buying new spells. Some Pearls of Power provide a cheap supply of 1st level shield spells.


Spells in spellbook (wizard level 6):
(You can buy more for 50*spell level each.)

3rd (4): Fly, Blacklight (SC), Flame Arrow, Dragonskin (SC)
2nd (4): Combust (SC), Invisibility, Burning Sword (SC), Alter Self
1st (8): Shield, True Strike, Arrow Mind (SC), Raging Flame (SC), Distracting Shadows (Magic of Eberron), Guided Shot (SC), Ray of Flame (SC), Nerveskitter (SC)

(Next level suggestion: Greater Mirror Image from PHBII and Heart of Stone from CMag.)

Typical spells prepared:

3rd (2+1+2): Fly, Blacklight, Flame Arrow, Dragonskin, Fiery (Empowered) Combust
2nd (3+1+2): 2x (Empowered) Combust, Invisibility, Burning Sword, 2x Alter Self
1st (3+1+2): 3x Shield, Distracting Shadows, Raging Flame, Nerveskitter


Tactics: Cast Distracting Shadows on an item you carry with you and the shadows will always be a little darker where you walk. Dragonskin, Alter Self and Flame Arrow should be cast before you enter into a dangerous situation (like a dungeon). Use Alter Self to change into a tren (Serpent Kingdoms), or if that's not available, a troglodyte. Shield can be cast as a swift action (Abjurant Champion) and is usually the first spell you cast in combat. Fly lets you fly out of range and fire down burning death on landbound enemies. The damage from the crystal, Flame Arrow and Burning Sword all stack for an extra 3d6 fire damage if both spells are active. Blacklight is effectively a lower level Greater Invisibility. If an enemy gets close, hit him with your Combust spells. A Fiery Empowered Combust does an average of 77 damage with no save - that should discourage most attackers. Especially if they end up on fire afterwards.

Doi
2007-07-09, 01:53 AM
1. Looking for some old fashioned character. First try to a 3.5 campaign so won't have much resourses.

2. Books: Just the PHB I.
Race: Elf
Class: Paladin of Tyr of Forgotten Realms.
Ability Scores: St 18/Dex 19/Con 10/In 9/Wis 13/Cha 16
Alignment: Lawful Good
Concept: An ex-mercenary that was converted due to direct divine intervenction. Damage dealer guy.
Other: Has a composed bow that can deal with any strength bonus and a magic longsword +1 with damage and critical value of a bastard sword.

Thanks in advance for your help. :smallbiggrin:

Edit: Just to say that i would like it full progression for 20 levels just in case of a real long campaign, and say that the abilities were ordered to a warrior but the DM made me turn into a paladin so can't change them.

Piggy Knowles
2007-07-09, 11:13 AM
Hi guys,need a little help on this one,from scratch,DM hints that the adventure will probably cap at level 20
...
NOTE:FIRST TIME PLAYING A PALLY,NEED HELP :smalleek:

Halfling Paladins are tons of fun! Why? Because their mounts tend to be medium sized, meaning they can navigate most dungeons!

That being said, and based off of your stats, I'm going to go mostly for a mounted combat build.

1. Paladin 1- Aura of good, detect evil, smite 1/day, Power Attack
2. Paladin 2- Divine grace, lay on hands
3. Paladin 3- Aura of Courage, divine health, Mounted Combat
4. Paladin 4- Turn Undead, +1 Constitution
5. Paladin 5- Smite 2/day, special mount (riding dog, see end)
6. Paladin 6- Remove disease 1/week, Ride-by Attack
7. Paladin 7-
8. Paladin 8- +1 Charisma
9. Paladin 9- Remove disease 2/week, Spirited Charge
10. Paladin 10- Smite 3/day
11. Paladin 11-
12. Paladin 12- Remove disease 3/week, Improved Initiative, +1 Strength
13. Paladin 13-
14. Paladin 14-
15. Paladin 15- Remove disease 4/week, Smite 4/day, Leadership
16. Paladin 16- +1 Strength
17. Paladin 17-
18. Paladin 18- Remove disease 5/week, Iron Will
19. Paladin 19-
20. Paladin 20- Smite 5/day, +1 Strength

For regular melee, fight with a longsword, warhammer, or battleaxe, whichever you'd prefer. This allows you to have a hand free for casting Paladin spells when you need to without dropping your weapon, but also lets you use them two handed when fighting to get the most out of your Power Attack.

For mounted combat, always stick with the lance. You can use it one handed when necessary, just as the others, it has good reach from your mount, and most importantly, whenever you charge with your mount, it deals double damage. Combined with Power Attack and Spirited Charge, you can do some serious damage.

Normally with a Paladin build I would focus more on Charisma than Strength, for Divine Grace and smiting, but in this case once your Charisma hit 16 I switched over to Strength, mainly because the lance/Spirited Charge combinations will be giving your strength all sorts of multipliers. To make up for this, I had you take Iron Will at level 18 - in those late levels, failing a Will save more or less means death for your character. However, you could easily just continue increasing Charisma every 4 levels if you prefer.

For armor, eventually you'll want to shoot for some mithril full plate, but that's fairly pricey. Until then, breastplate is your best bet.

If you'd like to, go ahead and wear a buckler. They're cheap, so it won't really hurt anything. Overall you want to be attacking with 2 hands all the time, for the sake of Power Attack, but if you ever feel like being conservative, you can sacrifice some points of damage for an extra point or so of AC. Won't make much of a difference, though, because again ideally the only time you aren't holding your weapon in both hands is when you're casting a spell.

Key buff spells will be Prot/Evil, Divine Favor, Bless Weapon, Bull's Strength, Greater Magic Weapon, Death Ward, and Holy Sword. Remember that you can share all those spells with your mount.

For the mount itself, see if your DM will allow the riding dog to be trained for war, which means that it has a trip attack much like the wolf. Your mount will gain in intelligence and hit die, meaning it will be intelligent enough to take various feats. Here is what I would suggest:

Alertness, Track (you start with these)
Run, Endurance, Improved Natural Attack

The character should be fairly straightforward. There are several things to remember when playing a paladin:

1. Detect evil at will, use it, use it, use it! You're talking a 60 foot cone that requires a foot of stone or three feet of wood or dirt to block, meaning that in many situations you can aim it through closed doors to get an idea of what's waiting for you on the other side, as well as tons of other fun tricks.

2. Don't be overly stingy with your smites. Granted, don't go smiting everything that's slightly evil, but don't be afraid to "waste" your smite - you're still an effective melee character without it.

3. High HP, divine grace and divine health plus a spell list that is chock full of everything from Lesser Restoration to Break Enchantment means that you are the ideal person to be the focus of most nasty spells and SLAs - you can probably stand up to them a lot better than the fighter or bard can. Don't be afraid to get all up in a mage's business.

4. Never forget what the mount can do! Your mount is highly intelligent (for a dog) and quite strong. It should have no problem performing normally complicated maneuvers such as grappling (something that you, being small sized, are unsuited for), sundering weapons, and tripping (especially with its trip attack). Even though you are primarily focused on mounted combat, when you need extra bodies, don't be afraid to dismount and let your riding dog fight alone. Also, don't forget that you share spells, even spells that should normally only effect you.

Have fun! Hope you enjoy the character.

Piggy Knowles
2007-07-09, 02:35 PM
First-round-attack question:
I'm going to be playing in a one-shot pvp game, at ecl 20, using phb/dmg/mm only, and with 1 million gp to spend...

...Is there a core build that can have me acting faster and striking with similar power?

(restrictions, apart from core-only, are that I can't have custom items, and the 25-point-buy system is being used) ( My character's dex right now is 30, and I could only go 2 higher with a better Manual of Quickness in Action--I decided that another stat would be better)

The highest core-only Initiative modifier I can come up with, while still leaving a fairly decent character, would be using the Pixie or Grig as a base creature (both give +8 to Dex).

Start with a base Dex of 17, +4 levels, +8 racial, +6 gloves, +5 tome. You've got a whopping Dexterity of 40.

Toss in 8 levels of Duelist, Improved Initiative, and a Rod of Alertness. Your initiative modifier is now +24.

The Grig is LA +3 and Tiny sized, which is nice, but stats overall are not as good as the Pixies, and movement is significantly worse. The Pixie is LA +4, but gets a nice fly rate, very decent ability mods beyond dex, and is always invisible (which is fun). I'd probably go with the Pixie.

As for off-the-bat damage, I would say consider sneak attack. A Pixie Rogue 7/Assassin 1/Duelist 8 would have a BAB of +13, +5d6 sneak damage, +1d6 precise strike. Pixies and grigs both get Dodge as a bonus feat, so you'd just need Mobility and Weapon Finesse (a must as it is) to meet the pre-reqs (plus the necessary skills, of course).

You could up that to +9d6 sneak if you forego the levels of Duelist and just take a +20 initiative mod. Your BAB will drop down to +11, too. Rog7/Ass 9 would be the best bet there, unless you really want to hit the Rogue special abilities (which IMO are inferior to the Assassin's spells and HIPS for a one-shot deal like this), in which case Rog11/Ass5 works fine. An easy compromise between Initiative and Sneak would be Rogue 5/Assassin 9/Duelist 2 (+8d6 sneak, +22 init, +11 BAB).

Using the same weapon you've been using, assuming everything hits a full Hasted attack first round can do 4d4 (base weapon damage) + 20d6 (elemental/vicious weapon mods) + 10d6 (spell storing) + 32d6 (sneak). That's 62d6 + 4d4, or an average of 227 damage. From a pixie. And that's not adding in the idea of TWFing or anything.

Sure, a Power Attacking mounted barbarian with Spirited Charge could do lots more. Still, this was an experiment in the maximum initiative a character can get and still wreak major havoc. Enjoy the builds.

knightware
2007-07-10, 04:18 AM
I would really like to play an Angelic Fighter, with some Divine Magic would be cool also to go with the theme. But I am having trouble putting together something that works.


Lvl 25 Gestalt game

38 Point Buy

Books : PB, DMG, MM and complete books

House Rules:
Polymorph part 1 http://www.giantitp.com/articles/dC21fDHZ4tK8n5OjUm9.html

polymorph part 2 http://www.giantitp.com/articles/PbpHATjPkec7E82kEmo.html

Any help in building this concept would be great thanks alot in advance

mudbunny
2007-07-10, 08:59 AM
Asking for a Character:
If it were a normal party, I would be going with a transmuter, with Evocation and enchantment as banned schools (although they can be changed). However, the rather unique party make-up leads me to think that I might want to take something different.

1. Which of the above are you asking for?
* * *Level by level, up to level 10 for now.

2. In your request specify whether you have requirements, preferences, or no limits on the following:
* * * * *a. Books SRD/core, feats/spells can also use Complete (except for scoundrel or Champion)
* * * * *b. Race Deep Halfling
* * * * *c. Class Wizard
* * * * *d. Ability Scores 16, 16, 16, 15, 14, 11
* * * * *e. Alignment LG
* * * * *f. House Rules: None that I can think of
* * * * *g. Concept: Not die??
* * * * *h. Other: This is for a PbP character, so probably a fair amount of RP. In addition, the party was generated more or less at random, so we have 2 wizards, a cleric, a bard and a rogue.

Any suggestions for spells to take would also be appreciated. The lack of a meat-shield makes me think I might want to stray away from the transmuter and focus more on blastery-type spells, but i am not sure.

The other wizard is playing an evoker.

Jayemji
2007-07-10, 11:26 AM
Can someone make me a level 16 Elven Magus NPC?

1. Which of the above are you asking for?
* * *A level 16 Ultimate Magus.

2. In your request specify whether you have requirements, preferences, or no limits on the following:
* * * * *a. Books: Core, Complete Series, DMG/PHB 2, Unearthed Arcana, Races books. No campaign-specific books.
* * * * *b. Race: Elf of some sort, may be any LA +0 variant.
* * * * *c. Class: Ultimate Magus with Wizard as the prepared class (specialists are ok)
* * * * *d. Ability Scores: 32 point buy
* * * * *e. Alignment: LE, LN, or neutral.
* * * * *f. House Rules: No automatic successes or failiures on checks. A roll of 1 is a -10, a roll of 20 equals 30.
* * * * *g. Concept: Magic-obsessed arcanist. Not particularily scrupulous, and devious enough to get whatever he wants that he can't simply take by force. Has compunctions about killing people though, and likes to avoid doing so if feasible. (Making their lives miserable is an entirely different matter)

Fhaolan
2007-07-10, 03:04 PM
Okay, this one's been bothering me for awhile, because I think it's just cute but I don't know exactly how to build it out. I'll give you the story of how this character idea came to me, it might help you understand why I want to do this.

I was watching the Blue Man Group in concert... Can't remember which concert, sorry... when they pulled out a strange 'instrument' as they wont to do. It was a long flexible pole, like a fishing rod (although I think it was thicker and more robust, you get the idea), and they whipped it about making it do this 'whee whee wheeeeee whoooooo' noise. Which they then proceeded to work into the music they were doing.

So, being the long-time D&D gamer, I thought to my self: Self, that would be the silliest bard's instrument ever. And weapon, since it would be like a stiff whip hitting you. Heck, it wouldn't surprise me to find out it's a martial arts weapon. A monk's weapon!

And then my brain snapped, and fixated on a monk/bard 'Master of the Whippy Rod', and just to makes matters worse I for reasons unknown have decided he should be a dwarf. I haven't been able to get this idea out of head, seeing this dwarven martial artist leaping about beating up orcs with a fishing rod in some kind of impromtu Stomp routine. Help?

I know that Monks must be lawful and Bard's can't. I know there isn't a 'whippy rod' weapon/instrument RAW. So on, so forth. Is there anything you master builders of the forum can do to help me realize this... thing, so I can finally get the idea out of head? :smallbiggrin:

EDIT: Oh yeah, I keep forgetting the special 'request format'. Here we go:

New Character Request:
Books: Since this one is so odd. I'll open the door. 3rd party, campaign-specific books, the lot.
Race: Dwarf
Class: Monk/Bard
Level: I tend not to play high level, so I think 10 at highest, please.
Ability Scores: Elite array
Alignment: Well, there's the rub, right?
House Rules: This will probably need some, but I'm hoping to minimize it.
Concept: Dwarven capaeira-style martial artist (style drawing heavily from music and dance), weilding a long flexible rod (a two-handed Sjambok, basically)

WorthingSon
2007-07-10, 09:15 PM
I have a couple of thing to add, but time is short right now, so I'll just give you this:

For those of you wishing to maximize a build, check out this (http://boards1.wizards.com/showthread.php?t=320889) thread that has almost every possible way to get any stat to anything it can be to, like int to damage for example.

WorthingSon
2007-07-11, 12:35 PM
New Character Request:
Books: Since this one is so odd. I'll open the door. 3rd party, campaign-specific books, the lot.
Race: Dwarf
Class: Monk/Bard
Level: I tend not to play high level, so I think 10 at highest, please.
Ability Scores: Elite array
Alignment: Well, there's the rub, right?
House Rules: This will probably need some, but I'm hoping to minimize it.
Concept: Dwarven capaeira-style martial artist (style drawing heavily from music and dance), weilding a long flexible rod (a two-handed Sjambok, basically)

As far as the class goes, look at Battle Dancer in Dragon Compendium (don't have a copy taht I can get ahold of ATM sry). For Weapon... that might have to be a DM thing... a Flex enchant on a Staff or something. Maybe if you did Warlock and used the Eldritch Glave Invocation from Dragon Magic Pg. 82 and DM ruled that you could make a bendy Quarterstaff instead of a Glave. Or steal the Concept of the Elvencraft Bow from Races of the Wild pg. 166 and have the none melee form be a tall harp or soemthing.

WitchSlayer
2007-07-12, 01:49 AM
I need help building a human druid for a campaign my friend is about to run. Mind you I've been lurking around these forums so a while so I know quite a bit of things about building, but I still can't really get the hang of it. So far we don't have a fighter type person, although we might have another person come in, so far the only team is a rogue, a wizard, and myself. My stats are as follows
Wis Con Dex Str Int Cha
17, 16, 15, 13, 12, 11
We're starting at level 5, so, I need some help for what to invest in, skill point wise, and also any feat suggestions (Apart from Natural Spell, of course, thats blaringly obvious), also maybe some tips on animal companions.

Thank you for your time.

WorthingSon
2007-07-12, 08:13 AM
I need help building a human druid for a campaign my friend is about to run. Mind you I've been lurking around these forums so a while so I know quite a bit of things about building, but I still can't really get the hang of it. So far we don't have a fighter type person, although we might have another person come in, so far the only team is a rogue, a wizard, and myself. My stats are as follows
Wis Con Dex Str Int Cha
17, 16, 15, 13, 12, 11
We're starting at level 5, so, I need some help for what to invest in, skill point wise, and also any feat suggestions (Apart from Natural Spell, of course, thats blaringly obvious), also maybe some tips on animal companions.

Thank you for your time.

Unfortunatly Natural Spell requires you have wild shape when you take it, which you get at level 5 for a druid, and the feat would be taken at lvl 3... so you would have to wait till lvl 6 to take that. Unless you DM lets you take it anyways.

Abilities:
Wis 18 (+1 at lvl 4)
Con 16
Dex 15
Str 13
Int 12
Cha 11

Skills:
Spot 8
Listen 8
Survival 5 (+2 more from Nature Sense) = 7
Handle Animal 5
Concentration 5
Knowlage (nature) 5 (+2 more from Nature Sense) = 7
Spellcraft 4

Feats:
Dodge
Mobility (these 2 are pre-req's for like half the freacking feats on the planet)
Empower Spell (if you DM won't let you take Natural Spell as it is technically against the rules)

Animal Companion:
Wolf, Eagle, or Hawk. Horse if you really want a free mount, in which case, lower some of the other skills and put some points into ride.

Notes:
If you get the 18 Wis, you will have an extra spell every spell level (except 0th level) up to level 4; otherwise with a 17 you lose the extra 4th level spell. The skill points were just what I would do, no particular aim, so look for a Prestige class if you are thinking of going that way and make sure you get the needed skills.
Also, you never said what books were available to you, so I stuck to the PHB.

Gast
2007-07-12, 11:27 AM
Character Request Post: 494 (http://www.giantitp.com/forums/showpost.php?p=2869195&postcount=494)

Character Concept:
I'm looking for some help building a Neverwinter Nights 2 (NWN2) character that abuses Great Cleave.

Build Type: Scratch
Starting Character Level: 1
Ending Character Level: 10-20
Book Limitations: N/A
World/Setting Limitations: NWN 2
Class: None
Race: Human prefered, flexable.
Ability Scores: Progressive Point Buy (NWN 2)
Alignment: Any, slight bias to no alignment restrictions
Other: I'll be playing on D&D hardcore rules. I'd prefer this to be a strait melee character, so no direct dmg spells. Gear suggestions are welcomed, but no item specific builds please. Things to help survivaliblity, increasing weapon dmg for multiple attacks, etc. are all ok. Again, the point is to abuse great cleave as much as possiable... and still survive.

And finally, no spoilers please. Thanks.

Edit: Changed the Build type to Scratch as I could prob reverse eng the build.

WitchSlayer
2007-07-12, 04:31 PM
Thank you very much, Worthingson.

JoshR
2007-07-12, 06:12 PM
1. Which of the above are you asking for? Level by level (up to 10ish)
2. In your request specify whether you have requirements, preferences, or no limits on the following:
* * * * *a. Books: all WotC books except setting-specific ones
* * * * *b. Race: Human
* * * * *c. Class: Rogue 1 / Fighter X / other?
* * * * *d. Ability Scores: Str 18, Dex 18, Con 9, Int 17, Wis 12, Cha 14
* * * * *e. Alignment: Neutral
* * * * *f. House Rules: allowed to use class variants (i.e. Thug variant for Fighter -- giving 4 skill points/level and light armor only)
* * * * *g. Concept: Kid grows up undernourished on the city streets (low Con), but learns to be fast (high Dex) and how to hit hard (high Str), and learns to fight by hitting where it hurts (sneak attack), disabling his opponents (trip), and then getting out of the way (reach weapons). Bright (high Int), jack-of-all-trades (Able Learner, rogue as first class, taking skill ranks in most skills), focussing on movement and social skills. Incidentally, the best rolls I've ever had (4d6, dropping the lowest, but also re-rolling 1's). :) Possible prestige class ideas include Dervish.
* * * * *h. Other: The other characters are a trap-finding ranger (with the ranger variant that swaps Trapfinding in place of Track), a wizard, and a cleric. We've been told that the campaign will use every skill in the book.

Feel free to chime in with builds with very different ideas from the ones I have now, complete level-by-level builds, general suggestions, ideas, etc - as you prefer. :)

And thanks in advance for any help or ideas!

Scotty
2007-07-13, 08:40 PM
So im pretty much a newb when it comes to D&D. I've only played 2 characters and I probably didnt even play them very well. We're rolling up characters for our new campaign and starting them off at lvl 3. I'm wanting to play a swordsage, but my lack of experience is proving to be a burden.

Im looking for ideas to make this character a good melee finesse fighter. Dual wield, longsword(or any sword for that matter), or unarmed combat...it doesnt matter. I'm open to all suggestions including ability scores, where to dump skill points, and feat progression.

I'm looking to play a human with a CN allignment. Any help you more experienced players can give me would be appreciated. Thanks.

-Scotty

CyberWyld
2007-07-15, 04:41 AM
Guess I'll try asking here just for kicks. Been burning up the other threads with it anyways. Let me see a build to 15th lvl for a dual wielding ranged weapon fighter. I won't even specify the weapon or the classes I want. I'd like him modeled after an old western gun slinger. Think Desparado. smokepowder pistols are not the obvious choice here, I'm curious to see what folks come up with. Also I'll leave the classes and race up to anyone that cares to partake. PM me your build please. Thanks in advance.



hasta

psychoticbarber
2007-07-15, 11:29 AM
Okay, I'm looking for optimized: Swordsage, Crusader, and Warblade.

I need: Combat Statistics at 1st, 5th, 10th, 15th, and 20th levels.
Books: Whatever you feel like.
Flavour: This doesn't really matter. I'm homebrewing a class, and I'm planning to use these characters to test balance. Essentially with my attention being paid to the homebrewing and my lack of optimization skills, I want to test my class against the big boys before I release it. It's essentially anything goes for these builds.

Thanks very much!

Scotty
2007-07-16, 09:21 PM
So im pretty much a newb when it comes to D&D. I've only played 2 characters and I probably didnt even play them very well. We're rolling up characters for our new campaign and starting them off at lvl 3. I'm wanting to play a swordsage, but my lack of experience is proving to be a burden.

Im looking for ideas to make this character a good melee finesse fighter. Dual wield, longsword(or any sword for that matter), or unarmed combat...it doesnt matter. I'm open to all suggestions including ability scores, where to dump skill points, and feat progression.

I'm looking to play a human with a CN allignment. Any help you more experienced players can give me would be appreciated. Thanks.

-Scotty


Hello? Is this thing on? No takers eh?