PDA

View Full Version : Character Builder Thread



Pages : 1 2 3 [4] 5 6 7 8

Grizzled Gryphon
2007-12-14, 04:38 AM
1) I am not sure exactly what you mean by that statement, but here is what I think you are looking for.

For a starting Duskblade and every level he gains as a Duskblade, he can pick spells only from the Duskblade spell list. In order to get spells from other lists, he would have to take the feat Extra Spell. However, that feat has been the object of some serious debates. I allow people to use that feat to get spells from other lists, but many do not. With me, the spell has to be the right type, though. So, if you cast arcane spells, you can't use the feat to get a divine spell, and vice-versa. Also, if the spell is on your list, you can't use the feat to get it from another list. (That last eliminates people getting spells at much lower level then they should, becuase on another casters list it is of a lower level. Paladin, Assassin, and Ranger spells are the usual reason for that)

2) that is a typo. There is errata one place or another, can't find it at this moment, that states they are proficient with all simple and martial weapons. At least, I am 90% sure I have seen that errata...

Regardless of the errata, I am sure that you can allow him to be proficient in simple weapons as well, and not break the class.

dragon ruler
2007-12-15, 08:49 PM
do you know of a good online vertul game

Grizzled Gryphon
2007-12-15, 09:38 PM
No one has taken on my character idea? Bummer. Oh well, I will just use the one I have in mind, then.

sumoalex
2007-12-16, 08:26 AM
I have a question that may be integral to the thread:

Is this the place one should go if building a character after a well-known real-life/fiction character? For instance, if I wanted to play Frodo, would I go here?

why is your avatar a brick wall?!?:confused:

Grizzled Gryphon
2007-12-16, 08:56 AM
why is your avatar a brick wall?!?:confused:
Is this a trick question, or did you not notice that his name is Brickwall?

Nonanonymous
2007-12-16, 06:59 PM
1. Which of the varieties of level progression are you asking for? -- From scratch to level 10
2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books that can be used to build your character -- Just about anything as long as it stays within some of the general themes presented. Emphasis placed on Complete Scoundrel, and Complete Adventurer.
b. Race (including any Level Adjustment Limits) -- Nothing that doesn't make any sense at all for all the other traits of the character.
c. Class -- A few levels in ninja, rogue, or similar classes, with more levels invested in some variety of caster.
d. Ability Scores (fixed or generation method) -- 13, 17, 12, 12, 15, 13, applied in whatever fashion you wish.
e. Alignment -- Anything non-lawful and non-evil.
f. House Rules: are there any other requirements or unusual rules imposed on you/your character (e.g. no single level dips, no item creation feats, Track is being given to you as free feat, etc.) -- None that should affect anything in a dire way.
g. Concept: what requirements or preferences do you have regarding concept? -- I want an acceptable balance between capability as an assassin/guerrilla warfare combatant, and spellcasting. His equipment should be practical, including an assortment of hidden spaces, surprise weapons, poisons, and a few magic items as well, though only as much as he can carry without serious impediment. The only two deities which I think would be appropriate for him to serve are Eilistraee or Odin. The weapons I favor are the kukri, hand-crossbow, collapsing crescent fan, and the kama, a blow gun might be a good choice too. The spells I favor for this character are either associated with illusion, shadow, moon, water, and air.
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)? -- Since undead monster classes were offered as possibilities for the start of the game, I can assume that their will be a large number of undead in the campaign.

Centor
2007-12-17, 08:38 PM
I need help with a DragonFire Adept build from 1st to above 20. We are about to start a new campaign that is going to be Dragon heavy from what they DM says. Mostly Roleplaying with some fighting. The party already has a Dragonborn Paladin (Behamut), Elven Ranger, and an Elven Sorceress.

We are allowed to take to flaws, I was thinking either Murky eyed, Noncombatant, or Shaky.( Murky eyed and shaky work best into my back story, but i like noncombatant mechanically) I want to be a Tibbit from Dragon Magazine Compendium, but the DM is still out on that one. If he says no to the fire breathing kitty, then I was thinking silver brow human but I'm open to suggestions. I've read thru the DFA guide (http://forums.gleemax.com/showthread.php?t=780301)(s) and haven't seen anything that fits perfectly (actually seen way to much that would be cool and cant decide) It looks like the party needs a sneaky (splash of rouge?) but I don't like the idea of the smoking bottle trick or the Ghost Wurm build very much plus I have lots of feats to play with and good scores; I'm sure that I could do something really cool with them but don't know enough about the class.

Its 45 straight point buy so can get killer scores. I was thinking:
14 -2 with tibbit end with 12
16 +2 with tibbit end up with 18
18
14
14
17
again suggestions welcome.

No idea on feats, I know I want entangling breath and that's it.
Breathe effect, up to you. DM ruled that I do keep fire breath in other forms, so if Tibbit fails, humanoid shape is cool, otherwise I'll skip it in favor for the cat form because he will probably let me change back and forth as a standard action.

I do want to do the trick with the daggers/enhancement stones, and dragon spirit cistern. Any other great item combos I should get or get instead?

Books allowed are PHB 1 &2, all the dragon books, all complete series, Magic items, arms and equipment, and anything else is by request, but I don’t want to push it to much.

So with that how do you optimize this build level by level up to or past 20?
Is there something I’m missing or over looking?


Thanks for the help!

Norm
2007-12-19, 04:28 AM
Hello all, I'm playing in a family game that includes 3 adults and 3 kids. My character is the fighter/party leader and I'd like to make him a gish that can maintain his role as the front-line charger. I've done a LOT of board-surfing and think I'm close to having him optimized (except mistakenly taking Dodge at 1st lvl):

Current stats: Human, NG, Ftr1 with: 18Str,16Dex,15Int,14Wis,14Con,10Chr
Current Feats: Power Attack, Cleave, Dodge
Fighting Style: Currently two-handed, willing to change
Books allowed: Core, CW, CA, CD, CM, UA, ToB, Ebberon books
Current party: No mage, adult cleric and rogue, young sorcerer, druid, and ranger.

Q1: What great front-line gish can I make from this fighter?

Q2: Here are two viable builds I've made, any suggestions?

Build 1: Charges, then casts from behind a guisarme
F1 Power Attack, Cleave, Dodge
W1 (Familiar: Weasel)
W2 Combat Casting
W3
W4
W5 Extend Spell, Combat Expertise
W6
Ss1
AC1 Leap Attack
AC2
AC3
AC4 Quicken Spell
AC5
EK1 Imp. Combat Expertise
EK2 Persistent Spell
EK3
EK4
EK5 Arcane Strike
EK6
EK7

Build 2: Delays magic for pouncing and tripping
F1 Power Attack, Cleave, Dodge
F2 Combat Expertise
W1 Combat Casting (Familiar: Weasel)
W2
F3 Leap Attack
Ss1 Improved Trip
AC1
AC2
AC3 Craft M. Arms & Armor or Arcane Strike
AC4
AC5
EK1 Extend Spell Imp. Combat Expertise
Ss2 Quicken Spell
Ss3
EK2 Arcane Strike
EK3
EK4
EK5 Persistent Spell
EK6
EK7

All feedback welcome, thanks!

Wordmiser
2007-12-19, 05:36 PM
Q2: Here are two viable builds I've made, any suggestions?Just to hash the two of them together (and add a couple new elements):

Fighter 2/Combat Wizard (UA) 4/Spellsword 1/Abjurant Champion 5/Eldritch Knight 8

Feats:
1:Cleave, Dodge, Power Attack
2:Combat Expertise (Fighter Bonus)
3:Combat Casting, Improved Trip (Wizard Bonus)
6:Leap Attack (or Practiced Spellcaster [CAr])
9:Arcane Strike
12:Extend Spell
13:Combat Reflexes
15:Robilar's Gambit (PHB2)
18:Persistant Spell

You could add an extra Wizard Level in the final Stretch of Eldritch Knight for a bonus feat (If you really want Improved Combat Expertise, for instance). At that point, the extra squishiness won't matter much.

Robilar's Gambit is included because you'll have the defensive abilities to use it without much of a loss (With AC AC and miss chances from spells, you should be fine).
----
I'm also tempted to advocate the Swiftblade (http://www.wizards.com/default.asp?x=dnd/prc/20070327) class. Fighter 1/Combat Wizard 5/Swiftblade 10/Abjurant Champion 4 only nets in 8th level spells, but it loses those caster levels well. The main problem is low-level squishiness; you may have to revert to buffing and ray-slinging around levels 4-6.


For a Swiftblade build that would be fairly well suited to all levels of play:
Fighter 2/Combat Wizard 4/Spellsword 1/Swiftblade 6/Abjurant Champion 3/Swiftblade 4
Feats:
1:Cleave, Dodge, Power Attack
2:Combat Reflexes
3:Combat Casting, Mobility
6:Leap Attack
9:Arcane Strike
12:Improved Bull Rush
15:Robilar's Gambit
18:Shock Trooper (After all, there's only a 50% chance of hitting you before you get Greater Mirror Image or Abrupt Jaunt into the picture.

Norm
2007-12-20, 12:05 PM
Wordmiser, thanks for your help! Your build is much better than my build 2. Unfortunately, I mistakenly indicated I had Unearthed Arcana, but it was Complete Arcane. So it looks I'm missing UA, PHBII, and probably Spell Compendium to really make the best build.

Including Combat Wizard isn't available to me (yet), but it also seems a great fit with the F1/W5/Ss1/... progression. Do you still like Swiftblade in the F2/W4 build if Combat Wizard isn't available?

Glawackus
2007-12-20, 01:42 PM
Asking for a Character (You may want to use the Sample below as a template for your request):
1. Which of the above are you asking for?
A blow-by-blow guide, taken to level 10 (although levels 1-3 are the really important bits for this, as that's what we'll be playing)
2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books that can be used to build your character
Core books, the Complete series, Faerun CS, Player's Guide to Faerun, Races of Faerun...I think that's it. If someone sends me a PM along the lines of "Can you use x?", it might jog my memory.
b. Race (including any Level Adjustment Limits)
Anything is acceptable as long as it's within LA+2 for this game, although I'd like to stay away from anything that isn't humanoid and native to Faerun. I'm slightly leaning towards halfling at the moment.
c. Class
Here's where I'm not quite sure. What I've been thinking of is a Punisher-type character--he's seen a lot of his friends get killed, and at this point, what's keeping him running is essentially determination to get back at his friends' killers. I was thinking it's entirely possible he's a Favored Soul for a deity of vengeance, or a smarter-than-your-average-bear Barbarian. Whatever the class may be, I'm looking for a character that's going to be viable in melee combat and comfortable with doing the dirty work.
d. Ability Scores (fixed or generation method)
Classic D&D generation
e. Alignment
CG, LN, or CN were what I was thinking.
f. House Rules: are there any other requirements or unusual rules imposed on you/your character (e.g. no single level dips, no item creation feats, Track is being given to you as free feat, etc.)
None that haven't already been mentioned.
g. Concept: what requirements or preferences do you have regarding concept?
See Class.
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)?
Forgotten Realms campaign setting, and the character's background has to be connected to a travelling merchant, for what it's worth. (Merchant is a happy-go-lucky moon elf.)


If somebody could do this for me, I'd be really grateful. :smallbiggrin:

Wordmiser
2007-12-20, 07:09 PM
Including Combat Wizard isn't available to me (yet), but it also seems a great fit with the F1/W5/Ss1/... progression. Do you still like Swiftblade in the F2/W4 build if Combat Wizard isn't available?It works fine with normal Wizard, possibly even better, depending on how much time is available for Scroll Scribing. I was just trying to open an extra feat with that, but you're the judge of what works and what doesn't. Just ditch the Shock Trooper/Improved Bull Rush in favor of Combat Reflexes and Quicken Spell (neglected originally because you can already cast Haste and low-level Abjurations as Swift actions, but it's a great feat regardless) and all should be well.

MammonAzrael
2007-12-21, 03:58 AM
Hey guys, I was hoping you guys could help me build a character for a game my DM will be running soon. I've got a build(below) that I thought up, but I'd really like to see your takes on it. It goes up to 20th, but since the campaign will start at Lv 1 or 2, I'd prefer a level by level, with the early levels still capable.

1. Character from scratch, preferably level by level.
2. Books: Core, PHII, all Completes, ToB
Race: Human, Dwarf, Elf
Concept: Skilled fighter with a predilection for magic who will take a beating and not flinch. As he grows more powerful, he becomes a Jade Phoenix Adept (more for crunch than fluff, since I don't think the classes fluff exists in the DM's world). I went Duskblade to give him combat and magic capabilities right off, but he can start as either pure martial, or caster.

Class/Level|BAB|Fort|Ref|Will|Special
Duskblade 1|+1|+2|+0|+2|Arcane Attunement, Armored Mage(Light)
Duskblade 2|+2|+2|+0|+2|Combat Casting
Duskblade 3|+3|+3|+1|+3|Arcane Channeling(Standard Action)
Duskblade 4|+4|+3|+1|+3|Armored Mage(Medium)
Duskblade 5|+5|+4|+1|+4|Quick Cast 1/day
Duskblade 5/Crusader 1|+6/+1|+6|+1|+4|Furious Counterstrike, Steely Resolve 5
Duskblade 5/Crusader 1/Jade Phoenix Adept 1|+7/+2|+8|+1|+4|Arcane Wrath, Rite of Walking
Duskblade 5/Crusader 1/Jade Phoenix Adept 2|+8/+3|+9|+1|+4|Mystic Phoenix Stance, +1 Lv to Arcane Spellcasting Class
Duskblade 5/Crusader 1/Jade Phoenix Adept 3|+9/+4|+9|+2|+5|+1 Lv to Arcane Spellcasting Class
Duskblade 5/Crusader 1/Jade Phoenix Adept 4|+10/+5|+10|+2|+5|Empowering Strike, +1 Lv to Arcane Spellcasting Class
Duskblade 5/Crusader 1/Jade Phoenix Adept 5|+11/+6/+1|+10|+2|+5|+1 Lv to Arcane Spellcasting Class
Duskblade 5/Crusader 1/Jade Phoenix Adept 6|+12/+7/+2|+11|+3|+6|Firebird Stance, Jade Phoenix Master
Duskblade 5/Crusader 1/Jade Phoenix Adept 7|+13/+8/+3|+11|+3|+6|+1 Lv to Arcane Spellcasting Class
Duskblade 5/Crusader 1/Jade Phoenix Adept 8|+14/+9/+4|+12|+3|+6|Quickening Strike, +1 Lv to Arcane Spellcasting Class
Duskblade 5/Crusader 1/Jade Phoenix Adept 9|+15/+10/+5|+12|+4|+7|+1 Lv to Arcane Spellcasting Class
Duskblade 5/Crusader 1/Jade Phoenix Adept 10|+16/+11/+6/+1|+13|+4|+7|Emerald Immolation, +1 Lv to Arcane Spellcasting Class
Duskblade 6/Crusader 1/Jade Phoenix Adept 10|+17/+12/+7/+2|+14|+5|+8|Spell Power +2
Duskblade 7/Crusader 1/Jade Phoenix Adept 10|+18/+13/+8/+3|+14|+5|+8|Armored Mage (Heavy Shields)
Duskblade 8/Crusader 1/Jade Phoenix Adept 10|+19/+14/+9/+4|+15|+5|+9|--
Duskblade 8/Crusader 2/Jade Phoenix Adept 10|+20/+15/+10/+5|+16|+5|+9|Indomitable Soul

Level|Feat|Man. Known|Man. Readied|Stances
DB1|Martial Study: Burning Blade, Somatic Weaponry|1|1|--
DB2|--|1|1|--
DB3|Eschew Materials|1|1|--
DB4|--|1|1|--
DB5|--|1|1|--
DB5/Cr1|Extra Granted Manuevers|1/5|1/5(3)|1
DB5/Cr1/JP1|--|1/6|1/5(3)|1
DB5/Cr1/JP2|--|1/6|1/5(3)|1
DB5/Cr1/JP3|Knowledge Devotion|1/7|1/6(3)|1
DB5/Cr1/JP4|--|1/7|1/6(3)|1
DB5/Cr1/JP5|--|1/8|1/6(3)|2
DB5/Cr1/JP6|Practiced Spellcaster|1/8|1/7(3)|2
DB5/Cr1/JP7|--|1/9|1/7(3)|2
DB5/Cr1/JP8|--|1/9|1/7(3)|2
DB5/Cr1/JP9|??|1/10|1/8(3)|2
DB5/Cr1/JP10|--|1/10|1/8(3)|2
DB6/Cr1/JP10|--|1/10|1/8(3)|2
DB7/Cr1/JP10|??|1/10|1/8(3)|2
DB8/Cr1/JP10|--|1/10|1/8(3)|2
DB8/Cr2/JP10|--|1/10|1/8(3)|3

Martial Powers|Given by
Burning Blade(boost)|Martial Study
Crusader's Strike(stirke)|Crusader Lv1
Foehammer(strike)|Crusader Lv1
Mountain Strike(strike)|Crusader Lv1
Shield Block(counter)|Crusader Lv1
Stone Bones(strike)|Crusader Lv1
Marital Spirit(stance)|Crusader Lv 1
Fire Riposte(counter)|Jade Phoenix Adept Lv 1
Death Mark(strike)|Jade Phoenix Adept Lv 3
Divine Surge(strike)|Jade Phoenix Adept Lv 5
Holocaust Cloak(stance)|Jade Phoenix Adept Lv 5
Leaping Flame(counter)|Jade Phoenix Adept Lv 7
Ring of Fire(strike)|Jade Phoenix Adept Lv 9
Immortal Fortitude(stance)|Crusader Lv 2

I haven't come up with any spell list. Obviously Touch spells are good. Is the spell list in the PHII the only one for Duskblades, or is there an expanded one elsewhere?

As for skills, with this build, I'd go with Concentration, and various Knowledges, depending on Int.

Those last two feats are also up in the air. Possibly Armor Focus/Spec? Shield Focus/Spec? I don't know how the DM will rule Extra Spell, but that's an option. Maybe more Martial Studies or Stances?

Oh, and perhaps the biggest question: Would Warblade be a better choice than Crusader?

Well, lemme know what you think, if you have any suggestions, or other builds that carry the same concept!

Wordmiser
2007-12-21, 02:32 PM
I haven't come up with any spell list. Obviously Touch spells are good. Is the spell list in the PHII the only one for Duskblades, or is there an expanded one elsewhere?It's the only spell list I know of, but Dragon Magic expanded a number of Non-Core classes' spell lists. If you have it, that might be worth checking.


As for skills, with this build, I'd go with Concentration, and various Knowledges, depending on Int.

Those last two feats are also up in the air. Possibly Armor Focus/Spec? Shield Focus/Spec? I don't know how the DM will rule Extra Spell, but that's an option. Maybe more Martial Studies or Stances?
Knowledge Devotion is the only feat of which I actually approve. If you're using a Two-Handed Weapon (and you should), it's a free action to take your hand off for spellcasting. This removes the need for Eschew Materials and Somatic Weaponry.

I would try to sneak five levels of Abjurant Champion in (one in place of Duskblade 5, four after JPM 2), then ditch Practiced Spellcaster (unless you plan on going into Epic levels).

Extra Granted Maneuvers is okay, but every Maneuver from JPM is going to be "granted" anyway. It just doesn't seem worth a feat.

For replacements, Power Attack is a necessity for any melee-er.

Arcane Strike is great and it does not cost a Swift Action to use. It also stacks with the JPM ability, I believe.

Versatile Spellcaster is good for Duskblades because of their large quantities of low-level spells.

You probably could benefit from Combat Reflexes, Stand Still, Martial Stance--Thicket of Blades, and Robilar's Gambit as well, if you're trying to fill a Tank Role.


Oh, and perhaps the biggest question: Would Warblade be a better choice than Crusader?
Probably not; you'd be stuck spending all your Maneuvers on entry-level prerequisite-free techniques, even if there is a bit of Intelligence synergy there.


Well, lemme know what you think, if you have any suggestions, or other builds that carry the same concept!I would tweak the build along the lines of Duskblade 4/Crusader 1/Abjurant Champion 1/Jade Phoenix Mage 2/Abjurant Champion 4/Jade Phoenix Mage 8. Abjurant Champion 5 raises your CL to your Base Attack, which removes the need for Practiced Spellcaster.

Also, if you want a more powerful build, focus on Devoted Spirit rather than Desert Wind. Desert Wind is the weakest of the disciplines and it introduces extra MAD to your build (Wisdom and Charisma were the only stats which didn't do much for you). Also, it does very little that your spells can not. Devoted Spirit is top-knotch and it meshes well with the Crusader entrance level.

Also, I don't think that Martial Study feat is legal at first level (you have an initiator level of 0).

MammonAzrael
2007-12-21, 05:18 PM
It's the only spell list I know of, but Dragon Magic expanded a number of Non-Core classes' spell lists. If you have it, that might be worth checking.

I've seen other builds or guides with a much bigger list than the original, so I'm assuming there's one somewhere. I'll look around.


Knowledge Devotion is the only feat of which I actually approve. If you're using a Two-Handed Weapon (and you should), it's a free action to take your hand off for spellcasting. This removes the need for Eschew Materials and Somatic Weaponry...

Good to know. My group isn't too picky with materials anyways, so that should work.

Only reason the Martial Study is in there is to meet the prereq for Fire Riposte. Easy enough to lose.


You probably could benefit from Combat Reflexes, Stand Still, Martial Stance--Thicket of Blades, and Robilar's Gambit as well, if you're trying to fill a Tank Role.

The reason I stayed away from these types was because our group doesn't use a mat, and AoOs are pretty rare. I wouldn't have much trouble trying take advantage of AoO, but I'm not sure the group would thank me for it. I'll look into it.

The Abjurant Champion looks really nice. The only problem I see is that (with current spell list) Duskblade doesn't really get any spells to take advantage of AC's abilities. For this action, I'm guessing a couple shots of Extra Spell would be needed. Are there any other feats that grant access to spells?

Thanks for the help!

playswithfire
2007-12-23, 09:13 AM
Here's where I'm not quite sure. What I've been thinking of is a Punisher-type character--he's seen a lot of his friends get killed, and at this point, what's keeping him running is essentially determination to get back at his friends' killers. I was thinking it's entirely possible he's a Favored Soul for a deity of vengeance, or a smarter-than-your-average-bear Barbarian. Whatever the class may be, I'm looking for a character that's going to be viable in melee combat and comfortable with doing the dirty work.

If somebody could do this for me, I'd be really grateful. :smallbiggrin:

Being a bit of a comic book geek, this is what I mainly noticed from your request. I don't have a full build yet, but I think Punisher is most likely a Ranger with a couple variants.
First, Urban Ranger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rangerVariantUrbanRang er), obviously, since he'd be hunting his friends' killers in a city rather than the forest I assume
Then the no-spellcasting variant from Complete Warrior; won't matter much at low levels and you'd have to change the fluff a bit for punisher, mainly changing the names of nature's blessing (adrenaline rush) and healing touch (field medicine), but it's got decent stuff and obviously punisher isn't a caster
Then finally the opposite of this barbarian variant (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#barbarian) for some good killing rage, though I'd ask to keep one Favored Enemy[group that killed your friends] as per urban range

This ends up being more towards the smarter than the average barbarian/street smart barbarian (6+Int skill points) option since favored soul of the spirit of vengeance sounded more like Ghost Rider. If any or all of what I've said sounds like it'd work for your character, I can start work on a build.

EDIT: obviously, you can drop the barbarian variant if you don't like rage and want the combat form feats

Nazde Bahatur
2007-12-24, 01:51 PM
Hello there, I was wondering if someone could help me out.
I have to build a particular character, and I was wondering if you could help me make him more powerful. I was thinking of a swashbuckler (i've already written down his swashbuckling background), but then i thought i should put a couple of rogue levels in, so that i can have the 'Daring Outlaw' feat (Complete Scoundrel) and use the extra sneak attack dmg while flanking. I want him to dish out as much damage as one can do.
He's gonna be the secondary warrior, maybe also the brains of the party.

BUT what other feats should he have? And what about equipment?
Oh, and finally, how many lvls of rogue and how many lvls of swashbuckler, how should i divide them?
I don't want him made from scratch, just tell me how many levels of rogue and swashbuckler you would put, what feats he should have and what items you are suggesting. Thank you!!!

So, it goes like this;

Level; 10
Class; Rogue / Swashbuckler
Race; Human
Ability Scores;
STR 14
DEX 20
CON 14
INT 18
WIS 12
CHA 10
Gold; 40000 gold pieces.
Books; Core (v.3.5), all the Complete series.

playswithfire
2007-12-24, 10:37 PM
Hello there, I was wondering if someone could help me out.
I have to build a particular character, and I was wondering if you could help me make him more powerful. I was thinking of a swashbuckler (i've already written down his swashbuckling background), but then i thought i should put a couple of rogue levels in, so that i can have the 'Daring Outlaw' feat (Complete Scoundrel) and use the extra sneak attack dmg while flanking. I want him to dish out as much damage as one can do.
He's gonna be the secondary warrior, maybe also the brains of the party.

BUT what other feats should he have? And what about equipment?
Oh, and finally, how many lvls of rogue and how many lvls of swashbuckler, how should i divide them?
I don't want him made from scratch, just tell me how many levels of rogue and swashbuckler you would put, what feats he should have and what items you are suggesting. Thank you!!!

So, it goes like this;

Level; 10
Class; Rogue / Swashbuckler
Race; Human
Ability Scores;
STR 14
DEX 20
CON 14
INT 18
WIS 12
CHA 10
Gold; 40000 gold pieces.
Books; Core (v.3.5), all the Complete series.

Initial reaction is Rogue 2/Swashbuckler 3/Sneak Attack Prestige Class 5, maybe invisible blade or the original 10-level version of that that's out there on the internet somewhere; take Daring Outlaw at 6; you'll have 6d6 sneak attack and +1 swashbuckler dodge; there are probably better options, but that one should be ok

Wordmiser
2007-12-25, 01:43 AM
BUT what other feats should he have?
If you want to make the most use of Insightful Strike and Sneak Attack, Two Weapon Fighting and Improved Two Weapon Fighting are necessary.
That leaves two feats to play with... Improved Toughness, Improved Initiative and Quick Reconnoiter (CAd) are all just good in general.
A lot of the Complete Scoundrel feats are just generally fun options even if they aren't the most optimal (Yes, I'm having trouble thinking of anything you'd need with this character).
Quickdraw/Flick of the Wrist (CW) might be useful. I think CWarrior actually has rules that make it superfluous, though.
Combat Expertise/Improved Disarm might be handy... maybe.

And what about equipment?
Dex-Boosters, probably a few wands of various low-level effects (CLW, Mirror Image, Haste), either Energy (Flaming/Frost/Shocking) or Viscious weapon enhancements and some mode of flight.

Oh, and finally, how many lvls of rogue and how many lvls of swashbuckler, how should i divide them?
Depending on your focus, Rogue X/Swashbuckler 3 is better skill-wise, Rogue 3/Swashbuckler X is a better melee-ist.

cupkeyk
2007-12-25, 04:51 AM
My favorite Rogue PRC is the nightsong enforcer because it has full BAB.

Natural20
2007-12-26, 07:55 PM
I want to make a spellcaster who specializes in ray spells. I have a lot of rays, I just need the feats, and some general questions answered.

The character should go from 1-20, all books allowed except for Psionics, Incarnum, and campaign settings such as Eberron or Faerun.

In short:
Q.1. Could you please build me a 20th level arcane caster?
Books: I can use any book, except for Tome of Magic, Psionics, campaign settings, or Incarnum
Race: Any with a level adjustment of +3 or less
Class: No requirements. Sorcerer might do better because the character uses rays a lot.
Ability Scores: 32 point buy
Alignment: Any
House Rules: No psionics, Incarnum, Tome of Magic, or campaign settings.
Concept: I want a quickdraw, gunslinging spellhurler who's really good with rays.
Other: Need good feat suggestions, rays, equipment etc. Need suggestions to bypass pesky problems like SR

Current strategy is to cast an Empowered, Maximized Ray of Enfeeblement, and use other methods to get strength down to zero. I also need suggestions to reduce stats such as intelligence, charisma and wisdom against spellcasters.

Question! If I casted a Split Ray of Enfeeblement, targetting the same enemy, do the effects stack? Normally, it wouldn't because it's a penalty from 2 of the same source, but does Split Ray make it into one spell, or effectively into 2?

Thanks in advance!

MeklorIlavator
2007-12-28, 12:09 PM
Other: Need good feat suggestions, rays, equipment etc. Need suggestions to bypass pesky problems like SR

Current strategy is to cast an Empowered, Maximized Ray of Enfeeblement, and use other methods to get strength down to zero. I also need suggestions to reduce stats such as intelligence, charisma and wisdom against spellcasters.

Question! If I casted a Split Ray of Enfeeblement, targetting the same enemy, do the effects stack? Normally, it wouldn't because it's a penalty from 2 of the same source, but does Split Ray make it into one spell, or effectively into 2?


For Sr, pack the spell assay resistance(Comp Arcane, gives bonus to defeat SR), and the feat Arcane Mastery(Comp Arcane, take 10 on caster level checks). For equipment, get a Rod of Magical Precision, which gives you the same bonuses as precise shot(but you don't qualify for feats, or have to waste feats to get it), and a minor /day effect.

Towards your questions, they don't stack as it is a penalty from the same source. If 500 wizards target the same creature with rays of enfeeblement, only the strongest penalty effects the creature. Of course, if it did ability damage, like touch of idiocy, that would be a different story.

Level20Commoner
2007-12-31, 09:05 AM
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:

Here's a simple one for you Dwarven Fighter 4/ Warmage 6/ Eldritch Knight 10.
Is it min/maxed to the extreme? No, but it gets the job done. You're BAB will be better than a cleric's and you'll have more hp and more damaging spells. Take battle caster, practiced spellcaster as feats, first lets you ignore arcane spell failure chance in heavy armor, other makes you cast as a lvl 20 caster. The rest you can fill in I'm sure!

Sonofaspectre
2008-01-03, 12:45 AM
Ok, I've seen this board up here all stickied, so I figured I'd give it a try.

Asking for a Character
1. Which of the above are you asking for?
- From scratch, but Level by Level would be helpful, as I don't know where we are starting or ending.
2.a. Books that can be used to build your character
- All Completes, all Core, a lot of 3.0 ... actually, any book that is 3.x
2.b. Race (including any Level Adjustment Limits)
- The playable races are from my homebrewed world. There is a link in my signature with all playable races. Also allowable is Kenku.
- I would rather not be a small-sized race
- Dwarves no longer exist in that game world
2.c. Class
- Barbarian/X, PHBII Berserker variant
- See 2.g., Concept
2.d. Ability Scores (fixed or generation method)
- they were randomly rolled, and in no particular order
- 17, 11, 9, 17, 14, 17
- P.S. These good rolls are why I wanted to do this particular class combo
2.e. Alignment
- Looking at Chaotic Good
2.f. House Rules:
- I am working on a homebrewed feat on the Homebrew boards for a way to up my level for the Berserker hitpoint activation level. Other than that, nothing in the way of house-rules.
2.g. Concept:
- I am looking for a Gish-Berserker, weilding a Great Sword and doing crazy things. I was looking at Beguiler, Bard, and Sorcerer. Not a Warlock. Open to other options.
2.h. Other:
- We have a very varied group, and this DM is kind of new. Shoot for a light, Order of the Sticks kind of feel. The world is predominately based on 3 types of people, Humans, Fey, and Anthropomorphics. The idea I heard being tossed around was everyone is hired on to help a magic shop owner to add to his inventory. Characters and roleplaying always drive our group, and combat is a must. I am big into options, and do not enjoy one-trick-ponies.

Figured this was worth a shot. Thanks in advance, folks.

cupkeyk
2008-01-03, 09:18 AM
Is there a Full BAB monk PRC with no feat prerequisites?

Tsitra
2008-01-04, 12:50 AM
Requesting a Level by Level (up to 20) build of a Ghostwise Halfling wizard

- FR setting
- either no specializing, or divination spec with evocation prohibited
- delving into Initiate of the Sevenfold Veil, Loremaster and Archmage are good, but open to other ideas/PrCs
- All books (though knowing which book a PrC comes from is necessary)
- Neutral/Good/Lawful alignment tendancies

Telok
2008-01-10, 04:21 PM
Checking legality/accuracy here because of books being out of reach. Also accepting build suggestions.

The concept was a TWF combatant with Wounding weapons and as many attacks as possible. Originally it was envisioned as a Xeph Ranger 9/Exotic Weapon Master 2, with Boots of Speed, the Xeph Celerity feat, and a silly sword stick (ok, two bladed sword, but it's still silly).

Then Tome of Battle came out. Over the last three years the closest I've been to a true melee character was a Psychic Warrior, it's time for a change. Allowable books and resources are Core, SRD, XPH, all Completes, Tome of Battle, Races of Stone, Ebberon, PH2, Spell and Magic Item Compendiums.

Much of the reason I'm posting here for a check is that we have one copy of ToB, and it's off at th GM's house this week. So I've made the character mostly from my notes and online resources (that WotC maneuvers download is pure gold for this sort of thing).

Character as it stands now is

Xeph Warblade 10
Stats: s10 d20 c14 i14 w12 c11
Feats: Weapon Finesse, Xeph Celerity, Martial Study (Cloak of Deception), Two Weapon Fighting, Shadow Blade and one open feat/bonus feat likely to be either Weapon Focus (Shortsword) or the extra xeph bursts from Complete Psi. Future feat direction is looking like weapon specialization and melee weapon mastery, but it's open to discussion.

The maneuvers are where I need the most help, since I don't have access to the book until Sunday. I'm cool on how many I get, how to use them, how to recover them and all. What I'm least sure of is the level spread of the maneuvers, how many of which levels the character can legally have.

Stances: Pearl of Black Doubt (diamond 3), Absolute Steel (iron 3), Hearing the Air (diamond 5).

Maneuvers: Perfect Mind (diamond 1), Sudden Leap (tiger 1), Emerald Razor (diamond 2), Wall of Blades (iron 2), Mithril Tornado (iron 4), Pouncing Charge (tiger 5), and Dancing Mongoose (tiger 5). I'm heavily leaning towards Perfect Mind and Action Before Thought as possible replacements, hard choices.

Current magic selection: Gloves of Dexterity +2, Mithril Chain Shirt +3, Boots of Speed, two +1 Keen Short Swords, Ring of Protection +2, Amulet of Nat AC +2. The character can't buy +3 weapons by our WBL limits until at least 12th level, and Keen is pretty darned tootin' for this guy anyways.

Skill wise I'm leaning heavily towards Concentration, Jump, and I don't know what else yet. Some cross class skilling into Autohypnosis is absolutely going to happen, at least to a minimum of a +5 total.

Is it legit so far? Any suggestions?

Wordmiser
2008-01-10, 09:35 PM
Is it legit so far?'Fraid not. You need to have a Shadow Hand stance to use Shadow Blade.

Also, your Stances don't work. You need to take the Stance immediately, meaning that every time you build a ToB character, you need to build all the way up from level 1 (you're allowed to keep maneuvers once you no longer meet their requirements, so it helps to have a table set up tracking when, exactly, you adopt which Strikes and Boosts--otherwise they'll be lost between all your even-leveled maneuver substitutions).

Are multiclass experience penalties in place? If they are, you'll have a hard time finding a damage source. If they aren't, I would recommend that you take two Fighter levels between Warblade 3 and Warblade 4. Use them to pick up Two Weapon Fighting and Martial Study (Something from Shadow Hand). As it is, you have four real feat slots in which you're trying to pick up six: Weapon Finesse, Two Weapon Fighting, Improved Two Weapon Fighting, Martial Study, Martial Stance and Shadow Blade. If you want Xeph Celerity, you're just stretching the problem further.

So what I would do would be something along the lines of this:
1:Swordsage 1:Adaptive Style--Level 1 Shadow Hand stance of choice
2:Fighter 1:Weapon Finesse
3:Fighter 2:Two Weapon Fighting, Shadow Blade
4:Swordsage 2--Blood in the Water stance
5:Swordsage 3
6:Fighter 3:Xeph Celerity
7:Fighter 4:Improved Two Weapon Fighting
8:Bloodclaw Master 1
9:Bloodclaw Master 2:Martial Stance--Assassin's Stance
10:Bloodclaw Master 3
(11:Swordsage 4)

Each Fighter level will count as half of an Initiator level, so you'll only be pulling the build together at level 11, but I dare say that even this would be better all-around than the Warblade plan at level 10.

And I would switch the Short Swords with Kukris so that you can use Blood in the Water effectively when you aren't able to set up a flank for Assassin's Stance.

Telok
2008-01-11, 10:59 AM
Thanks Wordmiser, that's what I needed.

So I need a shadow maneuver from a feat for a shadow stance from a feat to get to the Shadow Blade feat. I think, my notes aren't anywhere near perfect. I was pretty sure my stances would need work, and level by level is how I like to build but it's hard without the book.

The multiclass penalties are in place, and Xeph Celerity is the whole reason for being xeph (ok the darkvision is a huge bonus too). While I like swordsages too I'm unwilling to accept one as a melee combatant in our game. Middle range hit points and attack bonus don't cut it in this game unless you can jack your touch AC to the 25+ range, touch attack often, and/or have serious magic power. We have an absolutely level playing field, everything the players can use the GM can and will use. Most of our opponents are humanoid races with class levels, in a couple levels we will likely start seeing evil clerics with Righteous Might, Strength and Destruction domains, Harm spells, and divine metamagic. We have a good player with a solid rogue build using a spellstoring rapier with Combust (CL 10) in it, he's doing great bloody chunks of damage but often taking them too. We play rough, dirty, and if you aren't smart you're dead. One player keeps a backup character ready and leveled at all times, another is required to tithe 25% of his loot share to the cleric for diamond dust. All the casters have 16+ Con scores, one prioritized Con over his casting attribute.

Looks like I'll keep playing my druid for another week or two while I work on this.

loranthis
2008-01-12, 04:11 AM
1. Which of the above are you asking for?
Please suggest a class for a gestalt campaign. - good for throwing massive spells. Want to use Wizard on the half side.

2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books that can be used to build your character
Core books+ one supplement book. No psionic. No Tome of Battle.

b. Race (including any Level Adjustment Limits)
Core races and subraces. Not a exotic one. No LA.

c. Class
Wizard/Factotum, Wizard/Duskblade or Wizard/whatever good for throwing many spells at a round.
I'm thinking about Wizard(Focused Transmuter) 5/Incantatrix 10/Master Specialist 5//Factotum 19/Marshal 1.


d. Ability Scores (fixed or generation method)
32 points.

e. Alignment
Whichever.

f. House Rules: are there any other requirements or unusual rules imposed on you/your character (e.g. no single level dips, no item creation feats, Track is being given to you as free feat, etc.)

No magic items on purchase so my party should craft magic items.
Wizard must specialize.
Non-core feats and spells will be researched by expending XPs.
Players can gather XPs with intrigue and diplomacy.

g. Concept: what requirements or preferences do you have regarding concept?

I prefer wizard to sorcerer and beguiler.
Largely a supporting scholar with battlefield control abilities. But I want to throw blasting spells (like disintegrate) to my BBEG at a same time.(or shapechange into dragon all the time.)


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)?


Setting is largely wilderness.
The DM is threatening to use hard encounters.(Powerful monsters, hard wilderness environments, and powerful magic items if players survive.)
My gestalt 1lv grey elf Factotum/Wizard died last night.

playswithfire
2008-01-12, 08:26 AM
And I would switch the Short Swords with Kukris so that you can use Blood in the Water effectively when you aren't able to set up a flank for Assassin's Stance.

Shadow Blade won't work with Kukris, though, since they aren't shadow hand weapons. To get the Bloodclaw master effect and Shadow blade, you need to use either daggers or unarmed strikes. Though a friendly DM might let you use Aptitude kukris and get shadow blade effect.

tensai
2008-01-13, 09:00 PM
I'm starting up a new character, 14th level. I have a basic plan for those 14 levels, so what I'm really looking for is advice on building through lvls 15-20.

Base stats are str11/dex14/con14/int14/wis13/cha18, alignment CN.

Limitations:

a) Any books are acceptable, but we're in a homebrew setting, so DM gets veto power.

b) Race is human.

c) My build is going to be Warlock 11/Human Paragon 3; first four levels are Warlock 1/Paragon 3.

e) CN alignment.

f) Magic item creation is out, except for Scribe Scroll; I have free access to any nonmagical equipment from the PHB, and 1000 gp for magical equipment.

g) Ideally, I'd like someone who's a decent fighter and an even better talker; i.e., a social focus, but not useless in combat. She's also got to be able to deal with SR. Invocation suggestions and feats would be awesome.

h) It's a homebrew setting, very magic-hostile. Large portions of the landscape are magic-deprived; magical equipment doesn't work there, magical abilities have their effects minimized. The areas that aren't are populated by a xenophobic and arcanophobic organization, that has a specific class devoted to countering and destroying spellcasters. So far, the campaign has been fairly balanced between social and combat stuff, and I expect that that will continue. In addition, our group's highly mobile with no center of operations, although that may change in the future.

Kimi11
2008-01-14, 06:47 AM
Looking for some help with a level 6 combat character, I'll be taking him to about level 10-12 at the end of the campaign.

Books: Almost all, I can get access to most books from the group
Race: Neanderthal or anything though and hardy. Nothing too exotic, and no LA.
Classes: Fighter/Barbarian or anything *Combat* centred
Ability Scores: 32 point buy
Alignment: Any Good
House Rules: No magic items, only three classes total, Viking job template applied
Concept: Basically looking for something with a strong Viking feel to it, as that's the setting for the game.
Other: This will be the parties main combat character, but will have support from Ranger and Scout. I also want no magic, psionics or ToB stuff.

They'll need max ranks in Survival and 5 ranks in Craft (Ship Building) and Profession (Sailor). We've got a 'Viking job template' we made up so that I can have two of those skills counting as always in class, and i get the feat Improved Unarmed Attack for free at creation.

Also, most of the group is fairly new to the system (but not to RP) so they don't know all the tricks and such (Me and the DM know the system very well). You can read that as no "Pounce+Power Attack+Leap Attack+Improved Bull Rush+Shock Trooper+Great Sword I do 2D6+50" damage each hit kind of cheese. This is my main problem as I normally play with power gaming in mind with another group, this one's more focused on the RP which is a nice change.

This is mainly a back up character, so no background if needed. I've got an unarmed barbarian for my first character (Barbarian/Frostrager/First of the Forest) who's starting the campaign


My first idea is Great Sword/Axe, Power Attack, Weapon Focus, Weapon Specialisation, but from there I'm not too sure where to really go as the DM has said to me no shock trooper/pounce malarky. I've also go no idea about a prestige class that's got the right feel for a Viking.

Thanks for any ideas.

Craig1f
2008-01-15, 03:17 PM
Looking for some help with a level 6 combat character, I'll be taking him to about level 10-12 at the end of the campaign.

Books: Almost all, I can get access to most books from the group
Race: Neanderthal or anything though and hardy. Nothing too exotic, and no LA.
Classes: Fighter/Barbarian or anything *Combat* centred
Ability Scores: 32 point buy
Alignment: Any Good
House Rules: No magic items, only three classes total, Viking job template applied
Concept: Basically looking for something with a strong Viking feel to it, as that's the setting for the game.
Other: This will be the parties main combat character, but will have support from Ranger and Scout. I also want no magic, psionics or ToB stuff.

They'll need max ranks in Survival and 5 ranks in Craft (Ship Building) and Profession (Sailor). We've got a 'Viking job template' we made up so that I can have two of those skills counting as always in class, and i get the feat Improved Unarmed Attack for free at creation.

Also, most of the group is fairly new to the system (but not to RP) so they don't know all the tricks and such (Me and the DM know the system very well). You can read that as no "Pounce+Power Attack+Leap Attack+Improved Bull Rush+Shock Trooper+Great Sword I do 2D6+50" damage each hit kind of cheese. This is my main problem as I normally play with power gaming in mind with another group, this one's more focused on the RP which is a nice change.

This is mainly a back up character, so no background if needed. I've got an unarmed barbarian for my first character (Barbarian/Frostrager/First of the Forest) who's starting the campaign


My first idea is Great Sword/Axe, Power Attack, Weapon Focus, Weapon Specialisation, but from there I'm not too sure where to really go as the DM has said to me no shock trooper/pounce malarky. I've also go no idea about a prestige class that's got the right feel for a Viking.

Thanks for any ideas.

If you're getting Improved Unarmed Attack for free, you should probably go for Improved Grapple. You have full BaB, and you'll probably have a very high STR score. If you're playing Barbarian, then you can also rage. This makes for a very high grapple modifier. Add a little Enlarge Person on top of this, and you can wrestle giants.

The good thing about making a grappler, is that since Barbarians have low will saves, and are at risk of being dominated, then if you are dominated and instructed to "stop your friend from casting a spell", your instinct will be to grapple with him, rather than kill him in one hit with a charge. You would also get another will save, if after starting the grapple, the dominator tells you to "use your axe", since it's not in your nature to do so against magic users.

Edit: Also, if you're avoiding the "Lion Totem Pounce" cheese, you can still get the "bear totem improved grab" option, which is a lot of fun.

Geneticist
2008-01-16, 10:24 PM
Level one character.
Books: Anything.
Race: Desert Elf
Class: This is what I'm having trouble with.
Ability Scores: 5d6 best 3
Alignment: Any non-evil
House Rules: The DM is pretty good about importing house-rules, if it makes the character cooler.
Concept: a Prince of Persia-style skill monkey character. Capable of scouting alone, with a focus on acrobatics.
Other: The character is from a persian/bedouin-style culture, but lives in a more standard D&D setting.

Threeshades
2008-01-18, 08:59 AM
I need a level 4 character matching the following requirements:
Books: Core, complete warrior, complete adventurer, 3.0 books (such as sword and fist) and Forgotten Realms books.
Race: Human
Class: Fighter, a regional feat is granted as extra to all regular feats so altogether its 7 feats (2 for character levels, 1 for human, 3 for fighter levels and one regional feat)
Ability Scores: 32 point buy
House Rules: The character will have a +3 armor bonus helm instead of any other armor.
Concept: Basically the character is supposed to be like Leonidas in the 300 movie. So he will use a spear, sword and heavy shield.
Also the character is supposed to be an encounter for a level 1 party consisting of a halfling rogue, a druid and a monk that is accompanied by a level 3 barbarian.
Now I need abilities, skills and feats for this character to make it as tough as possible. Nevermind if it's min-maxing to the extreme, as long as it moves within the bounds of the Leonidas concept. What I could think of so far was combat reflexes to give them a full dose of readied spear.
All help greatly appreciated.

Threeshades
2008-01-18, 09:13 AM
Level one character.
Books: Anything.
Race: Desert Elf
Class: This is what I'm having trouble with.
Ability Scores: 5d6 best 3
Alignment: Any non-evil
House Rules: The DM is pretty good about importing house-rules, if it makes the character cooler.
Concept: a Prince of Persia-style skill monkey character. Capable of scouting alone, with a focus on acrobatics.
Other: The character is from a persian/bedouin-style culture, but lives in a more standard D&D setting.

Sounds like a case for ye goode ol' swashbuckler to me. In case you don't know the class, it's basically a weapon finesse fighter without bonus feats who gets 4 skill points per level and can at 3rd level add his intelligence to melee damage. He gets an increasing dodge bonus to AC on higher levels and recieves bonuses to his reflex save. Also at advanced level he can make tumbling charges over obstacles.
As for the weapon I don't know, if you prefer a scimitar you should get the graceful edge feat from Dragon magazine (you can have that feat for either longsword or scimitar and it allows you to use the chosen weapon as a light weapon and so use it with finesse, but only as long as you have one hand free) but probably it would be better to go for dervish to get scimitars as light weapons. Otherwise if you want to stick with a rapier it would be much easier. Also there are some other even larger swords (such as the elven courtblade) that are finessable, and would also make great for the style.

Craig1f
2008-01-18, 10:41 AM
Level one character.
Books: Anything.
Race: Desert Elf
Class: This is what I'm having trouble with.
Ability Scores: 5d6 best 3
Alignment: Any non-evil
House Rules: The DM is pretty good about importing house-rules, if it makes the character cooler.
Concept: a Prince of Persia-style skill monkey character. Capable of scouting alone, with a focus on acrobatics.
Other: The character is from a persian/bedouin-style culture, but lives in a more standard D&D setting.

In addition to what Threeshades said, I think there's a skill trick that you can pick up that lets you do the same thing that ninja's can do, where you get a climb speed, as long as you start and end your turn on solid ground. That would let you do "wall runs" and the like. Only, remember that skill tricks can only be used once/minute or once/encounter. You definitely would also want Wall Jumper(not positive about the name), which lets you jump from a wall that you've successfully climbed, as if you'd gotten a running start. Last, there's another skill trick that lets you make a jump check to start climbing a wall after leaping up to it.

Take a close look at the skill tricks. There are skill tricks that let you get up fast, get out of grapples easily, etc.

Go Dex>Int>Con>Str>Cha>Wis. I'd put Wis about Cha, but Prince of Persia was a charismatic character.

And I definitely support the Dervish class, so you can attack and move. Swashbuckler is a good idea as well, but you should take a look at Scout4/Ranger3, Feats: Swift Hunter, Improved Skirmish. You'll have some serious hit-and-run power while you're leaping from the walls. You'll also have a ridiculous amount of skill points if you make Scout your first level.

Elkan
2008-01-20, 10:34 PM
Books: Core, PHB2, DMG2

Race: Any PHB, leaning toward Human.

Classes: Wizard (generalist) 3, Cleric (Boccob; knowledge/magic domain) 3, Mystic Theurge 7

Ability Scores: 32 point buy.

Alignment: Any, preferably non-evil

House Rules: Time-and-a-half starting gold for character (lvl 13)

Concept: Multirole caster, designed for easier play (Player is inexperienced with casters). No item creation feats beyond scribe scroll please.

Other: Other partymembers: Ftr, Ftr/rogue, Ftr/clr, Brd, Drd, Rgr (archer). Also need full gear and spell lists. Not using starting gold/xp for pre-created wonderous items.

bayushisan
2008-01-21, 10:54 PM
I'm looking to build an epic wizard build with the following classes

wizard 5/loremaster 10/wyrm wizard 10/archmage 2

any ideas for optmizing it?

I should mention that one of the character's goals is to create a ritual that would allow her to become a true dragon.

I'm thinking of a chaotic neutral to neutral alignment.

Glyphic
2008-01-22, 12:44 AM
Hey there. I'm looking for Ideas on a war commander/big bad evil guy. But he's not going to be the typical type where the pcs actively go against him. I want his minions to be the real challenge, and have him be a buffer, with a decent chance in a fight.

My original idea was HUMAN marshal 2 --> Bard 2 --> Warblade 3.

This would give him spiffy auras and bardic music to boost his followers, and late entry into warblade to pick up 3rd level maneuvers at level 7. Not terrible. His focus would be white raven, since he's a high ranking army official.

Plotwise, the next time the pcs 'encounter' him, I was hoping have him take levels in Shadow smith from Tome of Magic. I'm a little flexible here. I could replace this with a sword sage-centric build. I was also wondering if unintelligent undead (shadows, probably) could gain bonuses from bardic music and marshal levels.

Then I started considering bard 4, marshal 2, warblade 1, for the extra spell access. But I'm kinda just up in the air, and could use suggestions for flavor/feats, and the level build.

Any advice would be appreciated. I'm not looking for a summoner, by the by.

Iudex Fatarum
2008-01-22, 02:21 PM
I am looking to build something that can do well against the tarrasque at 18th level. I was thinking someone who started as a monk, I would like to lay the damage on, and if I could somehow make my hands brilliant energy that would be amazing as the tarrasque has only 5 touch AC. I was thinking a monk with at least a few levels of Kensai, what do people think, I'd like to do absolutely as much damage as I can.

Requirements, at least 5 levels monk
Alignment Preferably either LG, or LN
Core + 1 non-core book + 1 non-core item/feat/class/... from a second non-core book
Stats: Dm has not discussed yet.

I did get DM approval for wasting a feat and taking Bracers of Talons from CDiv and having that count as my second source, and Complete Warrior is probably my book that I can take anything from.

GimliFett
2008-01-25, 11:19 AM
Would someone help me? I'd like a Level by Level advancement for a 10th-level Druid summoner based on the Greenbound Summoner feat from Lost Empires of Faerun.

Books: Core + Lost Empires of Faerun. Only these books (plus the Summon Elemental [Reserve] feat).
Race: Human.
Class: Druid 10.
Ability Scores: Elite Array (15, 14, 13, 12, 10, 8).
Alignment: Neutral Good.
House Rules: None.
Concept: Summoner. Applies greenbound creature template from Lost Empires of Faerun to all animals summoned with summon nature's ally. Ideally, he'll focus on summoning one or two relatively strong creatures per combat and either supporting them from range or wild-shaping and joining in himself. Spells (those not used on summon nature's ally) will be to support summonings and augment capabilities.

I know I want Greenbound Summoner, Augment Summoning and I'd like a setup with and without the Reserve Feat Summon Elemental (basically 9th level has two options for feat choices)...

I think that about covers it...
Thanks to any who help out!

loganic
2008-01-26, 05:49 AM
Hi, I was going to ask for a good cleric build for an evil campaign for a 12th lvl campaign, which may include gestalt chars with a +3 LA

Books: Any, but currently basing from Libris Mortis, php, Spell Compendium
Race: Gravetouched ghoul
Class: Cleric 10
Ability Scores: 49 point buy system( 8 8 0 24 9) + ( 2 4 0 2 4 2)
Alignment: Evil Neutral
House Rules: No alignment restrictions
Current possible domains: Death Deathbound

Concept: I was thinking of making a part summoner, and part death caster. I have two real worries. I'm not sure if bonus domains from some prestige class would help, but would this be a practical character? The second worry is I'm not sure how usable undead are at higher levels. I haven't played any campaigns in which undead have played a serious role, so I don't know how strong they can be. MM can only tell you so much. I figure the 3x lv in HD from Deathbound domain would help.

Additionally, I've been looking at I've decided that instant kill spells seem to be my best opportunity to be a value damage contributor to th group, and as such, my 28 starting wisdom has got to help for the dc. Additionally, I've noticed, that it doesnt matter if I cast a low level kill spell versus higher one, the dc doesnt change, only the damage on fail.

So does this character seem feasible? Or will any creature with deathward and/or spell resistance, rape me? Both?

loopy
2008-01-26, 10:48 AM
Hello wise and noble forum wizards! I'd like help building a human Factotum, if you'll be so kind. Here is are the "rules":

1. Which of the above are you asking for?
Level by level build,from 1-10 (With advice per where to go from there, if possible)

2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books that can be used to build your character
Any, though I'd prefer using as few as possible, my DM gets suspicious when I start pointing out combinations from 10 splatbooks, lol.

b. Race (including any Level Adjustment Limits)
Human, classic!

c. Class
Factotum.

d. Ability Scores (fixed or generation method)
4d6 dropping the lowest. Once you have all 6 numbers, then start a new column and roll another 4d6, dropping lowest. Pick the best column. (DM's rules, we usually end up as quite tanky chars because of this).

e. Alignment
Bah, can't decide, True Neutral for now.

f. House Rules: are there any other requirements or unusual rules imposed on you/your character (e.g. no single level dips, no item creation feats, Track is being given to you as free feat, etc.)
No house rules that I'm aware of.

g. Concept: what requirements or preferences do you have regarding concept?
As long as it comes from the Forgotten Realms, and has a reasonable explanation for ending up in the Archendale area to hunt dragons, I'm pretty happy.

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)?
The other players are using:
Gnome Barbarian
Dwarf Cleric
Elf Sorceror (DMPC, tends to use scorching ray more than any other spell)
Human Bard
(I was a rapier/wand of scorching ray wielding human Rogue, until I got offed)

We are mainly fighting the Talons of Tiamat/Cult of the Dragon, so cultists, dragons, and the occasional undead. We have a mix of combat and intrigue, my rogue was party face, so I am hoping the Factotum can step in there.

Also, the setting is a mix of urban/wilderness/dungeon terrains.

Thanks for your help in advance!

playswithfire
2008-01-26, 01:25 PM
Hey there. I'm looking for Ideas on a war commander/big bad evil guy. But he's not going to be the typical type where the pcs actively go against him. I want his minions to be the real challenge, and have him be a buffer, with a decent chance in a fight.

My original idea was HUMAN marshal 2 --> Bard 2 --> Warblade 3.

This would give him spiffy auras and bardic music to boost his followers, and late entry into warblade to pick up 3rd level maneuvers at level 7. Not terrible. His focus would be white raven, since he's a high ranking army official.

Plotwise, the next time the pcs 'encounter' him, I was hoping have him take levels in Shadow smith from Tome of Magic. I'm a little flexible here. I could replace this with a sword sage-centric build. I was also wondering if unintelligent undead (shadows, probably) could gain bonuses from bardic music and marshal levels.

Then I started considering bard 4, marshal 2, warblade 1, for the extra spell access. But I'm kinda just up in the air, and could use suggestions for flavor/feats, and the level build.

Any advice would be appreciated. I'm not looking for a summoner, by the by.

War Chanter is my favorite Prestige class for this. If he comes back as a level 15 villain (you did say he was the BBEG, right?) then he'll be able to 'Inspire the Legion and have all his minions fight like they have BAB 15 while also using another war chanter or bard song (inspire courage, recklessness, or toughness)

Lawful Evil Human
Paladin of Tyranny 2/Bard 2/Warblade 1/War Chanter 2

Feats:
1: Combat Expertise
human: Weapon Focus(longsword)
3: Devoted Performer
6: Song of the White Raven

longsword optional, but you can eventually get him a harmonizing crystal echoblade, which might be nice.

Feel free to drop the paladin levels, but the stat boost is nice; replace with more warblade or bard at your discretion.

Iku Rex
2008-01-27, 07:13 AM
1. Which of the above are you asking for?
Level by level build,from 1-10 (With advice per where to go from there, if possible)Are you starting at level 1 or level 10?

Will the DM allow the Font of Inspiration (http://www.wizards.com/default.asp?x=dnd/frcc/20070606)feat?

Can you create new magic items by combining existing ones, as per the rules in the Magic Item Compendium? Are you using the table on page 234 (adding/improving common items) in the MIC?

Sonofaspectre
2008-01-29, 02:46 AM
This didn't work the first time, so let's try once more, just to see if it was a fluke.

1. Which of the above are you asking for?
Level by level build,from 2+, or at least just something to run with

2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books that can be used to build your character
All 3.5 and most 3.0.

b. Race (including any Level Adjustment Limits)
Hengeyokai, Sparrow (LA +0 because of the Oriental Adventures Errata.)

c. Class
Any

d. Ability Scores (fixed or generation method)
15, 15, 15, 13, 13, 11 (in no particular order)

e. Alignment
Whatever

f. House Rules: are there any other requirements or unusual rules imposed on you/your character (e.g. no single level dips, no item creation feats, Track is being given to you as free feat, etc.)
None that I know.

g. Concept: what requirements or preferences do you have regarding concept?
All I have is the really cool looking red haired Sparrow guy. I have no clue other than that. I'm up for anything.

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)?
The other players are using:
Dwarf Ranger
Gnome Monk
Kenku Ninja
Also, I tend to favor characters with multiple options. I don't like one trick ponies.

And .... go.

Just Alex
2008-01-30, 07:10 PM
I'm looking to build a 4th level character, preferably a gish build. He has to be human and CG. Any books are available. I've been looking at Duskblade, but don't really have a build direction to go with him. Backstory involves revenge against devils.
Stats are
17
15
15
13
12
7

caith
2008-02-01, 06:07 PM
Im looking to build a totally bad@$$ dual shield wielding fighter!!!
Books: Any d20
Race: Anything, large monster classes probably more suited: hybrid bears, minotaurs, and the like could concievably use two large shields for this
Class: Doesn't matter
Ability Scores: Probably 25-30 point buy
Alignment: Doesnt matter
Concept: Armored behemoth. Nearly untouchable, with full plate, probably 2 decently enchanted shields, the AC would be sick. Extra shields to use for certain situations(magic resistance, reflecting spells, etc). Shield throwing a possibility. Will probably want shields spikes + improved shield bash
Other: Am considering my next character build I want to do something unique, both from a roleplaying and a rules perspective. Likely with a monster class/d20 hybrid.

Have at thee!

edit: lol forgot to mention level, let's just say level 8, level 10 if needed

loopy
2008-02-01, 11:17 PM
Are you starting at level 1 or level 10?
10

Will the DM allow the Font of Inspiration (http://www.wizards.com/default.asp?x=dnd/frcc/20070606)feat?
I am 90% sure that the DM will allow the Font of Inspiration feat, as it comes from the wizards site.

Can you create new magic items by combining existing ones, as per the rules in the Magic Item Compendium? Are you using the table on page 234 (adding/improving common items) in the MIC?
No, unfortunately.

Questions answered in bold, thanks for your help. :D

Aerogoat
2008-02-03, 03:00 PM
Im looking to build a totally bad@$$ dual shield wielding fighter!!!
Books: Any d20
Race: Anything, large monster classes probably more suited: hybrid bears, minotaurs, and the like could concievably use two large shields for this
Class: Doesn't matter
Ability Scores: Probably 25-30 point buy
Alignment: Doesnt matter
Concept: Armored behemoth. Nearly untouchable, with full plate, probably 2 decently enchanted shields, the AC would be sick. Extra shields to use for certain situations(magic resistance, reflecting spells, etc). Shield throwing a possibility. Will probably want shields spikes + improved shield bash
Other: Am considering my next character build I want to do something unique, both from a roleplaying and a rules perspective. Likely with a monster class/d20 hybrid.

Have at thee!

edit: lol forgot to mention level, let's just say level 8, level 10 if needed
Okay, so you want a large monster-classed level 8 shield build that will eventually be able to throw a shield around?
I'll have a go at this:
Human Wild Shape (UA) Champion of the Wild (CC) Ranger 5/Master or Many Forms (CAd) 3:
Feats:
1:Alertness
1H:Improved Shield Bash
3:Combat Expertise
4R:Improved Trip
6:Shield Charge

Advance MoMF to at least level 7 before entering Warshaper.
If you want to advance into Shield-Throwing, take Shield Specialization at level 9 and Shield Sling at level 12.
If you just want to be a brute, take Power Attack and advance in a direction focused around Power Attack (Shock Trooper and Combat Brute will be central to your build).
You'll probably want "Sizing" gear (MIC) to fit whatever you Wild Shape into.

Here's (http://forums.gleemax.com/showthread.php?t=639448)a link that looks at the possible forms. The monstrous Humanoid and Giant ones are going to be the most relevant.

Malfunctioned
2008-02-03, 03:09 PM
Ooookay, I'm a new DM, as in first time ever playing D'n'D new, and haven't quite got the hang of creating significant enemies yet, so I was wondering if you guys could give me a hand.


Books: The 3 Core books
Race: Elf Vampire
Class: Rogue/Sorcerer/Shadowdancer
Levels: 18/15/10
Ability Scores: Organic rolling with Dex, Cha and Str taking priority
Alignment: Lawful evil
Concept: An acrobatic, quick and showy hidden character, he always wants to make his kills known to the public without showing himself
Other: He is also the NPC that hires the PCs for their first quest and informs them through Sending when information becomes avaliable to him about further quests.

kamikasei
2008-02-05, 07:00 AM
1. Which of the above are you asking for?
I'm after a level-by-level build, starting at level 1 and going up to level 15 or beyond. Early levels are the most important.

2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books that can be used to build your character
Any, but the closer it sticks to Core + Completes the better, and setting-specific material is less likely to be approved.

b. Race (including any Level Adjustment Limits)

Human. Just human, perhaps with some Fey Heritage to flavour, but no templates or other races. The game starts at ECL 1 anyway.

c. Class

Eldritch Disciple. How to get there is part of the build I'm seeking :)

d. Ability Scores (fixed or generation method)

38-point buy. I had in mind to distribute these 10 str, 14 dex, 14 con, 12 int, 16 wis, 16 cha, but alternatives are welcome.

e. Alignment

CG; both for character reasons and because I want to make use of the Eldritch Disciple's healing blast.

f. House Rules: are there any other requirements or unusual rules imposed on you/your character (e.g. no single level dips, no item creation feats, Track is being given to you as free feat, etc.)

There are a good many variant and house rules in play. The recruitment thread here (http://www.giantitp.com/forums/showthread.php?t=70928) lists them. In short: character flaws, character traits, spelltouched feats, weapon group feats, spell points, vitality and wound points, action points, and class defense bonus, all as described at d20srd.org. Taint from Heroes of Horror, and something called the Pain of Healing from Iron Kingdoms. Also, a houserule by which armour grants DR X/- instead of armour bonus X.

g. Concept: what requirements or preferences do you have regarding concept?

Essentially I'm looking for a fey- and possibly elf-descended human (distantly enough not to be a half-elf, or half-fey, or anything other than a normal human race-wise), a very pretty and somewhat otherworldly guy. He would have had contact with fey throughout his life, the source of his warlock abilities, and reveres Corellon Larethian, becoming a cleric. In concept I suppose you could regard him as an elf groupie or fan.

To that end I'm after feat, invocation, and domain selections, as well as good spell choices/strategies, that will synergize well and give him something worthwhile to do in a party. Since invocation slots especially are so limited, and they and eldritch blast will both be at least three levels behind, I'm after ones that will be useful at higher levels than usual. Direct offense is not really necessary - a support/healing and/or face role would be fine with me. I don't have a particular strategy or style in mind for the character yet, though, mostly background ideas, so whatever will play well will be welcome input.

The game starts at level one and I don't know how quickly leveling will progress, so I want to avoid a build that is useless until ED kicks in or even later.

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)?

It's a horror campaign, but I don't think that means hordes of undead to the exclusion of all else. The rest of the party is as yet unselected. The setting is a small community surrounded mostly by wilderness.


Thanks in advance!

Hal
2008-02-06, 01:04 PM
I'm drawn to the Duskblade class because of the ability to deal wicked damage with the channeled spell ability. I've had some thoughts on feat development, but I'm not familiar with enough to know what would be useful. Since I'll be starting at level 1, AC will be a problem for a while . . . only light armor, probably a two-handed weapon. So . . .

1. I need a Duskblade starting at level 1, 25 point buy. Realistically, this character probably won't make it past level 10.

2. Race: Human
Material that can be used: Anything published by WoTC
Books I have access to: All Completes, PHB I/II, DMG I/II, Frostburn, Sandstorm, Stormwrack, Races of Wild/Stone/Destiny, Miniatures Handbook, Unearthed Arcana

Thanks a bunch for the help!

Mooch
2008-02-06, 03:00 PM
Hi I'm playing a campaign in a dragon ruled world and we are on the side of the chromatic dragons (black, red, etc.) and I am looking to play a spell caster.

Books: Any
Race: Pevishan (from Mytic races)
Class: I was thinking something along the lines of Sorceror and I definatly want to have the Pevishan presitge class Spell Siphon
Ability Scores: 4d6 drop 1
Alignment: Any
Concept: Walking artillary platform, we play very combat heavy campaigns.

Yakk
2008-02-06, 03:04 PM
I am looking to build something that can do well against the tarrasque at 18th level. I was thinking someone who started as a monk, I would like to lay the damage on, and if I could somehow make my hands brilliant energy that would be amazing as the tarrasque has only 5 touch AC. I was thinking a monk with at least a few levels of Kensai, what do people think, I'd like to do absolutely as much damage as I can.

Brilliant energy doesn't work that way.

captain_decadence
2008-02-11, 01:14 AM
Q.1. So I need to find something I can do with a lvl. 2 Warforged Artificer Pacifist
Books: I can use Core + Eberron books (possibility of others if I talk to my DM)
Race: Warforged
Class: Artificer
Ability Scores: 91 ability points overall (not point buy)
Alignment: Lawful Good
House Rules: I get an extra feat because of my pacifism flaw.
Concept: So, I made a warforged artificer pacifist and I am trying to figure out the mechanics to use for him. Any suggestions on items to make/buy (can be a little bit out of early level range because of an approved good back story), feats, and future classes will be appreciated.
Other: I will not budge on four things about this character because I have spent considerable time giving him a back story.
1. Warforged
2. Artificer
3. Pacifist
4. Adamantine Body Feat (part of backstory).

I know this is really specific but I'm just asking for suggestions on things to make this build viable and fun. Especially for things to create in terms of items.

Maatogaeoth
2008-02-11, 04:24 PM
Hey folks, I have the pleasure of rolling up yet another character for a game that starts up next Sunday afternoon. We got together yesterday and did some basics: rolling stats, background rules, etc.

What I am looking for is a level progression from level 1 to level 7 (for now) for a warforged rogue with a distinct assassin flavor.

Books: Any, DM has final ruling over something being “over-the-top” but he is pretty flexible. If we don’t already own it, I don’t mind buying new books.

Race: Warforged

Class: Rogue

Ability Scores: I rolled up: 6, 9, 10, 14, 16 and 17

Alignment: Neutral with a penchant for evil. I figure I’ll be taking orders from someone in the party, so possibly even Lawful Neutral?

House Rules:
Starting Stats: We can add either +3 to one stat OR +2 to two stats OR gain an additional TWO starting feats.

Max hit points/HD at all levels. Bonus: +10 hit points at 1st level.

GM is setting me up with “construct hands”. I don’t have all the details yet as he is working on it still, but basically, one hand will be my thieves’ tools and the other is going to have the ability to apply poison X times/day as a Free Action. There might be other abilities, but nothing that would matter just yet I expect. To be able to use the poison hand to the best of my ability, I need to be quite skilled with Craft (Poison) as I will be loading the mechanism. So, the better I can craft, the more potent the ability.

Concept: I want to be able to fulfill the “job” of a rogue for a dungeon-delving party. The assassin flavor I am looking for is nothing like the Assassin prestige class I think. The thought of casting spells to do the job just does not make sense to me.
I was originally thinking of using crossbows, but I’m open to suggestions here.

I’ve played a lot of rogues in parties and I’m looking for something different to bring out into the light of day this time around.

Other: The party consists of a sword-and-board human “noble” fighter, elven two-bladed sword melee ranger, elven wizard and this monk/cleric thing that eventually will move into Entropomancer (or whatever it’s called). The wizard has already stated that he’s willing to toss a repair spell my way once in a while. I should be able to count on him to keep me from dead, but not at full health. We will have access to “repair” potions, but money is generally an issue with this GM.

Hopefully that’s enough to get the brain juices flowing. Thanks for the help!
Maat

Burgo McSock
2008-02-16, 07:48 AM
Hi one of the regular players in our group wanted to try his hand at DMing because he believes that we don't really play it properly. This is probably true but I am usually in it for the RPing etc so I don’t have any ideas on how to make a mechanically good character. Anyhoo I need an ECL5 skill monkey character (we have each been given a party role) for a dungeon which may or may not progress into an actual campaign. As far as I know this is a sort of infiltrate the assassin’s guild type of mission. So expect traps, poisons, stealthy enemies, etc (although strangly he does say it won’t be too combat heavy which seems a bit out of character for him).

1. Which of the above are you asking for?
I am asking for a level by level build up to at least ECL10 preferably higher eventually but really whatever you have the time for

2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books that can be used to build your character
No psionics or specific setting based content. No too dodgy third party stuff. Completes, Core, Races, ToB, MMs, PHPII, Arms and Equiptment and the ‘scapes etc are all good.
b. Race (including any Level Adjustment Limits)
Doesn’t really matter
c. Class
Again doesn’t matter, I am open too suggestions on this. I will be primarily a skills character but I don’t want to be inept at combat.
d. Ability Scores (fixed or generation method)
Standard 4d6 take top 3 for each stat.
e. Alignment
Any non-evil
f. House Rules: are there any other requirements or unusual rules imposed on you/your character (e.g. no single level dips, no item creation feats, Track is being given to you as free feat, etc.)None that I know of, this guy is very much trying to show us the benefits of *NOT* heavily house ruling.
g. Concept:
Haven't really got one at the moment, I'm thinking maybe some kind of renegade student who betrayed an assassins or thieves guild. I haven't got any great ideas at the moment.
h. Other:
The party consists of a Gnome Illusionist, Human Fighter (or warblade or something; basically the guy wanted to make a ridiculous anime teenager swordsman and I don't really know how he has done/intends to do it) and an Elvish Druid. All are 5th level.

Furthermore I am looking for a second character of a similar type but of different flavour as the DM has stated that he doesn't want us to waste time rezing or creating new chars after the game has started. I don’t need a full build for it, just some ideas of how to fill the same sort of role a different way. Thanks in advance to any help and advise you can give me.

Generic Archer
2008-02-16, 08:06 AM
regarding Burgo
I am the DM in question, the game i am trying to run is a combination of element s that i believe that as a group we do poorly. thus i have a focus on puzzle solving and thinking both in and outside the game, there will be combat, but well thought out and tactical more than a hack and slash combat.
Any books are allowed, and I am not currently planning on using any house rules, more for simplicity than anything.
The characters are starting at ECL5

Josiah30
2008-02-17, 01:35 AM
So, I'm new the GiantIP forums, and stumbled across this thread. I am working on a build for 1) use in a campaign I am running, probably as a villain, where I will have him as level 12 and the PCs at ~level 10, and 2) use as my pc in a friend's campaign where we start at level 8, going through...well, whatever we get to.

Books available are:
Complete series (Warrior, Adventurer, Mage, Arcane, Divine)
PHB 2
Tome of Battle
Races series (Wild, Stone, Destiny)

The build looks like this:

Race: Gray Elf
Ability score rules: 4d6, highest 3, reroll 1s, 6 sets.
My best set was 17/17/16/14/14/12/10. I am thinking:
Str 14 - 2
Dex 17 + 2
Con 14 - 2
Int 17 +2
Wis 16
Cha 10

With stat bonuses across the levels as:
4: Int
8: Dex
12, 16: Int
20: Undecided

Level structure:
1: Sword Sage
2: Swashbuckler
3: Sword Sage
4: Swashbuckler
5: Sword Sage
6: Swashbuckler
7: Wizard (Abjurer, drop Necromancy and Enchantment schools)
8-12: Abjurant Champion
13: Sword Sage
14-15: Fatespinner
16-20: Jade Phoenix Mage

Total levels are Swordsage 4, Swashbuckler 3, Wizard 1, AbjCh 5, JPMage 5 Fatespinner 2.

BAB total is 17. So is caster level due to AbjCh level 5 ability.

Spells per day will be 4/6/6/5/4/4/3 with an additional abjuration spell per level. The specializing is mostly for roleplay than actual usefulness...if I was going for usefulness I'd specialize in evocation.

Initiator level is 9. Main focus here will be Blood in the Water stance to go with using rapier and kukri, both of which will (ideally) be keen.

Feats:
1: Weapon Focus (Diamond Mind) from Swordsage, Two Weapon Fighting.
2: Weapon Finesse (Swashbuckler)
3: Quick Draw
6: Combat Casting
7: Alertness (Wizard's Familiar)
9: Battle Casting
12: Improved Two Weapon Fighting
15: Spell Penetration
18: Energy Abjuration

Any thoughts? I was considering going into the bladesinger class rather than jade phoenix, but the single weapon requisite kills it for me, as well as the slower caster progression. Also I'm not sure on which order to take the JPM and the fatespinner in. I originally had it flipped from that...

Superglucose
2008-02-21, 06:53 PM
Looking for:

Level 12 elf evocation specialist, with a plan for the next few levels, named Glorfindel the Flaming

Concept:
Is a blaster... ish... mage who specializes in Fire. Everything about the guy is fire... flaming sword, continual flame on his clothes, flaming arrows, flaming burst on his sword (which is a Rapier btw). But he also needs to be as batman as possible for an Evocation specialist who likes to use fire. He's definitely something of a pyromaniac. He's going to be used against PCs and works together with a 11 getsalt ranger/rogue (sort of). I want as much cheese as possible from the core please, as a 2v4 battle will be easy enough for the PCs, and I can always take a greatly-built mage and play him down to my PC level, but it's harder to go the other way. Make my PCs work for this victory please!

Useable: Anything in Core or SRD, preferably all core.
Stats: (before additions for level)
12 Str
14 Con
16 Dex
18 Int
11 Wis
9 Cha

Other little tidbits:
Wealth: By level, plus +1 Flaming Flaming Burst Mithril Rapier with Continual Flame, set of clothes with Continual Flame, heavy black cloak. (These last three are in addition to wbl).

Familiar: small Fire Elemental
Feats: Weapon Finesse: Rapier
Skills: lots. I do class skills a little more flexibly. You're still limited to the number of skills your class has, but you can switch a class skill that your class 'has' for a different skill, which becomes your new class skill. EX: Normally a Wizard gets Knowledge (The Planes), Glorfindel traded this for Search instead. He definitely has Search as a class skill... as well as Forgery.

Other notes: I expect this to be a VERY challenging encounter for my party as they are facing quite literally two BBEGs at the same time who work together. The ECL is going to be about... two above their level (for BBEGs I give challenges). Since this wizard is quite intelligent, it would be nice if he had contingencies for the major party. I'm expecting the party will have a Druid, a Cleric, a Fighter who specializes in archery, and a TWF Rogue. There may or may not be an arcane caster, who will probably be a sorcerer. Unlike the rest of the group, the sorcerer will be a very new player.

Also the sword is an intelligent item that will only work for people in Glorfindel's family, with an ego score that's... very high. it'd be nice if you could work out some details on the sword, but it's not necessary. Essentially it's an heirloom from his family, who are a bunch of smiths, and his family was killed off.

Thanks!

--Superglucose

Legoshrimp
2008-02-21, 07:27 PM
Does the sword also like fire? If not is there anything specific you want in the sword?

Superglucose
2008-02-21, 07:42 PM
High ego score, the ability to speak, the ability to use Sending 1/day. The sword does like fire as well. Eventually (like Epic level, which is where this campaign is heading) they should be able to overcome it and find it useful, but it has to be really powerful, and the Ego thing is basically the deterrent from using the sword before they're 'ready.'

Legoshrimp
2008-02-21, 08:08 PM
I forgot to ask but is there any gold limit and do you want it to have telapathy? What about it's alignment? What is sending 1/day? Do you know what the characters will save will be when you want him to be using the sword? What do you think about it having a purpose to kill all water outsiders with its dedicated power a 10d6 fireball?

Superglucose
2008-02-21, 08:16 PM
I forgot to ask but is there any gold limit and do you want it to have telapathy? What about it's alignment? What is sending 1/day? Do you know what the characters will save will be when you want him to be using the sword? What do you think about it having a purpose to kill all water outsiders with its dedicated power a 10d6 fireball?

Mk... in this order:

No gold limit, not really, Chaotic Good (it's mastered by a CN right now so it has slightly Neutral tendencies, but in the end is still Chaotic Good), Sending as the Spell as a supernatural ability once per day (or equivalent), the characters will be around level 11, so bad save would be... +6? And good would be +10? A better purpose would be to kill all orcs, but a dedicated power of 10d6 fireball sounds nice.

SamTheCleric
2008-02-21, 08:46 PM
Hello Folks. I'm currently in a campaign with my namesake cleric, Sam, and things are going well. I would like to have a decent back up character in case things go bad... because... things always go bad for the cleric. We are currently averaging level 11, so the character would be built for that level.

Q - 818 (I'll just use the post number!)
a. Books that can be used to build your character
PHB 1&2, DMG 1&2, Tome of Battle, All Race Books, All Complete Books, Spell Compendium, Libris Mortis, Expanded Psionics Handbook, Lords of Madness

b. Race (including any Level Adjustment Limits)

We don't have a specific rule on races... so anything goes it would seem. I am open to just about anything... I don't want to go with anything TOO out there (no baleen whale, please!)

c. Class

All PHB classes are in use. Psion, Psychic Warrior, Warmage, Scout, Spellthief, Marshall, Crusader and Warblade are in use as well. All others are on an "ask first" basis, but not ruled out entirely.

All PRCs are ask first.

That being said, I just had the tome of battle lent to me and am starting to dig it, though I don't have a grasp on it completely. Swordsage appeals to me most... but they are all good.

d. Ability Scores (fixed or generation method)

32 point buy.

e. Alignment

We can't be evil, I don't think... Though I'm not sure about the warlock sometimes.

f. House Rules:

None that will affect you guys :smallbiggrin:

g. Concept:

I'm torn between either a two weapon fighter, lots of attacks... (My "vision" is a very anime kind of character with 6 short swords on his back standing in a martial pose. Yes... I'm a geek that way)

The other idea is a thrown weapon expert. I've wanted to try one for a while, but never found the feel I wanted.

h. Other: The party makeup right now: A straight fighter. (*shudder* I can't talk him out of it), Marshal/Wizard combo of some level, Warlock 9/Cleric 2, Rogue/Scout/Ranger/Highland Stalker (he stabs things with a glaive after doing the scout dance), Wizard/Geometer/Fatespinner. None of these are optimized in the least, just a bunch of people having fun with whatever they want. I do not want to blow them out of the water with something completely overpowered... but I also don't want to be weak.

Legoshrimp
2008-02-21, 08:50 PM
Here is what ive got.

Name: Glorfindel's flaming rapier: +1 flaming flaming burst mithriel rapier with continuel flame cast on it. AL CG. Int 17, Wis 17, Cha 10; Speech, telepathy, sences, 120 ft. darkvision and hearing, Ego score 20.

Lesser powers: Item can use faerie fire 3/day, item can use the spell sending 1/day, and Item can use cure moderate wounds (2d8+3) on wielder 3/day.

Greater powers: Item creats wall of fire in a ring with the wielder at the center 1/day.

Special purpose: Defeat/slay orcs.

Dedicated powers: Item can cast 10d6 fireball.

I hope this is what you are looking for. Everything is in the core rulebooks. the rules for intelligent items are in the DMG. 268. If you need any other help with the sword I would be glad to help.

Superglucose
2008-02-21, 09:43 PM
Here is what ive got.

Name: Glorfindel's flaming rapier: +1 flaming flaming burst mithriel rapier with continuel flame cast on it. AL CG. Int 17, Wis 17, Cha 10; Speech, telepathy, sences, 120 ft. darkvision and hearing, Ego score 20.

Lesser powers: Item can use faerie fire 3/day, item can use the spell sending 1/day, and Item can use cure moderate wounds (2d8+3) on wielder 3/day.

Greater powers: Item creats wall of fire in a ring with the wielder at the center 1/day.

Special purpose: Defeat/slay orcs.

Dedicated powers: Item can cast 10d6 fireball.

I hope this is what you are looking for. Everything is in the core rulebooks. the rules for intelligent items are in the DMG. 268. If you need any other help with the sword I would be glad to help.

Sweet. This would be especially delicious if one of my characters plays a half-orc :smallamused: I'll have fun with this. Thank you so much. I think I'll tweak it here and there, like maybe it's a +2 or 3 sword, and anyone who's kin to Glorfindel gets a +4 circumstance bonus to overcome it's ego or something... who knows.

Now I just need a little help with the blaster...

Legoshrimp
2008-02-21, 09:59 PM
I forgot to check but do you have the core rulebooks? If not here is a link to the intelligent items section in the srd. http://www.d20srd.org/srd/magicItems/intelligentItems.htm

You might want to look at the items against characters section. That is the main reason why a low level player could not use it.

Superglucose
2008-02-21, 10:07 PM
I forgot to check but do you have the core rulebooks? If not here is a link to the intelligent items section in the srd. http://www.d20srd.org/srd/magicItems/intelligentItems.htm

You might want to look at the items against characters section. That is the main reason why a low level player could not use it.

Yeah that's why I prefer stuff all from core, those are the books I own. And the items against characters was exactly what I was thinking of. I hate all the campaigns were any shmuck can pick up a magic sword. I want my players, after this sword, in deathly fear every time they find out something I give them is magical :smallamused: Analyze Dweomer is a spell for a reason folks!

Plus imagine the great and amazing quest that will come because the person who took the sword is compelled to fireball the town guard captain :smallwink:

Nah I'm kidding, I wouldn't be that evil. But I do hope someone plays a half orc and someone else uses the weapon!

EDIT: I may bump it up to a 18/18/10 just to make it a little more difficult, because I want my characters keeping the weapon away from them until close to epic levels. Plus there's the Locate Creature... that might be good flavorwise...

Legoshrimp
2008-02-22, 01:17 AM
Two things one to have the character fireball a guard you do not have to be evil you just have to make the sword evil:smallamused:. Two when you have it in the game tell me how it goes and what happens with the sword.

Rad
2008-02-22, 03:11 AM
To Josiah30:

Original post:


So, I'm new the GiantIP forums, and stumbled across this thread. I am working on a build for 1) use in a campaign I am running, probably as a villain, where I will have him as level 12 and the PCs at ~level 10, and 2) use as my pc in a friend's campaign where we start at level 8, going through...well, whatever we get to.

Books available are:
Complete series (Warrior, Adventurer, Mage, Arcane, Divine)
PHB 2
Tome of Battle
Races series (Wild, Stone, Destiny)

The build looks like this:

Race: Gray Elf
Ability score rules: 4d6, highest 3, reroll 1s, 6 sets.
My best set was 17/17/16/14/14/12/10. I am thinking:
Str 14 - 2
Dex 17 + 2
Con 14 - 2
Int 17 +2
Wis 16
Cha 10

With stat bonuses across the levels as:
4: Int
8: Dex
12, 16: Int
20: Undecided

Level structure:
1: Sword Sage
2: Swashbuckler
3: Sword Sage
4: Swashbuckler
5: Sword Sage
6: Swashbuckler
7: Wizard (Abjurer, drop Necromancy and Enchantment schools)
8-12: Abjurant Champion
13: Sword Sage
14-15: Fatespinner
16-20: Jade Phoenix Mage

Total levels are Swordsage 4, Swashbuckler 3, Wizard 1, AbjCh 5, JPMage 5 Fatespinner 2.

BAB total is 17. So is caster level due to AbjCh level 5 ability.

Spells per day will be 4/6/6/5/4/4/3 with an additional abjuration spell per level. The specializing is mostly for roleplay than actual usefulness...if I was going for usefulness I'd specialize in evocation.

Initiator level is 9. Main focus here will be Blood in the Water stance to go with using rapier and kukri, both of which will (ideally) be keen.

Feats:
1: Weapon Focus (Diamond Mind) from Swordsage, Two Weapon Fighting.
2: Weapon Finesse (Swashbuckler)
3: Quick Draw
6: Combat Casting
7: Alertness (Wizard's Familiar)
9: Battle Casting
12: Improved Two Weapon Fighting
15: Spell Penetration
18: Energy Abjuration

Any thoughts? I was considering going into the bladesinger class rather than jade phoenix, but the single weapon requisite kills it for me, as well as the slower caster progression. Also I'm not sure on which order to take the JPM and the fatespinner in. I originally had it flipped from that...


I'll try to make a few suggestion without changing the build too much.

1a- Why do you need Quick Draw? Most characters can well go without it unless you think you'll have to use several different weapons in the same combat. Since you didn't post your spells and maneuvers it's hard to tell what you want your character to actually do. Remember that if you have a BAB of +1 or more you can draw a weapon as part of a movement. This relates to:

1b- You need one hand free to cast spells with somatic or material components and since you took TWF I think you plan to have your hands full. That would mean that you need the feat Somatic Weaponry (Complete Mage, but I could be wrong on the source) that allows you to use a weapon you hold to make the somatic component of the spell. Depending on your spell list materials could be a problem as well.
Alternatively you can get a 2-handed weapon and use free actions to free one hand and then regrip. In this case drop Quick Draw all the same but get Power Attack instead and put that True Strike spell to good use when you get it.

2- Your initiator level is actually 14. Non-martial artist classes contribute for 1/2 to IL. Rework the first seven levels as
Swordsage
Swashbuckler
Swashbuckler
Swordsage
Swashbuckler
Wizard
Swordsage
So that you get IL 5 at level 7 and can choose 3rd level maneuvers. You might (I don't remember) swap some maneuvers on your second Swordsage level. If so, you can then swap a first-level maneuver for a 2nd level one as your IL is 3 at level 4.
Likewise, take one level of fatespinner at lvl13 and Swordsage at level 14; then your IL is 9 and you can get a 5th level maneuver swapping a 1st level one. That is, unless you:

3- Fatespinner is nice, but I'd get more JPM instead. You've penalized your maneuvers much already and they are worth more than low fatespinner abilities to you (see next point). You do lose a caster level (as in spells per day) but you also gain one CL (due to higher BAB). Also note that you get the CL now and lose the Caster level as per spells per day at... uh, level 20. If you get there. there is also a way out of this drawback as well, see below.

4- The spells come in too late (and then are not very effective), so I think you have to consider yourself a martial artist with some spells rather than a full caster. Spell DCs are not going to be great since you have no room for Spell Focus and the spell levels are lower than expected from full casters at that level. For that reason I'd just go easy on Int (you need what- 16 to cast all your spells?)since DCs are going to be low any way. Do not get spells with saves and focus on buffing (if you MUST do damage with spells instead of maneuvers use rays). Buffing has no saves and can do great things for a meleer (Lesser Rod of Metamagic: Quicken+True Strike? Seriously, lesser rods of quicken are your friend.) and rays are OK since your ranged AB is good. Abjuration specialization is fine and, mechanically, it is much better than Evocation (most optimizers take that as a banned school actually).

5- Depending on the maneuvers you want to pick, you might replace Swordsage with Warblade. Warblade would offer more Int synergy, more HP (that you could use) and allow you to put the 16 in Con rather than Wis. Warblade also has a slightly better recovery method as well. Keep in mind that you only get your low-level maneuvers via Swordsage levels and that all your high-level maneuvers are coming from JPM anyway. The switch would also increase your BAB (and then CL).
The switch also gives you back the spellcasting level you lost when you traded Fatespinner with JPM. You can get into Abjurant Champion at level 7 (you now qualify due to the Warblade full BAB). You miss 3rd level maneuvers at level 7 but you get better ones later via JPM and, since you swap one warblade level for JPM's 7th level you get one wizard casting level back.
Onlòy that, you get it earlier. The switch allows you to get spells one level earlier for your whole carrier and then "pay" the cost only at JPM6, which happens to be at level 19 (if you get there). Ah, and the CL increase, due to BAB, is right at level 11.

If you do all of this you have the same IL, CL 19 and same spells per day (as Wizard 11: 1 Wizard+5 Ab. Champ.+5 JPM).

PM me if you want more; I don't read this thread often and might miss your answer.
Hope this helps.

Rad

Josiah30
2008-02-22, 08:10 AM
I've actually made a few changes to the build already, as follows:


(*BAB, spells/day level/initiator level )

1: Swordsage (focus, Shadow Hand), Exotic proficiency (spiked chain) (0/0/1)
2: Swashbuckler (Weapon Finesse) (1/0/1)
3: Swashbuckler (Shadow Blade) (2/0/2)
4: Wizard (Rat familiar) (2/1/2)
5: Wizard (3/2/3)
6: Swashbuckler (Int to damage, Combat Casting) (4/2/3)
7: Swordsage (Wis to AC) (5/2/4)..tragically I will still only get second level manuevers for this...but the extra caster level is worth it.
8: Abj Champion (6/3/5)
9: Abj Champion (Battle Casting) (7/4)
10: Abj Champion (8/5/6)
11: Abj Champion (9/6)
12: Abj Champion (10/7/7) (Somatic Weaponry) -- will use gloves of storing to this point
13: Jade Phoenix Mage (11/7/8)
14: Jade Phoenix (12/8/9)
15: Jade Phoenix (13/9/10) (Adaptive Style)
16: Jade Phoenix (14/10/11)
17: Jade Phoenix (15/11/12)
18: Jade Phoenix (16/11/13) (Energy Abjuration or Focus: Abjuration)
19: Jade Phoenix (17/12/14)
20: Jade Phoenix (18/13/15)

Gives me full attacks/round, 7th level spells, and some decent maneuvers. Overall, I'm pretty happy with it :)

Thanks for the advice :)

On looking at my spells list...maybe I should be a transmuter instead :)

Spells (Wiz lvl 1) 3 (starting) + 5 + 4 (levels) = 12
Mage Armor
Shield
Magic Missile
True Strike(gotta get the obvious 4 out of the way :) )
Alarm
Comprehend Languages
Enlarge Person
Expeditious Retreat
Identify
Shocking Grasp
Obscuring Mist
Silent Image

Second Level (before scroll purchases, of course)
Owl's Wisdom
Heart of Air (Complete Mage)
Cat's Grace
Arcane Turmoil (Complete Arcane, targeted dispel)

Third Level (lots of scroll purchases will happen at this level)
Fireball
Haste
Protection From Energy
Heart of Water (CM)

Fourth Level
Stoneskin
Enlarge Person, Mass
Globe of Invulnerability, Lesser
Heart of Earth (CM)

Fifth Level
Reciprocal Gyre (CA)
Teleport
Heart of Fire (CM)
Passwall

Sixth Level
Bull's Strength, Mass
Bear's Endurance, Mass
Antimagic Field
Dispel Magic, Greater

Seventh Level (just two here before scroll purchases)
Spell Turning
Ethereal Jaunt

Maneuvers yet to come :)

BTW, how do you put things in a "spoiler" button?

Rad
2008-02-22, 10:14 AM
On a rules note, you need to switch 6th and 7th level or you're going to incur multiclassing penalties.

I think that the point of the swashbuckler levels 2 and 3 is to get Int to damage. That is pretty nice, but I think that you should consider if it is worth the cost of two caster levels. An alternative could be
1-Swordsage
2-Swashbuckler
3-Wizard
4-Swordsage (get a 2nd level stance)
5-Wizard
6-Wizard (Get 2nd level spells)
7-Jade Phoenix Mage (IL5)
8-Jade Phoenix Mage
9-13 Abjurant Champion
14-20 Jade Phoenix Mage (IL 9)
(BAB +17; CL 15; IL 15)

That also gets to JPM9, which makes it very viable to make an epic progression for JPM and get bonus epic feats from there.

Taking wizard levels is the only way to keep one swashbuckler level and not get XP penalties, but it serves the purpose well. JPM has no BAB requirements so we can use that to qualify for Abj.Champ. and be back later.

I do not know when you'll get to use shocking grasp exactly; it looks like that all the time your attacks are going to do more damage without using slots. I would also consider Swift Expeditious Retreat (PHBII). Flight is a must, much more than the fireball that will do not-so-impressive damage when you finally get it. Fly is a necessity to get other flying things (like most other mages).

Bull's strength, Mass &Co. are not that great. At that time most of your party will have items providing the same enhancement bonus unless they do not need it and then, well, they do not need it. Remember that you are still several spell levels behind.

On the feats side... you have high Dex and a spiked chain. Then you need Combat Reflexes. e.g.

1-Swordsage
2-Fighter (Weapon Finesse)
3-Fighter (Combat Reflexes)
4-Swordsage
5-Wizard
6-Wizard
7-JPM
8-12 Abjurant Champion
13-20 JPM
(BAB +18; CL 14; IL 15)

So... no Int to damage and 7th level spells. 9th level spells at level 21, which means you can get epic spellcasting right then (if you get there)

Gloves of Storing are a neat trick. Ask the DM if you can apply that to your Gloves of Dexterity +X (you were planning to get them, weren't you?)

I can't lookup your higher level choices right now; maybe tomorrow. I would try very hard to fit Quicken Spell in somehow though.

Josiah30
2008-02-22, 02:54 PM
First...I'm pretty set on having the Int to damage part of swashbuckler. I've decided that the damage there is really worthwhile, even if it costs me a couple caster levels. As you say, this is primarily a melee build, and what buffs do I really need above 7th level spells? Shapechange? I should be ok without it :P

So, how about this. If I change race to human, that gives me ability scores of:

14 Str, 17 Dex, 14 Con, 17 Int, 16 Wis, 10 Cha

Then after 8 levels (the starting level) I'll have 18 Dex and 18 Int.

Extra Feat (Combat Reflexes)
Skill points net the same (-1 Int, +1 race)
Damage stays the same (+2 (str*1.5), -1 Dex, -1 Int)
+1 Hit point per level
Higher carrying capacity :)
Spell DC is one lower, but that's not a major concern since almost all my spells are buffs.
-1 AC...at level 8 I'll be able to achieve 26 AC without items. Not fantastic, but good enough. After Nat +1 and Prot +1, 28. Survivable.

Hit dice will be 8 + 2 + 4d10 + 8 + 2d4 + 4 + 1d8 + 2
For a total of 24 + 4*5.5 + 2*2.5 + 1*4.5 = 55

Replace Shocking Grasp with Deflect, Lesser (PHB2). Purchase Expeditious Retreat, Swift (Complete Adventurer) and Karmic Aura (Complete Mage).

I plan on purchasing Flight once I hit third level spells as well as several others. The one enchantment spell I really wish I could cast (heroism) is at this level. I will eventually add a few more evocation (chain lightning, disintegrate) even though they allow saves...I'll have 18 int + int headband, so the saves won't be too low. Eventually I'll buy a manual for +4 innate as well. For now, I will replace fireball with Karmic Backlash (Complete Mage).

Replace Bull's Strength, Mass with Fires of Purity (Complete Divine)
Replace Bear's Endurance, Mass with Karmic Retribution (Complete Mage)

Purchase Energy Absorption (Complete Mage) when I get to 7th level spells.

Rad
2008-02-22, 07:13 PM
I'm still not sure about Adaptive Style. You are going to have only 2 maneuvers known not prepared and you'll likely have a couple low level maneuvers at that level that you might not need at all. Then you might be better off in using that full round action to renew maneuvers rather than changing your selection completely. This could neat you Quicken Spell, which you can use to buff and attack in the early rounds.

Battle Casting forbids you to make attacks of opportunity. While not that bad, I'd either take that or Combat Reflexes+EWP (Spiked Chain).

playswithfire
2008-02-22, 09:44 PM
I'm still not sure about Adaptive Style. You are going to have only 2 maneuvers known not prepared and you'll likely have a couple low level maneuvers at that level that you might not need at all. Then you might be better off in using that full round action to renew maneuvers rather than changing your selection completely.

Without adaptive style, a swordsage can renew one expended maneuver with a full round action. With adaptive style, they can renew all of their expended maneuvers in one round. So, it's not an unreasonable feat, depending on the maneuvers.

Josiah30
2008-02-23, 02:50 AM
Forgot about the battle casting not allowing attacks of opportunity thing. Might change that up.

Also, the DM is allowing our characters to be superpowered...meaning we get a feat every 2 levels instead of every 3, and wizards become spontaneous casters. That is to say, if we know the spell (it's in the spellbook) we can cast it without preparation. He just told me this tonight...So I've adjusted my feat schedule as follows:

1: EWP (Sp. Chain), Combat Reflexes, Focus (Shadow Hand)
2: Finesse, Shadow Blade
3: Scribe Scroll, Summon Familiar, Alertness
4: Combat Casting
6: Somatic Weaponry (saves me 10k gold for something else...major at this level)
8: Adaptive Style
10: Focus (Abjuration)
12: Energy Abjuration
14: Quicken Spell
16, 18, 20: Undecided

Any thoughts on what those could/should be? Some options include practiced spellcaster, Martial Stance, Evasive Reflexes. Evasive reflexes could be incredibly fun, making it practically impossible for people to attack me :)

And, planned maneuvers:

Stance (SS1, IL 1) Island of Blades
Stance (SS2, IL 4) Child of Shadow
Stance (JPM 5, IL 12) Aura of Perfect Order

Starting Maneuvers (SS1, IL1)
Distracting Ember
Burning Blade
Counter Charge
Wolf Fang Strike
Sudden Leap
Mighty Throw

SS2, IL4
Shadow Jaunt

JPM1, IL8
Foehammer
JPM3, IL10
Entangling Blade
JPM5, IL12
Ring of Fire
JPM7, IL14
Inferno Blade

Burgo McSock
2008-02-23, 05:59 AM
Can someone please help me? I described what I am after on page 27 (it was the last post on that page :smallmad: ). I really would appreciate with this as I don't really know how to make (or play for that matter) this type of character.

Thanks in advance.

Oh and if there is anything else you need to ask about what I am after go ahead but in all honesty I am pretty easily pleased.

playswithfire
2008-02-23, 09:28 AM
Can someone please help me? I described what I am after on page 27 (it was the last post on that page :smallmad: ). I really would appreciate with this as I don't really know how to make (or play for that matter) this type of character.

Thanks in advance.

Oh and if there is anything else you need to ask about what I am after go ahead but in all honesty I am pretty easily pleased.

If your DM will allow this version (http://www.wakinglands.com/htm_files/prestige_classes_invisible_blade.htm) of Invisible Blade, which I understand to be the original before it was split into invisible blade and master thrower, here's a quick build sketch.

Human Rogue 2/Swashbuckler 3/Swordsage 1/Invisible Blade 1/Swordsage +1/Invisible Blade for as long as you like

Feats:
1 Point Blank Shot
H Carmendine Monk (check with DM on this one; from champions of valor; uses int for monk abilities; might get int to ac in place of wisdom for swordsage)
3 open, probably Two Weapon Fighting
6 shadow blade
9 daring outlaw

Bonus feats: Weapon Focus(shadow hand weapons) from swordsage 1 and Weapon Finesse from Swashbuckler 1

At level 5, you've got int to damage with the daggers you're using
6 gets you dex to damage and the Island of Blades stance to help you get your (currently) 1d6 sneak attack
7, your sneak attack goes up one
8 you learn the assassin's stance and get up to 4d6 sneak attack
9, daring outlaw boosts it another 2
10, one more sneak attack to get you to 7d6 sneak attack, BAB 8, plenty of skill points, DEX and INT to damage; DEX and INT to AC in light armor with a friendly DM; or if he wants to say it's only in no armor since it's replacing monk AC, the unfettered defense of invisible blade adding int to DEX up to invisible blade level should help a bit

Important stats are obviously DEX,INT and some CON since most of your hit dice aren't huge.

Let me know what you think of that and I can revise as you like; this is a character idea I had a while ago and thus may not be exactly what you want. There's also a version where he goes into assassin rather than invisble blade, but this is more combat oriented and you said you couldn't be evil anyway

49888
2008-02-23, 02:19 PM
This sounds cool, I will give it a go.

My Request:
Q.1. Looking for a level-by-level fighter/rouge. Two-handed proficiency is needed. Some rouge traits. (Able to be a player character.)
Books: Um… You can decide.
Race: Human
Class: Fighter
Ability Scores: Fighter Chain Feats. (Look under the gaming link.)
Alignment: Lawful Evil
House Rules: No real special house rules. Just normal rules.
Concept: I would like an outgoing, funny, fighter/rouge. A natural born leader, and team player.
Other: I am the party’s main fighter. The party is made of; a wizard, an archer, another warrior, and then me, all human. I use a scimitar and am not able to use a shield. All other members of the party are either neutral good or lawful good.

Josiah30
2008-02-23, 03:49 PM
49888 -- How important to you are abilities like open lock, disable device, and the like? Or do you mainly want to rely on Bluff etc.? Also, how important is using a scimitar?

Your other requirements could easily become a kukri wielding fighter/rogue/swashbuckler/duelist build. That, or you could take a look at the build that plays with fire just did for the other guy, and it could fit in with what you want as well. It would be possible to even throw in invisible blade.

Something like the following:
Human
Elite Array, Str 14, Dex 15, Con 12, Int 13, Wis 8, Cha 10
1: Swashbuckler (Weapon Finesse, Dodge, Mobility)
2: Rogue (Sneak Attack +1d6, trapfinding)
3: Fighter (Point Blank Shot, Weapon Focus (Kukri))
4: Rogue (Evasion), +1 Dex
5: Swashbuckler (Grace +1)
6: Fighter (Two Weapon Fighting, Far Shot)
7: Fighter
8: Rogue (Sneak Attack +2d6, Trap Sense +1), +1 Int
9: Fighter (Specialization (Kukri), Daring Outlaw)
10: Swashbuckler (Insightful Strike)
11: Invisible Blade (Sneak Attack +1d6, Unfettered Defense)
12: Invisible Blade (Bleeding Wound, Improved Two Weapon Fighting), +1 Dex
13: Invisible Blade (Sneak Attack +1d6, Uncanny Feint I)
14: Invisible Blade (Feint Mastery)
15: Invisible Blade (Sneak Attack +3d6, Uncanny Feint II, Elusive Target)
16: Duelist (Canny Defense) +1 Dex
17: Duelist (Improved Reaction +2)
18: Duelist (Enhanced Mobility, Two Weapon Defense)
19: Duelist (Grace)
20: Duelist (Precise Strike +1d6) +1 Dex

This will net you BAB of 19, Sneak Attack 6d6, Int to damage, feint as a free action, lots of bonus armor class when fighting unarmored, tons of skills, and decent hit dice and saves...except will. It should also be very playable from level one through 20.

merrja666
2008-02-23, 04:53 PM
A new look on some classic cheese.

I'd like a Spiked Chain Cheesemonger, if you would be so kind.

Gestalt, too.

The campaign's ECL 9-20, and you get a 60-point buy, and max health.

Level progession is greatly appreciated.

Burgo McSock
2008-02-24, 07:14 AM
Sounds pretty cool playswithfire. I think I will try this. Do you know which book the Invisible Blade was before they divided it into Invisible Blade and Master Thrower... or which book either of those are in? Thank you very much by the way.

If you have the time I would like to see a more complete build of this, but I think I get the general idea and should be right with it if you don't.

Thanks again,

Burgo

playswithfire
2008-02-24, 08:39 AM
As far as I know, the 10-level invisible blade was never actually published in a WotC book; the 5 level Invisible Blade and Master Thrower prestige classes are in Complete Warrior if you want to use them separately, which is doable and would probably work; less sneak attack, but better ranged options. The third level feat would become Far Shot and you'd need to take Precise Shot at 12 to finish the prereqs for Master Thrower (unless you move around Daring Outlaw or Shadow Blade or take a flaw). The 5-level invisible blade does progress feinting faster, but gives less sneak attack and bleeding wounds and has that extra feat requirement.

If I get a chance, I'll try to throw together a full level 20 build. After Invisible Blade and Master Thrower, or possibly after Invisible Blade and before Master Thrower, I'd consider dipping one level of Warblade so you can take Bloodstorm Blade (both ToB). That's assuming you want to get more into thrown attacks; if you want to focus on melee, I'll see if I can find another good sneak attack granting class.

SamTheCleric
2008-02-24, 04:34 PM
I'm drawn to the Duskblade class because of the ability to deal wicked damage with the channeled spell ability. I've had some thoughts on feat development, but I'm not familiar with enough to know what would be useful. Since I'll be starting at level 1, AC will be a problem for a while . . . only light armor, probably a two-handed weapon. So . . .

1. I need a Duskblade starting at level 1, 25 point buy. Realistically, this character probably won't make it past level 10.

2. Race: Human
Material that can be used: Anything published by WoTC
Books I have access to: All Completes, PHB I/II, DMG I/II, Frostburn, Sandstorm, Stormwrack, Races of Wild/Stone/Destiny, Miniatures Handbook, Unearthed Arcana

Thanks a bunch for the help!

I don't know exactly how useful this will be... but I'll give it a shot.

Duskblade 7/Abjurant Champion 4... would get you Medium Armor, Heavy Shield and a bunch of versatility with your spells, including increasing your martial prowess using Abjurant Champion abilities. May not be the most optimized build... but I think it'd be fun to play.

Full BAB, 7d8+4d10 HP, +6 Fort, +3 Ref, +9 Will

H- Power Attack
1- Ex Weapon Prof Bastard Sword
2- Combat Casting
3- Shield Specialization (Heavy)
6- Shield Ward
9- ??? (something caster-y)

SamTheCleric
2008-02-25, 01:48 PM
As an addendum to my request above (#818), I've settled on the two weapon fighter. I've done some preliminary statting, I would just need some help with manuevers/stances... as well as criticism on what I've come up with so far...

Stats

STR 14, DEX 16, CON 12, INT 10, WIS 15, CHA 10

I could drop Int and Cha to 8s... but usually I don't like having negative stat mods.
Progression

Human Swordsage 11
1- Adaptive Style, Shadow Blade
3- Weapon Finesse
4- +1 Wisdom
6- Two Weapon Fighting
8- +1 Dexterity
9- Improved Two Weapon Fighting

The weapon finesse is iffy... but I will be focusing on dex and wis more with items and stat bumps.


Again, thank you for taking the time to consider this.

Rad
2008-02-25, 06:17 PM
Forgot about the battle casting not allowing attacks of opportunity thing. Might change that up.

Also, the DM is allowing our characters to be superpowered...meaning we get a feat every 2 levels instead of every 3, and wizards become spontaneous casters. That is to say, if we know the spell (it's in the spellbook) we can cast it without preparation. He just told me this tonight...So I've adjusted my feat schedule as follows:

1: EWP (Sp. Chain), Combat Reflexes, Focus (Shadow Hand)
2: Finesse, Shadow Blade
3: Scribe Scroll, Summon Familiar, Alertness
4: Combat Casting
6: Somatic Weaponry (saves me 10k gold for something else...major at this level)
8: Adaptive Style
10: Focus (Abjuration)
12: Energy Abjuration
14: Quicken Spell
16, 18, 20: Undecided

Any thoughts on what those could/should be? Some options include practiced spellcaster, Martial Stance, Evasive Reflexes. Evasive reflexes could be incredibly fun, making it practically impossible for people to attack me :)

And, planned maneuvers:

Stance (SS1, IL 1) Island of Blades
Stance (SS2, IL 4) Child of Shadow
Stance (JPM 5, IL 12) Aura of Perfect Order

Starting Maneuvers (SS1, IL1)
Distracting Ember
Burning Blade
Counter Charge
Wolf Fang Strike
Sudden Leap
Mighty Throw

SS2, IL4
Shadow Jaunt

JPM1, IL8
Foehammer
JPM3, IL10
Entangling Blade
JPM5, IL12
Ring of Fire
JPM7, IL14
Inferno Blade

I forgot about the Swordsage recovery method; I'm all for Adaptive Style if things are as playswithfire says :smallredface:

If you plan to play out AoO's Thicket of Blades is excellent (IIRC it's Devoted Spirit, so you need a feat to get it as a martial stance).
Elusive Target could be very nice but I guess that an enemy can just keep moving. You can disrupt a charge with it though. More fun would be Improved Trip, but it also needs Combat Expertise as a prerequisite.

Practiced Spellcaster is solid; I'd add Improved Initiative to the list (and maybe adding Nerveskitter, or whateve it's called, to the list of spells known. Sp.Comp.). Arcane Strike (CWar) can be good if you plan to go nova often i.e. if you end up having more spells each day than you can cast. It uses no action so you can burn any number of spells on it, taking the best bonus to hit and adding the extra damage.

That's all I can think of. I'm not reviewing your maneuvers since the only time I actually used them it was a low level crusader and I have no idea about Setting Sun.

Jeramiahh
2008-02-26, 01:32 AM
Probably bending the rules a teensy bit; this is a powerful antagonist NPC instead of a PC... but, he'll be getting a fair amount of screen time over the next few sessions, so he needs some extra work... and I plan to keep him around in my character vault for a theoretical high-level game that may or may not happen, some day.

1. Which of the above are you asking for? I am asking for a character built from scratch to a certain level... sort of. As DM, I'm designing a single, powerful NPC to challenge the party, and prove antagonist for a short sequence, currently planned to be used twice. Ideal CR 11-12, so 9-10 class levels.

2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books: Pretty much anything. I have access to dozens of books, but, for sake of simplicity... Any Complete, Compendium, Races of, and, obviously, the Tome of Magic. PHB 2, DMG 2, and most other 'common' books are in.

b. Race: Karsite, from Tome of Magic, +1 LA/CR, as well as a homebrew template, +1 CR, which adds 5 Natural armor, and 10/bludgeoning DR, but reduces move speed to 20' and reduces Dex by 2.

c. Class: Binder preferred, other classes allowed if needed.

d. Ability Scores: 28 point buy to play with. Prefer him to be tough but not agile, so final Con needs to be higher than final Dex, and high Cha is recommended, but all other stats are flexible.

e. Alignment: Neutral Evil.

f. House Rules: Special template added, to help define the concept. Feel free to tack on an extra feat or two, this guy's going to have the odds stacked against him. Also, he wears no armor/clothing, so nothing in the torso, armor, or cloak item locations. Items should be applied generously... feel free to go up to PC standard wealth, instead of NPC. Their rewards have been light, lately, and they need some good treasure.

g. Concept: I'm basing this character off one of the antagonists from Knights of the Old Republic 2, Darth Sion. For reference, he's, essentially, a walking corpse, so heavily scarred it's amazing he can even still move (reflected in the template above). He's a slow, walking tank, nearly indestructible, persevering through cool, calm force of will, unlike a frenzied berserker. In fact, the final build's HP may be arbitrarily bumped upwards, to reflect his tough nature. The choice of binder is for creepiness factor, as I allow the vestiges to take him over... he revels in their presence, only furthering his inhuman appearance.

h. Other: This is a very combat heavy group, this will probably be their one big encounter for the day, so I'm planning on them going nova on him. I, essentially, want them to unload everything... and just have him laugh it off. This is planned to be a very atmospheric encounter, to leave a chill down their spine... so he needs to be able to, at the least, frighten the players, as well as their characters.

Josiah30
2008-02-26, 11:15 AM
Jeremiahh...

If you have access to the monster manual 3, check out the death knight template. +5 level adjustment for some sick things that make any creature into a walking undead tank.

To list some immunities...

cold, electricity, polymorph, turning, crits, fort save causing effects, energy/ability drain, etc...

+5 nat armor, damage reduction, spell resistance

and some more cool abilities. Replaces all hit dice with d12 and removes con score, but if you want to arbitrarily up his toughness you can still do that of course.

As far as classes, I'm not familiar with Binder, but Dread Necromancer from heroes of horror may be something you want to look at.

Jeramiahh
2008-02-26, 03:24 PM
That.... that is *exactly* what I needed, for replacing the template. Just remove some of the abilities that don't work, and drop the CR adjustment to +2, not +3... perfect.

BTW, it was in the MM2, not 3. =)

I'll take a look at the Dread Necro... I just want something that has... 'odd' abilities, to throw my meta-gamey players off balance.

gareth
2008-02-27, 01:13 AM
I have a human rogue character who's specialised for skills, not combat. When he reaches 6th level I'd like to give him a 4th level cohort as a bodyguard. The details are:
1) I'd like a build from scratch to ECL 4.
2a) I'd like this built with just the core rules, and specifically without traits or flaws.
b) Any core race is fine, as long as the character ends up ECL 4.
c) Likewise any core class is fine, including core prestige classes.
d) I'd like this character generated with 28 point buy.
e) The alignment can be any Lawful.
f) No house rules.
g) My rogue character spends a lot of time burglarizing, spying on, infiltrating or just barging into various organisations filled with ill-tempered armed NPCs. I'd like a character that can rapidly detect threats to his safety and protect him, while not slowing him down or making him too conspicuous. There's an obvious problem with a level 4 character protecting a level 6, but since he has Strength and Constitution 8 every little bit helps. Any suggestions?

Rad
2008-02-27, 06:56 AM
I have a human rogue character who's specialised for skills, not combat. When he reaches 6th level I'd like to give him a 4th level cohort as a bodyguard. The details are:
1) I'd like a build from scratch to ECL 4.
2a) I'd like this built with just the core rules, and specifically without traits or flaws.
b) Any core race is fine, as long as the character ends up ECL 4.
c) Likewise any core class is fine, including core prestige classes.
d) I'd like this character generated with 28 point buy.
e) The alignment can be any Lawful.
f) No house rules.
g) My rogue character spends a lot of time burglarizing, spying on, infiltrating or just barging into various organisations filled with ill-tempered armed NPCs. I'd like a character that can rapidly detect threats to his safety and protect him, while not slowing him down or making him too conspicuous. There's an obvious problem with a level 4 character protecting a level 6, but since he has Strength and Constitution 8 every little bit helps. Any suggestions?
It looks like you'd need a battlefield controller to really be able to protect you. Barring spell use (cohort spellcasters are a bookkeeping nightmare) and the Knight class (PHBII) a fighter with a spiked chain and improved trip could do. You need him to be stealthy too; so that means high Dex (good for Combat Reflexes as well) and light armor. Int is needed for Improved Trip and that gives you more skills as well.

A non-optimized build could be:
Abilities: Str 10 Dex 18 (base 17; +1 at 4th lvl.) Con 10 Int 14 Wis 10 Cha 8
Race and Classes: Human Ranger 1/Fighter 2/Ranger +1
Feats: Exotic Weapon Proficiency [Spiked Chain](Human); Combat Reflexes (lvl 1); Track (Ranger 1); Weapon Finesse (fighter 1); Combat Expertise (lvl 3); Improved Trip (Fighter 2); Rapid Shot (Ranger 2).
Favored Enemies: it looks like you're going to mainly encounter humans, so Humans.
Skills:
Spot & Listen: +5 (5 Ranger ranks)
Search +7 (5 Ranger ranks; +2 Int)
Hide & Move Silently +10 (6 Ranger ranks; 1 Fighter Rank; +4 Dex -1 Masterwork Chain Shirt)
Knowledge [Geography]: +9 (5 Ranger ranks; 2 Fighter ranks; +2 Int)
Survival: +7 (6 Ranger ranks; 1 Fighter rank)
Tumble: +10 (7 Ranger ranks; +4 Dex; -1 armor)

Tumble is useful to move around in combat and put himself between you and the enemies. Knowledge is to qualify for Horizon Walker at level 6. Stealth skills are prioritized over perceptions because messing with those is bad for you if he's with you. Survival is there because tracking is something you can't do. Search is a reliable +2 for you when he aids your rolls.

Progression: Take one more Ranger level and then get into Horizon Walker. You do not have wisdom for the spells and the animal companion is not effective anyway.

NOTE: Most players seem to prefer humans but this guy could be an elf. You need to drop some skills (maybe search) and possibly drop Int to 13 to get 11 Con after the racial modifier, which means you have to drop skill ranks again.
Take Improved Trip at 6th level.

Get him a masterwork chain shirt and a Spiked Chain. Remember that he can also use a wand of CLW too (as a DM I wouldn't approve him regularly using his wand to heal you, but you can always get one yourself and have him use that on you).

NOTE: I picked Ranger for the skills he seemed to need. Barbarian would have been perfect too, but it can't be Lawful then. Rogue could do as well, but it's maybe too squishy and the skills seem enough as they are. Horizon Walker gives you more bonuses to your useful skills too.

Feedback is welcome :smallbiggrin:

gareth
2008-02-27, 02:27 PM
Thanks for the build. It was a fairly difficult request and I thought a bodyguard might not even be possible, but what you've got looks good. A few things I left out of the first post:
I'm playing in a urban setting, so perhaps I'd use the Urban Ranger variant instead of the standard. Horizon Walker may not be as useful.
I can use the variant rules from the SRD (http://www.d20srd.org/), except traits and flaws. Is there anything there that would help me?

Norvaldov
2008-02-28, 03:12 PM
Ok, so I've been slightly fascinated with the whole pen and paper concept for a while, although my previous experience with it is at about zero (although I've played computer rpg's, and, for what it's worth, warhammer tabletop games, and feel like I have a pretty good idea about the concept without ever having read any actual rules.) I've ordered the three core books (might be off about the core part, but it's the PhB, MM and DMG), nothing fancy as of yet, but I was thinking about starting a rogue and finding some online game to participate in once I've gotten the basics down. Thus, it's fairly obvious to me that the endless horn of knowledge that is GitP-forums seems like a good place to ask for use- and helpful advice on how to get things going. Behold:

1. As of now, I'd just require a level 1 character from scratch
2a. PhB and DMG (+MM)
2b. Human
2c. Rogue
2d. Ability Scores (I seem to be at a loss here, from what I could gather these are the stats, but I would assume you only get a fixed amount of those at level one?)
2e. Thinking of going chaotic good for background purposes.
2g. Tossing you some keywords from the background here: cautious (duh?), vigilante, emotionally lacking, moral
2h. As a total, I'd like a character that's composed and focused, with skills more bent on spotting, listening and prowling around than brute strenght, charisma or constitution. I've seen dexterity, wisdom and intelligence as the strong points of the character, although this may all be obvious when playing a rogue, so forgive me if it's all excess information.

Thank you.
(Woo, first post :smallsmile: )

Rad
2008-02-28, 03:40 PM
Thanks for the build. It was a fairly difficult request and I thought a bodyguard might not even be possible, but what you've got looks good. A few things I left out of the first post:
I'm playing in a urban setting, so perhaps I'd use the Urban Ranger variant instead of the standard. Horizon Walker may not be as useful.
I can use the variant rules from the SRD (http://www.d20srd.org/), except traits and flaws. Is there anything there that would help me?

Urban Ranger is cool; you have a problem with the spells if you do not PrC out though.
As things are, you have Wis 10 so you cannot get any; you could move some points around to get them, but then you'd have to take care of them.
If you are evil, and do not mind spells Assasin could be a good option. The spells are relevant but are keyed off Int, which you already have (you need that for Improved Trip)
Horizon walker, while not too consistent with the fluff, is still a valid way to get something in place of your spells. The planar terrains are good and the skill bonuses are still useful to you.

EDIT: Shadowdancer could also be good. Consider taking two more fighter levels to reach the feat requirements by level 6. (Dodge as 6th level and Mobility as Fighter 4) Then take Ranger 3 at level 7 to get the skills.

gareth
2008-02-29, 02:41 AM
It would be nicely ironic to have an assassin acting as a bodyguard. I'll give it some thought.

SamTheCleric
2008-03-01, 06:48 PM
I'd like an 11th level Archer

Books: Core + All Complete and All Races books (No Campaign specific books, no psionics).

Race: I'd prefer no LA for my race, but I'll keep an open mind.

Class: Prefer to -not- be scout/skirmish based, if possible.

Point buy: 32

House Rules: No Flaws. Max HP at 1st, 1/2 +1 subsequent levels.

Iku Rex
2008-03-02, 01:50 AM
Books: Core + All Complete and All Races books (No Campaign specific books, no psionics).Magic Item Compendium? Spell Compendium? PHBII?

(Some people have a strange definition of "Core".)

How do you feel about spellcasters?

Athaniar
2008-03-02, 05:30 AM
I have a character I would very much want some kind soul (corrupted souls are fine too) with a better mechanics sense than me to stat out.

This is a level one character designed to start play with.

Books: Any, just specify if you use any non-SRD material.

Race: Half-Orc

Class: Here's the interesting part: Barbarian, with variant rules Eagle Totem (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#eagleTotemClassFeature s), "Hunting Barbarian" (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#barbarian), and Favored Environment (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#favoredEnemyVariantFavore dEnvironment). I call this the Hunter.

Ability Scores: 32 point buy. All physical abilities (Str, Dex, Con) are important. Wis is somewhat important, I think. Int and Cha can, and should, unless you can come up with a reason why not, be dump stats, especially Cha.

Alignment: CN

House Rules: No

Concept: A ranger-like guy from a barbarian tribe, as the class suggests. Alone in the wilderness, with only his weapons as friends. Until he inevitably joins an adventuring party, that is.

Other: I came up with this idea while experimenting with the variant classes in the SRD. Please provide feedback.

SamTheCleric
2008-03-02, 08:26 AM
Magic Item Compendium? Spell Compendium? PHBII?

(Some people have a strange definition of "Core".)

How do you feel about spellcasters?

Doh.. yes the MIC, SpC and PHB2 are in there... I forgot about them.

I'm ok with spellcasters, so long as the main focus is an archer... not a wizard with a bow. :)

Paul H
2008-03-02, 09:35 PM
I'd like an 11th level Archer

Books: Core + All Complete and All Races books (No Campaign specific books, no psionics).

Race: I'd prefer no LA for my race, but I'll keep an open mind.

Class: Prefer to -not- be scout/skirmish based, if possible.

Point buy: 32

House Rules: No Flaws. Max HP at 1st, 1/2 +1 subsequent levels.

Hi

First I'd like to ask just what your definition of Archer is. Personally I like Warlocks (Complete Arcane).
For: Lots abilities, Lots damage
Against: Only one attack/round.

Here goes.....

Elf Warlock lvl 11. CN Follower of Correllon

St 12 De 22 Co 14 In 12 Wi 10 Ch 16

(stat bumps to dex, includes Ioun Stone for Dex+2, Amulet for Con+2, Cloak Cha+2)

HP 68 AC 24 (Touch 18, FF 18 AC 29 vs Ranged. AC 23 vs Ranged Touch, etc)

Feats:
1) Point Blank Shot
3) Spell Penetration
6) True Believer
9) Precise Shot

Class Abilities:

Detect Magic at will
DR 3/Cold Iron
Resist NRG 10 (2 types)
Take 10 on UMD even under stress
Eldritch Blast 6D6

Invocations:
Devil's Sight (Darkvision & see in magial darkness. Can last 24 hrs)
See Unseen (See Invisibility. Can last 24hrs)
Eldritch Spear (120' eldritch blast)
Brimstone Blast (Fire attack - target can catch fire for 2D6 damage/rnd)
Flee the scene (Short range Dim Door & leaves behind Major Image of you)
Walk Unseen (As Invisibility, but can last 24 hrs)
Vitriolic Blast (Acid damage - NO SR!!! Target takes 2D6 acid damage/rnd)

All these are at will, so no ammunition cost!

BAB +8/+3
Base Saves F3/R3/W7 (Need to add stat & resistance bonuses)

Magic Items: (66,000 GP to spend)

From Master Item Compendium
Millenium Chainmail +1 (Can use Relic power of Fast Heal 3)
Healing Belt (3 charges/day for up to 6D6 healing)
Ring of Darkhidden (Remain unseen to Darkvision)
Crystal of Arrow Deflection, Lssr. (+5 unspecified bonus to AC vs ranged attacks)
Wraith's Woe - complete set. (Masses of bonuses vs undead/incorporeal targets, etc. Can also heal stat dam/drain)

From DMG
Ioun Stone Dex+2
Amulet health+2
Cloak Charisma +2
Vest Resistance +2

Still has few thousand GP to spend!

Makes for a lot of sniping damage in single hits, but no Many Shot. Vitriolic Spear ignores SR & does continuous damage. Can go Invis at will, has Darkvision but unseen by Darkvision, effectively invis to Undead, etc. Can heal self & others, best UMD in game. Brilliant vs Undead, as long as there's no light source near.

Think I'll keep this one myself.

Cheers
Paul H
PS Can craft magic items next level. Only the Item Creation Feats needed plus skill check. No spells required!

SamTheCleric
2008-03-02, 09:40 PM
While that is fantastic artillery... and I'd play that in a heartbeat if we didnt already have a similar warlock in the party... I more meant a Bow-user... :)

Thanks for the build though :smallbiggrin:

Iku Rex
2008-03-03, 06:59 AM
I'd like an 11th level Archer
Wood Elf Ranger 5/Fighter 4/Wildrunner (RotW) 2

Champion of the Wild, Spiritual Connection and Spiritual Guide ranger ACFs from CCha.

32 pb
Str 14 6
Dex 16 10
Con 16 10
Int 12 4
Wis 8 0
Cha 10 2

+2 Str levels
+2 Dex +2 Str, -2 Con, -2 Int Wood Elf
+2 Str, +2 Dex, +2 Con Items

+2 Str, +6 Dex when using primal scream


1 Ranger 1 Point Blank Shot, Track
2 Fighter 1 Precise Shot
3 Ranger 2 Rapid Shot, True Believer (MIC, Corellon Larethian)
4 Fighter 2 Weapon Focus: Longbow
5 Ranger 3 Endurance
6 Fighter 3 Manyshot
7 Ranger 4 Improved Rapid Shot (CWar)
8 Ranger 5
9 Fighter 4 Weapon Specialization, Ranged Weapon Mastery (PHBII)
10 Wildrunner 1
11 Wildrunner 1


Equipment (66000 gp):
9400 Bow of the Wintermoon (MIC 48) w/ Shock
3000 Lesser Crystal of Cold Energy Assault (MIC 64)
8500 Millennial Chainmail (MIC 20)
9000 Vest of Resistance +3
2000 Rod of Viscid Globs (MIC 176)
8000 Belt of Strength +2 and Con +2 (MIC 234)
1800 Quiver of Ehlonna
16000 Boots of Speed and +2 Dex (MIC 234)
2500 Goggles of Foefinding (MIC 108)
3400 Scout's Headband (MIC 132)

63600 Total
2400 Left


Description:
It's a basic archer. Good attack bonus, decent damage and some skills (max survival) and abilities thrown in to make it more interesting out of combat. I'd ask the DM to change the primal scream fluff to something more fitting, like a "focusing breath", but the screaming archer has a certain charm to it as well.

His AC is crap. Basic AC-boosters are usually plentiful on dead NCPs, so I've focused on less common items. Stay out of melee unless/until you improve the armor and get some deflection, natural armor, insight and shield bonuses. You may want to do something about his abysmal Will save as well.


Other archer builds:

The cleric archer is probably the best choice if you just want "power". Good buffs and the Holy Warrior (CCha) feat ensures plenty of damage. Divine Might (CWar) is also an option with good Cha. War and Elf (SC) domains.

A Fighter 4/Wizard 2/Abjurant Champion 5 (spellsword next) gets you both fighter feats, high BAB and basic arcane buffs. Nifty.

SamTheCleric
2008-03-03, 07:10 AM
Wow, I completely overlooked going for Wildrunner. I may spend some time looking up all those nifty items and abilities... you may have won the no-prize.

Thanks!

Meat Shield
2008-03-05, 11:00 PM
OK, need a little help. I have a 7th level warlock that is mostly complete, but wanted opinons and suggestions. I've hit a mentla roadblack on how to finish.

Am thinking long range sniper, basically he is afraid of close combat and has no intention of ever entering melee if he can avoid it.

http://www.myth-weavers.com/sheets/view.php?id=44302

What should I do for feats, especially at third level? What magic items should I get (am allowed half price wands for half cost)? Other suggestions?

Only get 14250 gp to start, consider all books as available.

Deepblue706
2008-03-05, 11:07 PM
I'm looking for the toughest martial character out there. He needs to able to dish out big hits, and be as effective as the minimum a martial character is expected, but emphasis is on being really, really hard to kill. This means he must have great HP and saves, as well as a good AC.

Requested level(s): I'd like models at 8, 14, and 20 (level 8 holds priority).
Races: Any core
Attributes: 30pt buy
Classes: Anything, so long as the character does not obtain spellcasting.
Items: Don't worry about fancy equipment - just what is absolutely necessary to make the character tough.

Rad
2008-03-06, 03:00 AM
OK, need a little help. I have a 7th level warlock that is mostly complete, but wanted opinons and suggestions. I've hit a mentla roadblack on how to finish.

Am thinking long range sniper, basically he is afraid of close combat and has no intention of ever entering melee if he can avoid it.

http://www.myth-weavers.com/sheets/view.php?id=44302

What should I do for feats, especially at third level? What magic items should I get (am allowed half price wands for half cost)? Other suggestions?

Only get 14250 gp to start, consider all books as available.

First things that came to my mind are:

IF the campaign makes it worthwhile, Craft Wondrous Items could be what you are looking for. You'll never stop using that.
IF you are getting some eldritch blast invocation you could consider Ability Focus [Eld. Blast].

quotemyname
2008-03-06, 09:38 AM
I'm looking for the toughest martial character out there. He needs to able to dish out big hits, and be as effective as the minimum a martial character is expected, but emphasis is on being really, really hard to kill. This means he must have great HP and saves, as well as a good AC.

Requested level(s): I'd like models at 8, 14, and 20 (level 8 holds priority).
Races: Any core
Attributes: 30pt buy
Classes: Anything, so long as the character does not obtain spellcasting.
Items: Don't worry about fancy equipment - just what is absolutely necessary to make the character tough.

If you are willing to be a little gracious with alignment restrictions, i have a GREAT build for a spike chain fighter (with the term fighter defined loosely).

it basically involves multiclassing through fighter, monk (for saves, improved grapple (for free), monk damage, and combat reflexes (for free)), and barbarian. once your around level six you go into prestiege classes. here your looking at exotic weapon master, pious templar, and occult slayer.

this is a character that i actually built up myself, and he is pretty darn resilliant even at low levels. he can dish out the hits due to nice chain damage as well as power attack, and the barbarian levels allow him the extra hp (as well as rage) needed to survive.

if you want more specifics, just return the post. i don't really have time to list the build level by level right now, but if your really interested, i will go through the effort for you.

"the only thing keeping the fact that that character has six different classes and no stable alignment tied down is the fact that he REALLY loves that spiked chain!"

please keep in mind that i never really built him up past lvl 13 or 14 or so. as that was the limits of the campaign at the time. but with the hardest levels of his career behind him it should not be hard to continue the build out to 20 (ill just let you take care of that part) probably involves finishing of pious templar. but thats all i have to say.

let me know what you think, and good luck.

Meat Shield
2008-03-06, 10:26 AM
First things that came to my mind are:

IF the campaign makes it worthwhile, Craft Wondrous Items could be what you are looking for. You'll never stop using that.
IF you are getting some eldritch blast invocation you could consider Ability Focus [Eld. Blast].

Can I make magic items? Didn't think a warlock could do that until 12th level with the Imbue Item ability

Also, not planning on eldritch essences for a while, so save DCs are not a high priority for me yet. Good thought though.

Rad
2008-03-06, 11:33 AM
Can I make magic items?
You can provide the spells you need through UMD. IIRC you need to "produce" a spell for each day of work (so you need a corresponding number of scrolls/wand charges).

EDIT: if you were to take that later, doing so at 3rd level will save you a high level feat for a low-level one so, by all means, do it.

Paul H
2008-03-06, 09:21 PM
Hi

If you're looking for a good 'Tank' then Kensai (CW) is a good choice.

As you gain levels you can spend XP to increase your primary weapon abilities. My Samurai5/Kensai6 has spent 1440 xp converting his master crafted Katana to a Katana+1/Holy/Corrosive/Ghost Touch/Sacred (Lots of Undead/Evil Outsiders in our home campaign).

Level Eight

Dwarf Samurai1/Ftr4/Kensai3

St 16 De 12 Co 18 In 14 Wi 8 Ch 6 (Level stats to Str)

Feats:
1) Samurai: Combat Expertise/Wpn Prof Katana (class free ability)
2) Fighter: Wpn Focus Katana
3) Pwr Attack
5) Wpn Spec Katana
6) Cleave
9) Imp Crit Katana

Full Plate +1/Gtr Blurring (MIC)
Crystal iron Warding Lssr (DR 3/-)
Crystal Rest
Lge Shield +1
Crystal True Death Lssr (Ghost Touch +D6 vs Undead)
Belt of Healing
Torc of the Titans

AC 23 (28 with Combat Expert.).
Blurring (20% miss - comcealment)
DR 3/- (until 30 points absorbed)
HP 10+4D10+3D8+32
+5 dam with Torc
Cold Iron Katana (Convert xp to Katana+1/Holy)
Poor AC balanced with DR & constant blurring

Good to hit. Good dam. Can first aid self. Good vs Undead/Evil
Can use concentration to boost Str by 8 (non specific bonus).

At 11th lvl make Katana +2/ Holy/Transmuting (Overcomes any DR)
Also take Full set of Wraith's Woe (total cost 24,000GP) for extra bonuses vs Undead. (includes synergy)

Cheers
Paul H

Paul H
2008-03-06, 09:54 PM
Hi

The short version is my Dwarf Samurai 5/Kensai 6

Full Plate +1/Gtr Blurring. Crystal DR3/-. Lge Steel Shield +2. Ring Deflect+2. Ring Darkhidden. Torc of Titans. Strong Arm Bracers.
Katana+1/Holy/Corrosive/Sacred/Ghost Touch.

Vs Evil: (with Str boost, taking full +5 AC from Combat Expert.).
Attack +16/+11 Dam 2D8+2D6+11+Corrosive+Sacred+Fiendslayer crystal

AC 31 Touch 18. Blurring. DR 3/- Invis to those depending on Darkvision.

Cheers
Paul H

Deepblue706
2008-03-06, 11:07 PM
If you are willing to be a little gracious with alignment restrictions, i have a GREAT build for a spike chain fighter (with the term fighter defined loosely).

it basically involves multiclassing through fighter, monk (for saves, improved grapple (for free), monk damage, and combat reflexes (for free)), and barbarian. once your around level six you go into prestiege classes. here your looking at exotic weapon master, pious templar, and occult slayer.

this is a character that i actually built up myself, and he is pretty darn resilliant even at low levels. he can dish out the hits due to nice chain damage as well as power attack, and the barbarian levels allow him the extra hp (as well as rage) needed to survive.

if you want more specifics, just return the post. i don't really have time to list the build level by level right now, but if your really interested, i will go through the effort for you.

"the only thing keeping the fact that that character has six different classes and no stable alignment tied down is the fact that he REALLY loves that spiked chain!"

please keep in mind that i never really built him up past lvl 13 or 14 or so. as that was the limits of the campaign at the time. but with the hardest levels of his career behind him it should not be hard to continue the build out to 20 (ill just let you take care of that part) probably involves finishing of pious templar. but thats all i have to say.

let me know what you think, and good luck.

I do not mind multiclassing, nor do I care so much about alignments. All I want is a super-resilient warrior - however, I could do without the spiked chain. I understand its usefulness, I simply do not like the aesthetics. But, you don't have to worry adjusting the build if it's vital - I can do that myself, to the effect I feel necessary.

I would appreciate anything you're willing to relay.

Rad
2008-03-07, 02:27 AM
Hi

If you're looking for a good 'Tank' then Kensai (CW) is a good choice.

As you gain levels you can spend XP to increase your primary weapon abilities. My Samurai5/Kensai6 has spent 1440 xp converting his master crafted Katana to a Katana+1/Holy/Corrosive/Ghost Touch/Sacred (Lots of Undead/Evil Outsiders in our home campaign).

Level Eight

Dwarf Samurai1/Ftr4/Kensai3

St 16 De 12 Co 18 In 14 Wi 8 Ch 6 (Level stats to Str)

Feats:
1) Samurai: Combat Expertise/Wpn Prof Katana (class free ability)
2) Fighter: Wpn Focus Katana
3) Pwr Attack
5) Wpn Spec Katana
6) Cleave
9) Imp Crit Katana

Full Plate +1/Gtr Blurring (MIC)
Crystal iron Warding Lssr (DR 3/-)
Crystal Rest
Lge Shield +1
Crystal True Death Lssr (Ghost Touch +D6 vs Undead)
Belt of Healing
Torc of the Titans

AC 23 (28 with Combat Expert.).
Blurring (20% miss - comcealment)
DR 3/- (until 30 points absorbed)
HP 10+4D10+3D8+32
+5 dam with Torc
Cold Iron Katana (Convert xp to Katana+1/Holy)
Poor AC balanced with DR & constant blurring

Good to hit. Good dam. Can first aid self. Good vs Undead/Evil
Can use concentration to boost Str by 8 (non specific bonus).

At 11th lvl make Katana +2/ Holy/Transmuting (Overcomes any DR)
Also take Full set of Wraith's Woe (total cost 24,000GP) for extra bonuses vs Undead. (includes synergy)

Cheers
Paul H
Besides the fact that Samurai is usually not worth it (though, admittedly, Samurai 1 is better than fighter 5) you are missing one of your bonus feats in this build.
Cleave is also not that great at 6th level too.

If you HAVE to do TWF, use your feats to get Travel Devotion (CChamp) so you can move and full attack for one encounter per day. It would only be balancing if your DM allowed you to use your kensai abilities on both pieces of your daisho as well.

On the fighter bonus feats side, Improved Buckler Defence will do great things for your AC.

I'd also look for something to replace weapon focus/weapon specialization. Since you already picked up Combat Expertise Improved Trip would be good for actually stopping people.

On a more radical change, you could take Monk instead of Samurai. The bonus is that you empower ALL your natural attacks with your kensai abilities while with Samurai your off-hand weapon has to come from your cash.

Those are all quite sub-optimal choices, mind.

Paul H
2008-03-07, 09:43 AM
Hi

Wasn't going TWF with that build - strictly sword & shield.
Not sure about the 'missed' bonus feat - but you get wpn prof with bastard sword (katana) free with Samurai.

Went Samurai because it's the quickest way to Kensai, along with Paladin & Hexblade. (Concentration, Diplomacy & Ride prereqs.). With strong arm bracers the base dam is 2D8 not D10. Gtr Blurring on Full Plate is a personal choice - could have had extra +2 AC instead. If I started at 11th lvl I would take Adamantine Full plate.

Cheers
Paul H

quotemyname
2008-03-07, 10:27 AM
I do not mind multiclassing, nor do I care so much about alignments. All I want is a super-resilient warrior - however, I could do without the spiked chain. I understand its usefulness, I simply do not like the aesthetics. But, you don't have to worry adjusting the build if it's vital - I can do that myself, to the effect I feel necessary.

I would appreciate anything you're willing to relay.

The spiked chain is essential to the build. it is the reason for classing the way the character does. it takes advantage of the extra AOO's from the combat reflexes (free monk feat) very well. but without it your not entirely crippled. Ascetics aside, the spiked chain is in all senses (including literally, and quite literally i might add) the BEST melee weapon in D&D 3.5e. besides, i think it would just plain look cool to be waving around ten feet of viciously spiked chain :)

alright let me get that build copied down. i pretty much have it dialed in from lvl 1, so i know you asked for examples at various levels, but for this ill just give you the build order, it should be simple enough to see the results from there. ill also make a few notes afterward about reasons for feats and combat tactics and tricks.




Race: Human; Starting alignment: LN; Deity Tsolorandril* (living greyhawk)

LVL1 - FIGHTER - Exotic Weapon Proficiency (Spiked Chain); Weapon Focus (spiked chain); Power Attack (bonus feat)

LVL2 - MONK - Improved Unarmed Strike (class feature); Improved Grapple(bonus feat)**;

LVL3 - MONK - Combat Reflexes (bonus feat); Improved Toughness; evasion!!!! (class feature)

LVL4 - BARBARIAN*** - STAT BUMP STR +1

LVL5 - FIGHTER - Cleave (bonus feat)

LVL6 - BARBARIAN - True Believer

LVL7 - PIOUS TEMPLAR* -

LVL8 - EXOTIC WEAPON MASTER - Flurry of Strikes (class ability); STAT BUMP STR +1

LVL9 - PIOUS TEMPLAR - Extra Rage

LVL10 - PIOUS TEMPLAR -

LVL11 - PIOUS TEMPLAR - Improved initiative (bonus feat)

LVL12**** - OCCULT SLAYER - (bonus feat) (stat bump)

LVL13 - OCCULT SLAYER -

LVL14 - FTR/BRB/PT -

LVL15 - FTR/BRB/PT - (bonus feat if ftr 14&15) (feat)

LVL16 - BRB/PT - (stat bump)



*the deity tsolorandril is the only one i know of with a favored weapon spiked chain. he exists in living greyhawk, (although i am sure if this is not your campaign, you will be able to work with the dm and adapt him to your campain. most DMs are pretty approachable about these things. i know i am)

**Improved Grapple - one of the most overlooked feats in the game in my opinion. in any case it is at least a hell of a lot better than the stunning fist alternative to monk, because pretty much ANYTHING you fight past level 5 or so will be able to make that save (especially if you have a low wisdom and this build does not need wisdom for very much). taking improved grapple will turn your character into pure unadulterated spellcaster hatred. more on tactics later.

***Barbarian class levels - taking barbarian will require you to go either chaotic or true neutral (i recommend the latter), thus becoming an ex-monk (monks are required to be lawful). as an ex-monk, you lose a few class features, but thats okay, you would not be using those anyway...you lose armor bonus, and fast movement i think, but you get the fast movement from barb lvl1, and if your wisdom is low, the armor bonus wont matter since you will probably be wearing armor anyhow.

if you need to roleplay changing your alignment, you can always go with something along the lines of, "Well, i thought a life of devotion would lead me down the right path, but i feel that Tsoloradril desires a servant that is more fanatical."

****This is where the build gets a little fuzzy. ive never played the character up this high, (though i desperately want to). basically from here on out you have a decision to make with stat bumps. when i was playing my character, he never had a high enough wisdom to cast spells through the templar levels. being able to self heal/self buff is pretty nice, however, so if you choose to put some points into wisdom, now would be the time. (or you may already have done so at character creation. thing is i rolled a 28 point buy character, and didn't have the points to spare on wisdom so this is where i took care of that.) the alternative is putting more points into str for obvious reasons. the second decision you should make is about your feats. i have a few ideas about what to take during these levels, but i never put any of them into practice. all are good choices though, and you get an extra one if you decide to take those two ftr levels in there. all up to you though.

FEAT IDEAS/REASONS:
Improved Crit (why not?)

Quick Draw(also MASSIVELY underestimated feat in my opinion)
at high levels you run into things with DR. its a great feeling to be able to
drop your current weapon and draw another as a free action that does not provoke just in case you need to bypass DR (and multiple types per battle)

ELUSIVE TARGET - BROKEN!!! need i say more? (complete warrior)

Improved Trip/Disarm. at high levels trip sometimes looses effectiveness, as dragons and big things don't go down too easily. and disarm is less effective if your fighting monsters and stuff that just use natural attacks, but both are worth it if you find yourself fighting things with two legs that are your size catagory that use manufactured weapons. (i.e. a final boss with class levels maybe?) if they are tripped and don't have tumble they are forced to receive one of your many AOO's getting up. if they are disarmed and want to retrieve their weapon, that also provokes. (and hey if they disarm you, you can always drop it and quick draw another one!) also, improved trip works really well in conjunction with elusive target.

basically its all your choice on where to go with feats and stuff, from level 12 and up. but classwise, i would keep what i put down till at least 13 for that 2nd level of OS. the class abilities really help.

-- end build notations --

tactics/other comments:

fighting groups of enemies:
1. be on the front line. there is nothing like the feeling of being able to meet a charge of pretty much anything, blow all your AOO's for the round, and not take a single point of damage because the bastards tried to charge you. *power attack here, they take a -2AC for the charge*

2. the above works really well if you can orchestrate your team to fall in behind you. when you are the only person the enemies CAN charge, you get to take full advantage of the extra AOO's.

3. move into the fray: your barbarian and ftr levels give you plenty of HP to soak tons of damage. (especially if you rage, and you get three of those per day thanks to extra rage). if you plunge into a group of enemies, you can attack all of them at will with your chain, AND if they don't want to come at you and want to go after someone else, they are force to move around in your threatened squares. can you say AOO?

4. if you have not picked up on it already, one of this build's priorities is taking full advantage of the extra AOO's from combat reflexes. they are easy to setup because you have reach. and reach is awesome.

5. get buffed: buffs are awesome. period. if theres a spellcaster to buff you, start the fight next to them (then charge in after delaying your initiative if you have to). bull strength for more damage, bears endurance for a longer rage (usually unecessary but the extra HP helps too). or preferably enlarge person. a large ftr with a spiked chain now reaches out to 15ft. (20ft diagonally!!!) and who does not love extra reach?

6. spellcaster hatred: as much as you love the guys that buff you, you hate the ones that can blast you. you have good saves from your monk and PT levels (PT even gives you what is effectively evasion for will saves), but it might not be enough. so go threaten that spellcaster. two ways to do this:

6a. the lone caster (preferred): grapple grapple grapple grapple. the grapple rules are complicated, but SO worth memorizing for this reason. you have a high grapple mod with your feat, and spellcasters DON'T, period. also, a caster can't cast if he is grappled. (must first make a grapple check, to be able to cast, then a concentration check or you get an AOO. he will pretty much be screwed). also, during a grapple, (as well as a pin) you get to deal damage as an unarmed strike AUTOMATICALLY without having to roll to hit. this means AUTO MONK DAMAGE every turn.

6b. The guarded caster (only if you have to): a guarded caster is a little harder to hate against, but not that bad. you CAN still grapple him, but then you lose dex to AC, and basically any enemy guarding him can come up and whack you and break the grapple. (granted they have a 50% chance of hitting the caster, most enemies WILL take that risk). so instead of grapple you just threaten him. stand next to him, attack his guard (if he is in reach) or the caster if the guard isn't within reach. (do the guard first, cuz once he is down you can go to (6a).) but make sure of the following. DO NOT ATTACK if you had to move to get to the caster. instead, ready an action to take a five foot step to move when the caster moves. benefit? he can't get out of your threatened squares. this works best if you place him just at the edge of your reach. he will think he can five-foot-out and cast, but you get to follow him, your AOO's go off anyway = he's screwed.

6c. the occult slayer levels make you REALLY good at caster hatred. extra d6 damage ANYTHING that casts arcane spells (or has spell like abilities). only with selected weapon tho. chain, or fists are a good choice, but i would go with the chain, (because dragons have arcane spell like abilities and you don't want to grapple them). but fists are not a bad choice if you like to grapple casters like i do. also, the 2nd level OS ability to reflect a targeted attack is REALLY nice. what? meteor swarm targeting me? i think not! right back at you! = dead caster round one :) you also get to reflect those nasty save-or-die spells (and even just "die" spells). all are bad news for the caster if for no other reason than he loses a whole round of casting cuz he just wasted a spell that was reflected back at him.

-- end tactics notes --

thats about all i have to say about this guy. this character is my brain child and took me years to perfect. so treat him with respect ;) also, this build is not just for you. anyone should feel free using it. and if you do decide to use it, i would LOVE to see where you take it at the higher levels. IM me, email me, message me, whatever. i am really interested in seeing how it works out for you. good luck, and happy spellcaster hunting! ^^

Deepblue706
2008-03-07, 12:44 PM
*a lengthy post*

Pretty neat stuff.

Thanks.

Cybren
2008-03-07, 03:26 PM
Technically it's wearing armor that costs the AC bonus and fast movement, not your alignment.
"A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities."

quotemyname
2008-03-07, 04:07 PM
Technically it's wearing armor that costs the AC bonus and fast movement, not your alignment.
"A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities."

ill trust you on that one. i was just too lazy to look it up earlier. i knew there was some reason it didn't work. for me, my wis bonus was always lower than wearing a chainshirt would net me, so i went with the armor. i already had barb fast movement, so that didn't matter to me as much either. if you can get it to work with a high wisdom, more power to ya. i might try that pathway the second time around, but at least on the surface it seems like armor is the way to go when you only have two levels of monk.

Josiah30
2008-03-08, 02:27 PM
Ok, time for my cohort build!

My swordsage build recently hit level 10 (which in our world is a feat level), so he took leadership. I was debating that or Arcane Disciple : Healing, but decided I'd just rather have a cohort to heal me.

However, after looking at some options, I've decided to make him a druid/monk build, with an emphasis on being truly unarmed, unarmored...and kind of vow of poverty like :)

House rules: Feats every two levels rather than three. All casters are spontaneous casters. Any source of bonus feats (other than monk) can be used to pick any feat that you qualify for, rather than a limited list.

Books available: Almost anything, though I want to rely on the complete books as much as possible, since I'm the one in the group that owns those. Just easier that way.

Ability scores: 4d6, reroll 1s, drop lowest. This guy's set was 18, 17, 16, 13, 12, 11.

Starting at level 8, and this campaign will most likely be going to/through epic levels.

Through 8 levels, this is what I have established for the build:

Race: Human
Abilities(base): Str 16, Dex 13, Con 17, Int 12, Wis 18, Cha 11
Level breakdown:
Human: Sacred Vow
1: Druid. Vow of Poverty, Combat Casting (VoP bonus feat)
2: Druid. Power Attack
3: Druid. Great Fortitude (VoP)
4: Druid. Natural Bond +1 Dex
5: Druid. Extra Wildshape (VoP)
6: Monk. Improved Unarmed Strike, Stunning Fist, Superior Unarmed Strike
7: Monk. Combat Reflexes, Elephant's Hide (VoP), +2 Wisdom (VoP)
8: Fist of the Forest. Practiced Spellcaster, +1 Con

My goal is to next pursue the Sacred Fist PRC to completion, then go back to druid. I realize losing 3 casting levels is usually frowned on, but the goal of this character is to be as tough as possible, while providing sufficient healing. He adds Dex, Wis, and Con to armor class, will eventually get damage reduction, and gets free armor bonuses from VoP. At 8th level his AC is 29. When he starts gaining levels in Sacred Fist that will continue to rise in addition to the gains from Vow of Poverty.

Just wondering if anyone had any thoughts on this build. Specifically, am I missing any major feats? Main one I know is not there is natural spell, but I don't actually plan on shifting much, I just plan on using the wild feats along the way for attack augmentation (Lion's Pounce + Power attack + flurry of blows = fun!).

Paul H
2008-03-09, 08:55 AM
Hi

Master of many forms is a good combat druid type.

Rearranging the stats you list you could be a Troll for 8 hrs. At 9th lvl you even get the Troll's regen ability! Since you seem to be using Exalted Deeds (Vow of Poverty) Toucjh of Golden Ice seems a must.

Human Druid 6 Mstr Forms 2

Str 11 Dex 13 Con 17 Int 12 Wis 18 Cha 16

1) Druid Endurance
2) Druid
3) Druid Alertness (Wis+1)
4) Druid
5) Druid
6) Mstr Forms Natural Spell (Shifter's Speech, Improved Wildshape Humanoid)
7) Mstr Forms (Improved Wildshape Giant)
8) Druid (Wis+1)
9) Druid Touch (4th lvl Druid spells)

With the spells from Spell Compendium & Complete Mage you can make this even harder. 4th lvl spell from SpC grants extraordinary abilities of new wildshaped form. All Mstr Forms lvls stack for wildshape. You can either continue as Druid for cool spells ('Bite' spells SpC, 'Heart' spells CM), or take the improving shapes from the Prestige Class. (Dragon at 10th lvl Mstr Many Forms).

Troll (Enhanced Wildshaped Human, Bite Werewolf & Gtr Magic Fang spells running)

Str 25 Dex 18 Con 27 Int 12 Wis 20 Cha 16

AC 22 HP 9D8+72

Bite +8 Dam D8+11
Claws (2) + 13 Dam D6+8 (Rend 2D6+12)

All this excludes armour/item bonuses, other buffs, etc.
Note that if you use a weapon you don't get the iterative attack for high BAB. (See Bite spell).

Cheers
Paul H

Paul H
2008-03-09, 09:06 AM
Hi

The other Druid build I'd look at is the Warshaper (CW).

Druid 6 Warshaper2 gives you +4 Str, +4 Con, immune to stunning & crits (therefore sneaks as well), plus extra natural attack.

Later levels give reach and fast healing. These are all class abilities so stack with wildshape.

(And yes, Druid 7, Mstr Forms 2, Warshaper 2 is just silly with an enhanced Troll immune to stuns/crits)

Cheers
Paul H

rockdeworld
2008-03-09, 03:23 PM
Hey all, I've got 2 characters I'm working on to use in different campaigns, and I'm looking for a good place to start. The first is a diviner who lives in the desert.

Level-by-level to 5 (or higher if you want)
Books? Any, but please cite your source so I can read it. I normally use the d20 srd and Crystal Keep.
Race? Human, or any LA +0
Class? Wizard w/ Specialization: Divination, Prohibited School: Illusion
Ability Scores? 4d6b3 or 28-point buy
Alignment? Any non-evil
House Rules? None
Concept? A desert diviner who grew into his job (i.e. had powers all his life), respected by others in his tribe/caravan/etc because of his powers, detests illusions because they disguise the truth, the opposite of his divining powers. A powerful seer.
Other? Nothing really, this is an entry character into a campaign, but I'll probably use it in a different campaign - I'm thinking a decent spellcasting ability to back up the divination would be great.
Starting gold as normal for level.


The second character I'm looking at is an Arcane Archer, I'd really like to make a kick*** build, but all I can think of is Duskblade->A.A, and that really doesn't make good use of the archer's Arcane abilities. This is an NPC I want to use in my own campaign, and I'd like him to be able to take on the PCs by himself (they'll probably be lv 13-15 when they face him). I'm not asking anyone else to make a twinked out Arcane Archer (although it would be nice :smallbiggrin:), I just want a better idea of how to integrate the "arcane" bit into the arcane archer.

From scratch to level 15
Books? Any, but please cite your source so I can read it. I normally use the d20 srd and Crystal Keep.
Race? Half-elf, b/c he has a son that's human (one of the PCs) w/ a human wife
Class? I'm thinking Arcane Archer 8 b/c of Hail of Arrows, but that's variable.
Ability Scores? Starting stats 9 10 14 15 15 16
Alignment? Probably LN
House Rules? None
Concept? Not really is thought out yet, but I would guess something like Rufus from Valkyrie Profile 2 (uses a bow only w/ special effects)
Other? I don't know what are others playing, but I would guess the norm (fighter, rogue, spellcasters, etc).
The setting is largely a chessboard-style dungeon with different areas in each 100-ft section (i.e. 1 plains, 1 forest, 1 underground, 1 in a house, 1 mountainous...), at least until the PCs escape it, and the NPC could appear in any of these.
Starting gold as normal for level.

SamTheCleric
2008-03-12, 05:30 PM
After making this for the gestalt build challenge, I wanted to try and make it non-gestalt, ECL 11.

Goliath (+1 LA)
32 Point Buy
Fighter - EWP (Goliath Greathammer), Point Blank Shot
Fighter - Combat Expertise
Warblade - Weapon Focus (G. Greathammer)
Warblade
Warblade
Ex. Wpn Master - Power Attack
Ex. Wpn Master
Ex. Wpn Master
Bloodstorm Blade - Improved Trip
Bloodstorm Blade

...

Your job? Make it better! All complete and races books, PHB2 and Tome of Battle.

Misasura
2008-03-15, 04:19 AM
I've lost hope trying to recount which request this would be.

Q???

I am trying to convert a freeform character (Amilia "Scrounge" Playwrite) to d20 Modern. I'm hoping for her to be a 5th-level character.
Books: Anything from d20 Modern, including Future (though try to keep the PL at 6)
Race: Human.
Class: I was thinking 4th-level Fast/1st-Level Smart hero, but if you can think of another build that would make more sense could be helpful.
Ability Scores: Elite Array. (15, 14, 13, 12, 10, 8). I'd like them to be arranged as the following, but if you feel they'd work better another way I'll be okay so long as it doesn't completely reverse something. Str 14, Dex 15, Con 8, Int 14, Wis 12, Cha 10. I've already worked the 4th-level ability bonus into it (granting it to Strength).
Allegiances: (Ranked in importance from Highest to Lowest) Tango Site, Steed, Life. Tango is her home site, and she's been living there for most of her life (she was transplanted into Kilo site for a time, but she deserted during her final mission there). Steed is her motorcycle, it's been pretty much the only thing she's had for all her adult life. She's not going to go out of her way to protect someone's life, but she is uncomfortable with taking it.
House Rules: I'm fine with standard HP. (
Concept: This character was made freeform for a message board RP, I have her bios, but because they were originally posted on another message board I think it'd be best if interested parties would contact me for them.
Other: The setting of the original game started out with the characters fighting large insects mostly, but turned into a colony vs. colony fight eventially (Kilo Site and Lima Site). It takes place largely in a deserted near future where there are multiple groups with differeing goals (Kilo is mostly about the Kossacks gaining power, 51 is about restoring the U.S. to it's former glory since WWIII, WSABR is trying to restore Elderism to it's original ideals, 1-11 is about trying to live independently from the colonies.) Any other setting information would best be recieved from my GM. There is already a finished RP about her time in Kilo Site, though it gets a little sparce for my posts near the end. I'll include the link for the forum in a private message with the bios.

If there are any uncertainties you have just ask.

playswithfire
2008-03-15, 09:35 AM
After making this for the gestalt build challenge, I wanted to try and make it non-gestalt, ECL 11.

Goliath (+1 LA)
32 Point Buy
Fighter - EWP (Goliath Greathammer), Point Blank Shot
Fighter - Combat Expertise
Warblade - Weapon Focus (G. Greathammer)
Warblade
Warblade
Ex. Wpn Master - Power Attack
Ex. Wpn Master
Ex. Wpn Master
Bloodstorm Blade - Improved Trip
Bloodstorm Blade

...

Your job? Make it better! All complete and races books, PHB2 and Tome of Battle.

Well, here's one idea, but it depends how attached you are to your exotic weapon master stunts. I personally value the lightning ricochet feature of bloodstorm blade rather highly and try to get it as quickly as possible since, unless I'm remembering it wrong, if you're weapon is Returning, you won't have it after you throw it until the start of the next round (and you can only throw it once per round). You can obviously finish out exotic weapon master at levels 12 and 13

LA
barbarian* feat[EWP(great hammer)
barbarian Improved Trip
warblade feat[Point Blank Shot]
warbalde
Warblade
bloodstorm feat[Focus(Great Hammer)]
bloodstorm
bloodstorm bonus feat[Power Attack]
bloodstorm feat[Your Choice, maybe precise shot or Extra Rage]
exo wpn master

*Wolf Totem Barbarian: gets Improved Trip as a bonus feat at second level instead of uncanny dodge that you get from warblade anyway.

You can also use the goliath 1st level racial substitution that drops fast movement to get you Mountain Rage. It's like rage, except you actually become large (10 ft space and reach, -1 to AC and attacks; still only use large weapons) and get an additional +2 to strength (in addition to standard rage effects) while raging. So, compared to a normal rage, your AC will drop by one and your damage will increase by 1, attack bonus stays the same as size is offset by the additional +2 str and you will be large (does not make you a size bigger for opposed checks (you stay large via powerful build); you actually only grow about 30% as you were most of the way to large already. Check races of stone for full text

Athaniar
2008-03-15, 01:05 PM
I have a character I would very much want some kind soul (corrupted souls are fine too) with a better mechanics sense than me to stat out.

This is a level one character designed to start play with.

Books: Any, just specify if you use any non-SRD material.

Race: Half-Orc

Class: Here's the interesting part: Barbarian, with variant rules Eagle Totem (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#eagleTotemClassFeature s), "Hunting Barbarian" (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#barbarian), and Favored Environment (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#favoredEnemyVariantFavore dEnvironment). I call this the Hunter.

Ability Scores: 32 point buy. All physical abilities (Str, Dex, Con) are important. Wis is somewhat important, I think. Int and Cha can, and should, unless you can come up with a reason why not, be dump stats, especially Cha.

Alignment: CN

House Rules: No

Concept: A ranger-like guy from a barbarian tribe, as the class suggests. Alone in the wilderness, with only his weapons as friends. Until he inevitably joins an adventuring party, that is.

Other: I came up with this idea while experimenting with the variant classes in the SRD. Please provide feedback.


Anyone? Please?

playswithfire
2008-03-15, 01:18 PM
Xavius, what are you looking for? a level 20 build?
Do you want him to stick with a bow and arrow or would something like throwing axes be ok?

playswithfire
2008-03-16, 12:01 PM
Moved first warblade level to level 1


LA
warblade feat[EWP(great hammer)
barbarian*
barbarian Improved Trip,feat[Point Blank Shot]
warbalde
Warblade
bloodstorm feat[Focus(Great Hammer)]
bloodstorm
bloodstorm bonus feat[Power Attack]
bloodstorm feat[Your Choice, maybe precise shot or Extra Rage]
exo wpn master

*Wolf Totem Barbarian: gets Improved Trip as a bonus feat at second level instead of uncanny dodge that you get from warblade anyway.


EDIT: I thought there was a problem in my build but I was wrong, any combination of Exotic Weapon Master and Bloodstorm Blade that has at least two Bloodstorm Blade levels is good and gives different benefits, but I'll stand by making the first 5 levels Warblade/Wolf Totem Barbarian 2/Warblade +2 unless you need Combat Expertise for anything else

compared to your version with fighter: 3 more HP, 10 more skill points and either Mountain Rage 1/day or normal rage 1/day and fast movement, no Combat Expertise and the ability to make INT something of a dump stat

Athaniar
2008-03-16, 12:21 PM
Xavius, what are you looking for? a level 20 build?
Do you want him to stick with a bow and arrow or would something like throwing axes be ok?

1. Read the green text, it says level 1. Of course, if you think you can build a level 20, you can do that, too.

2. No, bow/arrow was the kind I was looking for.

playswithfire
2008-03-16, 12:38 PM
Sorry, Xavius; missed that; and it seemed you had most things figured out; I think this in the missing pieces.

STR 16
DEX 16
CON 16
INT 8
WIS 10
CHA 8
Feat: Point Blank Shot
Favored Environment: forest
Your favorite armor and bow that you can afford.

Athaniar
2008-03-16, 02:13 PM
Sorry, Xavius; missed that; and it seemed you had most things figured out; I think this in the missing pieces.

STR 16
DEX 16
CON 16
INT 8
WIS 10
CHA 8
Feat: Point Blank Shot
Favored Environment: forest
Your favorite armor and bow that you can afford.

Good, but any ideas about what skills to choose, and such? Detail is appreciated.

Otherwise, I thank you for your efforts.

Nazde Bahatur
2008-03-19, 02:22 PM
Hello people, how are you?
One of my mates needs a challenge rating 24 Balor for his session, but I seem to have misplaced my pdf dvd.
Would you be so kind as to make the conversion from 20 to 24 and write the stats here?

spastictart
2008-03-20, 12:18 AM
Hey all, I realize this will be a bit of an unusual request but its sorely needed and any help will be great appreciated.

In this group we have three 5th lvl characters, a Human Crusader, a Gnome Beguiler and an Elan Wilder

Now as the Crusader I came up incredibly lucky with my stats in creation and used a few cafelully chosesn flaws to gain some needed feats to better play.
The problem is we have the wizard who has taken offense to this chracter and the fact that our alignment dont ..well align and has a habit of picking incredibly retarded spells for encounters (like walking into a high level enemy wizards guild with 5 Rays of Stupidity,glitterdust, and levitate) and calling it roleplaying. He wont stop pettily critiquing me or my character and as such Ive decided to have my crusader leave the group if it continues and rolling up a character that is just as ineffective.

I know this is a little petty as well but my DM has approved as he has noticed the trend.

Q.1. Could you please build me a 5th level horriffically ineffective chracter (caster/melee/rogue..whatever you can really come up with)?
Books: I can use Core + Any Complete book (Barring Dragon Magic) + PHBII + MM I-IV
Race: Any with a level adjustment of +3 or less
Class: I prefer melee, but it’s not a requirement
Ability Scores: 9,11,8,14,14,12 (apply as needed)
Alignment: Any non-evil, but I dont play LG well
House Rules: Anything goes, as long as its not related to Dragons
Concept: Something that looks good on paper, but has no real place in combat
Other: This party already has an arcane caster and a wilder psion

Dode
2008-03-20, 12:28 AM
Swashbuckler 2/Fighter 3

STR: 14 DEX 14 CON: 12 INT: 11 WIS:8 CHA:8

blatant suck, but not quite Samurai obvious

Reltzik
2008-03-20, 02:28 AM
Hey, back to basics here. I never really got the hang of designing/playing spellcasters, so I figure, better late than never, right?

What I want is a witch archetype (traditional stereotype, not modern Wicca). The setting's vague but druid-based, with most gods have dual (and competing) aspects. I got the DM to go along with the notion of Death as a true-neutral deity split around a body/spirit dualism, with the former side having to do with corpses, decay, etc, and the latter having to do with spirits, the afterlife, and so on. My character gained magical power through bartering with the servants of Death (body side). She isn't a priest or servant herself. Not a librarian, just someone with a library card. Anyhow, all that's characterization, not mechanics.

In stat terms, I'm thinking of a wizard (I'm partial to halfling wizard, at the moment, odd as that sounds.... but really, +1 to all saves and +2 to AC (size and dex) is nothing for a wizard to sneer at) with a specialization in necromancy and a raven familiar personifying her bargain or acting as broker/enforcer. I'm not too attached to that, though; if this can be done better with a sorceror, or even a druid, I'm not picky. (I can't see her in armor, though, so cleric's likely out.) She's not EVIL, just subtle and macabre. The important thing is the power theme: Save or suck/die spells are primary, and buffs low on the agenda. Less flashy-blasty-overwhelming-power stuff; flaming sphere, while very nice, wouldn't have a place in her repetoire. Also, I'd need staying power or alternatives to casting; I've got a dark feeling that we'll be up against numerous encounters that'll tax my number of spells.

Anyhow, the formal request:

Q1: I'd like a 2nd level wizard with step-by-step progression through 7th level.
Books: Core only.
Race: PH only. Halfling prefered, but others possible.
Class: Wizard preferred, but others possible. Possible Necromancy specialization.
Ability Scores: 30 point buy.
Allignment: Non-evil. TN prefered. No casting-turns-you-evil spells, please.
Concept: Stereotypical witch with ties to god of Death and possibly a raven familiar/animal companion/whatever. Heavy on save-or-suck/die spells (curses and hexes) light on flashy evocations and buffs, but there's room for those too.
Other: Combat tactics for each level would be nice.

Eorran
2008-03-20, 04:12 PM
I'd like some help with designing/ playing a Beguiler.
Guy (It's pronounced "gi") the Beguiler
Level 7, Human
Alignment: CN/CG (haven't quite nailed it down yet)
Stats: S10, D16, C12, I19, W14, CH15
I'd like recommendations for:

Feats
Skills
Equipment (nonmagical)
One magical item (My DM is only allowing one item at char. creation)

Also, advice for beguiler tactics / most useful spells / handy tricks
Background:
Our campaign is set in an area entirely dominated by monstrous races. The other characters in the party are a Bugbear fighter and a Lizardman druid. Guy's backstory is growing up a slave (probably of Ogres) and escaping after manifesting magical ability.
I envision the character to have few, if any, friends he trusts, though he can pass himself off as an amiable fellow.

SamTheCleric
2008-03-24, 10:18 AM
Howdy, ya'll.

A friend of mine has recently said he's going to buy Expedition to the Ruins of Castle Greyhawk as a "last hurrah" one shot campaign for 3.5.

I want to play a rogue. But the challenge part of it... I want it to be Core Only. Completely. I don't know the point buy yet (the details of the campaign have not be given)...

I'd like some advice on a core only rogue, including items (core only) at wealth by level if possible.

SamTheCleric
2008-03-24, 10:20 AM
I'd like some help with designing/ playing a Beguiler.
Guy (It's pronounced "gi") the Beguiler
Level 7, Human
Alignment: CN/CG (haven't quite nailed it down yet)
Stats: S10, D16, C12, I19, W14, CH15
I'd like recommendations for:

Feats
Skills
Equipment (nonmagical)
One magical item (My DM is only allowing one item at char. creation)

Also, advice for beguiler tactics / most useful spells / handy tricks
Background:
Our campaign is set in an area entirely dominated by monstrous races. The other characters in the party are a Bugbear fighter and a Lizardman druid. Guy's backstory is growing up a slave (probably of Ogres) and escaping after manifesting magical ability.
I envision the character to have few, if any, friends he trusts, though he can pass himself off as an amiable fellow.

Hmm, I'd consider a one level dip into mindbender if possible. That will allow that 100' telepathy at will. Other than that... a beguiler is pretty well built as is... Lots of skills, lots of spells... As for your ONE magic item... Headband of Intellect may be your best bet.. more skills, higher DC. (You could also get the feat that lets you use your INT for disable device/open lock... not sure of the name)

Josiah30
2008-03-24, 04:19 PM
Sam...one core rogue build i've thought about building...

Rogue 3, wizard 2, Assassin 5, Arcane trickster 10

Gets you full assassin casting, 7 levels of wizard casting, 10d6 sneak attack, 11/6/1 BAB (the worst part of the build), great reflex and will saves, and some pretty sweet abilities (evasion, greater uncanny dodge, ranged legerdemain), as well as good skills. Unfortunately, you have to be evil to use this build (damn assassin).

Of course, the melee abilities are not the greatest due to low BAB and crappy hit die, but the spell casting makes up for a lot of that.

If you want, I can try to come up with a level by level progression.

SamTheCleric
2008-03-24, 06:23 PM
I dont know the exact details of the campaign, so I dont know if I can be evil... but I would like to see what your ideas are :)

Josiah30
2008-03-25, 07:22 PM
Race: Gray Elf (+2 int, dex, -2 str, con)

Assuming you go with 32 point buy (for the fun of it)
Starting stats:
Ability Score (Point cost)
Str 12 (6)
Dex 17 (8)
Con 12 (6)
Int 18 (10)
Wis 12 (4)
Cha 10 (2)

Race: Gray Elf (+2 int, dex, -2 str, con)

Level -- Class -- BAB -- Caster Levels -- Total Skill points -- Feat/Ability Score

1 -- Rogue -- 0 -- 0 -- 48, Point Blank Shot
2 -- Rogue -- 1 -- 0 -- 60
3 -- Wizard (Illusionist, Drop evocation and enchantment) -- 1 -- 1 (wiz) -- 66 -- Rapid Shot
4 -- Wizard -- 2 -- 2 (wiz) -- 72 -- +1 Dex
5 -- Rogue -- 3 -- 2 (wiz) -- 84
6 -- Assassin -- 3 -- 2 (wiz) 1 (ass) -- 92 -- Precise Shot
7 -- Assassin -- 4 -- 2/2 -- 100
8 -- Assassin -- 5 -- 2/3 -- 108 -- +1 Dex
9 -- Assassin -- 6/1 -- 2/4 -- 116 -- Weapon Focus Composite Longbow
10 -- Assassin -- 6/1 -- 2/5 -- 124
11 -- Arcane Trickster -- 6/1 -- 2/6 -- 132
12 -- A.T. -- 7/2 -- 2/7 -- 140 -- +1 Dex -- Many Shot
13 -- A.T. -- 7/2 -- 2/8 -- 148
14 -- A.T. -- 8/3 -- 2/9 -- 156
15 -- A.T. -- 8/3 -- 2/10 -- 164 -- Improved Critical Composite Longbow
16 -- A.T. -- 9/4 -- 3/10 -- 172 -- +1 Dex
17 -- A.T. -- 9/4 -- 4/10 -- 180
18 -- A.T. -- 10/5 -- 5/10 -- 188 -- Combat Expertise
19 -- A.T. -- 10/5 -- 6/10 -- 196
20 -- A.T. -- 11/6 -- 7/10 -- 204 -- +1 Dex

You end up with:
Elf racial traits
12d4 + 8d6 + 20 HP
22 Base Dex score
5/14/12 Base Saves
+2 to saves against poison
10d6 Sneak attack
Trap Sense +1
Scribe Scroll
Summon Familiar
Poison Use
Full Assassin Spells
Improved Uncanny Dodge
Evasion
Death Attack
4th Level Wizard spells
Impromptu Sneak Attack 2/day
Ranged Legerdemain 3/day

Enough time spent on this for now...I'll possibly do wealth/items later if you are still interested, though I'll probably only do once every 5 levels instead of every level :)

Josiah30
2008-03-25, 07:37 PM
Trying to create a Big Bad Evil Dude for a campaign I'm running.

So far I've decided on level 20, gestalt. One side being a full progression of Dread Necromancer from heroes of horror. The other side will be a combat focused class, with the Death Knight template. I am having a hard time coming up with an appropriate class though. One thought is to have him be a ranger with favored enemy (human) as almost all the party is human, and he is the high priest of a dead necromantic god...who may or may not be resurrected depending on how fast the party manages to move. Another thought is duskblade, and allow him to channel his touch attacks through his weapon.

Anyway...any ideas on what would fit as a combat capable lich, death knight, high priest?

playswithfire
2008-03-25, 10:15 PM
I'm not too familiar with Dread Necromancer (read a bit of the handbook), so this is just general thoughts. I tend to like the ToB classes for the melee halves of gestalt. Crusader would probably best fit for the CHA synergy and he can use white raven maneuvers to direct his hordes of undead where they'll be most effective. Possibly also a version of devoted spirit, but you might have to change the healing maneuvers to harming maneuvers so they heal you and the other undead. If you're ignoring xp penalties or are human, two levels of unarmed swordsage and then ascetic mage feat might also help. (and/Or wilder for elude touch, but that may be a few too many random base classes).

Anyway, if I can come up with something more concrete, I will.

Josiah30
2008-03-26, 11:43 AM
Actually, having looked at the white raven manuevers...they are pretty much perfect. I think I will go with a slightly reduced power version of the Death Knight (remove the damage reduction, touch attack, abyssal blast, since the dread necromancer half gets it anyway) and go with 17 levels of warblade :)

monty
2008-03-26, 05:14 PM
Two words: exalted goblin.

I'm making a goblin Apostle of Peace (heal/charisma stuff for the most part, with a few win buttons), but am having trouble with some of the details. What I have so far is seven levels of Cloistered Cleric followed by ten of Apostle, but I'm uncertain about after that (we'll be going into epic levels, so take it to 30 or so if you can). Also, I'm terrible with feats, so I need ideas for what to do there, especially for the bonus exalted feats (I'm taking Sacred Vow and Vows of Poverty/Nonviolence/Peace at level 1 with two flaws). Finally, a name. I have never once come up with a good name, and in this case I'm looking for something that sounds really holy and exalted and stuff while still being a little goblinish.

a. Books: Any, as far as I know
b. Race: Goblin (the real (http://www.goblindefensefund.org/manual.html) one)
c. Class: Cloistered Cleric 7/Apostle of Peace 10/Something else
d. Ability Scores: Str 8, Dex 16, Con 14, Int 16, Wis 17, Cha 18
e. Alignment: NG
f. House Rules: None
g. Concept: Speaks for itself
h. Other: One of the party members is undead, so avoid giant bursts of positive energy.

Erothayce
2008-03-27, 12:41 AM
From scratch character lvl 7

PH3 only any internet site
Drow
Rogue/duskblade
Random generation of ability scores
CG
No house rules
Dual wielding a must, prefered Scourge MH/ Scimitar OH, Throwing knives
Campaign will be about half stealth/half combat

Hope that's enough to go off of.

gareth
2008-03-28, 02:40 AM
A while back I posted about the interesting consequences of using the Awaken spell on a Colossal tree. I'd like to build a character that could actually do this.
1) I'd like this built from scratch, up to ECL 20.
2) a-c)Any books, races, classes, or combinations are acceptable, although some druid levels will probably be necessary.
d) I'd like this character built with a 32 point buy.
e) Any alignment is acceptable, except that if druid levels are taken the alignment has to fit the druid restrictions.
f) No house rules
g) A character that can cast the 5th level druid spell Awaken. This is most simply done by having 9 druid levels. But any other way is acceptable too. To have the spell work on a Colossal tree requires a DC 42 will save. I'd like the character to have as high a chance of succeeding in this save as possible. My best attempt is a Mind Flayer Druid with maxed-out Wisdom, Iron Will, and the Detached trait. Even he only succeeds 1/4 of the time.

playswithfire
2008-03-28, 09:04 AM
I think this works to awaken the tree
Dwarf Druid 12
Feats
1 [open]
3 [Martial Study(Diamond Mind)] for Moment of Perfect Mind
6 [Natural Spell]; not relevant, but he'd have it
9 [Steady Concentration]
12[open]
32 point buy
STR 13, DEX 13, CON 18, INT 8, WIS 16, CHA 8
after level ups
STR 13, DEX 12, CON 20, INT 8, WIS 17, CHA 6

Equipment:
Ring of Concentration +10 (costs 10,000 gp)
Amulet of Health +4 (costs 16,000 gp)
62,000 extra gp to play with

Moment of Perfect Mind lets you substitute a constitution check in place of a will save (usable as a counter, once per encounter). You should have max concentration, so 15 ranks, CON mod is +7 after the amulet, the ring gives +10 and Steady Concentration (Races of Stone) lets you always take 10 on Concentration checks, so you cast the spell, need to make a will save, use the counter to make it a concentration check and steady concentration gives you exactly 42. :smallbiggrin:

Also doable as Druid 10/Swordsage 2, which frees up a feat, gives you WIS to AC and more useful maneuvers, but I thought I'd do it as pure druid first. The other 8 levels are up to you.

gareth
2008-03-28, 01:14 PM
That's excellent. I wouldn't have thought 12 levels of plain druid would get there. And he's got enough gold and spare feats to do the Maximise/Empower thing on the tree's stats.

playswithfire
2008-03-28, 02:25 PM
Tome of Battle makes many things possible.

Oh, I realized after the fact that you could replace Steady Concentration with Wild Talent. That would let you become psionically focused and expend that focus for a 15 on a concentration check. Steady Concentration is probably more useful overall, but wild talent might let you set it up at a lower level. It also has fewer prereqs (none vs Steady Concentration's requirement of, i think, 8 ranks of Concentration)

zerombr
2008-03-28, 03:21 PM
I took leadership recently myself finally, though I haven't exactly decided what to do with it (poor planning) right now my Paladin5/Crusader13 has a Unicorn special mount that I figure would be best to focus on. I figure that the Unie will have to be a Cleric almost guaranteed. What'd I'd really like is to have some transportation options using her, not too worried about combat, we have enough NPCs in there. healing would be nice but really I just get tired of having to be teleported/flight spelled and whatnotted, I do have a Pegasus Saddle for her, so that takes care of some issues.
Granted this is a fairly general request, but can someone offer some suggestions?

petak
2008-03-31, 04:36 AM
I was thinking about a fighter specialized in unarmed strikes.
I like the feats that combine two classes: ascetic stalker and the like, and im going to do a homebrew variant: ascetic warrior. And then one level Monk and the rest figther, you know of any good feats that would fit this build?

Dode
2008-03-31, 05:26 AM
Alternate Class Feature: Decisive Strike (PHB2): Trade flurry of blows feature to deal double damage on single -2 attack, full-round action. It's not like level 1 flurry is going to help you. Goes great with Circle Kick too.

Superior Unarmed Strike (ToB) (Monk unarmed damage is treated 4 levels higher)
Improved Natural Weapon (moves natural weapon up size category)
Circle Kick (Sword & Fist) (If unarmed strike hits during full round action, get free attack)
Roundabout Kick (deal additional unarmed attack when you crit, requires Power Attack)

Nermy
2008-03-31, 12:40 PM
A while back I posted about the interesting consequences of using the Awaken spell on a Colossal tree. I'd like to build a character that could actually do this.
1) I'd like this built from scratch, up to ECL 20.
2) a-c)Any books, races, classes, or combinations are acceptable, although some druid levels will probably be necessary.
d) I'd like this character built with a 32 point buy.
e) Any alignment is acceptable, except that if druid levels are taken the alignment has to fit the druid restrictions.
f) No house rules
g) A character that can cast the 5th level druid spell Awaken. This is most simply done by having 9 druid levels. But any other way is acceptable too. To have the spell work on a Colossal tree requires a DC 42 will save. I'd like the character to have as high a chance of succeeding in this save as possible. My best attempt is a Mind Flayer Druid with maxed-out Wisdom, Iron Will, and the Detached trait. Even he only succeeds 1/4 of the time.

Class: Archivist 9
Race: Any
Alignment: Any

Stats (without racial adjustments, after level ups): Str 10 Con 14 Dex 10 Int 20 Wis 10 Cha 10

Feats: Any

Spells: Surge of Fortune (Complete Champion), Awaken

Strategy:
1) Cast surge of fortune on yourself.
2) Cast awaken on the tree you want awakened.
3) Discharge surge of fortune to roll a natural 20 on your will save (Automatically saves)

gareth
2008-03-31, 11:24 PM
That sounds even better. I'm not familar with the Archivist class, where is it described?

BobbyDigital
2008-04-01, 01:52 PM
Gareth, I believe that the Archivist is in the Eberron CS book.

Now for my questions.

Could you please build me a 5th level Warblade?

Books: I can use Wizards Book, but the magazines are out, as are items from third parties like Paizo

Race: Any, but I am wary of level adjustment, and I my preference is for a human, but feel free to make a compelling argument

Class: Warblade

Ability Scores: 4d6 x7 with the lowest removed and rerolling 1's resulted in 17, 15, 14, 14, 13, 12 (there is a +2 to put in there from level 4)

Alignment: Any

House Rules: My DM says that powerful characters are encouraged and he wont try to one up us if we do well. So while I dont want to be cheap, I want to make an effective fun to play character

Concept: I’m thinking of a flashy, self absorbed nice guy, the kind of guy who is happy when he is fighting well and receives the proper adoration for it

Other: I am going to be the main melee guy, but the party looks like it will have a monk, a fighter/barb (he is a maybe), a cleric, and a sorceror. My play concept is someone who goes in after the monk and uses the flank and stances to basically be a blender and tear dudes up. I have looked through the ToB and I like the warblade class. I prefer to keep my maneuvers and stances in the Iron Heart and Diamond Mind schools, and for purely character reasons I would like to use a sword or an axe for the main weapon, shields I can take or leave.

I think this thread is a really great idea and I appreciate it a lot.

Thanks!

Nermy
2008-04-01, 02:19 PM
That sounds even better. I'm not familar with the Archivist class, where is it described?

It's in Heroes of Horror, sorry I forgot to put it in the original post!

monty
2008-04-02, 04:23 PM
Since my goblin build seems to have died, I'll try a different one.
I'm planning to take Leadership at 6th level, and I need a build for a cohort from level 2 (it's a +2 LA race) to 20.

Any published material is acceptable
Race: Petal (MM3 p. 120)
Class: Sorcerer (to start with - feel free to suggest prestige classes)
Alignment: NG
Concept: Born into a community of corrupted fey - now atoning for her past misdeeds by fighting evil, helping the less fortunate, etc.
Other: I'm taking Sacred Vow and Vow of Poverty at 1st level with at least one flaw - please don't change this.
Stats (after racial adjustments):
Str 6
Dex 28 (at ECL 4 - that's right)
Con 20
Int 20
Wis 15
Cha 26 (also right)

DeuxExeMachina
2008-04-03, 05:00 AM
Hello! This is my first post here, so I'll try to follow the suggested guidelines as best as I can.

I tend to get wordy. So, I'll write the long version, then put up a quick "summary" of sorts.

Thanks. :)

Available books: Core(PHB, II, DMG, etc), Completes, and BoED. No ToB, specifically.

I'm not entirely asking for a hand-out here, I'll post my own thoughts and ideas. The core issue for me is that I'm still new to the game, so everytime I turn around, someone says, "Well, why didn't you take this?" or "What about this spell?" and I have no real answer. I have a bard I'm enjoying, but he's mostly a buffer, and tends to not do so well in close combat(mostly the surviving part). I'm going to continue playing it, but for the moment I thought I'd try a paladin of some sort so I could get in on the combat a little more.

I will have about 98k gold, in addition to a +3 animated heavy metal shield(or something- right beneath a tower shield) and a +3 Great Sword of Ghost Touch and Icy Burst on "loan" from my bard. There's story behind why he has them, and why it's not entirely cheating that the paladin gets them.

A noobish question: Just how much AC does a +3 shield provide? Is it just the 3? That doesn't seem to make sense at all.

The short version:

I intend to take at least 5 levels of paladin, using the Charging Smite variant.

At level 12, is a 1 LA for Aasimar worth it for a paladin over another race?

What would be a good class combination? I like the idea of a gray guard, so unless they're just "that bad" I do want to get into it.

Would I be better off picking up some cleric? Fist of Raziel?

What're good feats? I'm looking at Power Attack, Divine Might, Leap Attack, and Battle Blessing right now.

Suggested spells?

What's the best way to do alot of damage? Nothing horribly ridiculous needed.

The long version: Help me to improve a two-handed paladin to something fun and useful. I don't want to Min-Max, but I do want to have good damage without dying often.

I'm level 11 or 12. A fellow player suggested a 1 level penalty to pick up Aasimar(heritage, not full on) for a few beneficial stat-bonuses. The fluff works okay for me as well. My questions on this are: Is the level loss actually worthwhile, over, say, getting an extra feat as a human, plus the loss of BAB and the feat at 12? I know paladin's are feat starved already.

I've looked at a number of class combos. Right now, I'm looking at Pal 5(taking the charge variant, as we're usually indoors), Gray Guard 5(justice blade is nice, so is the role play). I looked at a 3-level dip in Shadow Striker, but I think my paladin spells can simply outperform it overall.

A number of threads I've seen about getting a high-damage paladin all seem to involve either going several levels of cleric, or staying cleric altogether. I assume Divine Power is just that good? Is it worth taking enough cleric to get it, then going paladin? We have a cleric already who is happy with what he does, so I don't really want to steal his thing.

Feat suggestions? With my current build, I believe I have 4 feats, going on 5. Power Attack, Divine Might, Battle Blessing, and Leap Attack are my current thoughts. I may be able to do away with Battle Blessing, as we tend to get to buff before we enter a major fight, but I like the flexibility of it.

My other idea is Divine Shield. I have a CHA of 28 after items and leveling, so that'd be +9 AC(bringing me up to about 44, I think). We have a Dwarven Defender who is intended to be the tank, but I'm not sure how he plans to hold them to him. Our previous tank, a knight, died in the line of duty, etc, and he's since rerolled.

Any excellent spell suggestions? Rhino Rush, Bull's Strength, Find the Gap, Prayer, and Holy Sword are a few that I'm fond of right now.

Lastly, I see alot of threads that suggest paladins get into Fist of Raziel quickly. I understand the weapon buffs are nice, but with something like Holy Sword to fall back on, is it really all that useful?

SamTheCleric
2008-04-03, 07:24 AM
A noobish question: Just how much AC does a +3 shield provide? Is it just the 3? That doesn't seem to make sense at all.


Actually, it's a total of +5. 2 for the shield itself and 3 for the enhancement bonus.

... As for the build itself... I've only ever played a paladin to level 5, So I wouldnt be much help to you. I know SOMEONE here can help though.

Epinephrine
2008-04-03, 08:35 AM
Q.N+1. (Let N equal the last numbered request)

Could I please get some help with designing a character to do mounted ranged combat, capable of woodland sneaking/fighting, preferably with a mount that will not become incredibly vulnerable (mount special feature or animal companion for example would help a bunch). The mount certainly doesn't have to be a horse. Hit and run tactics, woodland knowledge, and stealth abilities are important.

Books: I can use pretty much anything but region specific books, though the DM isn't a fan of cheese and will alter things.
Race: Preferably elf, half-elf, or halfling, though gnome could fit - the campaign has a sylvan feel.
Class: I was looking at the light cavalry variant of the Scout class and the wild plains outrider prestige class, but I'm really not that familiar with mounted combat. The Devoted Tracker feat and variant ranger/paladin builds might serve instead?
Ability Scores: Champion spread (18, 16, 14, 12, 10, 8)
Alignment: Any non-evil
House Rules: There are some, house rules tend to be to limit abuse.
Concept: Stealthy sylvan mounted combatant, capable of serving as a scout/ranger and dealing decent damage.
Other: Every player is investing in Hide and Move Silently, and they are training the teamwork benefits associated with woodland scouting/skirmishing.

SamTheCleric
2008-04-03, 08:41 AM
A: N+1 [Partial]

If you go with a halfling ranger/paladin you could also go into Wild Plains Outrider and Halfling Outrider. Halfling Outrider (from complete warrior) gets some interesting mounted archery abilities.

zerombr
2008-04-03, 09:59 AM
we need to number these requests

Deuxexmachina -

consider Divine Justice - lets you deal the same damage to your opponent as you take, pretty nice with Karmic Strike/Robilar's Gambit.

Though it may not be optimized, I might suggest one of those two feats, and work up the TWF tree to get Double Hit. So each time you are attacked, you strike back twice.

then again as the old saying goes, the best ability of the Paladin is "Should've taken Spirited Charge"

I might also recommend a level of Pious Templar for mettle.

zerombr
2008-04-03, 10:06 AM
we need to number these requests

Deuxexmachina -

consider Divine Justice - lets you deal the same damage to your opponent as you take, pretty nice with Karmic Strike/Robilar's Gambit.

Though it may not be optimized, I might suggest one of those two feats, and work up the TWF tree to get Double Hit. So each time you are attacked, you strike back twice.

then again as the old saying goes, the best ability of the Paladin is "Should've taken Spirited Charge"

I might also recommend a level of Pious Templar for mettle.

Sholos
2008-04-06, 03:04 PM
Sholos' Sorceror

I'm looking at building a 9th-level sorceror.

Books: I can use Core

Race: Preferred human

Class: As above, sorc

Ability Scores: 28 point buy

Alignment: NG

House Rules: Any non-core material must be approved by DM. We start at 40,500 XP. We have 36,000 gp to spend on equipment, no one item can cost more than 12,000 gp.

Concept: I'm looking for a sorceror concentrated on Necromancy and Enchantment. Stays in the back and concentrates more on making it easier to kill things rather than direct damage.

Other: This is for a one-shot adventure. I really have no clear idea what others are bringing (though there's at least a wizard and no rogue yet). I need a final character by Friday.

Thanks to anyone who helps!

ikrase
2008-04-07, 10:31 AM
Can I have an arcane caster, to around 13th level
with plenty of blasting ability and some way to melee-is there a good feat or something?

expirement10K14
2008-04-07, 04:08 PM
I'm in need of a gladiator-
Level 6
100gp + 1 masterwork weapon
Up to 2 flaws
Using Defense bonus from UA
Using Wound and Vitality from UA
No ToB or magic of any kind
Up to +2 LA and 2 Racial Hit Die
Any sources


I was thinking either a crit specialist or spiked chain uber fighter, but anything goes. It will be mostly be balanced teams (1v1, 2v2, etc.) or large amounts of characters (5+) against an overpowered monster.

ahriman
2008-04-09, 10:06 AM
Hey everyone, I'm looking for a solid divine team player/booster for the party. I'm trying to avoid a CoDzilla. I want him to focus on buffs and misc. magic, rather on anything obviously offensive. Any help would be greatly appreciated.
Books: PHB, DMG, MM I, PHB II, Complete Series, Book of Exalted Deeds.
Race: PHB only. Human preferred.
Class: I'd prefer cleric or favored soul.
Ability Scores: Point buy, 32 pts.
Alignment: MUST be good. This is a campaign requirement.
Concept: Highly focused team player, who specialize in assisting/buffing/healing party members either directly (bless, cure, etc.) or indirectly, through environment manipulation, divinations, and other utility magics.
h. Other: The campaign is currently a "plane hopping" scenario, though we're not sure how much longer this will last. Other members of the party are: A Human Scout, Human Fighter (shield specialist), Human Bard, and a Human Sorcerer (focuses on blasting and direct damage spells). All are level 14.

I'm not sure I want to go straight divine, or try a Mystic Theurge, Thaumaturgist, or some other combo I haven't really thought about. Any help would be greatly appreciated!

Iku Rex
2008-04-10, 06:34 AM
Sholos' Sorceror

I'm looking at building a 9th-level sorceror.

...Core only sorcerer

28 pb
Str 8 0
Dex 14 6
Con 16 10
Int 10 2
Wis 8 0
Cha 16 10

+2 Cha from levels

Spells known:

4th (2): Dimension Door, Enervation
3rd (3): Fly, Haste, Dispel Magic
2nd (4): Glitterdust, Command Undead, Blindness/Deafness, Mirror Image
1st (5): Ray of Enfeeblement, Silent Image, Mage Armor, Grease, Magic Missile


Defense: Mage Armor, Mirror Image, Fly, Haste.
No save: Enervation, Ray of Enfeeblement
Weak reflex: Grease
Weak fort: Blindness/Deafness
Weak will: Command Undead, Glitterdust
Buffs: Haste (good opener)

Feats (1,1,3,6,9)
Point Blank Shot, Precise Shot (for rays), Empower Spell (magic missile, ray of enfeeblement, maybe mirror image), Spell Penetration, Greater Spell Penetration

Improved Initiative is also a decent choice.


Items:
5015 +2 Mithral Buckler
4000 Cloak of Charisma +2
4000 Amulet of Health +2
4000 Gloves of Dexterity +2
2000 Ring of Protection +1
2000 Handy Haversack
6300 Tan Bag of Tricks
4500 Circlet of Persuasion


31815 Total
4185 Left (misc, scrolls, wands, whatever)

Ask the DM if you can get a Vest of Resistance (CArc, MIC). Not having any save bonuses hurts. The bag of tricks provides instant meatshields or distractions. Good backup if the group doesn't have solid frontliners.

Skills:
Concentration, spellcraft, bluff, at least one cross-class rank in tumble.

Ossian
2008-04-12, 10:25 AM
Half Elves.

Hello folks. I might be asked to play in a short campaign. For once I won't have to be a GM! I was fancying the idea of playing a half-elf. While there are ALL roleplay-resons to go for it (I find the idea charming and full of options for background development) I am also concerned about the number crunching. So, I though I might just ask some feedback. As a GM I have had NPC half elves, but for the same reason I ahve also never being eager to optimize and maximize.

They look like they have some good racial benefits, almost enough to make up for the lost bonus feat, but I would like to hear your advice (also, there is that +1 skill points , which become 4 sp at level 1...) on the matter. also, which classes play out better with 1\2 elves?

(I personally like sorcerers and druids a lot)

EDIT:
I'll add a few more info, just to make the task easier. It's a 1-shot campaign, and the level should be somewhere around 6 or 7. Multiclassing and XP penalties are thus not a big hindrance.

Hence, I was thinking of a Monk 2 / Sorcerer 4 or 5, half elf, with the "Battle sorcerer" variants (d8, BAB = cleric, light armor and no ASF, fewer spells) AND the denying stance Monk (+2 bonus to Tumble, good grappler) coupled with a choice of touch spells to be used in grapple. Proficiency with Longsword and light armors.

Not so sure about the monk 2 though. Might as well swap them with FTR levels and start as a Sorcerer 4 or 5 and Ftr 2 (still a battle sorcerer, for no ASF and d8 and higher BAB progression) and again improved grapple and improved unarmed strike as BF.

O.

MorkaisChosen
2008-04-14, 11:33 AM
Mind Flayer Illithid Slayer

I'm playing a 13th-level Mind Flayer Illithid Slayer in a Gestalt game soonish, and I've got a build up but I'm thinking of changing it. Currently, it's Rebel (CG Paladin in Fax Celestis's fix) 5//Psychic Warrior 1/ Illithid Slayer 5, but I'd like to rework it to be more of a mobile combatant, running round people and then jumping on them, tentacles extended, and eating their brain.

Available books: Core plus Crystal Keep and possibly homebrew stuff if I can persuade the DM.
Ability Scores: 36-point buy.
Alignment: Chaotic Good, definitely. No compromising here.
Traits and flaws allowed; no manifester/caster levels ect. above ECL (not a problem here, I feel); Practiced Manifester gives extra power points (may not be a houserule, but that's the interpretation of the DM).
Concept: mobile Illithid-slaying Illithid grapple-monkey. Preferably use Illithid Slayer, and would like plenty of size-expansion, and would like high Charisma for Mind Blast et cetera. Anything that takes advantage of flat-footedness would be good, too (I'll be stunning people a lot...).
Concept, reworked: More of a back-line combatant, actually. Would like to stick with Illithid Slayer, but ridiculous Grappling isn't so important- concentrate more on improving Mind Blast and adding a bit more control-style stuff. Also, may swap Psychic Warrior for Wilder.
Other: Gestalt plane-hopping, mainly Material Planes; will be starting soonish, so I need this quite quick.

Obviously, to get the build possible, the first 7 levels are easy...

LA7//RHD7

Take it from there, basically...

EDIT: Going into minute detail isn't necessary, but classes and useful feats are what I'm after. Currently the character can get up to a +34 Grapple bonus (with augmented Expansion), so anything that can get above that is particularly nice.

That Grapple bonus breaks down thusly: +11 BAB +8 Size +8 Gloves of Titan's Grip +4 Improved Grapple +3 Strength. Chaos Monk with the Passive Way style would free up a couple of feats and, at the next level, add another +1 effective to the Grapple (Combat Expertise for 1, so -1, but +2 from the style).

Dode
2008-04-15, 09:50 PM
Half Elves.

They look like they have some good racial benefits, almost enough to make up for the lost bonus feat, but I would like to hear your advice (also, there is that +1 skill points , which become 4 sp at level 1...) on the matter. also, which classes play out better with 1\2 elves?

(I personally like sorcerers and druids a lot)

EDIT:
I'll add a few more info, just to make the task easier. It's a 1-shot campaign, and the level should be somewhere around 6 or 7. Multiclassing and XP penalties are thus not a big hindrance.

Hence, I was thinking of a Monk 2 / Sorcerer 4 or 5, half elf, with the "Battle sorcerer" variants (d8, BAB = cleric, light armor and no ASF, fewer spells) AND the denying stance Monk (+2 bonus to Tumble, good grappler) coupled with a choice of touch spells to be used in grapple. Proficiency with Longsword and light armors.

Not so sure about the monk 2 though. Might as well swap them with FTR levels and start as a Sorcerer 4 or 5 and Ftr 2 (still a battle sorcerer, for no ASF and d8 and higher BAB progression) and again improved grapple and improved unarmed strike as BF.

O.

Half-Elves stink. +1 to Listen to Spot and +2 to Diplomacy and Gather Info are okay at level 1, and become practically meaningless at level 6/7. They're basically humans with some very weak abilities that come nowhere close to making up for that all-important bonus feat. I suppose they make goods Bards (which would be similar yet easier to implement then your Monk/Sorcerer MADness), but that's it.

Also, what books are you using?

The Cats
2008-04-15, 11:36 PM
Hello all! I have a simple request: I'd like someone to help me out with making a fighter who focuses on mounted combat. I'm only really looking for a lvl1 fella, but some advice on what to do with him when he levels would be appreciated. I've no preferences when it comes to race, whatever you think would be best. Skills should include (obviously) ride and handle animal.

I'm a very new player but I think running people over on a warhorse just sounds cool.

So, anyone up for it?

EDIT: Sorry, forgot to say: I'm using core only here and 4d6b3 stat generation

Iku Rex
2008-04-16, 09:01 AM
Hello all! I have a simple request: I'd like someone to help me out with making a fighter who focuses on mounted combat. Normally I'd suggest a halfling. Being able to bring your mount with you on dungencrawls is quite useful. But since you mentioned running people over, I'm guessing a Large mount is preferable.

Human Fighter 1

Ability scores:
1.Str 2.Con 3.Dex 4.Int 5.Wis 6.Cha

Feats: Mounted Combat, Ride-By Attack, Spirited Charge

Possible future feats: Mounted Archery, Trample, Power Attack, Weapon Focus (Lance), Weapon Specialization (Lance).

Equipment:
7 Heavy Wooden Shield
3 3Javelins
10 Lance
8 Flail
2 2Daggers
100 Chain Shirt
20 Other equipment

150 Total

You'll notice that your mounted fighter doesn't actually own a mount. :smalleek: He can't afford a proper war horse at level one. He could buy a light horse (replace chain shirt with studded leather), but they're almost useless in a fight.

Once you get your hands on a war horse you'll be all set for the triple damage charges. Don't forget to buy some barding for your horse. Also look for a good composite longbow, especially if you pick Mounted Archery.

The Cats
2008-04-16, 01:57 PM
Normally I'd suggest a halfling. Being able to bring your mount with you on dungencrawls is quite useful. But since you mentioned running people over, I'm guessing a Large mount is preferable.

Human Fighter 1

Ability scores:
1.Str 2.Con 3.Dex 4.Int 5.Wis 6.Cha

Feats: Mounted Combat, Ride-By Attack, Spirited Charge

Possible future feats: Mounted Archery, Trample, Power Attack, Weapon Focus (Lance), Weapon Specialization (Lance).

Equipment:
7 Heavy Wooden Shield
3 3Javelins
10 Lance
8 Flail
2 2Daggers
100 Chain Shirt
20 Other equipment

150 Total

You'll notice that your mounted fighter doesn't actually own a mount. :smalleek: He can't afford a proper war horse at level one. He could buy a light horse (replace chain shirt with studded leather), but they're almost useless in a fight.

Once you get your hands on a war horse you'll be all set for the triple damage charges. Don't forget to buy some barding for your horse. Also look for a good composite longbow, especially if you pick Mounted Archery.

Shoop-da-whoop! thanks!

togapika
2008-04-18, 10:10 PM
1. Character from scratch built to 10th level

2. Needs to be a character that can withstand punishment (read: tank), but also if possible have mobility and some sneakiness

a. Most Wizards of the Coast Especially Expanded Psionics, and Complete Psion. Also allowed is Hyperconcious from Sword/Sorcery Malhavoc Press. Not sure about TOB

b. Any, but prefer lower to no LA

c. See House Rules

d. 32 point buy

e. No evil, good preferred

f. Is homebrew Campaign setting ruled by psionics. Setting has NO MAGIC, also the main non-psionic core class is the Commoner, which is based off the Unearthed Arcana Warrior class. This commoner class has 2 good save, 2d10HD per level, 6+int skill points, fighter BAB and fighter feat progression, but with the ability to take special abilities such as evasion, mettle, etc.

g. Concept: If it can be done, I always liked the idea of a D&D Dragoon or Captain America.

h. Other: Psionic campaign world where Elan rule. The two players whose characters weren't killed last session have a Psion/Psychic Churgeon (surgeon) and the other one plays some kind of guy who controls creatures to fight for him (some dream related prestige class if I recall)

P.S. I don't have much experience with psionics besides the up-the-walls feat

Use whatever you need in the way of magic items, assuming that if the DM says no to something I can probably find some sort of replacement.

Iku Rex
2008-04-19, 07:58 AM
togapika, are you starting as a 10th level character?

Are magic items (not from the PsiHB/CPsi) available in the campaign? (I'm guessing "no".) If so, are you using the Magic Item Compendium rules?

Liliedhe
2008-04-21, 06:19 AM
Hello, good people, I’d like to ask for your help building a monk/shadowdancer level by level (what should I take when? And how many levels of each class?)

Books: Core only, no PHBII.
Race: Half Elf
Class: Monk, aiming for Shadowdancer
Ability Scores: 32 point buy
Alignment: Lawful good
House Rules: none
Concept: focussing on speed rather than strength, acrobatic rather than heavy handed in melee, preferring to fight with a quarterstaff or unarmed.
Other information: This is supposed to be a character for oneshots or conventions, not a campaign, so she should be able to function in most parties. Campaign Setting: Most likely Forgotten Realms.

From discussion on this board I do know that this is going to be a weak build – but that doesn’t matter to me, I just don’t want it to be weaker than it has to be. I’m not very experienced and I always lose track of the big picture in favour of “that sounds cool”-moments and ideas^^.

Yeygresh
2008-04-23, 11:23 PM
Books: Everything, basically. NO PSIONICS(including non-psionic things from the books; DM hates it all with a passion), though.
Race: Lesser Tiefling ONLY
Class: Hexblade and Warlock.
Ability Scores: 16, 15, 14, 12, 11, 10(Any order)
Alignment: Any non-evil
House Rules: DM is letting me use the recommended fixes for Hexblade that were posted on the wizards forums, full details in the spoiler. He also is letting me turn some of the crappier PRCS to full casting(Such as the Acolyte of the Skin).
Stuffs: I'm looking for full progression, but we're starting at level 6. The build NEEDS to be melee based. If it is possible, I'd like to be able to tank as well; we're in a 3 person group including a Mage(some arcane class, wizard most likely), Me, and a Druid(Summoner, and his first campaign).

* Good Fortitude save
* Curse ability usable 1 + the hexblade's Cha modifier per day
* Curse ability usable as a swift action
* Curse ability does not count as used if the target makes his saving throw
* Ability to cast in light or medium armor and while carrying a light shield or buckler
* At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

My mage friend is a power gamer, and my druid friend is, well, a druid. I really want to be not useless. Thank you for your help!

Recaiden
2008-04-24, 07:00 PM
I'd like help building a character

Books:Core+Complete Arcane and Adventurer+Incarnum+Races of Dragon+Dragon Magic
Race:Elf
Abilities: 18 17 16 15 12 10 (any order)
Class: Warlock
build:Preferably from level 1 to 10
Concept:Focusing on the use of eldritch glaive and possibly mounted combat.
Thanks.

Ossian
2008-04-25, 04:08 AM
Half-Elves stink. +1 to Listen to Spot and +2 to Diplomacy and Gather Info are okay at level 1, and become practically meaningless at level 6/7. They're basically humans with some very weak abilities that come nowhere close to making up for that all-important bonus feat. I suppose they make goods Bards (which would be similar yet easier to implement then your Monk/Sorcerer MADness), but that's it.

Also, what books are you using?


Hi! Sorry for the belated answer. Well, books available are PHB I and II, and Completes (Scoundrel, Warrior, Adventurer, Divine) and, well, of course the DMG is ok too.
The rationale was to pick a race with bonuses to cross class skills to make it more versatile. I reckoned it would have been like having the awareness (almost) and a feat between negotiator and investigator for free. Also, the immunities seemed nice. It is not an overpowered campaign, so being a little sub par shouldn't be a tragedy. Anyway, since H.E.s stink, what would you suggest? I like the spontaneous spell casting, I like to be adquate in social encounters and I like martial arts (in this order of priority). Oh, yes, and I would never ever play a dwarf or an halfling.

O.

Dode
2008-04-25, 07:01 AM
Well, I suggest just a straight Elf, they get a +2 (as opposed to +1) to Spot, Search and Listen, a magical secret-door-sense, get low-light vision (indispensable for night missions) oh and automatically are proficient in longsword, rapier, longbows and shortbows so they're pretty well armed no matter which class you decide to pick. Oh and all the immunities that the half-elf has too. That being said, you don't get the +2 to Diplomacy...

Also, if you're making a Monk/Sorcerer, be sure to check out the Ascetic Mage feat from Complete Adventurer, which lets you add your Charisma score to your AC instead of your Wisdom (one less stat to worry about), then you can look into the Enlightened Fist prestige class on Complete Arcane, which lets you advance both casting and monk abilities.

Dode
2008-04-25, 07:24 AM
Books: Everything, basically. NO PSIONICS(including non-psionic things from the books; DM hates it all with a passion), though.
Race: Lesser Tiefling ONLY
Class: Hexblade and Warlock.
Ability Scores: 16, 15, 14, 12, 11, 10(Any order)
Alignment: Any non-evil
House Rules: DM is letting me use the recommended fixes for Hexblade that were posted on the wizards forums, full details in the spoiler. He also is letting me turn some of the crappier PRCS to full casting(Such as the Acolyte of the Skin).
Stuffs: I'm looking for full progression, but we're starting at level 6. The build NEEDS to be melee based. If it is possible, I'd like to be able to tank as well; we're in a 3 person group including a Mage(some arcane class, wizard most likely), Me, and a Druid(Summoner, and his first campaign).

* Good Fortitude save
* Curse ability usable 1 + the hexblade's Cha modifier per day
* Curse ability usable as a swift action
* Curse ability does not count as used if the target makes his saving throw
* Ability to cast in light or medium armor and while carrying a light shield or buckler
* At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

My mage friend is a power gamer, and my druid friend is, well, a druid. I really want to be not useless. Thank you for your help!
Alright here's my idea: Play a cleric of an diabolic deity. It'll give you the ability to tank and to qualify for that boosted Acolyte of the Skin PrC (or even better, see if you can talk your DM into allowing a fullcaster Warpriest). Pour all the buffs on yourself, get a martial weapon and then go to town. Now I know you were really itching for some Warlock/Hexblade goodness, but frankly the two classes don't synergize that well and certainly the two charisma-dependent races don't work well with a race that takes a charisma penalty.

Harbajar
2008-04-25, 07:26 AM
Could you please build me a 24th level combatant/divine caster/arcane caster multiclass NPC? Can a breakdown at 6th, 12th, 18th and 24th be included, or recommended advancement at these levels to get to 24.
Books: DMG/PHB– Complete Adv/Arc/Div/War are ok.
Race: Human
Class: Fighter type/ Divine caster/ Arcane Caster combo

Ability Scores: pre-rolled
str: 18 dex: 16 con: 17int: 16 wis: 16 cha: 14
(alter accordingly to classes’ chosen)

Alignment: starts CG for fighter related levels – CN then CE
House Rules: None really. Currently the DM.
Other: Characters starts off CG but then idea is to become CE with liking for creating Undead as character becomes more evil. Recurring villain idea - named Mazgillios de Brattenlurge and is currently fighter/cleric/wizard combo.

Cheers and thanks in advance.

monty
2008-04-25, 08:40 AM
Alright here's my idea: Play a cleric of an diabolic deity. It'll give you the ability to tank and to qualify for that boosted Acolyte of the Skin PrC (or even better, see if you can talk your DM into allowing a fullcaster Warpriest). Pour all the buffs on yourself, get a martial weapon and then go to town. Now I know you were really itching for some Warlock/Hexblade goodness, but frankly the two classes don't synergize that well and certainly the two charisma-dependent races don't work well with a race that takes a charisma penalty.

I don't have time to check right now, but doesn't Acolyte of the Skin require being evil?

Yeygresh
2008-04-25, 01:05 PM
I don't have time to check right now, but doesn't Acolyte of the Skin require being evil?

Non-Good. My DM seems to be incapable to do sessions with more than one encounter per day, so his Poison and glare abilities become a bit more useful.

Dode: Neither Warlock or Hexblade really need more than 14 cha. Almost all invocations either don't have a DC(Fell Flight), or are not worth the invocation slot(Hellrime Blast). Hexblades have a bit more to gain, but not much. Arcane Resistance, Curse, and his Spell Casting are all suited to sit at 14. With 1+Cha uses per day(with the fixes) is good enough at level 6, and I can buy Cloaks of Charisma for a few extra uses. Spell Casting is stuck at 4th level, so 14 gives me all my spells(and a bonus 1st and 2nd). With Deceive Item, I don't really need to have spells at all.

Here is the build I was planning on.

Hexblade(PHB2 Variant) 7 / Fighter(Dungeoncrasher Variant) 2 / Warlock 4 / Acolyte 7(Advances Warlock)

STR14(+4) DEX16(+2) CON12 INT11(+2) WIS10 Cha15(-2, +1)

Power Attack>Improved Sunder>Obtain Familiar>(Bonus)Combat Brute>Improved Familiar>Open>Open>Open(Possibly Improved Bullrush, Leap Attack, and Shocktrooper, or some Extra Invocations)

1st Invokes
Beguiling Influence
Entropic Warding
See the Unseen(Or Leaps and Bounds for Leap Attack)

2nd Invokes
Fell Flight
Spider-Shape(Fun :D)
Walk Unseen
Flee the Scene(If I don't take S-S)

3rd Invokes
Chilling Tentacles
Vitriolic Blast

Spells don't matter a whole lot, I can UMD into them.

Anyone have some recommendations?

TroubleBrewing
2008-04-27, 09:46 PM
This should be a fun one. I'd like to request help from the forum on building a 3rd level arcane spellcaster. I'm looking to make this character extremely good at combating other player characters; my DM is running an arena campaign. He assigns party roles, and I'm the arcane caster. Non-evil aligned is preferrable, with ability scores of 17, 12, 16, 15, 14, and 15. Asign them as you like. Thanks!

shadow_archmagi
2008-04-29, 06:51 PM
Level: 13
Books: Almost any.
Race: Any.
Class: Hulking Hurler
Ability Scores: 4d6
Alignment: Any
House Rules: We're playing Gestalt. Assume it has the worst possible effect on LA.
Concept: Proving to my DM that hulking hurler can be insanely overpowered.
Other: Minimal use of magic items.

Nuiat
2008-04-30, 10:44 PM
Okay, I don't have the appropriate information to request a character build, but I DO have questions that will help with that:

1. The Chameleon Class (Races of Destiny) is wicked awesome in its multiplicative features. I need to know what classes should one take with it. I know that Rouge is the simplest way in (not to mention all those handy skill points), but other classes like the Battle Mage would reduce arcane spellcasting failure, which really helps when one can choose both combat and arcane focus. Suggestions much appreciated!

2. I think there's an argument over whether or not the Chameleon class is a spellcasting class or not. On the one hand, one does have to have a spell book to cast arcane spells and must prepare divine spells the same way as a cleric. On the other hand, the spells for both come by way of a class feature (Aptitude Focus) and one can give up the ability to cast said spells if one desires. So, that said, do classes that offer "+1 to existing spellcaster level"
affect the Chameleon's abilities? Does anyone have a definitive answer (like writing the creators or calling a hotline)?

Both the DM's, and myself, agree that the Chameleon is a spellcasting class, albeit a strange one.

monty
2008-05-01, 08:40 AM
I think that the Chameleon is not a spellcasting class, but I could be wrong, so don't quote me on that. Either way, if the DM lets you count it as one, it works.

Iku Rex
2008-05-01, 01:43 PM
Level: 13
Books: Almost any.
Race: Any.
Class: Hulking Hurler
Ability Scores: 4d6
Alignment: Any
House Rules: We're playing Gestalt. Assume it has the worst possible effect on LA.
Concept: Proving to my DM that hulking hurler can be insanely overpowered.
Other: Minimal use of magic items.I don't see the point in a full build, but I can offer some pointers if you're set on such a silly character.

Centaur (3x carrying capacity, +8 Str)
Natural Heavyweight (PlanH) feat (double carrying capacity)

Add war hulk (MinH) levels or Str boosting templates to make matters worse. A huge creature like a treant is also a possibility.

The trick is to (ab)use the improvised weapon rules (CWar 159) along with Really Throw Anything and Area Attack and/or Overburdened Heave.

There are practical difficulties. You'll need to lug around enormous chunks of metal - preferably jagged and sharp to get the double damage.

A returning (improvised) weapon lets you repeat your throw every turn. Gauntlets of throwing (MIC) lets you re-throw your weapon three times per day. Or you could settle for less damage and carry several weapons.

AKA_Bait
2008-05-01, 01:52 PM
Ok, so I have something of an unusual request, I think, but here goes:

Q.1. Pretty pretty please help me with a character that wants to eventually be a Beguiler/Ur-Priest/MT or something similar in idea? Level by level through level 14 or 15 would be fantastic.

Books: Pretty much whatever so long at WotC made it.
Race: I'm thinking human, so I can take able learner to get into Ur-priest faster but if you have a better notion please let me know.
Class: I'd like to get into Ur-Priest by 6th level. So, Beguiler x / class with fort save (5-x) / Urpriest 3 / MT 10 / something 1
Ability Scores: 13,11,14,15,14,13 in any order
Alignment: Doesn't matter.
House Rules: none of note.
Concept: I'm mostly just toying with the build. Concept is still percolating, but I'm thinking a full of himself trickster, so full of hubris he doesn't mind stealing from the gods themselves.
Other: I'd like to get into Ur-Priest by 5th level, if possible, I don't mind missing top level spells at the end of the build since we won't get there and as above, I'm willing to lose a level of beguiler casting at the start of the build to get into Ur-priest sooner if I have to.

Also, this character will first see play at level 8 with standard WBL. So and suggestions as to gear would also be much appreciated.

monty
2008-05-01, 02:18 PM
Why Ur-Priest 3? It doesn't get anything at 3rd level besides a few more spells. Remember, 0 spells per day still qualifies as being able to cast spells of that level, so you only need 2 levels for the casting requirement.

The only really problematic prerequisite is the +3 fort. I'd take Beguiler 4 / <something with good fort save> 1 / Ur-Priest 2 / MT whatever. Go human for the extra feat, pick up Education (Able Learner doesn't increase your skill cap, and the only CC skills you need are Knowledge), Iron Will, and Spell Focus: Evil. Beguiler gives plenty of skill points, so that's not a problem. Also, make sure to take Beguiler at the first level for the x4 skill points.

AKA_Bait
2008-05-01, 02:25 PM
Why Ur-Priest 3? It doesn't get anything at 3rd level besides a few more spells. Remember, 0 spells per day still qualifies as being able to cast spells of that level, so you only need 2 levels for the casting requirement.

Good point. Forgot about that.


The only really problematic prerequisite is the +3 fort. I'd take Beguiler 4 / <something with good fort save> 1 / Ur-Priest 2 / MT whatever.

Yeah, that's my concern. I'm having trouble trying to figure out what one leve dip good fort save class to go with. I'm toying with fighter (for the bonus feat/profincies), Marshall and Dragon Shaman (for the auras). I feel like there has got to be a better option out there someplace. Any thoughts?

theterran
2008-05-01, 03:14 PM
Yeah, that's my concern. I'm having trouble trying to figure out what one leve dip good fort save class to go with. I'm toying with fighter (for the bonus feat/profincies), Marshall and Dragon Shaman (for the auras). I feel like there has got to be a better option out there someplace. Any thoughts?

Duskblade? You get more spells, some spell-like abilities and good fort and will.

Criz Reborn
2008-05-01, 03:26 PM
Looking for a Warlock build. Kinda looking for a level-by-level breakdown from 5-15. Interested in Hellfire Warlock PrC for maximum dmg.

Any source books, but please specify what book so I can show it to DM if asked.

Rolled scores: 17,17,14,11,10,8

Prefer: CN human, open to race suggestions, but non-evil alignment please.

TY in advance.

edit: typo

Mooch
2008-05-05, 08:14 AM
Looking for an oriental adventure build, only material in oriental books/campaign setting are allowed, all other material must be approved by DM

stats: champion array
race: any
alignment: any

I was thinking about a gish but if someone has a sweet spell caster please post it

TheCountAlucard
2008-05-05, 06:46 PM
Could someone please build me twelfth-level character from scratch?

Books: Assume that I have access to every D&D book out there.
Race: Elf
Class: Preferably Wizard, specializing in Necromancy.
Ability Scores: Elite Array
Alignment: Any Evil
Concept: This guy's a villain. He's not part of a party, but he'll probably have some zombie minions. He'll need to be pretty self-sufficient.

Iku Rex
2008-05-05, 08:00 PM
TheCountAlucard, is this an NPC? (With NPC wealth?)

TheCountAlucard
2008-05-05, 08:06 PM
Yeah. :smalleek: I should've clarified, sorry. This guy is an NPC (with NPC wealth) for my game. He's supposed to be a colleague of the party's Dread Necromancer; they both went to the same academy of magic.

monty
2008-05-06, 07:18 PM
I'm looking for an Illusionist build (prohibited schools: enchantment, evocation, necromancy). I have the levels planned out, but I don't have much experience with arcane casters, so I'm not sure what to take for feats and so on. In particular, I need to know which metamagic feats to take and what Archmage abilities to get. Two flaws, probably Noncombatant and something else.

Books: Pretty much everything non-Eberron
Race: Raptoran
Class: Illusionist 5/Incantatrix 10/Archmage 5
Ability Scores: It's fairly high-powered in terms of stats, so the DM's given us all 18x2, 16x3, 14. Strength needs to be high enough to fly while carrying a 70-pound load in addition to his own gear (don't ask).
Alignment: Neutral Good
Concept: Nothing complicated. Planning to throw around lots of heavily metamagicked illusions. It'll start from around 4th level, so make sure it's reasonably playable by then.

Feats I need for sure:
Iron Will, Skill Focus (Spellcraft), Spell Focus (Illusion), Spell Focus (something else), Item Familiar (to make those Spellcraft checks)

theterran
2008-05-07, 07:38 AM
I've decided to try a SoulCaster from MoI. Basically this is for an arena type event where the more damage you can do quickly, the better off you are...so keep that in mind.

I'm going Incarnate 2/Wizard 3/SoulCaster 5 and I need help w/ the feats.

My issue comes into choosing metamagic feats to do as much damage as possible... The two spells I'm considering using the most are Fireball and Lightning Bolt, since they both increase damage w/ level.

One Feat I'm definately having is Midnight MetaMagic from MoI, which allows me to pay essentia instead of increasing the spell level for applying metamagic, which is what this character is basically about. I also considered practiced spellcaster so my CL will be 10 instead of 8.

Thanks for any help.

Here's (http://rustmonster.net/sheet/?view=1256) a link to what I've gotten so far if a visual would help. (there are feats, but they're not set in stone.)

reiko
2008-05-07, 11:50 PM
In honor of the new Indiana Jones movie I'm trying to build him as a N/PC in a campaign I'm running.

Race: Human
Stats: 18,16, 14, 14, 12, 10 (assign as necessary)
Class: Any non-spell users(multiclassing is good) (magical items are allowed to use)
Level: 4

feats: any

My only rules are that it remains semi-canon, he uses a whip, and the classes and feats come from official/semi-official books.

Anything else just go wild.

Xael
2008-05-09, 05:00 PM
Request: I'd like some help putting together a Bard build that will begin at 4th level and likely go 20+.
Books: Any 3.5
Race: Leaning toward an Elf of some kind, but open to suggestion. Nothing with a level adjustment of more than +1 is allowed.
Classes: I'd prefer to have it be 3 classes at most (centered on Bard), as dipping out into a number of classes simply for synergy bonuses is frowned on. I was considering exploring that Paladin Of Freedom variant in Unearthed Arcana (for charisma synergy) but I couldn't remember if there was a feat that let you multi-class back into bard, or if it was worth it at all.
Scores: 16 14 14 12 12 10
Alignment: Any non evil.
Concept: I'd prefer something that can hang in melee if need be, but I'm open to suggestion.
Other: The power curve is higher than usual and we're guaranteed to fight CR's two levels above us on a pretty regular basis, so don't worry too much about power gaming, it's essentially encouraged. The party otherwise consists of a Lizardfolk Fighter 3, a Human Wizard 4, and another arcane caster as well as a rogue whose details I'm not sure of. Starting gold is 5400 and any magical equipment in print is allowed.

Thanks in advance.

monty
2008-05-09, 07:25 PM
Ok, I managed to come up with a build for my illusionist after finding a ScM guide on the CharOp forums, but I'm not entirely sure about it, and I don't know what items to get for it.

Build I have is:

Neutral Good Draconic (with buyoff) Raptoran Illusionist 5 / Shadowcraft Mage 5 / Incantatrix 10
Illusionist variants Chains of Disbelief and Illusion Mastery
Prohibited schools Enchantment, Evocation, Necromancy
Flaws: Noncombatant, Vulnerable

{table]Level | Class | Feats
1 | Illusionist 1 | Signature Spell (Silent Image), Earth Sense, Spell Focus (Illusion)
2 | Illusionist 2 |
3 | Illusionist 3 | Earth Spell
4 | Illusionist 4 |
5 | Illusionist 5 | Heighten Spell
6 | Shadowcraft Mage 1 | Arcane Thesis (Silent Image)
7 | Shadowcraft Mage 2 |
8 | Shadowcraft Mage 3 |
9 | Shadowcraft Mage 4 | Iron Will
10 | Shadowcraft Mage 5 |
11 | Incantatrix 1 | Easy Metamagic (Heighten Spell)
12 | Incantatrix 2 | Arcane Disciple (Luck)
13 | Incantatrix 3
14 | Incantatrix 4 | Extend Spell
15 | Incantatrix 5 | Residual Metamagic
16 | Incantatrix 6
17 | Incantatrix 7 | Persist Spell
18 | Incantatrix 8 | Practical Metamagic (Heighten Spell)
19 | Incantatrix 9
20 | Incantatrix 10 | Still Spell[/table]

Does this look like a good build? More importantly, this character will be starting with 100000 (that's one hundred thousand) gp at 5th level (not 4th like I said in the previous post), which gives me a lot to work with for equipment, but with so many possibilities, I'm at a loss as to which items to get. Suggestions?

cupkeyk
2008-05-12, 11:20 PM
Could I please get a level by level build for a 20 level kobold sorcerer entering dracolexi asap. with a 32 point buy abilities. Books are are all completes, races, core ph2, dmg2, spell com, sandstorm, unearthed arcana, frostburn, cityscape, dungeonscape, stormwarck, libris mortis, lord of madness, draconomicon, and possibly any wotc 3.5 book with dm approval. I am allowed to use the greater draconic rite of passage to counter the single caster level loss of the dracolexi. Thanks.

Draztik
2008-05-15, 01:55 PM
Ok so love the thread, first time poster got a few characters/ideas i'd like some help with if you have time

[B]Q.1.[B]

1. Level by Level build starting 10th level (starting at 10th lvl but if someone wants to go beyond and go up to 20th itd be appreciated)
a. Books: PHB, PHBII, CA, CW, any dragonlance book,exalted deeds,spell compendium
b. Race: Silvanesti Elf
c. Class: Wizard/Wizard of High Sorcery/Archmage
d. Ability Scores 32 Point buy
e. Alignment: LE
f. House Rules: heavy roleplay involved,DM reduced ranks needed for archmage class can take archmage at 8th lvl. DM doesnt follow specific specialized schools to each robe color specialized school/prohibited schooll can be any
g. Concept: Concept is he is a Silvanesti elf always in his siters shadow (white robe) who lashed out and injured her badly during his test. very ambitious, somewhat power hungry but calculating. Mastering in Conjuration focusing on summoning spells. not sure what would be prohibited school.
h. Other: Setting will be an alternate krynn, DM requested us all to have leadership feat and has approved my cohort to be an alu-fiend. (7th lvl female half-human half-succubus) Magic items are not given out hardly at all. dm is giving us lvl appropriate gold for 10th lvl we can buy whatever we want but beyond that magic items will be scarce. Was planning to create a ring that uses mordenkainens sword unlimited use per day (a la Pharaun Mizzrym from war of spider queen series) beyond that not sure on gear.

Rest of the party as of right now will be 2 solamnic knights (1 rose 1 sword) A red robe mage/renegade hunter and a Skull Knight/cleric

Draztik
2008-05-15, 02:03 PM
Q.2.

1. Level by level to 20th lvl
2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books: PHB PHBII, CA,CW,Dragonlance books,Exalted deeds,spell compendium
b. Race:Human
c. Class: Monk/Ninja (max 7 level ninja)
d. Ability Scores 32 point
e. Alignment: LN
f. House Rules: can freely multiclass with ninja. DM has created a order of monks under Shinare that focus on interaction and stealth
g. Concept: Monk of shinare, judge type character. Shaolin Monk style fighting. Mostly unarmed fighting will carry a kama and nunchaku for times when I dont need to touch enemy with hands or when bladed/bludgeoning would be beneficial, but 90% percent fighting will be unarmed. Possily considering Vow of poverty not sure.

Lord_Yawgmoth
2008-05-17, 01:31 PM
Making a Warlock/Cleric/Eldritch Disciple/Hellfire Warlock; need Eldritch Disciple full prerequisites


Help would be greatly appreciated. :smallsmile:

xDeth7
2008-05-21, 09:00 PM
Hello, me and my friends are having an interesting PvP gathering.

The rules are as follows:

Gameplay:
-It will be 3v3 and 2v2.
-Maps will be completely open areas about 60 x 60ft.

Characters:
-Can only use Dungeon Master's Guide, Player's Handbook 3.5 and Monster Manual 1 for class/race/spells/feats.
-Allowed eight pieces of +5 gear.
-Allowed Abilities:
16-14-12-12-10

I need a character that can wipe the floor with anything that is tossed at him. I already have two, but I want a beastly powerbuild. If anyone can help me, I would be really appreciative.

Thanks!

Bassikpoet
2008-05-22, 12:03 AM
Duskblade
1. From Scratch to 17
a. PHB, DMG, PHB II, "complete" series, "races of" series
b. Race: human, dwarf, elf (high)
c. Class: Duskblade
d. Ability scores: 16, 14, 14, 12, 12, 10 (not in that order)
e. Alignment: CG
f. House rules: none
g. Concept: A warrior who uses a glaive (a modified sunblade) to strike down enemies without getting too close.
h: I could also use some item help. I have 359,000 gold.

evisiron
2008-05-22, 09:10 PM
Could you please build me a 11th level druid, level by level if possible? He is designed as a cohort for a bigger druid (with Vow of Poverty) and so needs to be able to heal and buff effectively.
Books: Essentially any other than Savage Species and Tomb of Battle
Race: Elf, Human or half elf
Class Druid
Ability Scores: 42 point buy
Alignment: Any Good
Concept: A buffer and healer who is vocal and charismatic to relay the more feral leader's orders to the troops (it is a siege game).
Other: Standard WBL or 11th level. I would like him to have a decent ranged attack when in normal form and some kind of 'escape mechanism' if fleeing is needed. He should have natural spell to use while Wild Shaped.

Thank you very much. I am a bit of a newb with druids so I really appreciate any help. :smallsmile:

Zurpl
2008-05-24, 11:23 PM
Does anyone think it's possible to have an effective Frenzied Berserker/Runescarred Berserker in 13 levels or less?

Preferably 11 or less but building that would require more than a few divine ranks. He (or she?) should be made as a Hathran's body guard. Other than those no preferences.

H0L7
2008-05-26, 01:52 AM
Q.4.
Bard lvl 10 gestalt need picks for gestalt
Books:3.5 basically everything
Items:cash 120000gp to spend on items
Race: lvl adjust 3 and less can be completely ignored when factoring level
Class: base bard
Ability Scores: assume they will be stacked heavily
Alignment: CG or NG
House: we get 2 points at ability raises instead of 1. when gestalt bab and saves stack as if multiclassed with unearthed arcana fractional rules
Concept: We have a skill monkey we need a knowledge monkey and a buffer
Party: the party is as such
Goliath barbarian/tribal protector3.0/Nordic Champion* wearing Thors belt
Catfolk mountebank combat rouge
Paladin of Freedom/Nordic Champion
Valkyrie/artificer
centaur ranger
cleric that cannot deal damage due to a perverted wish

Nordic champion is custom prestige class for this campaign its obscene but so is everything else in this campaign but really doesn't matter as its junk for bards

Don't be afraid of munchkinizing he is going to kill us either way

don't pm me email me with any ideas

Eurus
2008-05-28, 05:00 PM
Alright, I'm not sure if this was the place, but I didn't really want to start a new thread for one question. Ahem:

I have a character concept for a sort of cleric/bard who worships a death god. He's primarily a cleric, but he'd have Perform: Sing and possibly Perform: Oratory to represent hymns and sermons. I don't really care about bardic spellcasting - if I can get it, great, if not, oh well - but I would very much like it if I could get some Bardic Music-like abilities without losing 9th level Cleric spells.

HoopyFrood
2008-05-28, 06:10 PM
For lack of a better precedent, we'll call this question
Q. 42

Here's the situation, in our Star Wars Saga Edition campaign, we've reached a kind of midpoint. Seeing as this was our first go with Star Wars and that we all made some character decisions we regretted, our GM is allowing us to reformulate our characters. The rules are this:

You must have the same class composition.
Anything you rolled has to stay that way (i.e hitpoints and character abilities)
Your character must stay true to your original intent.

We can change skills, feats, and talents.

And so, I ask you people to help me rebuild my character. Her name is Sarad, a 10th level female Chiss and a highly mobile and difficult to hit unarmed specialist.

Specifics are below:
Classes: Soldier-6, Scoundrel-2, Scout-1, Martial Artist-1 (taken from here (http://saga-edition.com/?p=194))
HP: 98

Abilities:
STR: 18
DEX: 20
CON: 14
INT: 14
WIS: 11
CHA: 6

Skills:
Trained in Acrobatics, Initiative, Knowledge(Tactics), Perception, Pilot, Treat Injury

Feats:
Armor Proficiency (light and medium); Weapon Proficiency (pistols, rifles, and simple); Skill Focus (knowledge, tactics); Martial Arts I, II, and III; Pin; Crush; Weapon Focus (unarmed); Skill Training (acrobatics); Melee Defense; Acrobatic Strike; Rapid Strike; Running Attack.
NB: The GM let me substitute any bonus feat for the starting feats of scout and scoundrel.

Talents:
Soldier: Expert Grappler, Melee Smash, Tough as Nails
Scout: Spacehound
Martial Artist: Hijkata
Scout: Long Stride



In addition, we leveled up at the end, so the 11th level can be anything you want.

1condor12
2008-05-28, 09:47 PM
alright i need help. i am not only new to gitp but new to dnd. i need help with my first character.

a first level character but could you give me a recamindation as to what to do on the next few levels that would be apresiated.
any books can be used
i want to be an irda (p.s. my dm says that my only shapeshifting limit is it has to have a humanoid shape. thats all and i get all the abilitys of the shape)
i want to be a wizard
use these abilitys scores. just letting you know i did not cheat i got lucky. 20/20/20/20/19/18
Neutral almigment
my dm is giving us some pretty cool spells so could you do some good spell feats. each person getts a spell or ability that the dm creates. my was a portal that gets better with every level. my dm likes creativity and here is an example. use the portal to make an opening into the brain of your enemy and kill them instantly. or us it to move them 1 mile underground and bury him. At 20th level i can use it to move a meteor so it crashes into my enemy and killes everyting withen several miles from him. if you have any sujestions for the use of this spell that would be apresiated.
and the last thing is that i want him to be a heavy damage dealer. and that is it. thank you to anyone who does this. i know this might be a lot to ask. and sorry for my spelling and gramar to anyone who read this

wyrmrider
2008-06-08, 08:02 PM
Q.43. Could you please build me a 3rh level ranger?
Books: Not using the minis book
Race: Any race
Class: Ranger with dips into anything else
Ability Scores: 16 14 14 13 10 7
Alignment: Any non-evil
House Rules: None
Party members: Likely including a swashbuckler/rogue, druid and cleric
Other: I have the concept of an extremely rough-around-the-edges ranger. I'd love it if he can dish it out in ranged with supporting melee capability.

Thanks ahead of time!

Locke Dunnegan
2008-06-10, 08:41 PM
Q. 44 I'm joining an in-progress campaign some of my friends have been playing for a few months now, and asked what type of character I should make to round out the party. So far they have a Dragon Shaman, Swashbuckler/Duelist, and a "Sand Shaper", though I don't know where that last one is from so I'm not sure on its specifics. I was told that they could use a skill-monkey, so I chose Rogue since I like playing them anyway. I haven't played D&D for a couple years, but they're pretty laid back so me relearning stuff shouldn't be a problem.

Right now the group is level 13 and have just teleported into the Nine Hells. This is bad news for me since I originally wanted to focus on doing ranged sneak attacks (with Greater Manyshot, Crossbow Sniper, Telling Blow, and eventually Deadeye Shot when I got two more feats), since I think we're going to be fighting lots of things immune to sneak attack. I can't decide if I want to change my focus to a skill-monkey with fair melee damage or ranged damage, but I want to focus less on sneak attacks either way.


Request: 13th level skill-monkey Roguelike from scratch
Books: Basically anything, but I don't want to go crazy with settings and some of the weird ones. Having to look up a bunch of odd feats in ten different books to my new DM won't give a good impression I think. :/
Race: I like Halflings, but Humans are nice if you need a spare feat to fit something in. A non-core subrace is okay though, just tell me where to look for specifics on them.
Class: Rogue would be nice for familiarity sake, but if there's something else that gets 8 skill points/level (or at least 6 if the rest of the build works well) I'm okay with that.
Ability Scores: I rolled my own using the DM's rule, (4d6)x7, drop the lowest of the seven rolls, and got 18/15/12/11/9/6.
Alignment: Any non-evil, but I would like to try role-playing a True Neutral.
House Rules: Apparently the DM has been giving out less than average loot, so the others don't have as much wealth as normal 13th-level characters. This may affect builds that rely on a bunch of special items to work correctly.
Concept: Sneaky Pete skill-monkey that is the archetypal shadowy, not silver-tongued, roguelike.

Closet_Ninja
2008-06-13, 11:22 PM
Q45: Here's a "good" one.

I've got a DM running a (3.5) campaign where we get to start at level 15 and I immediately jumped at the opportunity to play a nymph. That was rather stupid. Her +13 level adjustment (+7 adjustent with 6 Hit Dice) is really holding things back. That leaves me with 2 "real" class levels and not much to work with at all.

My original idea was to run her as a monk, which seems beneficial for her saves and AC as Nymphs have great bonuses to wisdom, charisma and dex, and would get all 3 to her armor class (Nymphs get their charisma modifier to their AC and saves, for those who don't know). The problem? She'd be a 15th level character with a BAB of +4, something to the tune of 50 HP, and none of the good monk abilities. Even with the Rope Belt from the DMG, she'd only get D8 for unarmed strike, and a +1 "monk bonus" to her AC. Furthermore, this is going to be a heavy combat, high power scenario with the DM essentially trying to kill us, so anything less than awesome really won't cut it.

Am I being too ambitous, trying to play a nymph? Are they better combattants than I think they are? Have I misinterpreted the level adjustment, or is there a better class than this for a nymph to take to improve it's usefulness. I know nypmhs can blind humanoids, but that's not worth much against a Dragon with an AC I can't hit.

Ideas can come from most of the "Complete" series, save Champion, Unearthed Arcana, PHB I and II, any of the first 3 Monster Manuals, or even the 2 DMG. I'm unfamiliar with the flaws system, and though I know that might help, it's unfortunately not an option. I'm assuming we're doing 32 point buy, but attributes really aren't the major issue. Don't worry about story elements, I can make something up for just about any class, and any particularly helpful magic Items (I have the compendium) would be really appreciated.

Also, if any DM's have any house rules on a nymph PC that I might present my DM, those would be helpful.

I'm just thinking it's a bad idea, but maybe I missed something or was too quick in thinking "Monk" and forced myself into a thought rut.

OverdrivePrime
2008-06-19, 09:11 AM
Hey there opti-cats, you guys have been great help to me in the past, so I thought you might be further assistance with a new character.

My spirit shammy just got corrupted by a dark artifact and became an NPC, so I'm going to bring in a combination of two classes I've never actually played in my 8 years of 3rd/3.5 edition. Rogue/Cleric, starting level 4.

He's a follower of a lawful neutral goddess who enforces the separation and transition between life and death. Liches and immortals of all sorts are on the hit list of her curch.

I'm aiming for the Shadowbane Stalker prestige class, mainly because it's awesome, and the DM has strongly recommended that over 20 levels I have no more than 15 caster levels, since the game environment is fairly low-magic and I tend more toward character optimization than the other guys in the game. I'm totally cool with this.

Our party is a stealth-centric group that tends toward infiltration and dungeon crawl missions, generally relying on strong group tactics. The two surviving characters are a Rogue 1/Fighter 3 and a Scout 4.

A few of the rules: All Complete X books are available as are Races of the Wild and Races of Destiny, in addition to Core and the Player's Handbook II. Paladins do not exist, Clerics are extremely rare and not available until after second level. Other WOTC sources may be considered by the DM after a successful Diplomacy check.

Now, the problem.
I've got a LG Human Rogue 3/Cleric 1 of a LN goddess of Dreams and the Passage to Death. Domains available: Glory, Protection, Repose, Trickery
Attributes are assigned from 84 point direct buy, only one 18 allowed, only two total stats of 16 or higher allowed. My character is starting off with 7,861 (90% of previous exp), which puts him firmly at level 4. I want to progress to Shadowbane Stalker at level 6.

What feats should I take?

At a loss for any better feats to pick up, I've grabbed Improved Initiative, Blind Fight and Sacred Vigor (from complete Warrior). I plan on him being secondary melee, generally flanking with the fighter/rogue.

Here's my character sheet as he currently stands. (http://www.myth-weavers.com/sheets/view.php?id=61330)

edit: Just found Razing Strike in Complete Adventurer. I should be able to grab that by level nine and then proceed to bust out the pwnage on undead foes.

Trenelus
2008-06-20, 04:43 PM
Q46: Evil/Fallen Martial Artist

So, I would like to make martial artist character who's fighting style uses blade gauntlet in left hand and strong kicks as main attack. For skills stealth and acrobatics are needed to be high. I don't want Stunning Fist-based build.

I have agreed with DM that blade gauntlet is for style reasons and to explain verstile unarmed damage-feat (or whatever was called the feat that lets you to deal slashing and piercing dam with unarmed strikes), so the build doesn't have to focus in TWF or anything like that. I ain't allowed to have magical blade gauntlet, but I'm allowed to get one made from special materials for DR monsters.

I had thougth that race could be LA +0 Thiefling, but it doesn't necessery have to be that one. For class monk or some martial artist base/PCR maybe...

In what items should I invest in? We usually have little less than wealth/lv suggests. No custom items allowed.

Can be either "duelist" or "mass murderer".

Level by level 1-20

Books: PHB I & II, DMG, CAdv, CArc, CD, CW, Draconomicon, FR books, WotC if DM's merciful and gives his permission
Race: LA +0 must, at least medium size
Class: anything that makes great martial artist (and no FB!)
Ability Scores: 28 point buy
Alignment: Any non-good
House Rules: Only 1 PCR allowed per char
Concept: I'm thinking silent, cruel, ninja-like martial artist
Other: party has arcane & divine spellcaster, someone is already working on frontliner, I need to fill either secondary melee or skill monkey, and then last one of us fills what ever was left, making totally 4 +me.
Thanks in advance.

Agravain
2008-07-05, 12:46 PM
Hi guys,
I've written a page on how much damage weapons in 4.ed do on average, taking all kinds of variables into account, like monster AC and your bonuses.
Would like some feedback from you experts :)

Check out
http://perandmarianne.gotdns.org/blog/?page_id=20 (also has a link to the mentioned spreadsheet)
or read on below

---------
So I got a bit bummed out by the new fighter class not dealing as much damage as before, being beaten by the ranger and whatnot. Therefore I did an analysis on how much damage the weapons actually do, for all you power-gamers out there. Now, it’s straight forward determining the average of the dice rolls with a certain weapon, but the effect of high crit, versatile two-handed vs ordinary two-handed weapons and chance to hit and so, taking the effect of ability modifiers and monsters AC into consideration, required a bit of work. It certainly looks like Wizards of the Coast (the producers) have done the exact same thing! The detailed spreadsheet is linked to at the end of this post. Fill out the variables in the green section to the bottom left to customize the results for your character. What the best weapon for your character is depends on her abilities, feats and class. We’ll look at two builds here, a fighter using a one-handed weapon and a fighter with a two-handed weapon, both for medium-sized (most) characters.

Fighter using a two-handed weapon
A fighter choosing to specialize in two-handed weapons (Fighter Weapon Talent class feature) with a +3 strength modifier (without the Potent Challenge feat for extra damage) is best off with a maul or a heavy flail. If you have the mentioned feat, because of its high-crit ability, the Great axe will do more damage on average, but it will vary more (damage will be sometimes small sometimes large) than the maul and heavy flail. Also, if you have +4 or more in strength modifier, with or without the mentioned feat, the Great axe does the more damage.

Versatile two-handed weapons
But what about versatile weapons? Those are weapons that can be held in two hands to deal an additional +1 damage. The best versatile weapons are the best one-handed weapons, the Bastard sword on first place, the Warhammer, Flail and Battle axe on shared second place and Longsword and Rapier on shared third place. The Bastard sword requires special training to to use without penalties (a proficiency feat), but does the most damage of all two-handed weapons when you’re proficient with it!
The Bastard sword is only beaten by the Great axe when having a +5 strength modifier (or a correspondingly high bonus to hit) because of its high-crit capability. The Maul and Heavy flail are slightly more predictable in their damage, though, so careful players might like those the best.
Recommendation: Maul or Heavy flail (equally good), or if you can afford to have less predictable damage dealing and have either the Potent Challenge feat or +4 or more in strength modifier, go for the Great Axe to deal the most damage on average by getting those high-crit opportunities. If you’re willing to spend a feat getting proficient with the Bastard sword, it’s the best choice though, being slightly better than the Great axe (when strength modifier is 4 or less) and more reliable.

Note that if you have the choice between getting the Potent Challenge feat or proficiency in Bastard sword, you’ll do more damage with the Potent Challenge and a Maul or one of the other mentioned weapons, than as proficient with Bastard sword and without Potent Challenge, assuming a constitution modifier of +2 or more.

Fighter using a one-handed weapon
This for a fighter choosing to specialize in one-handed weapons (Fighter Weapon Talent class feature). It’s the Bastard sword on first place, the Warhammer, Flail and Battle axe on shared second place and Long Sword and Rapier on a shared third place. No surprises here.

Two handed or not?
You deal more damage using a two-handed weapon, and you can get the Potent Challenge feat to do even more. You lose the ability to hold a shield though, reducing your AC and losing some options. Without the mentioned feat you’re looking at about 10 damage per basic attack (for the best weapons). Compared to one-handed weapons that do 8.5 (9 for the Bastard sword when proficient). How much is the shield worth? I’d say that you need to go all the way with two handed weapons, taking the Potent Challenge feat to deal that additional damage to make losing the shield worth it. Having that shield will let you stay in combat more rounds before retreating/falling unconscious and therefore (potentially) deal more damage, though. Bring a healer, I say!

You can of course carry two weapons (or one Bastard sword) and a shield, and bring up the shield and a one-handed weapon when you think you’ll need your shield :)

Fighter using two one-handed weapons
Well, this is not really a feasible build for a fighter, I think, because you don’t normally get an off-hand attack. Rangers are the ones doing two-hand fighting in 4.ed. Maybe, just maybe you could get an advantage by holding a combo throwing and melee weapon in your off hand during combat, but I doubt that makes much of a difference.
The best off-hand weapon is the Katar, requiring special training, the second best Short sword, and on a shared third we have Throwing hammer, Hand axe and Sickle. No surprises here, either.

Reach weapons
The ones dealing the most damage are Long spear and Halberd (equal amount), on second place we have Spiked chain, requiring special training, and on third the Glaive. These weapons do less damage than others (1.5 to 2 points less typically), and are all two-handed (no option to hold a shield), but will you give an advantage in some situations, hitting enemies that are not adjacent to you. My gut feeling is that unless you base your character on using a reach weapon, it’s not going to pay off, compared to a two-handed weapon without reach. Note that the Spiked chain’s damage is more predictable than the others.

Other considerations
I don’t see why anyone would want to use a rapier and pay a feat to do so, when you can use a longsword instead. The only exception, I guess is if your class or race grants you the proficiency and you’re not proficient with martial weapons. Does this case exist?

monty
2008-07-05, 01:00 PM
Tl;dr. Was there a character build request in there? If not, that should be its own thread.

expirement10K14
2008-07-05, 08:14 PM
Q.3
I ask for a Druid Character.
I want to focus more on healing while wild shaped, not summoning, although some buffs for my animal companion would be nice.
Requirements for the game-
1. ECL 19
2. Any Books beside psionics
3. Wealth by level
4. 32 pointbuy
5. Higher average for HP (D4=3, d6=4 etc.)
6. It is a mostly combat game.

Any builds or build ideas are fine.I only need the level 20 build, not level by level, although labeling feats would be nice.

Jazarkrazaj
2008-07-08, 01:21 AM
Q.1

This is for an existing character, who's hit a really bad streak of bad luck. I'm looking to change at least his class, maybe more.

He's a Human Dragon Shaman. Originally he was a Red Dragon Shaman due to his back ground. Afater a 'Good Deed' for a single goblin turned his farm into a thriving comunity of evil goblins (Who were subsequently nuked by some iritated mages, farm included), was forced to investigate a local disturbance for the Authorities. A random encounter with a Gold dragon in disguise caused him to change to a Copper Dragon Shaman, who now owes a future favor to a Copper dragon Cleric.

Shortly after that, he was forced to actually relocate to the town. He recently missed when a fellow party member was kidnapped and mutilated from his house, across the street, leading to more guilt on his part.

Just tonight, a unlucky critical lead to almost killing a party member who was grappled with a Bodack (SP?), which was followed by the death of two party members who were attempting to help the stricken comrade.

He's a little down in the dumps, even though both have been ressurected, thogh now also on his consciouce, is the fact that 1/2 the population of the village they were just at has been murdered by a vampire they released shen they escaped to help the fallen friends.

I'm looking for any good presitge classes that may work with the Dragon Shaman class, possibly of a Divine orientation. I'm already considering the possibility of turning him into a Dragonborn (Races of the Dragon). Any help would be apreciated.

STR - 17
Dex - 12
Con - 17
Int - 12
Wis - 15
Cha - 11

Diety - Bahamut
Alignment - Chaotic Neutral

Feats - Combat Focus, Combat Stability, Lightning Reflexes, Shape Breath, (Forgotten the name, but Breath feat for reducing recharge round by 1)

Any and all Official Source books are valid. Some Sword and Sorcery may be allowed, depending on the book.

Does prefer a role on the front line in combat.


Thank you very much in advance.

Telmaski
2008-07-10, 09:43 AM
I need some suggestions on how to translate a gypsy in to DnD 3.5. My wife really wants to play one in a game I'm starting up and I'm kind of at a loss on how to do it. She wants to be a "Cystal Ball" kinda of gypsy, predicting the future with flashes of insight now and then. Most of my mage experiance comes from building artillery pieces, so I'm iffy on the divination side of things.

Arcane/Psionics/etc is up for grabs.

Thanks in advance.:smallsmile:

wadamw
2008-07-22, 08:23 PM
I am looking for something to make my campaign a reality. Any help would be greatly appreciated.

Books: Core (4e)
Level: 15 (I only care about the end result)
Race: See Concept (should be taller than average)
Class: See Concept
Ability Scores: Best 3 of 4
Alignment: Lawful Good
Equipment: Magical Hammer (returning), Belt that increases strength, gloves that increase combat ability in some way.

Concept: Looking for a character that would fit the description of Thor. He is an NPC for the campaign that I am building. Definitely needs to wield a hammer, but should also have some casting abilities that involve lightning and killing things. I'm guessing Cleric would be the best class for that, but if someone disagrees, feel free to let me know. Human would probably be the best race, in order to fit the character.

Thanks in advance!

Cheesegear
2008-07-23, 04:37 AM
For 3.5e I'm looking for a wizard-type (probably Necromancer...But not necessarily) who uses other people/critters to do his combat for him. Since it's a solo campaign with a few GMPCs thrown in at the beginning whilst I get 'power'. I'm looking for something suitable to eventually become a 'Golem Crafter' - as early as possible. Along with permancied strength/amour spells onto the golem when able.

Antagonist: And what are you going to do about it?
Me: Nothing, really. But, have you met my friend...?

Possibly looking at Summon/Raise spells for earlier levels and/or Improved Familiar. With Feats near the top end suited for crafting items (golems).

Most books are available.

Sourcactus
2008-07-23, 05:20 AM
Hi,

I've recently picked up DnD as a (want it to be) hobby, but I'm having trouble crunching a couple numbers, mostly involving making a character, so I think it would be nice for a little help. (For 3.5ed)


Could you please build me a 15th level Sorcerer/Paladin?
Books: Pretty much anything is fine.
Race: Anything that's not a Half-Orc or Dwarf.
Class: Primarily a spellcaster (sorcerer), but with paladin multiclass thrown in a bit.
Ability Scores: 32 point buy
Alignment: Lawful good. =(
House Rules: None atm.
Concept: A spellcasting character with levels high in sorcerer and bit a lower in paladin, but not too little in paladin levels though.
Others: I was wondering though if Paladin armour would affect the spellcasting success rate?

Killersquid
2008-07-29, 03:08 AM
Q...246? (maybe?)

Ok, this isn't a character for me, it's my brother, who I will be DMing for soon. He really wants to play a Ranger/Sorcerer/Arcane Archer (even after I told him how bad that combo is), I even gave him suggestions for other classes which are similar (Spirit Shaman if he wants different base class, Master of the Yuirwood for Prestige) but he's sticking with it. Is there a way to make him viable in a group of spellcasters?

1. This is a new character, fresh at level 1.

2.
a. Any book, but it needs to Forgotten Realms themed or can be applied to it.
b. He wants to go Wood Elf for the ranger.
c. Ranger/Sorcerer/Arcane Archer (I don't know about the levels he's taking, or how he will do it)
d. 4d6, discard lowest, do it 5 times, apply to what you choose.
e. I'd think...Chaotic Good probably?
f. We have no house rules yet.
g. I want this character to be able to fit my brother's style of arcane archery, and fit in the Forgotten Realms setting easily.
h. Well, my campaign is focusing on a Lich as the BBEG, but will be a recurring enemy. There will probably be a lot of undead, as his subordinates practice necromancy

Again, thank you if you can actually pull this travesty of a combo my brother wants off. I will be grateful :smallbiggrin:

Burley
2008-07-30, 10:07 AM
I'm a DM, and I'm looking for a good Villain. I'm thinking about a Dread Necromancer, PC level 10. The actual PCs are only level 5, so, he's gonna be recurring...But, just in case they do kill him, can we throw Tomb-Tainted in there as an excuse for me to raise him?
Also...just break him. My players need a good challenge. Go ahead and use any trick in the books, just tell me what books so I can prove to my players that I'm not making it up. PM me with question or finished builds. Thanks.

Lathund
2008-07-31, 06:32 AM
Lots of characters requested, but no one seems to be building...

playswithfire
2008-07-31, 08:34 AM
Lots of characters requested, but no one seems to be building...

I'll probably try to get back in to contributing builds here (took a break from Dnd; still getting back up to speed), but I can only help with 3.5, not 4.0.

Some quick thoughts, though:

@sourcactus: there's an established build designed for paladin/sorcerer (abjurant champion factors in, I believe) but I don't recall the details; or you could go Sorcerer 4/Crusader 2/Jade Phoenix Mage 9; BAB 13, 11th or 12th level casting and an initiator level of 13; I like ToB, which is why I suggest that

@cheesegear, what level or do you want level by level to 20

@Burley Warlock, I'm not too familiar with that class, but it's interesting enough I might try to do something for you this weekend

only1doug
2008-07-31, 08:50 AM
Could you please build me a 15th level Sorcerer/Paladin?
Books: Pretty much anything is fine.
Race: Anything that's not a Half-Orc or Dwarf.
Class: Primarily a spellcaster (sorcerer), but with paladin multiclass thrown in a bit.
Ability Scores: 32 point buy
Alignment: Lawful good. =(
House Rules: None atm.
Concept: A spellcasting character with levels high in sorcerer and bit a lower in paladin, but not too little in paladin levels though.
Others: I was wondering though if Paladin armour would affect the spellcasting success rate?

I'll have a go, you might not like it (or be allowed but hey ;P )

ogre Mage (http://www.d20srd.org/srd/monsters/ogreMage.htm) Paladin
Level 15 (ECL 7 / Giant 5 / Paladin 3)
stat / racial / build / level / total / bonus
str / +10 / 14 / / 24 / +7
dex / +0 / 14 / +2 / 16 / +3
con / +6 / 14 / / 20 / +5
int / +4 / 10 / / 14 / +2
wis / +4 / 10 / / 14 / +2
Cha / +6 / 16 / / 22 / +6


17 (-1 size, +5 natural), touch 12, flat-footed 14
BAB +6 / +1
Fort 7 + 5 +6 = 18
reflex 2 + 3 +6 = 11
Will 2+ 2 +6 = 10

HPs 5d8 + 3d10 + 40

Skills / ranks
Concentration / 11
Listen / 8
spellcraft / 8
spot / 8
Knowledge (religion) / 3
Sense motive / 3
ride / 3


An ogre mage’s base land speed is 40 feet. It also has a fly speed of 40 feet (good).
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Goblin, Infernal, Orc. (pick 2 bonus languages)

Feats
Exotic weapon proficiency: spiked chain
Combat reflexes
Power attack

Special: (long section)
spell resistance 19.
+5 natural armor bonus.
Darkvision 60'

Spell-like abilities:
(at will)
darkness
invisibility

(1/day)
charm person (DC 17),
cone of cold (DC 21),
gaseous form,
sleep (DC 17)

Flight (Su)
An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Change Shape (Su)
An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant.

Regeneration (Ex)
Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.



I havent given it any gear yet: armour WILL interfere with sorcerer spell like abilities (or spells if you go with another build) so bracers of AC, amulet of natural armour, ring of deflection, belt of giant str etc

large spike chain +2 of lightning
Attack bonus +14 / +9
1d8 + 1d6 electricity + 9

Doug

Grayraven
2008-07-31, 12:14 PM
Q. 248

hello, ive been wanting to ask this for quite a while now but just havent gotten around to do it until now heh.

I was wondering if you guys could help me build character starting at lvl 1 and going to lvl 20. I was thinking of somethign along the lines of a batman wizard. I was thinking about having the Evocation line being my dissalowed school.
a. Books: Any Book
b. Race: would like to have a small character, dont know if theres any with +int but if not i would probably settle for a gnome heh. +1 LA would be acceptable, but would probably prefer to stick with +0
c. Class: Wizard... ish.. at least an arcane caster
d. Ability Scores 18 18 17 17 16 16 (arrange to taste)
e. Alignment: well it really depends on the race, but generaly a good character, im going to say no evil. but whether he is chaotic or not depends on if he is a gnome hah)
f. House Rules: Able to take 2 flaws for feats. if its not an ordinary flaw just has to have a good write up
g. Concept: was going for the type of character that gets into trouble (with npcs and pcs equaly) but can always be very helpful in a pinch

h. Other: Only thing i need to worry about is the fact that the dm tends to be a power gamer (our first run through got a tpk at lvl 1 hah) which is why im posting on here to get a good specc while still having fun with it

thanks in advance guys =)

only1doug
2008-08-01, 03:49 AM
A 248

i like Kobolds for your small race: natural armour, 30' base speed (unusual on small creatures)
use Races of the dragon for stats.
L1 feat Dragon-wrought Kobold (lives much longer, no penalties to any stats from aging) (pg 100 RotD, Kobold ageing chart pg 39 RotD)
Kobolds work best as sorcerers as the max age is based on Charisma but with the stat array you have that isn't a concern.

*standard cheese build starts the kobold in the venerable category for +3 to all mental stats (and with 19 cha stat a metallic based dragon-wrought kobold will live for 190 years after being venerable, a chromatic based dragon-wrought kobold will live for 95 years after being venerable)

Venerable(*) Dragon-wrought Wizard

Str 16-4 =12
dex 18 +2 =20
con 17 -2 =15
int 18 +3(*)=21
wis 17 +3(*)=20
cha 16 +3(*)=19

L1 feat- Dragon-wrought Kobold - see races of the dragon pg 100
Pick a dragon type to be descended from, good reason to change your alignment from base kobold.

option: fly without needing magic:
L3 feat- Dragon wings (gives +10 jump and glide speed)
L6 feat- Improved dragon wings (gives fly speed)
L9 feat- Eschew Materials
L12 feat-


Hmm, i still find i want to build as a sorcerer for the prestige classes, maybe someone has a better idea for wizard PRCs

L1 dragon blood sorcerer (racial substitution pg 107 Rotd)
L2-5 Wizard
L6-9 Dragon hearted Mage
L10-19 Dracolexi










AC 10 + 1(size) + 1(natural armour) + 5(dex)=17(before equipment and spells!)


want a L1 spell 1/day as a spell like ability?
spend 100 gold: Pg 43 RotD: Draconic Rite of Passage is a ritual that grants any kobold who completes the rite a 1st-level sorcerer spell-like ability of their choice, usable once per day. To recharge this ability, a kobold must complete the Searching for the Dragon meditation each day, which equates to same amount of time a sorcerer must spend concentrating to replenish their spells.

want that 3/day? check this web enhancement (L3 minimum)
Web enhancements to RotD:
http://www.wizards.com/default.asp?x=dnd/we/20060420a adds some great bits for kobold sorcerers

want an extra sorcerer level? (L6 minimum) you'll need the greater draconic right of passage and 1000 gp and some hope of making a DC20 concentration check (see web enhancement again)






I'll add to this later



Doug

Edit: adjusted age to match cha stat
Edit: changed feat name to correct name, added page references added some stuff, added levels then decided i didn't like the direction it was going

FatherMalkav
2008-08-01, 08:51 AM
I need help with making a divine caster.
Q.249
1. Looking for a level-by-level, built to level 5. Level one must be Archivist, and while I'll take dips I want that to be the main class.
2. Books: All PHB's, DMG's and all Completes. Also BoVD, BoED, LM, and magic item compendium.
Race: Any non-psychic (Elan, Xeph,etc), +Int a plus ( I only know Gray Elf)
Class: As above
Ability Scores: Rolled, not assigned (16/14/13/12/10/9)
Alignment: Lawful Neutral - Open to change
Concept: Lovecraftian Scholar - He's dug up secrets best kept hidden and relies on his spells and thick metal skin [read: armor] to keep him safe. Focus on casting versatility and power even at the cost of martial skill (planning on the Frail flaw)
Other: There are other characters in play as well. They are: Monk, Monk, Fighter, Sorcerer.

Thank you in advance.

Gmmaster42
2008-08-02, 07:49 AM
Hi
Q.250. Could someone please help me build my character level by level? He just reached third level and I'm stuck on what to do. I would really appreciate it if you would show me level by level what to do from third level to twentieth.
Here are his current stats:
Race: Psiforged (A warforged with the Psiforged Body feat)
Class: Second level Psion, but I don't mind having him multiclass or prestige at some point if it increases his power (See below in section Other)
HP: 15
AC: 15 (+2 Composite plate, +3 Dex)
Ability Scores: Str 15, Dex 16, Con 19, Int 18, Wis 13, Cha 13
Alignment: Neutral Good
Feats: 1st Psiforged Body; Psion bonus feat Psicrystal Affinity
Discipline: Nomad
Power Points pool: 11 (6 Psion, 4 bonus for high Int, 1 for Psiforged Body)
Powers: 1- Astral Traveler, Crystal Shard, Deja Vu, Force Screen, Mind Thrust

Books: All 3.5 books and Savage Species, Arms and Equipment Guide, Forgotten Realms and Eberron books, and Unearthed Arcana.

House Rules: In my group we, as a general rule of thumb, put max ranks into the amount of skill points the class gets plus intelligence. It's not a real rule that we have to follow, it's just a habit of laziness we got into, especially with multiclassed and prestiging characters. Also, when we roll hit points at every level, the players roll one die and the DM rolls against them and the player takes the bigger number.

Concept: The character is basically trying to study human behavior to understand them better (He's based off Data from Star Trek: TNG for those who know that show.). He loves knowledge and believes fully that knowledge equals power, but his creator programmed to understand the art of war. I want to be extremely well adept for combat.

Other: The rest of the party is a cleric, barbarian and three fighters. Forgotten Realms is the setting we're in. Right now we're near Silverymoon. The DM has said this will be something of a psionic campaign, and he's been sending lots of psionic monsters our way. The campaign so far has been heavily combat oriented, and I expect it to only increase as time goes on. My party also like to min/max a lot with damage-dealing meat head characters, so to be effective, and to survive he will have to be pretty powerful.

Thank you so much in advance!

Jack Cross
2008-08-03, 03:12 PM
Hey everyone,
Q.251
1. I would very much appreciate if ya'll could help me build a Dread Necromancer, Levels 1-20. We're currently 7 right now, soon to be 8. But I want to plan this out all the way. I'm thinking leaning more towards focus on my Undead Control than on the Necromancer himself, the Undead Leadership and Tomb-Tainted Soul are musts though (the ability to heal myself at will with Charnel Touch will come in handy in the group). Any good recommendations for the cohort as well? Been considering a Wight/Ghoul Monk perhaps.

2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books that can be used to build your character: All 3.5 books are allowed.
b. Race: Races are restricted to just the base PHB 1 Races.
c. Class: Dread Necromancer as a base, but I'm open to multi-classing further down the road.
d. Ability Scores: The scores I currently have are 18, 17, 17, 15, 15, 14 (I rolled really well for once)
e. Alignment: The DM doesn't like Evil characters, so probably Chaotic Neutral would be good unless there's a better way to go.
f. House Rules: We get automatic Level 2 Bags of Holding (thinking of using it for Corpse Storage)
g. Concept: what requirements or preferences do you have regarding concept? Overall, for flavor i'm basically going for someone interested in what not only the dead can do for the living, but vice versa. So he really studies Necromancy in a very Scientific/Scholarly way.
h. Other: From what I understand, the rest of the party is a, Paladin, 2 Rogues and a Fighter with a Cleric Cohort. Also, it's standard starting gold for 7th level.


Thank you all very much for the help!

Daeavorn
2008-08-04, 06:52 PM
Q.252Could you please build me a level by level 20 high melee damage class? Looking for maybe something like rogue or duskblade or hexblade. Not picky about it though
Books: Everything, with exception of Eberron books.
Race: Any with a level adjustment of +2 or less
Ability Scores: 13, 12, 15, 16, 18, 11 (stats can be moved around)
Alignment: Any non-evil

Concept:Im thinking of a character thats seen his share of battle and tries to stay away from it, but just keeps on getting thrust back in. Maybe an alignment anywhere from NG to NE.
Other: Might be the parties only melee damage character, so im looking for something pretty powerful without having to resort to wizard or sorcerer if I can help it.

mitech
2008-08-05, 02:45 PM
Munchkin me please.

I'm normally against the concept of munchkinery but it seems needed in this situation.

I'm currently filling the healing role in a party of four. I know the core books very well: PHB, MM, DMG but not the others. I'm getting tired of making new characters as the game is so dang deadly. We've had two total party wipes and the norm is for at least one character to die every session. The game is set in Greyhawk, the city of Cauldron, canned adventure book meant to be 1-20 in advancement. We fight every flavor of monsters as the random encounters are just as deadly, if not more so, as the story driven encounters.

The stats:
18, 18, 16, 15, 14, 8.
Level 8
27k gold
Books: Almost any WotC book is allowed though I don't have the list. BoED is certainly allowed as most of the super NPC's that constantly save our party are created from that source.
Request: full build or build options for a character with the ability to heal, deal some decent damage and has monstrous survivability. Non-evil or at least not overtly evil.

Thanks all!

Labelos
2008-08-06, 02:36 AM
A.252: High damage melee character.

Ok, this is a first try for me, so it might not work out all that great.
Human
Swordsage 4(tome of battle)/Swashbuckler3(complete warrior)/ 9 or 13 flavor levels/4 Warrior(optional)

This build is fun because it allows you to get a strange, unique character while dishing out big damage. Put your stats like this:

Str: 15+1 (2)
Dex:18+3 (5)
Cons:12 (1)
Int: 13+1 (3)
Wis: 16 (3)
Cha: 11 (0)

Feats:
-Shadow blade
-Two weapon fighting
-Improved two weapon fighting
-Greater two weapon fighting
-Weapon specialisation: See below (daggers or short swords work fine)

And you get a massive amount of free feats to pick from too, to boost your flavor levels.

The point of this build is that you get to add Str, Dex(while in a shadow hand stance using a prefered weapon from that discipline), Int and Wis(while using a prefered weapon from shadow hand discipline) to your damage. Those weapons are: Dagger, Sai, Short sword, Spiked chain, Siangham and Unarmed strike. You will want to take one of those, preferably one handed weapons to deal as many attacks as possible.

Your goal is to pump those four stats with items and books. Counting weapon specialisation, if you manage to get +4 books with +6 items, you'd get +40 damage . If you don't, you still get +20. In both cases, you'd get 7 attacks each rounds. Those 11 levels give +10 Bab. A 3/4 BAB class would get you the fourth attack with the main hand.(Note: This isn't an all or nothing deal. You can get some items, putting you anywhere between the +18 and +40 damage.(yes, 18 if you go without the warrior dip))

Your low AC from light armors will be compensated by your dex bonus and by your Wis bonus. Swordsage allows you to add your Wis to your AC too.

Swashbuckler gives you weapon finess as a bonus feat. Use it.


Flavor build: Trip

Suggested feats:
-Weapon specialisation: Chain, spiked
-Exotic weapon proficiency: Chain, spiked
-Combat expertise
-Improved trip
-Combat reflex

Highlights
The spiked chain allows you to get the dex bonus to damage from shadow blade while tripping (You will want some good str bonus for that though). You get plenty of AoO from people standing up. With your loose feats, you could build in that direction and take Robilar's gambit, Karmic strike, defensive sweep, etc.

Pros:
-Trips
-Plenty of AoO
-Potentially more attacks
-Bigger bonus from strength.
-Reach

Cons:
-Drop the two weapon fighting, Spiked chain is a two handed weapon.
-Less damage in a full attack.
-Lack of flavor.
-Might lose your weapon against stronger and larger opponents. Some people are just to big to be tripped.
-Can't use the typical crusader dip for thicket of blades stance, since it would drop the dex bonus to damage.

Flavor build: Defiant
(planar handbook)
A fun flavor class would be the defiant, cursing the gods for all the battles they send him, believing they want him to die for his lack of beliefs.

To get there:
Get 9 levels in cleric and drop them. You can trade in up to 9 levels of cleric for defiant levels.
You need +5 base will save, knowledge(The planes) 4 ranks and knowledge(Religion) 8 ranks before ditching all your beliefs.

Highlights
It's probably not the most powerful build out there, but it's a pretty fun one. Defiant class features are all built around making those divine spellcasters angry. You disrupt their spells by being near, you get a spell resistance and some neat spell-like abilities from your dropped cleric levels(like plane shift)

Pros:
-Fun
-Disruptive
-Great RP

Cons:
-Not as powerful as other possibilities.

Flavor build: Sneak attack

Highlights:
Those 9 levels could be used to get a good sneak attack. With daring outlaw, 6 rogue levels, one spell thief level and one nightsong enforcer level with one other +1d6 sneak attack prestige class, you can most probably get to 7 or 8d6. The shadowhand stance that gives flanking (Island of blades) will allow you to flank(read sneak) with ease with a little bit of team work.

Pros:
-Sneak attacks dealing high damage
-Teamwork
-Lots of skill points from rogue

Cons:
-More of a tactical melee, less "In-your-face" time.
-Teamwork
-Lower hp

Flavor build: Shadowsmith
(Tome of magic)
You shape weapons and tools out of the shadows, always ready to face the next challenge life puts on your path.

Highlights:
This one is just plain stupid, yet so tempting. You have to drop the warrior dip, at least some of it. You will want the full 10 level prestige class, since it gives you more damage on your weapons. This class allows you to build your weapons on the spot, from the surrounding shadows. From level 6, you can craft magical weapons, at level 10 making astonishing +5 shadow striking weapons (average cost: 128000 gp). You will need to carry one of your own weapons, but the coolness factor from pulling out your shadow weapon more then makes up for that part. (As a level 6+ shadowsmith, you can make magic object with a bonus of your class level -5. If you make two weapons at once, you have to split the bonus. If you make only one, you can have a +5 weapon. At level 10, you can add the shadowstriking ability to those weapons.)

Pros:
-Way too cool
-Cheap weapon(s)
-3 extra level to power up
-Full BAB
-Never out of ammunitions.

Cons:
-No real power improvement
-Crafting the magic weapon is a big action(standard). You're sacrificing a whole turn to get ready for a fight. (Shadow weapons last for 1 hour/class level and can be built at will, so you can just keep one with you at all times, but it kinds of defeat the point of freaking people out with that weird ability... By the way, the weapon lasts for 1d4 round if it leaves your hands.)


Sorry, I know it's not a precise build, but It gives you a great base and great freedom with the way you want your char to go. I don't know the exact settings of your game, I don't know exactly what kind of chars you like to play, so this is a decent shot at getting a char you'll enjoy playing while dealing out good damage.

Cheesegear
2008-08-06, 03:40 AM
253?
3.5 Thrower build. That is, I'm looking for a character that throws weapons, be it shurikens, daggers, javelins, whatever. Since throwing weapons like that don't really do a whole lot of damage, some 'extra' damage might be nice too, Sneak/Skirmish/etc. I don't know, I'm thinking perhaps a rogue.
That's why I came here, you're supposed to tell me.
Race: Doesn't really matter. But Halfling springs to mind, if only for +1 to Throw, and access to Whisperknife PrC (may not be the best, but it jumped at me). Nothing +LA. Try not to go outside Favoured Classes too much.
Class: Any. Try to minimize dipping (< 3 levels).
Stats: Not needed, but "You need 15 WIS to get feat X" would be nice to know.
Skills: As stats. "Need X amount of skills to qualify for Y PrC" or some such. H/MS might be a good idea too, since damage output is probably going to be low.
Alignment: Any - Whatever is required for any PrC.
Items: Not needed.

Level-By-Level to 20. Again, skills not needed unless required by PrC. Just classes and feats.

254
3.5 Second build I'm looking at, could be similar to the first; I'm looking for a character that has wings. Can either drop from the sky for massive charge damage, or sit in the sky with a Returning javelin, or have a few Archery feats. Another utility damage build. Damage doesn't have to be optimised, but, as high as possible whilst still retaining 'Out-of-Combat' usage.
Race: Any. No +LA. The only way I can think to do this, is take a character with a Dragonblood subtype, or have a feat that gives wings - somehow. Silverbrow Human looks good (this is not required).
Class: Any. Minimize Dips and XP Penalty. Although Fighter gives bonus feats, to offset using feat choices for Flying feats.
Stats: Any. High strength would be nice for carrying things and flying.
Feats: Anything that maximizes flying. Keep in mind high strength for flying. So, perhaps a javelin thrower, or a Flyby attacker.
Doing a thrower build and and melee build would be nice, so I could see the difference between the two?
Skills: Not needed unless for PrC.
Alignment: Not needed unless for PrC.
Items: Depending on feats.

Level-By-Level to 20. Again, skills not needed unless required by PrC. Just classes and feats.

Books: For either build, any books can be used. Just tell me which ones you're using. :smallwink:

Thanks.

playswithfire
2008-08-06, 09:08 AM
253 and 254

I like these ideas; expect detailed builds later (possibly tonight if I find the right books), but initial thoughts

253.
Rogue/Swashbuckler/Master Thrower/Whishperknife

If you were more dip-inclined, I'd either add:
a. a level of Warblade and some Bloodstorm Blade, probably swap out some whisperknife; this build would be power attacking ranged touch attacks with javelins/harpoons/actually any melee weapon you want
b. two levels of swordsage and probably 2 levels of bloodclaw master with one of those feats that turn monk-like AC bonus to INT instead of WIS and Shadow Blade with you staying in assassin's stance constantly

254. probably Raptoran Fighter/something/Stormtalon with the flyby attack feat chain

Labelos
2008-08-06, 12:39 PM
253 and 254
b. two levels of swordsage and probably 2 levels of bloodclaw master with one of those feats that turn monk-like AC bonus to INT instead of WIS and Shadow Blade with you staying in assassin's stance constantly

C.253
You need 5 levels of swordsage to use assassin stance. At level 2, you get either child of shadows(concealment if you move 10ft or more during your turn) or island of blades(easier flanking)