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playswithfire
2008-08-06, 01:16 PM
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)

You need an initiator level of 5, which can be done with fewer levels of swordsage since all other levels give .5 initiator level

Example build stub: Strongheart Halfling Rogue 2/Swashbuckler 3/Swordsage 2/Whisperknife 2

{table=head]Level | Class | Feats (including granted by classes)
1 | rogue | feat[Point Blank Shot],bonus[Two Weapon Fighting], flaw[Carmendine Swordsage**]
2 | swashbuckler | Weapon Finesse
3 | rogue | feat[Quick Draw]
4 | swashbuckler |
5 | swordsage* | Weapon Focus(Shadow Hand weapons, including dagger)
6 | swashbuckler | feat[Precise Shot]
7 | whisperknife |
8 | swordsage* |
9 | whisperknife |feat[Daring Outlaw]
[/table]
* the fist swordsage level is taken after 4 other levels and will have an initiator level of 3, allowing one to take 6 second level maneuvers; the second is taken at level 8, has an initiator level of 5 (2 swordsage +.5*6 others) and thus get's a third level maneuver and a third level stance (Assassin's stance)

**Carmendine monk, but I think it'd fly for swordsage

monty
2008-08-06, 03:08 PM
(You didn't put a number, so let's call this 252.5)

A 252.5
I think I'd go with Czilla on this.

Neutral Good Human Cleric 6/Radiant Servant of Pelor 10/Contemplative 4
Patron deity Pelor, domains Sun and Healing
Str 15, Dex 8 (assuming you wear heavy armor, you won't lose more than 2 AC from this, and other stats are more useful), Con 18, Int 15, Wis 18, Cha 16
Feats:
1 - Extend Spell, Persist Spell
3 - Divine Metamagic (Persist Spell)
6 - Extra Turning
9 - Leadership (you can grab another healer-type or something else, your choice)
12 - Easy Metamagic (Persist Spell)
15 - Power Attack
18 - Smiting Spell
At RSoP 5, you get a bonus domain - Good, Strength, Glory, or Purification. I'd leave this as a matter of personal choice, so it's up to you. You get another one at Contemplative 1.

Buy lots and lots of nightsticks. Persist all your best buffs (start with Divine Power) and beat the crap out of everything, healing as needed.
Smiting Spell was mostly just for fun. It always makes things more interesting when you pull out your healing shiv.

playswithfire
2008-08-06, 09:59 PM
253. A revision because my original idea would have incurred multiclassing penalties for two levels.

Race: Strongheart Halfling Rogue 3/Swashbuckler 2/Swordsage 2/Whisperknife 13-X/Master Thrower X

{table=head]Level | Class | Feats (including granted by classes)
1 | rogue | feat[Point Blank Shot],bonus[Two Weapon Fighting], flaw[Carmendine Swordsage**]
2 | swashbuckler | Weapon Finesse
3 | rogue | feat[Quick Draw]
4 | swashbuckler |
5 | swordsage* | Weapon Focus(Shadow Hand weapons, including dagger)
6 | rogue | feat[Precise Shot]
7 | whisperknife |
8 | swordsage* |
9 | whisperknife |feat[Shadow Blade]
[/table]
Levels 10 through 20 are Whisperknife and Master Thrower. You have all the prereqs for both, so you can take them in whatever order you like. Personally, I'd probably try to get Master Thrower level 5 for weak spot as soon as possible, because I like the Weak Spot trick.

Other tricks to consider would be Trip Shot and Two With One Blow, as Whisperknife gets you Defensive Throw

Feats 12,15 and 18 can be whatever you want, though Improved Two-Weapon Fighting and Greater Two-Weapon Fighting might be reasonable

The only important stat is Dex, which has to be at least 15 for Two-Weapon Fighting and will determine your to hit for both melee and ranged attacks, as well as damage with your daggers starting at level 9. At the moment, the secondary stat is INT, then CON; everything else is not all that important. Alternatively, you can skip Carmendine Monk/Swordsage and make CON and WIS the second and third stats in some order, since you'll have enough skill points to get what you need for the prestige classes without a high INT; it just seemed appropriate for a roguish character, but without Swashbuckler level 3, INT is less important for this build

At level 9, assuming you stay in assassin's stance, you have 5d6 sneak attack and BAB 7, at level 20, it would be 7d6 sneak attack and BAB 18

254. Still working on this one

Cheesegear
2008-08-07, 01:16 AM
253. Race: Strongheart Halfling Rogue 3/Swashbuckler 2/Swordsage 2/Whisperknife 13-X/Master Thrower X

And Stuff

Well done, I like it. Although, I completely forgot that if I want to minimise XP penalties, I would kind of have to keep levels in roughly the same area. So, that means dipping is probably necessary. Seems I can have one or the other, not both.


254. Still working on this one

Hmm...I just looked up Raptoran, seems that they don't have +1 LA like I thought. That could work. I still like the idea of a Dragonblood character though. Whatever works?

playswithfire
2008-08-07, 07:32 AM
Well done, I like it. Although, I completely forgot that if I want to minimise XP penalties, I would kind of have to keep levels in roughly the same area. So, that means dipping is probably necessary. Seems I can have one or the other, not both.


Or you could just stay with one base class the entire time, or rogue and any one other base class would avoid the penalties. If you want two non-favored base classes, as I did in this build, then, yeah, dipping becomes more necessary.

One correction to what I did before; since you're making ranged attacks, you probably want the Sneaky Shot (i think; AFB) trick that can make an enemy lose their DEX bonus with a Sleight of Hand check rather than Trip Shot, since Trip Shot actually makes ranged attacks more difficult and getting as many ways as possible to make your sneak attack more likely is always good for a roguish build

As for the flyer, my initial thought was Raptoran for the same reason your first thought for the thrower was a Halfing, a racial prestige class, in this case Stormtalon; and a racial substitution level for fighter 1 that lets them trade heavy armor profiency for the ability to fly carrying up to a medium load, but obviously one can just take any effective melee build and make it a flying dragonblood character

playswithfire
2008-08-07, 06:11 PM
254. Raptoran Barbarian 2/Fighter 2/Warblade 1/Stormtalon X/Bloodstorm Blade 15-X

Option 1, Wolf Totem Barbarian
{table=head]Level | Class | Feats (including granted by classes)
1 | barbarian | feat[Power Attack],flaw[]
2 | barbarian | Improved Trip
3 | fighter | fighter[Weapon Focus(halberd)], feat[]
4 | fighter | fighter[]
5 | warblade |
6 | stormtalon | feat[leap attack]
7 | stormtalon | stormtalon [Flyby Attack]
[/table]

Sorry this is such a stub; will try to do more later. Option two involves the pounce-variant barbarian and you take combat expertise and improved trip, probably as the fighter bonus feats

Sling
2008-08-08, 06:55 PM
Q.255

Alright. Haven't been playing for very long, so sorry for any misuse of terminology.

Books: I believe we only have 3.5 Core on us, but our DM knows where to find any additional information we might need if it comes up.
Race: Human
Class: Something that would be logical for an ex-soldier turned pirate. Probably a swordsman of some sort.
Ability Scores: Standard
Alignment: Chaotic Good, but I can make a neutral character if I absolutely must.
House Rules: This character will be getting an ability to boost his stats through a transformation that's beyond his control. Not sure if that'll effect anything here, but I thought I'd bring it up just in case.
Concept: The idea I had for my character was someone who was previously a knight or soldier before turning to piracy. Most of the PCs and major NPCs are likely going to be the archetypal "honorable pirates" so I can't really do anything for this character that'll make him too terrible of a person.

playswithfire
2008-08-08, 08:18 PM
Q.255
Books: I believe we only have 3.5 Core on us, but our DM knows where to find any additional information we might need if it comes up.
Race: Human
Class: Something that would be logical for an ex-soldier turned pirate. Probably a swordsman of some sort.
Ability Scores: Standard
Alignment: Chaotic Good, but I can make a neutral character if I absolutely must.
House Rules: This character will be getting an ability to boost his stats through a transformation that's beyond his control. Not sure if that'll effect anything here, but I thought I'd bring it up just in case.
Concept: The idea I had for my character was someone who was previously a knight or soldier before turning to piracy. Most of the PCs and major NPCs are likely going to be the archetypal "honorable pirates" so I can't really do anything for this character that'll make him too terrible of a person.

What level or do you want level-by-level to 20 and if the latter, how many levels (approximately) do you want to be his military career before he became a pirate?

My initial response (not helpful to you as all of it is non-core) is to be a warblade (http://www.wizards.com/default.asp?x=dnd/ex/20060802a&page=2) (tome of battle) for the military training, then become a Swashbuckler (Complete Warrior) once he's a pirate and maybe head for Scarlet Corsair (Stormwrack)

I'll try to be more helpful when I know what level you want

Cheesegear
2008-08-08, 08:33 PM
Q.255

Alright. Haven't been playing for very long, so sorry for any misuse of terminology.

Books: I believe we only have 3.5 Core on us, but our DM knows where to find any additional information we might need if it comes up.
Race: Human
Class: Something that would be logical for an ex-soldier turned pirate. Probably a swordsman of some sort.
Ability Scores: Standard
Alignment: Chaotic Good, but I can make a neutral character if I absolutely must.
House Rules: This character will be getting an ability to boost his stats through a transformation that's beyond his control. Not sure if that'll effect anything here, but I thought I'd bring it up just in case.
Concept: The idea I had for my character was someone who was previously a knight or soldier before turning to piracy. Most of the PCs and major NPCs are likely going to be the archetypal "honorable pirates" so I can't really do anything for this character that'll make him too terrible of a person.

If it's all core, I'm not sure there's a whole lot of 'optimisation' to do. An ex-soldier, could possibly be a Fighter, or a Ranger, depending on what you actually did during the time as a fighter, have Dodge and Mobility (and you could work your way onto Spring Attack), also Weapon Focus and the like could get spent in Rapier.
Have a High Int, and High Dex (more on this later) to offset a Fighter's poor skillset and put ranks in Perform and Tumble. A Bard would be a better choice for this, but you said ex-soldier...

Then, once you qualify, there's a PrC in the DMG (I think, if it's not, it's on the SRD) called a Duelist, which, could possibly be played as a pirate. A high Int is good for a Duelist, and you could also use that High Int to get Combat Expertise as well some of the Improved Tactical (Disarm, Trip...Whirlwind Attack is good too, if you go for Spring Attack) feats.

Cheesegear
2008-08-08, 09:22 PM
For 255 - The 'pirate' build.
For what I suggested, here's my build; Your primary stat should be DEX, then STR, then INT. CON should be reasonably high, at least 12. Make sure your INT is at least 13.

See if you can take the option of City Dweller, which, essentially replaces your class skill of Ride, with Tumble. That's exactly what it does. That's all it does. Nothing too game-breaking. And since you're a pirate, you don't really need Ride anyway, right?

Since you're human, with at least 13 INT, as a Fighter, that gives you at least 4 skill points a level (16 at level 1). Dump as much as you can into Tumble - which is a good idea for any Fighter anyway. If you're not going to optimise Bard-ness, don't put any more than three ranks in Perform.

Human CG Fighter 4 / Bard 3 / Duelist X

{table=head]Level | Class | Feats
1 | Fighter | Weapon Finesse, Weapon Focus (Rapier), Combat Expertise
2 | Fighter | Dodge
3 | Fighter | Mobility
4 | Fighter | Weapon Specialisation (Rapier)
5 | Bard |
6 | Bard | Improved Disarm
7 | Bard |
8 | Duelist |
9 | Duelist | Spring Attack
[/table]

Fighter 6 / Duelist X
Alternatively, you could go straight Fighter, and put cross-class skills in Perform and leave out Bard altogether, and you'd qualify for Duelist at level 7 rather than 8, and you'd get a bonus feat. Leaving that level 9 feat for say, Whirlwind Attack, or Improved Crit.
Bard 7 / Duelist X
Is also another option, but, you did say ex-soldier.
Well, it's Core-Only, there's not a lot to do.

Nychta
2008-08-08, 09:52 PM
Okay, my friend is starting a new 3.5 campaign. I want a Rogue/Wizard, who should be a skillmonkey and have utility/controlling spells rather than blasting. I also need decent combat ability, and I'd like to wield two rapiers, but that's just preference. Starts at level 6, with 13000gp to spend.

I'm asking for a level by level build, starting at level 6, going to level 20, please.

Books: Only PH
Race: Halfling
Class: Rogue/Wizard
Ability Scores: 18 16 14 12 10 8
Alignment: True Neutral
House Rules: I don't use small weapons, although I'm a small creature.
General concept: A streetwise, flirty young girl who's always determined to get what she wants, and is not averse to nontraditional methods. She's likely to be the party leader, so decent cha wouldn't go amiss.

monty
2008-08-08, 09:58 PM
Since you said

but our DM knows where to find any additional information we might need if it comes up.
I'm going to make a non-core suggestion. You'll need Song and Silence and Tome of Battle for this.

A 255

Human Bard 7/Dread Pirate X

{table]Level | Class | Feat(s)
1 | Bard | Martial Study (Steel Wind), Martial Study (Iron Heart Surge)
2 | Bard
3 | Bard | Weapon Finesse
4 | Bard
5 | Bard
6 | Bard | Quick Draw
7 | Bard |
8 | Dread Pirate |[/table]

Since Iron Heart Surge is so poorly worded ("select one spell, effect, or other condition affecting you and with a duration of 1 or more rounds"), it's easy to abuse.
"Gravity is affecting me! Iron Heart Surge!"

Cheesegear
2008-08-08, 10:38 PM
Books: Only PH
Race: Halfling
Class: Rogue/Wizard
Ability Scores: 18 16 14 12 10 8
Alignment: True Neutral
House Rules: I don't use small weapons, although I'm a small creature.
General concept: A streetwise, flirty young girl who's always determined to get what she wants, and is not averse to nontraditional methods. She's likely to be the party leader, so decent cha wouldn't go amiss.

I'd suggest not bothering with two rapiers, and take the rogue part of you just for skillmonkeying. In any case;

Halfling Rogue 5 / Wizard 15
STR: 12 - 2
DEX: 16 + 2
CON: 10
INT: 18
WIS: 8
CHA: 14

{table]Level | Class | Feat(s)
1 | Rogue | Two Weapon Fighting {Trapfinding}
2 | Rogue | {Evasion}
3 | Wizard | Weapon Finesse
4, 5 | Wizard |
6 | Wizard | Two-Weapon Defense
7 | Wizard | {Feat}
8 | Wizard |
9 | Wizard | Improved Initiative
10, 11 | Wizard |
12 | Wizard | {Feat}, {Feat}
13, 14 | Rogue | {Uncanny Dodge}
15 | Rogue | Improved Critical (Rapier)
16 - 20 | Wizard | {2 Extra Feats}[/table]

Leaves you a BAB of +10/+5, the same as what you'd get as a 20th level wizard. 3d6 Sneak Attack Damage, and the ability to cast 8th Level spells. Not too shabby. But definately not the best.
Feats to pick up might be Still and/or Silent Spell, definately if you're a rogue, you could sneak in to a place and cast your spell and no-one would notice. You can't wear armour and cast spells, although you could try and get some Twilight Mithral Chain, but I did put in Two-Weapon Defense just in case.
Spell Focus (Conjuration) and Augment Summoning are always good too.
Skill Focus (Concentration) is a good choice and gives you a bonus all the time, wheras Combat Casting only gives you the bonus whilst your defensive/grappling.
Extend Spell is good if you want to keep your buffs up for longer.

That's all I've got.

Nychta
2008-08-08, 10:53 PM
Thanks, cheesegear! That's great.

Cheesegear
2008-08-08, 10:59 PM
Thanks, cheesegear! That's great.

I should also mention that since your Wisdom is 8, you Spot/Listen skills will be at -1, so, Wizard familiar should be a Bat for Listen, which is always handy.
Or, if your campaign is taking place outdoors, go for a Hawk.
Dugeon Crawls and city-based campaign, take an Owl.

Nychta
2008-08-08, 11:14 PM
I should also mention that since your Wisdom is 8, you Spot/Listen skills will be at -1, so, Wizard familiar should be a Bat for Listen, which is always handy.
Or, if your campaign is taking place outdoors, go for a Hawk.
Dugeon Crawls and city-based campaign, take an Owl.

I just spoke with my DM and it looks like I'll be taking a Hawk. For items, what do you suggest? I was thinking of getting bags of holding, bracers of armour, and a bundle of healing potions. Any important items that I could get with 13k?

Inhuman Bot
2008-08-09, 03:20 PM
Hello, I was wondering if anyone could make a:

Favoured soul, primarely using cure/inflict spells.
Race: Human, Orc, or Kobold preferably.
Level 5
Abilites: 32 point buy
Neutral good, please
Books: Core, The complete series, Ph2 Spell compendium and a few others, I'll post them after I check
Setting: A Mildly Edited forgotten realms

Thanks, if possible. I've never played a divine caster, so I'd appreciate someone else showing me.

Gaiwecoor
2008-08-11, 03:54 PM
Q 256 (I think)

I'm looking for a level-by-level build for an airship campaign. Play will start at level 4, but I would appreciate a build through level 12, if possible.

Race: Human
Ability Scores: 17, 15, 14, 12, 12, 9 - arrange as desired
Alignment: Non-lawful, non-evil
Class: Swashbuckler/Something else (Bard, Rogue and Spellthief come to mind) - probably going into Dread Pirate, but read the flavor below and feel free to use your imagination.
Sources: Core, PHB2, CWar, CDiv, CArc, CAdv, Stormwrack, Multiclassing feats from CSco (e.g. Daring Outlaw)

Here's the information I have so far:
This will be a single-PC campaign, where the PC starts as a sort of courier on an airship for a small country that currently has a monopoly on the courier market (FedEx with an Evil twist was how it was described).

For those of you that are familiar with him, think Captain Shakespeare (http://en.wikipedia.org/wiki/Captain_Shakespeare) from Stardust. This is a character that will put on the show of a fearsome pirate, but that is far from his true nature.

Thanks!

Harbajar
2008-08-11, 04:50 PM
My esteemed Playgrounders please create.
Q) 257a
3.5 - 4th level (step by step would be nice)Elven "Pincushioner" - an Archer whom can deal plenty-o-damage- lots of times - we're beginning a new "home game"
Books: PHB/DMG/ any Completes
Stats: 15-str, 12-con, 20-dex, 12-int, 13-wis, 13- CHa - changes are OK (already adjusted)
Race: Elf - as this request is for a friend - she loves being the Elf with Bow
Class: any-non spell caster - casters confuse friend
Alignment: non-evil
Other: has 5400gp to spend

Q) 257b
for a new player - 4th Level 'Tank' - step by step again please
Books: PHB/DMG/ any Completes
Stats: 15, 13, 10, 14, 13, 12 - any order that suit'll be fine
Class: fighter-types - also non-spell casting - I'll be the lucky one assisting the new player - not after 20 banjo-zillion questions :smallbiggrin:
Race: Dwarf/ Half-orc (human ok too)
Alignment: any good
Other - 5400 starting gp

Both will be in a party with a Rogue, Healer (of some kind) Monk/Sorcerer (DM allowing) and most likely a Druid

Thanks in advance

Cheesegear
2008-08-12, 01:46 AM
256

Q 256 (I think)

I'm looking for a level-by-level build for an airship campaign. Play will start at level 4, but I would appreciate a build through level 12, if possible.

Race: Human
Ability Scores: 17, 15, 14, 12, 12, 9 - arrange as desired
Alignment: Non-lawful, non-evil
Class: Swashbuckler/Something else (Bard, Rogue and Spellthief come to mind) - probably going into Dread Pirate, but read the flavor below and feel free to use your imagination.
Sources: Core, PHB2, CWar, CDiv, CArc, CAdv, Stormwrack, Multiclassing feats from CSco (e.g. Daring Outlaw)

There was a few builds posted just before this with the exact same concept in mind. Just sub in a few levels of Swashbuckler where appropriate.

Cheesegear
2008-08-12, 02:45 AM
257a

Q) 257a
3.5 - 4th level (step by step would be nice)Elven "Pincushioner" - an Archer whom can deal plenty-o-damage- lots of times - we're beginning a new "home game"
Books: PHB/DMG/ any Completes
Stats: 15-str, 12-con, 20-dex, 12-int, 13-wis, 13- CHa - changes are OK (already adjusted)
Race: Elf - as this request is for a friend - she loves being the Elf with Bow
Class: any-non spell caster - casters confuse friend
Alignment: non-evil
Other: has 5400gp to spend
[/spoiler]

Sniper Build
I'd prefer human to minimise XP penalties (although some people don't play with these, so it might be okay), and a bonus feat.

Ranger 3
Fighter 2
Order of the Bow Initiate 4/X - Complete Warrior
Pious Templar 8/X - Complete Divine
Worship a deity whose favoured weapon is a (Composite) Longbow. Probably one of the elven ones.

Level | Class | Feats
1 | Ranger | Point Blank Shot, {Favoured Enemey, Track, Wild Empathy}
2 | Ranger | {Combat Style Archery: Rapid Shot}
3 | Fighter | Far Shot, Precise Shot
4 | Fighter | Weapon Focus (Deity's Weapon)
5 | Ranger | {Endurance}
6 | OotBI | True Believer {Precision Shot +1d8}
7 | OotBI | {Close Combat Shot}
8 | Pious Temp | {Mettle}
9 | Pious Temp | Manyshot {Smite 1/Day}
10 | Pious Temp | {Weapon Specialisation (Longbow), DR 1/-}
11 | Pious Temp | Improved Precise Shot
12 | OotBI | Improved Critical (Longbow) {Precision Shot +2d8}
13 | OotBI | {Greater Weapon Focus (Longbow)}
14 | Pious Temp |
15 | Pious Temp | Improved Initiative {Smite 2/Day}
16 | Pious Temp | {DR 2/-}
17 | Pious Temp | {Feat}

Skills Needed: Craft (Bowmaking) 5 Ranks, Knowledge (Relgion) 4 ranks.

You don't really need Improved Initiative, but, it's always good. There's a bit of Spellcasting in there, not too much though. You also might want to check if you can get Ranged Smiting, it doesn't break games, so it might be okay. Shot On The Run is a nice feat too. Greater Manyshot might be nice if the character finds him/herself needing to shoot into crowds a lot.
MAX DEX. Get a magic bow. That's about all you need. A bunch of special arrows might be good too.
Max SPOT. Nothing sucks more than a Sniper who can't see.

There's a Skirmish Build too (my favourite build - I think) that uses Ranger/Scout

Telonius
2008-08-13, 02:47 PM
258

I'm currently building a BBEG for a group of 15th-level characters. The BBEG in question is "Grotarb the Sly" referred to in the Raiment of the Four section of the MiC. General idea is that he was an elemental savant who went a little overboard on the lightning, and was a rival of Alain the Druid (mentioned in the MiC). The build is below, using super high-powered character generation (d10+10). My questions are, have I made any horrible mistakes in building this? Is this an appropriately-powered foe for a 15th-level group? And is there another 9th-level spell that would be better (i.e. more thematic) than Wail of the Banshee? (Meteor Storm doesn't appeal...)

Orc Sorcerer8/Elemental Savant 10
NE

STR 18
DEX 26
CON 18
INT 18
WIS 15
CHA 26

Feats
1 Empower Spelll
3 Energy Substitution (Electricity)
6 Born of the Three Thunders
9 Spell Focus (Evocation)
12 Greater Spell Focus (Evocation)
15 Improved Toughness
18 Maximize Spell

Equipment
Vest of the Archmagi
Rod of Thunder and Lightning
Gloves of Dex +6
Cloak of Cha +6
Winged Boots
Amulet of Natural Armor +1

Spells
0 - Resistance, Acid Splash, Detect Magic, Read Magic, Ray of Frost, Mage Hand, Arcane Mark, Prestidigitation, Mending
1 - Endure Elements, Shocking Grasp, Burning Hands, Protection from Good, Magic Missile
2 - Acid Arrow, Scorching Ray, Darkness, Blur, Mirror Image
3 - Lightning Bolt, Fireball, Haste, Ray of Exhaustion
4 - Orb of Electricity, Ice Storm, Black Tentacles, Fear
5 - Cone of Cold, Greater Blink, Arc of Lightning, Greater Fireburst
6 - Chain Lightning, Disintegrate, Transfix
7 - Finger of Death, Forcecage, Emerald Flame Fist
8 - Polar Ray, Flensing
9 - Wail of the Banshee

Cheesegear
2008-08-14, 06:30 PM
And is there another 9th-level spell that would be better (i.e. more thematic) than Wail of the Banshee? (Meteor Storm doesn't appeal...)

The beauty of this game, is that you can have the rules of Wail of the Banshee, but call it something completely different. I'd actually just make up a spell.

Or you can sub in the Druid Spell Storm of Vengeance and go with that. You're the DM. Do whatever you want.

cthulutastesgoo
2008-08-20, 06:59 AM
259

alright, the DM has us thrown through a warp in which we have NOTHING left on us besides nighties.
I would like it to involve Soulknife, and fire.
stats are 24,18,16,14,12,10 or 24 24 10 14 10 12



1. Which of the above are you asking for?
a. From scratch to 20
2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Expanded Psionics, Draconomicon, PHB, DMG, MM.
b. Race (including any Level Adjustment Limits)
Any.
c. Class
Soulknife, something that has to do with fire.
d. Ability Scores (fixed or generation method)
See Beginning.
e. Alignment
Chaotic Neutral
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.)
NaN
g. Concept: what requirements or preferences do you have regarding concept?
Preferably stealth or range.
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)?
Spellbooks are 50c in most towns and are overflowingly common, and i'm traveling with an insane (Soon-To-Be) Lich.
anything that can be used with either of those would be Much appreciated.

And thank you to whoever does this.

FatherMalkav
2008-08-21, 09:36 AM
Q.260
I got a need for speed.

Binder//? Gestalt with speed in mind.
Race: Nizumi for now, open to change
Unassigned Abilities: 18 18 16 16 14 14
Traits (Quick!) and flaws allowed.

1. Which of the above are you asking for? Level by Level to 4
2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Limitations: No Psionics or ToB
b. Race: See above
c. Class: N/A
d. Ability Scores: [I]See above[/B]
e. Alignment: No Evil allowed
f. House Rules: N/A
g. Concept: what requirements or preferences do you have regarding concept? I want to move move move. I'm using the Dance of Death of Piamon as a core strategy.
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)?Oriental Adventers game, just expanded allowed material. Got a tank, a skill monkey and a caster. Other two are unknown.

Thanks again. I'm thinking Monk or Scout but I'm not sure if there's a better way.

monty
2008-08-21, 08:53 PM
Q 261

Looking for a Sublime Chord build, level by level starting at level 8 but going to 20. Make it fairly optimized, but not too cheesy.

Bard 10/Sublime Chord 10
Stats 18, 18, 16, 16, 16, 14
Must be N/CN
All sources except Psionics allowed, including Flaws (no Leadership, though)
Obviously playing a support role, but I'd like it to be able to hold its own

Gaiwecoor
2008-08-23, 04:39 PM
Q 262

Here's one for that my wife would like to play. I'm not quite sure on how to help her out with the details. The concept is that she has felt the call to serve a particular deity (one of life and good) since she was young. She decided to reject that call, however. Instead, she chose to follow the the path of wizardry (abjuration). The time will soon come when the god chooses her, despite her reluctance to serve.

1. Which of the above are you asking for? Level by level build, lvl 4 - lvl 20

2. Requirements:
a. Books: Core, C. War, C. Div, C. Ar, C. Ad, PHB2, Stormwrack
b. Race: Any core, non-human race will work great without a LA will be fine.
c. Class: The first four levels must be Wizard (Abjurer). Fifth level must be Favored Soul. Beyond that, it's fairly open. She wants to go into Geomancer, and possibly Mystic Theurge as well.
d. Ability Scores: Standard 4d6, drop one, arrange as desired.
e. Alignment: Non-evil, preferably N/C Good.
f. House Rules: We'll be using the Pathfinder system. If you're not familiar with it, the only real difference we need to worry about here is that feats are at every odd level, rather than every three.
g. Concept: See above
h. Other: Others in the campaign will be playing a Swashbuckler/Rogue and a homebrewed Druid variant. The campaign will primarily be based on airships traveling between islands.

Thank you very much!

Koalita
2008-08-23, 08:57 PM
Q 263: I'm looking for a focused conjurer. CL 8 up to 12

1. Which of the above are you asking for? Level by level build-tweak, help for spell selection.
2. Requirements & preferences:
a. Books: Almost everything 3.5 except dragon magazines. I'd rather stick with core+complete series+compendiums, but other splat books are allowed too.
b. Race: Whisper Gnome if possible
c. Class: Focused Conjurer, Master Specialist.
d. Ability Scores: 32 point buy, was thinking 8 14 16 18 8 8 before racial adjustments, 4 points into cha would open 3 more spell like abilities.
e. Alignment: not-evil
f. House Rules: Limited magic equipment, easier to have more expensive items than several low cost items. Mage of the Arcane Order does not allow a specialist to cast from banned schools.
g. Concept: Focused Conjurer, Battlefield control. Baning Evocation, Enchantment and Necromancy.
h. Other: For feats, I'd like to take Collegiate Wizard as it's useful in the campaign. Spontaneous Divination is allowed and I'd like to keep it if possible. SpellFocus: Conjuration as requirement for Master Specialist. I was going to pick cloudy conjuration, but I'd like to sculpt+Metamagic School Focus.

Currently I was thinking about Focused Conjurer 5, Master Specialist 3, for the bonus feats. Immediate magic: Abrupt Jaunt taken.
Equipment: Headband of intellect+2, Hewards' set, Rod of Extend, lesser, 2 pearls of power, Dispelling cord, Wand of Benign Transposition, Wand of True Strike. My intention was to get more pearls of power, healing belt and rod of sculpt, but DM brought up the nerfstick. Will have to deal without rod of sculpt for now.

Spellbook: Besides spells from collegiate wizard, I have to buy scrolls to acquire new spells.
IIRC, I have 14 level 1, 8 level 2, 8 level 3 and 9 level 4 "free" spells known from collegiate wizard, int bonus and expanded spellbook (master specialist)
If taking spontaneous divination, I don't need to have divination spells in my spellbook, but still would be nice to have a selection of which ones to use. (like, unluck :P)

Some spells I was thinking about:

lvl1: well, for 25gp I can buy almost any that sounds mildly useful. Protection from evil. Shield. Grease. Mage Armor. SM I. Enlarge Person. Ray of Clumsiness. Silent Image. Expeditious Retreat, Swift. Mount. Karmic Aura. Nerveskitter. Blockade. Alarm? Feather Fall? Wall of Smoke? Slide?

level2: Glitterdust. Arcane Turmoil. Alter Self. Invisibility. Resist Energy. Quick Potion? Ice Knife? Cloud of Bewilderment? Mirror Image? Heroics? Baleful Transposition? Dimension Hop? Rope Trick?

level 3: Dimensional Step. Dispel Magic. Fly. Haste. Slow. SM III? Sleet Storm? Bands of Steel? Phantom Steed? Greater Magic Weapon? Karmic Backlash? Regroup?

level 4: Solid Fog. Orb of Fire. Greater Invisibility. Polymorph. Celerity. SM IV? Summon Undead IV? TrollShape? Shadow well? Evard's Black Tentacles? Heart of Earth? Displacer Beast Form?

Thank you very much!

Apologies for the Wall of Text.

SoD
2008-08-23, 09:44 PM
Q. 264

1. Which of the above are you asking for? The third/second, I've got his first level sorted, but would like to see how he might grow.
a. He (http://www.myth-weavers.com/sheets/view.php?id=76309)'s currently at level 1.
2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books: Any and all 3.5 (but not mags)
b. Race: Chosen. Skarn.
c. Class: Arcane Caster (Currently Wizard (Focused Conjuror)) going into Master Specialist (CMage)
d. Ability: Str: 17, Dex: 10, Con: 15, Int: 18, Wis: 6, Cha: 9.
e. Alignment: CN, eventually going CG (potentially).
f. House Rules: are there any other requirements or unusual rules imposed on you/your character: None.
g. Concept: Basically, he's a wizard who's happy to wade into combat if need be. He beleives that Conjuration is the strongest form of magic. Barred schools: Illusion, Necromancy, Enchantment. Not willing to bend on the first two. Willing to change the barred enchantment, but I'd prefur not to. Although he's a focused conjuror, I want him to be more than just summonsummonsummon.
h. Other: I would like, if possible, the 10 levels of Master Specialist. I also don't need to see the spells taken at each level. Other party members so far: A Dwarven Barbarian. A Telikeniticist/Psychic Warrior (Not multi-class, he hasn't decided between the two. Party number: 6. Also, if previous player is not the telikeniticist, another player will play a psion.

I know he's slightly suboptimal stat-wise, and barred-school wise, but I don't need an uber-mage.

Edit: Wow. Seems Focused Conjurors/Master Specialists are today's speciality.

weenie
2008-08-24, 05:17 AM
Q. 265

Is there any other way of making feinting in combat a swift action except for beguiler 6 + improved feint?

SoD
2008-08-24, 05:53 AM
I'm afraid this is the wrong thread. You want to go here (http://www.giantitp.com/forums/showthread.php?t=87867&page=5).

Staven
2008-08-27, 05:10 PM
Q. 266

1. Which of the above are you asking for?

Second, please. Want to see him grow :smallsmile:.

2. Specifications

a. Pretty much any books, no magazines or websites, though.
b. I'm thinking human, probably. Maybe halfling.
c. Some form of melee class, one good with DW.
d. 32 point buy.
e. CG, I think.
f. House Rules: No ToB.
g. Concept: I want him to kind of be a Crocodile Dundee spoof, (a spoof of a spoof), uses the "you call that a knife?" gag a lot. Usually dual wields daggers, I want that to be his main feature, along with having a Greater Digereedoo of Blasting (same thing as greater horn of blasting). Want his role in the party to be maximum damage output, mid-low HP, but there's always room for optimization. He wants to kill the Terrasque.
h. Other: intended for a small party, of currently unspecified classes (sorry I can't be of more help). Any melee based PrC welcome.

If you need anything more clear, just ask.

Glyphic
2008-08-27, 08:41 PM
I'm looking for advice on how to build a competent Cleric, headed for the Fiend binder class from ToM. I need 10 ranks in Truespeak, K.The Planes, and (speak language) Abyssal and Infernal.

We're starting at level 6.

I was also hoping to have some melee capacity, but that comes second.

I have a 32 point buy, with a custom race (LA 0 goat folk. +2 wisdom, -2 intelligence). My party is a True necro, Goliath barb, and a drunken master.

So.. I need stats, and 3 feats. Also, spell suggestions. Any book I take a spell from, the DM can then also use freely. I need C.adv for divine insight (high DCs for binding fiends).

Feats: I was looking for a good way to use my turn attempts besides DMM. PHB2 has some divine feats: what do people thing about those?

I need Truenamer Training..

Any advice is greatly appreciated!

huttj509
2008-08-27, 10:55 PM
3.5 character building aid requested.

I have a current character, with a current party role, and I'm at a loss of where to go from here for future levels.

Role: meatshield who can hopefully do something other than standing there saying "please try to hit me."

Current:

Human level 4 fighter, N/G



Str 16
Dex 12
Con 16
Int 14
Wis 8
Cha 8

Feats:

Combat Expertise
Improved Trip (because prone folks aren't running after the more easily hittables)
Improved Disarm (and if they get there they need to pull another weapon, or at least pick theirs up)
Shield Specialization (Heavy Shield) (+1 AC with heavy shields)
Shield Ward (Shield bonus on touch AC, Bull Rush, etc.)
Steadfast Determination (Con to will saves)

Noteworthy skill stuff:
Skill Trick, 1/encounter, Intimidate to Demoralize all within 10 feet (complete Scoundrel, pg. 87)
Intimidate +6 net (7 ranks, -1 cha)

Noteworthy Items:

Full Plate Armor (not really noteworthy, but in case the armor matters for someone's comments)
Heavy Shield +1
Ring of protection +1
+1 Adamantite longsword (legacy item from the module set we're running, don't remember the name, but it means 'kingmaker'. I don't know it's future abilities, and don't particularly wish to know unless it affects suggested build tips)


Other party members (all unoptomized, so in part it falls to me to help us survive this harsh module set):

Healing Druid (shifting variant from phb II)
Rogue
Warlock (combat has mainly been 'delay it while the rogue kills it, cause we have trouble hitting these ACs')


Character concept:

Well, I had the thought of going for trip/disarm as my 4th or so attempt at someone who could take hits here (without the shield just doesn't cut it. AC's too low to avoid many hits from the guys we're facing). Thus I went fighter for the bonus feats, to see how it'd work. At this point, I don't really know where to go from here. Since I want to use the longsword I could go for weapon focus/specialization/etc. but every semi-munchkin bone in my body cringes at continuing straight fighter, without a better plan than that.

Considering Imp. Sunder, but the benefits of the adamantite weapon are modified by the dread of smashing loot.

Books Available: PHB II, Tome o' Battle, Complete Series, if you have a really nice idea from something else, mention it and I'll see if I can access it (don't know my friend's complete libraries, etc)

Other info: Cheddar, sure. Limburger grade extra cheese, not so much. If you're not sure if it's too cheesy, mention it. I don't really know where the line is myself.


Your aid is much appreciated, and I thank you in advance.

Edit: spoilered much of the current character info, to avoid eyestrain

Sstoopidtallkid
2008-08-27, 10:59 PM
Warblade or Barbarian are both great, especially as you've already got most of the feats you need. Warblade will grab you something else to do in fights, as well as better HD and a lot of incidental benefits, with no change to flavor and some Int-synergy. You may also like Combat Reflexes, because a second AoO is good when the enemy should be provoking several times a turn.

monty
2008-08-28, 12:05 AM
I'm looking for advice on how to build a competent Cleric, headed for the Fiend binder class from ToM. I need 10 ranks in Truespeak, K.The Planes, and (speak language) Abyssal and Infernal.

We're starting at level 6.

I was also hoping to have some melee capacity, but that comes second.

I have a 32 point buy, with a custom race (LA 0 goat folk. +2 wisdom, -2 intelligence). My party is a True necro, Goliath barb, and a drunken master.

So.. I need stats, and 3 feats. Also, spell suggestions. Any book I take a spell from, the DM can then also use freely. I need C.adv for divine insight (high DCs for binding fiends).

Feats: I was looking for a good way to use my turn attempts besides DMM. PHB2 has some divine feats: what do people thing about those?

I need Truenamer Training..

Any advice is greatly appreciated!

Since you'll probably be hurting a bit for skill points, I suggest using the Cloistered Cleric variant.

Goat folk Cloistered Cleric 6
Str 8, Dex 12, Con 14, Int 10, Wis 20 (+1 from level-up), Cha 10 (if you don't focus on your spellcasting, you might want to move some of the points from Wis into other scores)
Feats:
1 Truename Training
3 Divine Spell Power
6 Leadership (always a good choice)

gareth
2008-08-29, 06:53 PM
I'd like a fourth edition character built from scratch to level 9. This character has an obsessive hatred of magic, both arcane and divine. His only goal in life is to eliminate all magic users. He can not only fight them one-on-one but can also command armies to fight them on a large scale. The only exceptions to his hatred of magic are magic items, which he has no problem with. He could even craft his own magic items and not see any contradiction. More details:
He should be built using only the three core books.
He should be either human, a half-elf, or a tiefling.
His class should be either fighter, ranger, rogue, or warlord.
His attributes should come from a 22 point buy. Intelligence should be as high as possible but needn't be the highest attribute.
He can be of any alignment.
He can get the Ritual Casting feat and use the Enchant Magic Item ritual. He can't do anything else that has an Arcane or Divine power source.
So, how about it?

Thurbane
2008-08-30, 12:06 AM
Please critique this core only 3.5 build (8th level, standard WBL, elite array):

Dwarf Rogue 7/Fighter 1

STR 14
DEX 16
CON 16
INT 12
WIS 10
CHA 6

Feats: Dodge, Mobility, Nimble Fingers, Skill Focus (Disable Device)

Skill Appraise 6, Craft (Trapmaking) 5, Decipher Script 5, Disable Device 11, Knowledge (Architecture) 5, Listen 11, Open Lock 11, Search 11, Sense Motive 11, Spot 11

Boots of Striding & Springing, Mithril Full Plate +2, Darkwood Tower Shield +2, Dwarven Waraxe +1

AC: 29, touch 13, FF 29

HP: 56

Fort +7, Ref +8, Will +2

Full attack: +7/+2 (1d10+3, 20/x3)

Dode
2008-08-30, 05:44 AM
Warblade or Barbarian are both great, especially as you've already got most of the feats you need. Warblade will grab you something else to do in fights, as well as better HD and a lot of incidental benefits, with no change to flavor and some Int-synergy. You may also like Combat Reflexes, because a second AoO is good when the enemy should be provoking several times a turn.
These are good suggestions (Dode approved). I'd suggest switching weapons though from your longsword into something like a spiked chain (or a polearm which also has a +4 2-handed bonus to disarm) so you can disarm and trip with reach, and if you take a level in Warblade you can switch that spiked chain proficiency to an anything-you-want proficiency.

Telonius
2008-08-30, 05:37 PM
Please critique this core only 3.5 build (8th level, standard WBL, elite array):

Dwarf Rogue 7/Fighter 1

STR 14
DEX 16
CON 16
INT 12
WIS 10
CHA 6

Feats: Dodge, Mobility, Nimble Fingers, Skill Focus (Disable Device)

Skill Appraise 6, Craft (Trapmaking) 5, Decipher Script 5, Disable Device 11, Knowledge (Architecture) 5, Listen 11, Open Lock 11, Search 11, Sense Motive 11, Spot 11

Boots of Striding & Springing, Mithril Full Plate +2, Darkwood Tower Shield +2, Dwarven Waraxe +1

AC: 29, touch 13, FF 29

HP: 56

Fort +7, Ref +8, Will +2

Full attack: +7/+2 (1d10+3, 20/x3)

Not sure how you're coming up with 29 on your AC. From what I see, you have 10+3(dex)+8(fullplate)+2(magic fullplate)+2(heavy wooden)+2(magic heavy wooden)=27.

I would consider switching out the level of Fighter for a level of Barbarian. It would give you better skill points, a better hit die, fast movement, and Rage 1/day. You would still have proficiency in your armor, since mithral makes fullplate count as medium armor. (Check with your DM before you do this, some people rule otherwise). Since you're a dwarf it wouldn't slow you down at all. If you already have Dodge/Mobility, you might as well take advantage of the feat by actually being able to move more than four squares. By doing this, you would lose a feat; that feat should be Nimble Fingers.

This would also allow you to sell your Boots of Striding and Springing. Gauntlets of Ogre Power or a Cloak of Resistance +2 would both be good purchases. Or, if you really miss the +5 jump that the boots gave you, you can buy yourself a Ring of Jumping for only 2,500 gold and throw in a Cloak of Resistance +1 for 1,000, and an Amulet of Natural Armor +1 for another 2,000.

Is there a fluff reason for you to have ranks in Appraise, are you angling for a Prestige class that requires Appraise, and does your DM regularly use the Appraise skill? If the answer is no to all of those questions, put the ranks into Use Magic Device instead. UMD is trained only, so even that +2 from Decipher Script synergy is going to do you absolutely no good unless you have at least one rank in UMD.

Thurbane
2008-08-30, 07:07 PM
Not sure how you're coming up with 29 on your AC. From what I see, you have 10+3(dex)+8(fullplate)+2(magic fullplate)+2(heavy wooden)+2(magic heavy wooden)=27.[
The shield is a tower shield, which is a +4 shield bonus.

I would consider switching out the level of Fighter for a level of Barbarian. It would give you better skill points, a better hit die, fast movement, and Rage 1/day. You would still have proficiency in your armor, since mithral makes fullplate count as medium armor. (Check with your DM before you do this, some people rule otherwise). Since you're a dwarf it wouldn't slow you down at all. If you already have Dodge/Mobility, you might as well take advantage of the feat by actually being able to move more than four squares. By doing this, you would lose a feat; that feat should be Nimble Fingers.
True, but since neither rogue nor barbarian is a favored class for dwarves, I would be taking XP penalties. :smallfrown:

This would also allow you to sell your Boots of Striding and Springing. Gauntlets of Ogre Power or a Cloak of Resistance +2 would both be good purchases. Or, if you really miss the +5 jump that the boots gave you, you can buy yourself a Ring of Jumping for only 2,500 gold and throw in a Cloak of Resistance +1 for 1,000, and an Amulet of Natural Armor +1 for another 2,000.
Thanks for the suggestions. :smallbiggrin:

Is there a fluff reason for you to have ranks in Appraise, are you angling for a Prestige class that requires Appraise, and does your DM regularly use the Appraise skill? If the answer is no to all of those questions, put the ranks into Use Magic Device instead. UMD is trained only, so even that +2 from Decipher Script synergy is going to do you absolutely no good unless you have at least one rank in UMD.
Hmm, good point. In our games, though, we do use appraise an awful lot, to help stop unscrupulous merchants from ripping us off. I didn't look at UMD due to the low CHA...

Telonius
2008-08-30, 07:29 PM
Ahh, didn't notice the "Tower" part. That's a risky combat strategy if you stick with Rogue. Remember that, even with proficiency, Tower shields give you a -2 penalty to attacks. That difference is going to become more pronounced as you level up, since Rogues have a slower BAB progression. Is +2AC really worth -2 to hit?

My condolences on the multiclass penalty, that's probably the one item that's houseruled away most often. :smallfrown: If you do fall a level behind the rest of the group, you start gaining XP faster; but it really is a pain. Fighter it is.

Thurbane
2008-08-30, 07:40 PM
Ahh, didn't notice the "Tower" part. That's a risky combat strategy if you stick with Rogue. Remember that, even with proficiency, Tower shields give you a -2 penalty to attacks. That difference is going to become more pronounced as you level up, since Rogues have a slower BAB progression. Is +2AC really worth -2 to hit?
True, true...

My condolences on the multiclass penalty, that's probably the one item that's houseruled away most often. :smallfrown: If you do fall a level behind the rest of the group, you start gaining XP faster; but it really is a pain. Fighter it is.
I'll have a word with the DM, I know he isn't a big fan of the XP penalty for multiclassing anyhow, maybe he'll waive it.

I was also contemplating dropping one of the skill feats in favor of Iron Will, as the will save is very low.

Superglucose
2008-08-31, 01:02 AM
3.5 -Epic Sorceror/9 Bard (hey, he was bored!)
Books: PHB/DMG/MM
Stats: 36 point buy.
Race: Human
Class: Epic Sorceror/9 Bard, as previously stated
Alignment: Neutral Evil
Other: This... is a villain. He's quite smart, quite powerful, and is looking to take over the universe and bring the planes of heaven and hell under his domain. He has a feasible plan to do it, but needs non-evil folks to gather the necessary artifacts. Plus he's lazy and if he shows himself too soon all the armies of hell/abyss/heaven will be coming after him.

He needs to be beyond persuasive, and he's the kind of guy who's the power behind the throne, whether or not anyone (throne included) realizes it. He's the younger brother of the current King and feels disenfranchised (hence the power lust) and is using the PCs to get his artifacts.

He has a royal inheritence on him, so feel free to spend LOADS on this guy. Try to keep it in reason, of course, so please nothing that a 17th level wizard could not create. This guy is royalty and is unlikely to make anything himself :P

I'm willing to entertain core prestige class ideas if they're good. Please do not leave full caster (aside from the levels of Bard)

Veneficus
2008-08-31, 09:03 AM
Could somebody please help me build a character from scratch?

Books: PHB/DMG/MM
Stats: 36 point buy.
Race: Gnome
Class: 3rd Level Bard
Alignment: Neutral, "Undecided"
Other: This character needs to be built under 3.5 rules.

Thanks for any help :)

Telonius
2008-09-04, 12:02 PM
Veneficus, what's the composition of the rest of the party? It makes a much bigger difference for choosing his spells than, say, a Wizard or a Cleric would have. Sorcerers have a similar problem, but the selection will depend on the team role you'll be expected to play.

Veneficus
2008-09-06, 10:53 AM
The party is going to be made of the following:

Human Fighter
Elven Ranger
Human Cleric
Dwarf Rogue
Half Orc Barbarian

I think the role am expected to play is supporting the other party members, particularly the more combat orientated characters. The party does not have a wizard or sorcerer, so spell choices will be very important.

Thanks for helping me with this.

Corbin Jenkins
2008-09-08, 01:33 PM
I am looking to play a level five Binder. Nearly all books are open except for TOB. 32 point buy and alignment doesn't really matter. Probably going to be the main tank, if that helps.

Telonius
2008-09-11, 10:36 AM
Gnome Bard 3
{table]STR (12-2) 10 |0
DEX 14|+2
CON (10+2) 12|+1
INT 14|+2
WIS 10|+0
CHA 18|+4[/table]

Languages: Common, Gnome, Draconic, one other bonus language (take your pick; might be fun to sing Dwarvish drinking songs with your Rogue).

Feats:
1 Spell Penetration
3 Improved Initiative

Skill Points:
Bluff 5 ranks
Concentration 6 ranks
Diplomacy 6 ranks
Knowledge (Arcana) 6 ranks
Perform (your choice of instrument, oratory, etc) 6 ranks
Sense Motive 1 rank
Spellcraft 6 ranks
Tumble 6 ranks
Use Magic Device 6 ranks

Spells Known:
Level 0
Read Magic
Light
Summon Instrument
Message
Prestidigitation
Detect Magic

Level 1
Grease
Sleep
Hideous Laughter

Equipment: Get yourself a Mithral Breastplate if possible. Weapons aren't as vital. Get a shortbow for ranged combat. If you end up in melee, something has gone very wrong.

Going forward from here, select some of the standard Wizard spells from your Bard list: Identify (if your Cleric does not have the Magic domain), Glitterdust, Blur, Mirror Image, Blink, Phantom Steed, Haste, Invisibility, Greater Invisibility, Rainbow Pattern, Greater Heroism, Irresistable Dance. The most vitally important thing is that you NOT choose spells that can be duplicated by your Cleric. Remember that you can switch out spells known at some level-ups. Sleep should be one of these at level 5.

For skills moving forward, your priorities are: Perform, Spellcraft, Knowledge (Arcana), Concentration, Diplomacy, and Use Magic Device, in that order.Put enough ranks into Tumble and Concentration to let you get a +14 on the check, then stop putting ranks into them. Put ranks into things that will get you Diplomacy synergy (sense motive, knowledge royalty). Put 5 ranks into Knowledge (History) if you get the chance.

Unfortunately there aren't many options in core for a Bard PrC. Archmage and Loremaster are the only ones that won't have you losing caster levels, and the feat prereqs are very steep. I'd recommend you either stay a Bard throughout, or switch out to Sorcerer at 4th.

For the rest of your feats, Spell Focus and Greater Spell Penetration are good choices. Weapon Finesse is not worth it, since you will not be in melee. Combat Casting and Skill Focus (Concentration) can also be worthwhile. For Metamagics, remember that Bards can't use Silent Spell.

Equipment should be fairly straightforward. Cha- and Dex-improving items take priority. Armor comes before weapons. Give yourself items that improve mobility (either making you faster or making you fly).

That's all I have for now. Please feel free to critique.

varto
2008-09-12, 07:49 AM
Hello everyone! recently i´ve been invited to a rol party after a few years without playing so i decided to use a new type of char. (i had always used the core ones, you know, fighter, ranger) So after a long search i decide to play as a chameleon because... well, i can do anything with it.
i would star with a level 5 char and i thought using a ninja as a base class but since i can cast polimorph self i also want to mix it with the warshaper PrC
But that would be when i reach level 15 or 16.

So lets see:

Books: Fell free to use any but we are using 3.5 rules, we didn´t get the new ones yet
Race: Human (to be a chameleon you have to be a human or a changeling but i prefer the first)
Stats:
STR: 16
DEX: 15
CON:17
INT: 16
WIS: 13
CHA: 14

Alignment: jeez, i guess he should have to be evil

Other: If you ever seen "Slayers" i was looking for a char that could be like Xellos, the demon. Not that i want demonic powers but i like the idea of been a constant surprise for the rest of the party and with a chameleon i could cast a healing spell one day and a fireball the next. Then i could really confuse them all with some druidic spell or maybe sneacking behind a guy and backstabbing him.
Favorite frase when people asks him how he does this: "Oh, my dear friend, that is my little secret" with a wide smile on his face.

Deceiving my companions will be hard, there´s a mage (who will become an arch mage later), an artificer (whose real threat is that he is gay and has promised that if his char feels attracted to any of us, he WOULD use a "change sexual preference" spell from the book of erotic spells), there´s a goliath barbarian/ranger (hey, he wanted to dual wield two greatswords) and finally a dwarf paladin (Durkon fan, yeah)
Thanks in advance guys, fell free to give me to suggest changes.

lordofthe_wog
2008-09-13, 01:06 AM
Q... 270? I haven't been keeping count, honestly.

Anyway, I need a 6th level dwarf ranger, focused much more on two-weapon fighting (I'm thinking of dual-wielding +1 Dwarven Waraxes, but feel free to shoot me down on that one) then archery. Step by step would be best.

Books: Anything 3.5
Race: Dwarf
Class: Ranger 6
Ability Scores: 17, 12, 15, 10, 11, 13
Alignment: Chaotic Neutral or True Neutral
House Rules: Nothing that affects rangers.
Concept: Heavily focused on two-weapon combat (see above), but with moderate tracking ability
Other: It was either this or a rogue, but after my rogue got balor sword to the face, (Fuuuuuun times) I needed a new character, and I'll be damned if I don't mind playing a good ranger every now and then. Go wild.

Dode
2008-09-13, 03:16 AM
Deceiving my companions will be hard, there´s a mage (who will become an arch mage later), an artificer (whose real threat is that he is gay and has promised that if his char feels attracted to any of us, he WOULD use a "change sexual preference" spell from the book of erotic spells)
I'm sorry but this is possibly the funniest line i've ever read on this forum.

Anyways, after some thought, I'm going to suggest something sufficiently exotic:

=============================
Dragonfire Adept 6/Chameleon 10. It syncs with your best stat (Constitution) and has some very stealthy/stylish abilities. You could enter it a level earlier but the point to all your saves and BAB, DR 2/magic and a free invocation is too good to pass up

Stats:
STR: 16 DEX: 15 CON:17 INT: 16 WIS: 13 CHA: 14

Feats:
1: Able Learner (RoD)
1b: Dragontouched
1hb: Ability Focus: breath weapon (MM1)
3: Entangling Exhalation (RotD)
6: Darkstalker (disables blindsense, scent, tremoresense, blindsight, etc) (LoM)

Breath effects:
2nd: Frost Breath
5th: Slow Breath

Invocations: (useable whenever you like)
1st: Endure Exhalation (fire into your friends and not damage them)
3rd: Magical Insight (Identify for free)
6th: Walk Unseen (turn invisible)

Skills:

Bluff: 8 Disguise: 8 Listen: 8 Move Silently: 4 Search: 8 Sense Motive: 4 Spellcraft: 4 Spot: 8 Use Magic Device 8
==============================

Okay, so at level 5 you have a guy who can breathe fire in a cone on everyone within 30 feet, and that breath in addition to doing 3d6, slows them and entangles them as well as carries a beefed up save. At level 6 he can turn invisible as long as he wants and is more or less protected against all detection short of a see invisibility spell (very handy for a guy who wants to sneak around on his party).

Oh and when you start taking levels in Chameleon, here's something interesting I noticed in the 1st level/ "Mimic Class Feature" ability they get:


Arcane Focus: You gain the ability to prepare and cast Arcane spells, which may be chosen from the spell list of any arcane spellcasting class
I suggest taking a nice look at the Trapsmith's spell list in Dungeonscape for your initial spells. With bonus spells figured in you'll get access to spells like Stoneskin at the same time fully committed wizards do.

Cheesegear
2008-09-13, 09:28 AM
Q... 270? I haven't been keeping count, honestly.

Anyway, I need a 6th level dwarf ranger, focused much more on two-weapon fighting (I'm thinking of dual-wielding +1 Dwarven Waraxes, but feel free to shoot me down on that one) then archery. Step by step would be best.

Books: Anything 3.5
Race: Dwarf
Class: Ranger 6
Ability Scores: 17, 12, 15, 10, 11, 13
Alignment: Chaotic Neutral or True Neutral
House Rules: Nothing that affects rangers.
Concept: Heavily focused on two-weapon combat (see above), but with moderate tracking ability
Other: It was either this or a rogue, but after my rogue got balor sword to the face, (Fuuuuuun times) I needed a new character, and I'll be damned if I don't mind playing a good ranger every now and then. Go wild.
A: 270

Um, well, not being anywhere near my books at the moment, I can't really suggest anything too good. A dwarf doesn't make a very good Ranger (unless you're spending a lot of time underground, then I think there's a Dwarf-Only PrC that's quite good). For a dual-wielder, I'd prefer a Human Ranger/Scout (in fact, that build is superior to almost all other Ranger builds out there...Except for maybe a Half-Orc Barbarian/Ranger)
Two-Weapon Fighting is rather inferior, don't expect your damage output to be the same as the Greatswording Fighter/Barbarian next to you.
You didn't say if you were using XP Penalties or not, so I went with Fighter/Ranger.

Working as a first draft;
TN Dwarf (Dwarf) Fighter 2 / Ranger X
STR: 17
DEX: 13
CON: 12 + 2
INT: 11
WIS: 15
CHA: 10 - 2

{TABLE]Level | Class | Feats
1 | (Dwarf) Fighter | {Axe Focus}, Dodge
2 | (Dwarf) Fighter | {Racial Foes}
3 | Ranger | {Favoured Enemy, Track, Wild Empathy}, Mobility
4 | Ranger | {Combat Style - Two Weapon Fighting}
5 | Ranger | {Endurance}
6 | Ranger | {Animal Companion}, Feat Here[/Table]

Dwarf Fighter comes from Races of Stone, and gives you a d12 hit die, as well as a knowledge skill to add to your pool. Not too shabby. Alternatively, you can drop dwarf fighter, and focuse in a bludgeoning weapon and go for Pulverise (Champions of Ruin - I think) and Lightning Maces (Complete Warrior I beleive) for the extra damage and attacks. There are a few feats that I can't remember that need +6 BAB, I can't remember any of the good ones except for Pulverise (and the same for Slashing and Piercing weapons). The +damage feat for Slashing isn't as good - I forget what it's called.
Improved Initiative is always nice...

Don't go dual-weilding Waraxes until you have a highter BAB, they're not light weapons, and at low levels you need all the +BAB you can get. Maybe a shortsword or a mace in the offhand to begin with.
Or, if you are going to take Dwarf Fighter, use an Urgosh. Favoured Enemy can be anything you like, although, if it's goblins/orcs/giants, that will stack. So you'll have +3 to hit/damage at the get go (+1 Dwarf, +1 Racial Foe, +1 Favoured Enemy).

The other option, is to check with your DM if he will allow (Greater) Manyshot to work with throwing weapons (it usually doesn't), and go to town on archery style and throwing axes. But, that's more of a (Halfling) Ranger/Scout Skirmish build, and, XP penalties will come into play if you're using them.

If you do take a few levels in fighter, you might want to think about ditching hide and move silently. Since you can get heavy armour, and you'll be in the front of combat (most of the time) and as a dwarf, who cares about heavy armour? Run around as much as you like! A build like this really does play like a fighter (without bonus feats, but, you get spells and AniComps)

If not using XP Penalties, some builds to think about are;
Barbarian/Ranger, Druid/Ranger (some DMs will allow these to use metal items, since it is a rule of FR if you follow a certain God, which most do. Which translates into a rule in some homebrews), or Ranger/Scout (my favourite class).
Ranger/Paladins are good if you go for a supermount. But, if you burn on Mounted Combat feats, chances are you'll be in situations where you can't pull out your proverbial pokeball and summon it (dungeoncrawls, for instace).

When that higher BAB rolls around, don't forget to pick up a buckler!

Animal Companion; Take your pick.

.../sigh. I think I did quite well for having no books. Not bad if I do say so myself.

varto
2008-09-14, 02:28 PM
Thanks Dode! i´ll give a look at that list. Now, the firedragon adept, where can i find that class?

monty
2008-09-14, 02:42 PM
Dragonfire Adept is from Dragon Magic. Basically, it's a modified warlock.

Telonius
2008-09-15, 10:40 AM
A: 270

Um, well, not being anywhere near my books at the moment, I can't really suggest anything too good. A dwarf doesn't make a very good Ranger (unless you're spending a lot of time underground, then I think there's a Dwarf-Only PrC that's quite good). For a dual-wielder, I'd prefer a Human Ranger/Scout (in fact, that build is superior to almost all other Ranger builds out there...Except for maybe a Half-Orc Barbarian/Ranger)
Two-Weapon Fighting is rather inferior, don't expect your damage output to be the same as the Greatswording Fighter/Barbarian next to you.
You didn't say if you were using XP Penalties or not, so I went with Fighter/Ranger.

Working as a first draft;
TN Dwarf (Dwarf) Fighter 2 / Ranger X
STR: 17
DEX: 13
CON: 12 + 2
INT: 11
WIS: 15
CHA: 10 - 2

{TABLE]Level | Class | Feats
1 | (Dwarf) Fighter | {Axe Focus}, Dodge
2 | (Dwarf) Fighter | {Racial Foes}
3 | Ranger | {Favoured Enemy, Track, Wild Empathy}, Mobility
4 | Ranger | {Combat Style - Two Weapon Fighting}
5 | Ranger | {Endurance}
6 | Ranger | {Animal Companion}, Feat Here[/Table]

Dwarf Fighter comes from Races of Stone, and gives you a d12 hit die, as well as a knowledge skill to add to your pool. Not too shabby. Alternatively, you can drop dwarf fighter, and focuse in a bludgeoning weapon and go for Pulverise (Champions of Ruin - I think) and Lightning Maces (Complete Warrior I beleive) for the extra damage and attacks. There are a few feats that I can't remember that need +6 BAB, I can't remember any of the good ones except for Pulverise (and the same for Slashing and Piercing weapons). The +damage feat for Slashing isn't as good - I forget what it's called.
Improved Initiative is always nice...

Don't go dual-weilding Waraxes until you have a highter BAB, they're not light weapons, and at low levels you need all the +BAB you can get. Maybe a shortsword or a mace in the offhand to begin with.
Or, if you are going to take Dwarf Fighter, use an Urgosh. Favoured Enemy can be anything you like, although, if it's goblins/orcs/giants, that will stack. So you'll have +3 to hit/damage at the get go (+1 Dwarf, +1 Racial Foe, +1 Favoured Enemy).

The other option, is to check with your DM if he will allow (Greater) Manyshot to work with throwing weapons (it usually doesn't), and go to town on archery style and throwing axes. But, that's more of a (Halfling) Ranger/Scout Skirmish build, and, XP penalties will come into play if you're using them.

If you do take a few levels in fighter, you might want to think about ditching hide and move silently. Since you can get heavy armour, and you'll be in the front of combat (most of the time) and as a dwarf, who cares about heavy armour? Run around as much as you like! A build like this really does play like a fighter (without bonus feats, but, you get spells and AniComps)

If not using XP Penalties, some builds to think about are;
Barbarian/Ranger, Druid/Ranger (some DMs will allow these to use metal items, since it is a rule of FR if you follow a certain God, which most do. Which translates into a rule in some homebrews), or Ranger/Scout (my favourite class).
Ranger/Paladins are good if you go for a supermount. But, if you burn on Mounted Combat feats, chances are you'll be in situations where you can't pull out your proverbial pokeball and summon it (dungeoncrawls, for instace).

When that higher BAB rolls around, don't forget to pick up a buckler!

Animal Companion; Take your pick.

.../sigh. I think I did quite well for having no books. Not bad if I do say so myself.

One very minor critique - switch around your levels a little, Ranger should be first. Always put a level in the higher skillpoint-total class first, or you lose out on the extra first-level skillpoints.

Cheesegear
2008-09-15, 04:51 PM
One very minor critique - switch around your levels a little, Ranger should be first. Always put a level in the higher skillpoint-total class first, or you lose out on the extra first-level skillpoints.

This is true. I can't believe I missed that! Even without the books, that's CharBuilding 101.

Stupendous_Man
2008-09-16, 12:10 AM
Hi, I am helping a friend of mine build a character, and would like advice.

It's a conjurer alienists who focuses on summoning horrible creatures from beyond space and time to kill enemies with.

http://www.thetangledweb.net/forums/profiler/view_char.php?cid=17635

Is this good enough? Also, what creatures would be good to summon?

Cheesegear
2008-09-16, 01:02 AM
Hi, I am helping a friend of mine build a character, and would like advice.

It's a conjurer alienists who focuses on summoning horrible creatures from beyond space and time to kill enemies with.

http://www.thetangledweb.net/forums/profiler/view_char.php?cid=17635

Is this good enough? Also, what creatures would be good to summon?

Two problems with that character (for me), one; I didn't actually know what an Alienist was, so I looked it up, and it comes from Tome & Blood (right?), which, as far as I know, was never updated to 3.5e, and is therefore probably not legal. Since Complete Arcane exists for 3.5e which trumps Tome & Blood. Plus Alienist (as far as the concept goes) feels all wrong to me. Since it's 3.0 (and not updated) I can't find a whole lot of info on the class.

Then, even if you go with that class, banning Enchantment? Really? For serious!?

Stupendous_Man
2008-09-16, 01:12 AM
alienist is in complete arcane, so i think it has been updated.

Couldn't think of anything other than enchantment that could get banned along with evocation.

Cheesegear
2008-09-16, 01:27 AM
alienist is in complete arcane, so i think it has been updated.

Couldn't think of anything other than enchantment that could get banned along with evocation.

So it is! My bad. It's not a class I've ever paid any attention to so I didn't even recognise it. I guess Enchantment is the only school that's worth getting rid of - I still don't like it though. I prefer Generalist wizards (Batman).

There's definately someone better qualified than me to comment on the Alienist somewhere.

monty
2008-09-16, 10:56 AM
There's nothing particularly wrong with banning Enchantment, especially if you run into a lot of mind-immune enemies.

General rule for banning:
1. Evocation
2. One of Enchantment, Illusion, and Necromancy.
If you're something with a lot of banned schools for some reason, next is Abjuration.
Never Conjuration or Transmutation if you can help it.

Boo
2008-09-18, 03:59 AM
Q.271 - This is mainly for reference so I can figure out epic level characters, but could someone please make a level 50 human monk for me? :smallsigh: I can only guess how hard that would be.
Books: Any 3.5
Race: Human
Class: Monk
Ability Scores: I rolled on IC and got this (invisiblecastle.com/stats/view/18345/) for base stats. STR 14, DEX 13, CON 13, INT 14, WIS 17, CHA 12
Alignment: Lawful Good
House Rules: None
Concept: I'm thinking a monk that doesn't believe in any unnecessary violence, and protects those in need.
Other:

To whomever decides to take this, thank you and sorry for how ridiculous of a request it is.

Billyjoe
2008-09-18, 07:28 PM
Q.272 - There's no build a villain thread, but I figure this is the place to ask! I would like a 15'th level arch-villain for this campaign.

Books: Any
Race: Preferably Human, can be Half-Elf
Class: Needs to be a caster of some sort, I would prefer at least one arcane caster class. Any kind of necromancer or lord of the undead works. Gestalt Character!
Ability Scores: It's a high power campaign, he should be well beyond the average human stat scores.
Alignment: Neutral Evil
House Rules: None at the moment
Concept: This character needs to be extremely powerful, the fight I have planned involves lots of undead, a large open room, and him on the back of a home brewed undead behemoth. I would like him to stay away from using insta-kills, but not be pure blaster caster either. If possible it would be cool for him to have a lot of mez spells to slow the PC's down while the undead eat at them. He's neutral evil, doesn't plan ahead enough to be lawful, but doesn't slaughter the innocent just for fun. He believes himself to be the lord of all the dead.

Other: The PC's are a Ghost-Faced Killer/Ninja of Indiana Jones (Dr. Jones is one of our favorite action heroes so he i a deity in our campaigns) who uses a whip dagger (because he likes it), a Dervish/Dirgesinger, a Pale Master/Shegunja of Nerull, and a Paladin/Cleric of good aligned deity that I can't remember. The Pale Master/Shegunja tends to buff a lot before combat and then rush in scythe a swinging. The Paladin will be playing with us for the first time, so I can't comment. The Dervish sings for enemy stat down at the beginning of combat, then buffs allies when the going gets tough.

It's my first time DM'ing and the first boss I created took me several days to plan out and work through, and even then it only seemed to barely challenge the party. They've been running into this guy over and over in minor events (no combat yet) and getting curbstomped by his undead forces. I want this fight to be epic and memorable. I can get through the planning the fight myself, but I want the character to be as well planned as he can be.

bue52
2008-09-18, 08:55 PM
Q.273: I need a wizard, starting from level 1-12, want to see how it will be like after the tenth level for awhile.

Books: 3.X Books, except any of the forgotten realms books
Race: Human
Class: Wizard, prestige class-wise, I'd like to know what you guys would think about based on the character concept.
Ability Scores: this is for level one:
STR 9; DEX:9; CON:12;INT:14; WIS:12 CHA:9
Alignment: Neutral Good
House Rules:None
Concept: Inclined towards illusion and abjuration, these two schools would be his so called instinctive spells that he would first consider before the rest, not too sure what to ban, though my character is a very defensive person, staunchly believing in defensive abilities and skills over offensive ones.
Other: We have a dwarf cleric, a halfling rouge and an annoying elf paladin, who angst a lot, not too sure how team mechanics would fair here but yeah that's the general idea.

Thurbane
2008-09-18, 09:15 PM
Q. 274Further to my Dwarf Fighter 1/Rogue 7 above, can anyone suggest a good, melee focused Rogue build, that's still good at finding/disabling traps and locks?

Books: core plus any one or two (PHB II, Complete series, Races series, Heroes series...)
Forbidden: ToM, ToB, psionics, factotum, FR or Eberron specific
Races: PHB only
Generation: random rolling
Equipment: standard WBL (27000), core + MIC
Other (confirmed) party members: human dragon shaman, halfling druid

Cheesegear
2008-09-18, 11:45 PM
273

Class: Wizard, prestige class-wise, I'd like to know what you guys would think about based on the character concept.

Concept: Inclined towards illusion and abjuration, these two schools would be his so called instinctive spells that he would first consider before the rest, not too sure what to ban, though my character is a very defensive person, staunchly believing in defensive abilities and skills over offensive ones.
Other: We have a dwarf cleric, a halfling rouge and an annoying elf paladin, who angst a lot, not too sure how team mechanics would fair here but yeah that's the general idea.

Is Beguiler okay? Or must you be a wizard?

274

Further to my Dwarf Fighter 1/Rogue 7 above, can anyone suggest a good, melee focused Rogue build, that's still good at finding/disabling traps and locks?

Books: core plus any one or two (PHB II, Complete series, Races series, Heroes series...)
Forbidden: ToM, ToB, psionics, factotum, FR or Eberron specific
Races: PHB only
Generation: random rolling
Equipment: standard WBL (27000), core + MIC
Other (confirmed) party members: human dragon shaman, halfling druid

It's a shame you can't use FR's Guild Thief PrC...Anyways;
Whisper Gnome Halfling Rogue 5 / Fighter 2

{TABLE]Level | Class | Feats
1 | Rogue | Improved Initiative
2 | Fighter | Weapon Finesse
3 | Fighter | Dodge, Mobility
4 | Rogue |
5 | Rogue |
6 | Rogue |Two-Weapon Fighting
7 | Rogue |[/table]

After level 7, you should be qualifying for Nightsong Enforcer. So start taking that. If your DM lets you 'save' Skill Points, then no problem. If s/he doesn't, you might want to pick up Able Learner.
Swap Improved Initiative for Able Learner
Swap Mobility for Improved Initiative
Priorities should be DEX, then INT, then CON.

I picked II, because there's nothing else to take at that level (and it's needed for NtSngEn). Weapon Finesse (dur!), I took Mobility 'cause it's handy. Feel free to swap it for anything you like. TWF was taken later because by level 5 you actually have a decent BAB, and might have a +1/Masterwork Weapon or two.

EDIT: Assassins are nice too.

Magic Items;
+ DEX, +INT, +STR/CHA/CON, in that priority.
Magic Items aren't hard. Anything that looks good; probably is.
Handy Haversacks are always good. Get one.

EDIT: D'oh! PHB Races only!

bue52
2008-09-19, 03:30 AM
273


Is Beguiler okay? Or must you be a wizard?



Erm yeah, has to be a wizard, but no restrictions on multiclassing.

monty
2008-09-19, 04:05 AM
275

Need an Archivist-based build, at level 14.
Race: Kobold
Class: Anything with full casting advancement, but needs some way to get the Kobold domain.
Stats: 18, 16, 14, 14, 12, 10.
Equipment: Standard WBL.

All 3.x books available except Psionics. Only other confirmed party member is a wizard.

playswithfire
2008-09-19, 07:39 AM
Q.272 - There's no build a villain thread, but I figure this is the place to ask! I would like a 15'th level arch-villain for this campaign.

Books: Any
Race: Preferably Human, can be Half-Elf
Class: Needs to be a caster of some sort, I would prefer at least one arcane caster class. Any kind of necromancer or lord of the undead works. Gestalt Character!
Ability Scores: It's a high power campaign, he should be well beyond the average human stat scores.
Alignment: Neutral Evil
House Rules: None at the moment
Concept: This character needs to be extremely powerful, the fight I have planned involves lots of undead, a large open room, and him on the back of a home brewed undead behemoth. I would like him to stay away from using insta-kills, but not be pure blaster caster either. If possible it would be cool for him to have a lot of mez spells to slow the PC's down while the undead eat at them. He's neutral evil, doesn't plan ahead enough to be lawful, but doesn't slaughter the innocent just for fun. He believes himself to be the lord of all the dead.


Any chance you can bump it to a 16th level villain?
Sorcerer 6/Pale Master 10//Crusader 5/Battle Dancer 1/Sorcerer+1/Crusader+9

CHA to AC unarmored from Battle Dancer and will saves from Crusader as well as determining the DCs for the nice touch attacks you get from Pale Master and you spells.

8th level spells and maneuvers; very importantly (if I remember correctly) an 8th level stance, for which you will choose Immortal Fortitude (can't die from hit point damage). Combined with all the immunities from Pale Master, he should be nigh unkillable. If that concept seems at all interesting, let me know and I'll try to flesh it out.

Billyjoe
2008-09-19, 07:08 PM
He can be 16'th level. What you've described would be amazing! A nice mix of melee and spells, I like it.

playswithfire
2008-09-20, 12:55 AM
He can be 16'th level. What you've described would be amazing! A nice mix of melee and spells, I like it.

Work in progress (http://www.myth-weavers.com/sheets/view.php?id=82398). Still needs some gear, the undead cohort granted by Pale Master and you'll probably want to tweak the spell selection. I don't usually play casters, so I mainly picked Necro spells that looked interesting and some other useful spells. All can be found in either SRD, Libris Mortis or Spell Compendium. Maneuvers are all Devoted Spirit (for survivability) and White Raven (for boosting the effectiveness of your minions). Since most things you'll be doing (spells and strikes) are standard actions, I gave him the slippers of battledancing that'll let him use CHA for to hit and damage instead of Strength or Dexterity after moving 10 feet to increase Single-Attribute-Dependent-ness. There are a couple charge maneuvers to take advantage of that also.

Rad
2008-09-20, 08:27 AM
Erm yeah, has to be a wizard, but no restrictions on multiclassing.

you could just be both! Be a Beguiller 1/ Wizard 3/Ultimate Magus X. Remember to take practiced spellcaster (Beguiller) so that you can stack a lot of caster levels on wizard (you only lose 2 CL in the whole build; it is not optimized but wizards are powerful enough that you'll hardly be useless. Plus the whole Metamagic thing is neat.)

bue52
2008-09-21, 03:50 AM
you could just be both! Be a Beguiller 1/ Wizard 3/Ultimate Magus X. Remember to take practiced spellcaster (Beguiller) so that you can stack a lot of caster levels on wizard (you only lose 2 CL in the whole build; it is not optimized but wizards are powerful enough that you'll hardly be useless. Plus the whole Metamagic thing is neat.)

Hmmm ok, but is it possible to go through this level by level, because I am not really familiar with the feats.... And I would like my character to be survivable but sticking to this character concept as much as possible. Thanks in advance:smallsmile:

playswithfire
2008-09-21, 08:46 PM
Q.272 - There's no build a villain thread, but I figure this is the place to ask! I would like a 15'th level arch-villain for this campaign.

Books: Any
Race: Preferably Human, can be Half-Elf
Class: Needs to be a caster of some sort, I would prefer at least one arcane caster class. Any kind of necromancer or lord of the undead works. Gestalt Character!
Ability Scores: It's a high power campaign, he should be well beyond the average human stat scores.
Alignment: Neutral Evil
House Rules: None at the moment
Concept: This character needs to be extremely powerful, the fight I have planned involves lots of undead, a large open room, and him on the back of a home brewed undead behemoth. I would like him to stay away from using insta-kills, but not be pure blaster caster either. If possible it would be cool for him to have a lot of mez spells to slow the PC's down while the undead eat at them. He's neutral evil, doesn't plan ahead enough to be lawful, but doesn't slaughter the innocent just for fun. He believes himself to be the lord of all the dead.

Other: The PC's are a Ghost-Faced Killer/Ninja of Indiana Jones (Dr. Jones is one of our favorite action heroes so he i a deity in our campaigns) who uses a whip dagger (because he likes it), a Dervish/Dirgesinger, a Pale Master/Shegunja of Nerull, and a Paladin/Cleric of good aligned deity that I can't remember. The Pale Master/Shegunja tends to buff a lot before combat and then rush in scythe a swinging. The Paladin will be playing with us for the first time, so I can't comment. The Dervish sings for enemy stat down at the beginning of combat, then buffs allies when the going gets tough.

It's my first time DM'ing and the first boss I created took me several days to plan out and work through, and even then it only seemed to barely challenge the party. They've been running into this guy over and over in minor events (no combat yet) and getting curbstomped by his undead forces. I want this fight to be epic and memorable. I can get through the planning the fight myself, but I want the character to be as well planned as he can be.
A. 272
Alright, here are some fairly complete (I didn't bother with skill points and most of the cohort's spellcasting, but there's a reason for that) sheets for Sir Very-Hard to Kill (http://www.myth-weavers.com/sheets/view.php?id=82398), the Human Crusader/Sorcerer/Pale Master (he'll look very much like he's an undead himself due to his undead graft and several features of the Pale Master class) and his 'spiritual adviser' Lord Buffs-a-lot (http://www.myth-weavers.com/sheets/view.php?id=82739) the human ghost LA 3/Cloistered Cleric 11//LA/Bard 10/Swordsage 2 (he's the cohort granted by Pale Master).

If I'm not too late for your campaign world, I'd recommend trying to have one or more brief encounters before the final battle where the villain tries to infect one or more PCs with necrotic cysts so he can spring the associated spells on them during the big battle if necessary. Other than that, Hard to kill will mainly be moving (probably on his mount, since you're giving him one) and then attacking with a standard action strike, usually designed to give the minions extra attacks or moves, casting a spell or using one of his pale master touch attacks.

Defensively, his AC's pretty good, he's got all the pale master immunities and then Immortal Fortitude to prevent him from dying from hit point damage (as long as he can make a Fort save equal to amount negative his hit points were). You've also got Steely Resolve and the Deathguardian Bracers to reduce the amount of damage you take to make the DC easier to make. The bracers will be what get your swift actions (actually immediate), giving up some spell slots to gain damage reduction. His reflex saves are a little weak, but the other two are good.

Meanwhile Buffs-a-lot will be flying around above the battle. In the first two rounds of battle, he will, in some order, cast Divine Power on himself and begin Inspiring Courage to get the undead minions hitting hard. The song is also subsonic, so hopefully the PCs won't even notice he's doing it. (At the moment, I've given him an evil version of Words of Creation that does normal damage to him where the original does nonlethal so he can inspire +6 instead of +3, which you can get rid of if you want, but I don't see why only the good guys get that great feat.) After that, his sword will keep singing for him for 10 rounds and then the effects linger another 5, so he won't have to inspire for 15 rounds so he can spend most of his time spamming inflict and mass inflict spells spontaneously to hurt the PCs and heal Hard-to-Kill (Tomb-tainted soul), himself and the minions. This is why I didn't bother with his spells. In my head, he's mainly converting his cleric spells to inflict spells and the bard casting probably wouldn't be too helpful, but you can pick some good bard spells to use in case the inflicts become less critical to keeping the fight going. If necessary, he's got Snowflake Wardance to boost his own melee power.

I know they're NPCs, but I bought their gear with the equivalent WBL of a 16th level PC because, well PC WBL is an easier chart to find and gear is good. You can have most of it spontaneously combust at the end of the encounter to prevent the PCs go over WBL if necessary.

Hope they're useful.

Veneficus
2008-09-22, 04:01 AM
Gnome Bard 3
{table]STR (12-2) 10 |0
DEX 14|+2
CON (10+2) 12|+1
INT 14|+2
WIS 10|+0
CHA 18|+4[/table]

Languages: Common, Gnome, Draconic, one other bonus language (take your pick; might be fun to sing Dwarvish drinking songs with your Rogue).

Feats:
1 Spell Penetration
3 Improved Initiative

Skill Points:
Bluff 5 ranks
Concentration 6 ranks
Diplomacy 6 ranks
Knowledge (Arcana) 6 ranks
Perform (your choice of instrument, oratory, etc) 6 ranks
Sense Motive 1 rank
Spellcraft 6 ranks
Tumble 6 ranks
Use Magic Device 6 ranks

Spells Known:
Level 0
Read Magic
Light
Summon Instrument
Message
Prestidigitation
Detect Magic

Level 1
Grease
Sleep
Hideous Laughter

Equipment: Get yourself a Mithral Breastplate if possible. Weapons aren't as vital. Get a shortbow for ranged combat. If you end up in melee, something has gone very wrong.

Going forward from here, select some of the standard Wizard spells from your Bard list: Identify (if your Cleric does not have the Magic domain), Glitterdust, Blur, Mirror Image, Blink, Phantom Steed, Haste, Invisibility, Greater Invisibility, Rainbow Pattern, Greater Heroism, Irresistable Dance. The most vitally important thing is that you NOT choose spells that can be duplicated by your Cleric. Remember that you can switch out spells known at some level-ups. Sleep should be one of these at level 5.

For skills moving forward, your priorities are: Perform, Spellcraft, Knowledge (Arcana), Concentration, Diplomacy, and Use Magic Device, in that order.Put enough ranks into Tumble and Concentration to let you get a +14 on the check, then stop putting ranks into them. Put ranks into things that will get you Diplomacy synergy (sense motive, knowledge royalty). Put 5 ranks into Knowledge (History) if you get the chance.

Unfortunately there aren't many options in core for a Bard PrC. Archmage and Loremaster are the only ones that won't have you losing caster levels, and the feat prereqs are very steep. I'd recommend you either stay a Bard throughout, or switch out to Sorcerer at 4th.

For the rest of your feats, Spell Focus and Greater Spell Penetration are good choices. Weapon Finesse is not worth it, since you will not be in melee. Combat Casting and Skill Focus (Concentration) can also be worthwhile. For Metamagics, remember that Bards can't use Silent Spell.

Equipment should be fairly straightforward. Cha- and Dex-improving items take priority. Armor comes before weapons. Give yourself items that improve mobility (either making you faster or making you fly).

That's all I have for now. Please feel free to critique.

Hey,

Thank you for your help and advice. I think that this character would suit me nicely.

P.S I apoligize for not responding earlier but I have been away from my PC since it decided to break and have only just fixed it.

Telonius
2008-09-22, 01:32 PM
Glad it helped! Give your computer a couple of (Blue Screen of) Death Wards from me, on the house. :smallbiggrin:

Suleman
2008-09-23, 07:06 AM
Hi there. I've been lurking on these forums for some time. Since my grasp on 3.5 rules was shaky at best, I've had some trouble with converting my old 3.5 characters to 4e. I'd like some help with that.
I'm not sure what the policy on multiple character requests is, but I cannot force you to make them all anyway.

Q.276 I'd like to remake my 8th level 3.5 character Jaarasti in 4e. Not sure what the corresponding level would be in 4e, but 8/20 would be 12/30. So let's say 12th level.
Books: Any 4e material that has appeared. I possess the core books, adventurer's vault and the forgotten realms books, but my DM will probably have more.
Race: Fire Genasi in 3.5, Genasi with fire manifestation in 4e.
Class: Evoker 5/ Elemental Savant 3 in 3.5. Wizard in 4e. No multiclassing.
Ability Scores: Standard point buy in 4e. Created with 32 point buy in 3.5. Had the following Ability Scores in her last appearance:
S:8 D:13 C:12 I:21 W:8 C:14
Alignment: True Neutral in 3.5, Unaligned in 4e.
House Rules: In 3.5, didn't have the +1 LA that Fire Genasi normally have. In 4e, none known yet.
Concept: She likes fire and will likely pick lots of fire- and destruction-related spells. Really specialized, since she used to be in an all-caster party. Gave up Necromancy and Transmutation in 3.5 so related powers in 4e should be avoided, too.
Other: Of the casting implements in 4e, most likely to use an orb, especially if it enchances her destructive spells. Carries a beautiful, but not necessarily magical dagger. Worked as a wizard on a pirate ship, so might know some rituals and skills related to sailing and piracy.

Q.277. I'd like to remake my 3.5 character Alakka in 4e. She used to be in a Dark Sun campaign. Here's an online character sheet of her 3.5 version (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=12479). 3rd level in 3.5, so 4th level in 4e?
Books: Any 4e material that has appeared. I possess the core books, adventurer's vault and the forgotten realms books, but my DM will probably have more. Used this (http://athas.org/products/ds3) fan-made Dark Sun book in 3.5.

Race: Halfling in 4e. Not sure whether the race should be customized to fit the character better. Customized Halfling in 3.5, with following racial traits:
-2 Strength, +2 Dexterity: Halflings are quick and stealthy, but weaker than humans.
• Halflings receive a -2 penalty to all Diplomacy skill checks when dealing with other races.
• Small: Halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on
Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are
three-quarters of those of a Medium character.
• Halfling base land speed is 20 feet.
• +2 racial bonus on Climb, Jump and Move Silently checks: Halflings are agile.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial attack bonus with a thrown weapon: javelins and slings are common weapons in feral halfling
society, and many halflings are taught to throw at an early age.
• +4 racial bonus on Listen checks: Halflings have keen ears. Their senses of smell and taste are equally keen -
they receive a +4 to all Wisdom checks that assess smell or taste.
• Automatic Languages: Halfling. Bonus languages: Common, Dwarven, Elven, Gith, Rhul-Thaun, Thri-Kreen,
Yuan-ti.
• Favored Class: Ranger

Class: A fitting combat class in 4e. Used to be a bandit, a fighter variant in 3.5. Like the Thug (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#fighterVariantThug), but with Survival instead of Gather Information as a class skill. With 4e rules, he could be anything from a fighter to a rogue to a ranger. Multiclassing allowed and encouraged.
Ability Scores: Standard point buy. Created with 32 point buy in 3.5, with her current stats in the character sheet linked above.
Alignment: Lawful Evil in 3.5, Evil in 4e.
House Rules: Tons in 3.5 version, none known yet in 4e.
Concept: A lightly armored, cruel and brutal melee combatant. As harsh as the Dark Sun campaign setting itself. Used to be the party's guide and scout. Sneakiness would be good.
Other: Uses a mahacuitl, a wooden shaft embedded with sharp obsidian pieces, as a weapon. Used to be based on the longsword, but could be done as a short sword, if she became a rogue or a ranger in 4e. Her only gear are a light crossbow with ammunition, a mahacuitl or two, a leather helm and possibly light armor. No magical items.

EDIT: Altered the Q numbers accordingly

Rad
2008-09-23, 08:29 AM
Q.273: I need a wizard, starting from level 1-12, want to see how it will be like after the tenth level for awhile.

Books: 3.X Books, except any of the forgotten realms books
Race: Human
Class: Wizard, prestige class-wise, I'd like to know what you guys would think about based on the character concept.
Ability Scores: this is for level one:
STR 9; DEX:9; CON:12;INT:14; WIS:12 CHA:9
Alignment: Neutral Good
House Rules:None
Concept: Inclined towards illusion and abjuration, these two schools would be his so called instinctive spells that he would first consider before the rest, not too sure what to ban, though my character is a very defensive person, staunchly believing in defensive abilities and skills over offensive ones.
Other: We have a dwarf cleric, a halfling rouge and an annoying elf paladin, who angst a lot, not too sure how team mechanics would fair here but yeah that's the general idea.

A 273
here's a more precise sketch:

1 Beguiller Practiced Spellcaster (Beguiller), open (Maybe Able learner for skills or more Metamagic)
2 Wizard 1
3 Wizard 2 Any Metamagic
4 Wizard 3
5 Wizard 4 (now you have 8 ranks in spellcraft and 4 in Knowledge[Arcane])
6 Ultimate Magus 1 (Beguiller CL is 6, Wizard CL is 5, so the spells go to Wizard)
7 UM 2
8 UM 3
9 UM 4 (CL is 10 for both, so pick Wizard for spells) Chain Spell (bonus), Reach Spell
10 UM 5
11 UM 6
12 UM 7 (now beguiller CL is behind, so now you get no wizard spells unless you invest another feat in Practiced Spellcaster (Beguiller)). Quicken Spell

Now your CL is huge (14 Beguiller, 13 Wizard) but your spells per day as a 10th level wizard and a 8th level beguiller (4th level).

you can burn beguiller spells to apply free and on-the-fly metamagic, so get as many of those as you can. I left most of the feat slots open but I really advice you to at least take Quicken and Chain spell (remember that Chain is best for buffs rather than hostile spells (use reach spell to have touch spell qualify). Magic weapon is great for instance: you get the whole party with one of them.).
Some people would ban enchantment/Illusion because they get the spells from the beguiller side anyway; however that does not fit with your concept since you would actually be behind on spell levels in those schools. you could just be a generalist or ban Evocation to be a diviner (there is at least one good divination spell per level) or ban Evocation and Necromancy (a shame for Enervate, which benefits from free metamagic SO MUCH but maybe it fits in the concept). See the Logic Ninja Wizard guide for good spells and metamagic feats.

EDIT: I misread your post. You can be an Abjurer and ban Evocation and Illusion then. You'll get some Illusion from Beguiller anyway.
or get the ultimate defense build:
Abjurer 3/Master Specialist 10/ Initiate of the Sevenfold Veil 7
just pick all the prerequisites (Master Specialist will give you some) and you can't be wrong. This time ban Evocation and Necromancy (metamagic will be much less abundant this way)

Telonius
2008-09-23, 01:02 PM
Ability Scores: this is for level one:
STR 9; DEX:9; CON:12;INT:14; WIS:12 CHA:9


I'm away from my books at the moment, but those stats look pretty bad. Is a net +1 bonus eligible for a re-roll?

monty
2008-09-23, 01:09 PM
I'm away from my books at the moment, but those stats look pretty bad. Is a net +1 bonus eligible for a re-roll?

Considering the elite array has a net +5, I'd say that's a definite reroll.

revolver kobold
2008-09-25, 09:18 PM
Q.278: I'm looking to build an archer for a 3.5 Forgotten Realms campaign, we are currently at level 14.

Books: Anything really. The only stuff that has been ruled out is from Eberron or any other campaign setting. Dragon magazine is ok. Some 3.0 is also allowed (at DM's approval).
Race: To quote the DM "Anything that wont have a hard time fitting in in a city"
Class: Whatever works, but preferably not a caster (minor casting like a Ranger is fine, just not looking for a Cleric Archer build)
Ability Scores: 32 point buy
Alignment: Preferably good.
Concept: I'm looking for an archer that works mainly to harass and disable enemy spell casters. Also thinking of either starting as or becoming a Harper.
Other: Other party members include an Avariel Contemplative, an Elf Psion, A Half Fiend Githzerai Monk (don't ask...) and an Aasimar Master of Many Forms.

playswithfire
2008-09-25, 10:35 PM
Q.278: I'm looking to build an archer for a 3.5 Forgotten Realms campaign, we are currently at level 14.

Books: Anything really. The only stuff that has been ruled out is from Eberron or any other campaign setting. Dragon magazine is ok. Some 3.0 is also allowed (at DM's approval).
Race: To quote the DM "Anything that wont have a hard time fitting in in a city"
Class: Whatever works, but preferably not a caster (minor casting like a Ranger is fine, just not looking for a Cleric Archer build)
Ability Scores: 32 point buy
Alignment: Preferably good.
Concept: I'm looking for an archer that works mainly to harass and disable enemy spell casters. Also thinking of either starting as or becoming a Harper.
Other: Other party members include an Avariel Contemplative, an Elf Psion, A Half Fiend Githzerai Monk (don't ask...) and an Aasimar Master of Many Forms.

It's not quite an archer, but it works like one and level 14 is just enough to get the fun parts of Master Thrower and Bloodstorm Blade, so here's this:


Swordsage focus,feat[point blank shot]
Barbarian*
Barbarian rapid shot,feat[Precise Shot]
Swordsage
Warblade
Bloodstorm Blade feat[]
Bloodstorm Blade
Bloodstorm Blade fighter[Far Shot]
Bloodstorm Blade feat[]
Master Thrower Quick Draw, trick[Defensive Throw]
Master Thrower
Master Thrower feat[Two with one Blow]
Master Thrower Snatch Arrows
Master Thrower Improved Critical, trick[weak spot]

BAB +13/+8/+3 or +11/+11/+6/+1
Saves 10/8/5

*Hunter variant that drops rage for favored enemy and ranger combat style

Fits any race with no multiclass penalty

Use warblade's weapon aptitude to adjust the swordsage's weapon focus to whatever thrown weapon you want to use. You've got lightning ricochet so it bounces back as a free action, so you get your full set of attacks with only the one weapon. Two if you TWF. And they're all touch attacks.

Options;
grab power attack and use thunderous throw to be STR based; javelin or short spear
grab weapon finesse, probably TWF feats, wounding daggers and take Trip Shot instead of Two with One Blow and be DEX based
grab Zen Archery and be WIS based

You've got a few free feats to play with

monty
2008-09-25, 11:42 PM
Q.278: I'm looking to build an archer for a 3.5 Forgotten Realms campaign, we are currently at level 14.

Books: Anything really. The only stuff that has been ruled out is from Eberron or any other campaign setting. Dragon magazine is ok. Some 3.0 is also allowed (at DM's approval).
Race: To quote the DM "Anything that wont have a hard time fitting in in a city"
Class: Whatever works, but preferably not a caster (minor casting like a Ranger is fine, just not looking for a Cleric Archer build)
Ability Scores: 32 point buy
Alignment: Preferably good.
Concept: I'm looking for an archer that works mainly to harass and disable enemy spell casters. Also thinking of either starting as or becoming a Harper.
Other: Other party members include an Avariel Contemplative, an Elf Psion, A Half Fiend Githzerai Monk (don't ask...) and an Aasimar Master of Many Forms.

To offer a slightly different variation on the same theme:

Race: Strongheart Halfling
Class: Warblade 3 / Marshal 2 / Bloodstorm Blade 4 / Master Thrower 5
Str 6 Dex 20 Con 14 Int 10 Wis 10 Cha 14

{table]Level | Class | Feat[s]/Feature
1 | Warblade 1 | Point Blank Shot, Precise Shot
2 | Warblade 2
3 | Warblade 3 | Weapon Focus
4 | Marshal 1 | Motivate Dexterity
5 | Marshal 2 | (major aura)
6 | Bloodstorm Blade 1 | Power Attack
7 | Bloodstorm Blade 2
8 | Bloodstorm Blade 3
9 | Bloodstorm Blade 4 | Weapon Finesse
10 | Master Thrower 1 | Palm Throw
11 | Master Thrower 2
12 | Master Thrower 3 | Rapid Shot, Trip Shot
13 | Master Thrower 4
14 | Master Thrower 5 | Weak Spot[/table]

With a BAB of 13, you can make three attacks per round, plus one from Rapid Shot, doubled by Palm Throw, for a total of eight, all touch attacks. Then you get to make a trip attempt with each one, also getting Cha to the check. Then, your monk can feel useful while he mops up the casters.

Cheesegear
2008-09-25, 11:44 PM
These builds are getting repetitive. I already did a Sniper (http://www.giantitp.com/forums/showpost.php?p=4693889&postcount=1021) build.

Iku Rex
2008-09-27, 09:08 PM
Q.278: I'm looking to build an archer for a 3.5 Forgotten Realms campaign, we are currently at level 14.

Human Ranger 2/Fighter 4/Exotic Weapon Master (CWar) 1 /Peerless Archer (SilvMar) 7

Peerless Archer is approved for 3.5 by default since Player's Guide to Faerun (3.5) didn't have an update for it. It requires some minor conversion though.

The "Sharp Shooting" ability to ignore cover and concealment needs to be converted.

Cover:
3.0 cover was 1/4 (+2 AC), 1/2 (+4 AC), 3/4 (+7 AC) or 9/10 (+10 AC).
3.5 cover is cover (+4 AC) or improved cover (+8 AC).

The ability lets you ignore one (2nd level), two (5th) or three (9th) step(s) of 3.0 cover. I'd convert it by allowing the character to ignore two points of cover-AC for each "level" of the ability. (Example: A 5th level PA ignores regular cover, and the target only gets a +4 AC bonus from improved cover.)

Concealment:
3.0 concealment was 1/4 (10% miss chance), 1/2 (20% miss chance), 3/4 (30% miss chance), 9/10 (40% miss chance) and total (50% miss chance).
3.5 concealment is either just plain concealment (20% miss chance) or total concealment (50%). The rules mention that "certain situations may provide more or less than typical concealment" though.

The ability lets you ignore 10% miss chance per "step" (2,5,9, as for cover) and there's really no need for any conversion beyond that observation.

Ability scores: You want a high Dex and decent Str. The Peerless archer's power shot ability means that you're less dependant on Str for damage than most archers. Con is always good.

Build:

(Probably not an ideal level-by-level build, but it doesn't matter since you're starting at level 14.)

1 Ranger 1 Point Blank Shot, Quick Draw, Track*
2 Fighter 1 Precise Shot*
3 Fighter 2 Exotic Weapon Proficiency (Greatbow)*, Weapon Focus (Greatbow)
4 Fighter 3
5 Ranger 2 Rapid Shot
6 Fighter 4 Far Shot, Weapon Specialization (Greatbow)
7 Exotic Weapon Master (Close-Quarters Ranged Conbat)
8 Peerless Archer 1
9 Peerless Archer 2 Ranged Weapon Mastery (PHBII)
10 Peerless Archer 3
11 Peerless Archer 4
12 Peerless Archer 5 Manyshot
13 Peerless Archer 6
14 Peerless Archer 7
***
15 Peerless Archer 8 Improved Rapid Shot (CWar)
16 Peerless Archer 9
17 Peerless Archer 10

If the DM allows it, Deepwood Sniper (MotW) is good for a two-level dip after this.


Items: Most of the items suggested here (http://www.giantitp.com/forums/showpost.php?p=4015641&postcount=856) could be useful. Your bow should be elvencraft (RotW), to threaten spellcasters up close. Make it magebane (MIC) if you want to get arcane casters in particular. You can craft your own -bane arrows one at a time for strong opponents. Strongarm bracers (MIC, 6000) would let you use a Large (2d8) greatbow. Initiative boosters would help you get off a nasty first round of hasted, rapid-shotting sneak attacks against a flat-footed enemy. A Ring of Blinking provides defense and lets you get sneak attack on all your attacks.

If you have the stomach for it, the splitting (+3, ChmpRuin) weapon ability is a must-have.

You can use spell trigger items (wands) with ranger spells. If you can find a good way to hold the wand (attached to bow? quick draw/drop?) there are several very good swift action spells in Champions of Ruin. Hunter's Mercy (SpC) can be devastating if you hit using maximum power shot.

Tactics: Shoot arrows at the enemy until they're dead. You'll have a high attack bonus and the ability to trade AB for damage against low AC targets. One more level and you get the Threaten ability from Peerless Archer. You can then move close to spellcasters and if they 5' step away to cast you give them a surprise by taking an AoO. (At this level casters usually have a high concentration skill though.)

TheFallenOne
2008-09-29, 11:26 AM
Q.279 Suggestions for an aged fighter.
I'm trying to make a human fighter who is past his best years(middle age, couple years from old) who spent his life as a soldier, mercenary etc. I plan to give him feats like Expertise, Improved X(Sunder, Bullrush, Disarm, Trip etc) to represent his experience without specialising. He's not supposed to be spectacular at any of those manouvers but decent enough to have at least one viable option against most opponents.
Level: hm, something between 6 and 8

Books Everything 3.5 should be fair game. Book of 9 Swords stuff only if it isn't supernatural like throwing fire with his sword
Race Human
Class Mainly fighter for the feats unless there's some other way to get the versatility, but can dip in any class or prestige class that isn't setting-specific. Maybe 1st level in Rogue
Ability Scores 32 point buy. Rather balanced(after aging) with physical stats 16 tops, ~14 in Int or Wis.
I'd like to have some possibilites to utlize his Wis or Int modifier in battle to represent that he fights with cunning and experience as much as with physical strenght.
Alignment Lawful neutral
Concept As described above. I know fighter are suboptimal and this is a very suboptimal design for a fighter. I don't expect him to be particulary strong, but he shouldn't be helpless once anything challenging comes along and he should be able to at least compete with simpler melee builds using one or more of his Improved X dependent on the opponent.

I'll be really impressed and grateful if you guys manage to make that character NOT suck :smallsmile:

Telonius
2008-09-29, 01:27 PM
Unfortunately don't have time for a full build right now, but Combat Intuition and Zen Archery sound like good feats for your old fogey.

You might want to look into a few levels of Swashbuckler if you want to add INT to your attacks. Downside is you can only use Light armor if you do this.

TheFallenOne
2008-09-30, 10:36 AM
Combat Intuition is a nice find, thanks! Really fits the character I imagine
Zen Archery on the other hand doesn't fit, I should have been more specific that I had a melee jack-of-all-trades in mind

Now I thought about Swashbuckler, I think they are a bit too graceful for that gruff old dude, also only light weapons.
I took a quick look at warblade and noticed that the rules really fit the character(many uses for intelligence bonus, not specialized on a weapon) but the description of the class with all that daring, glory-hunting and joy-through-battle is everything the planned character is not. Well, dang. Maybe I can work around on that and make a fighter who later picked up warblade but I'm still open for ideas. Combat Intuition is definitely taken

monty
2008-09-30, 11:10 AM
I took a quick look at warblade and noticed that the rules really fit the character(many uses for intelligence bonus, not specialized on a weapon) but the description of the class with all that daring, glory-hunting and joy-through-battle is everything the planned character is not. Well, dang. Maybe I can work around on that and make a fighter who later picked up warblade but I'm still open for ideas. Combat Intuition is definitely taken

Fluff is the easiest part of a class to change. Just get rid of all that glory stuff and you're good. Just change it to something where he fights smart as well as hard (hence the Int-based stuff).

Telonius
2008-09-30, 01:50 PM
Or, you could use that as character background. Your character was young once. Maybe he did act and feel like that, way back then.

XGemo_The_EmoX
2008-09-30, 04:31 PM
yeah i am new to this and i don't what to do and how to do it at all my friend just showd me the website and i played a little D&D but still new to it so i need help with this please resopned and yes i am dislexic

Mando Knight
2008-09-30, 05:15 PM
Hi there. I've been lurking on these forums for some time. Since my grasp on 3.5 rules was shaky at best, I've had some trouble with converting my old 3.5 characters to 4e. I'd like some help with that.
I'm not sure what the policy on multiple character requests is, but I cannot force you to make them all anyway.

Q.276 I'd like to remake my 8th level 3.5 character Jaarasti in 4e. Not sure what the corresponding level would be in 4e, but 8/20 would be 12/30. So let's say 12th level.
Books: Any 4e material that has appeared. I possess the core books, adventurer's vault and the forgotten realms books, but my DM will probably have more.
Race: Fire Genasi in 3.5, Genasi with fire manifestation in 4e.
Class: Evoker 5/ Elemental Savant 3 in 3.5. Wizard in 4e. No multiclassing.
Ability Scores: Standard point buy in 4e. Created with 32 point buy in 3.5. Had the following Ability Scores in her last appearance:
S:8 D:13 C:12 I:21 W:8 C:14
Alignment: True Neutral in 3.5, Unaligned in 4e.
House Rules: In 3.5, didn't have the +1 LA that Fire Genasi normally have. In 4e, none known yet.
Concept: She likes fire and will likely pick lots of fire- and destruction-related spells. Really specialized, since she used to be in an all-caster party. Gave up Necromancy and Transmutation in 3.5 so related powers in 4e should be avoided, too.
Other: Of the casting implements in 4e, most likely to use an orb, especially if it enchances her destructive spells. Carries a beautiful, but not necessarily magical dagger. Worked as a wizard on a pirate ship, so might know some rituals and skills related to sailing and piracy.

Q.277. I'd like to remake my 3.5 character Alakka in 4e. She used to be in a Dark Sun campaign. Here's an online character sheet of her 3.5 version (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=12479). 3rd level in 3.5, so 4th level in 4e?
Books: Any 4e material that has appeared. I possess the core books, adventurer's vault and the forgotten realms books, but my DM will probably have more. Used this (http://athas.org/products/ds3) fan-made Dark Sun book in 3.5.

Race: Halfling in 4e. Not sure whether the race should be customized to fit the character better. Customized Halfling in 3.5, with following racial traits:
-2 Strength, +2 Dexterity: Halflings are quick and stealthy, but weaker than humans.
• Halflings receive a -2 penalty to all Diplomacy skill checks when dealing with other races.
• Small: Halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on
Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are
three-quarters of those of a Medium character.
• Halfling base land speed is 20 feet.
• +2 racial bonus on Climb, Jump and Move Silently checks: Halflings are agile.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial attack bonus with a thrown weapon: javelins and slings are common weapons in feral halfling
society, and many halflings are taught to throw at an early age.
• +4 racial bonus on Listen checks: Halflings have keen ears. Their senses of smell and taste are equally keen -
they receive a +4 to all Wisdom checks that assess smell or taste.
• Automatic Languages: Halfling. Bonus languages: Common, Dwarven, Elven, Gith, Rhul-Thaun, Thri-Kreen,
Yuan-ti.
• Favored Class: Ranger

Class: A fitting combat class in 4e. Used to be a bandit, a fighter variant in 3.5. Like the Thug (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#fighterVariantThug), but with Survival instead of Gather Information as a class skill. With 4e rules, he could be anything from a fighter to a rogue to a ranger. Multiclassing allowed and encouraged.
Ability Scores: Standard point buy. Created with 32 point buy in 3.5, with her current stats in the character sheet linked above.
Alignment: Lawful Evil in 3.5, Evil in 4e.
House Rules: Tons in 3.5 version, none known yet in 4e.
Concept: A lightly armored, cruel and brutal melee combatant. As harsh as the Dark Sun campaign setting itself. Used to be the party's guide and scout. Sneakiness would be good.
Other: Uses a mahacuitl, a wooden shaft embedded with sharp obsidian pieces, as a weapon. Used to be based on the longsword, but could be done as a short sword, if she became a rogue or a ranger in 4e. Her only gear are a light crossbow with ammunition, a mahacuitl or two, a leather helm and possibly light armor. No magical items.

EDIT: Altered the Q numbers accordingly

First off, you have all of the 4E player character material that has been published so far, apparently... not counting Dragon Magazine.

32 point-buy in 3.5 is similar to the standard 22 point buy in 4E. I'll switch stats around a little, since you can only have one 8 in 4E...

A 276 If you want your wizard to be a fire-based blaster with a low Wis, then Orbs are really bad for you, since Orbs enhance ongoing abilities instead of initial attacks, and several of the fire spells with sustained effects already have Sustain: Minor as part of their stat block. Evokers would probably use Wands of Accuracy, anyway.
Also, in 4E, levels 21+ are Epic, just as 21+ were in 3.5. The main difference is that it's assumed that characters who get to level 20 will continue on to epic levels as opposed to the 3.5 assumption where epic levels were hardly ever used. Based on your original genasi's stats, I'm recommending the following:
Jaarasti, Level 8 Genasi Wizard
Medium Elemental Humanoid
Initiative +6 Senses Perception +4
HP 59 Bloodied 29 Surge Value 14 Surges per Day 7
AC 19 Fortitude 15 Reflex 20 Will 18
Resist 10 fire, 5 cold, 5 thunder
Speed 6

Powers Known
At-Will: Scorching Burst, Magic Missile (PHB 159)
Encounter: Firepulse (Firesoul Genasi, FR PG 10), Burning Hands (Lv. 1, PHB 159), Fire Shroud (Lv. 3, PHB 161), Fire Burst (Lv. 7, PHB 163)
Daily: Usually prepared: Flaming Sphere (Lv. 1, PHB 160), Fireball (Lv. 5, PHB 161); Otherwise known: Freezing Cloud (Lv. 1, PHB 160), Stinking Cloud (Lv. 5, PHB 160)
Utility: (All Daily) Shield, Expeditious Retreat (Lv. 2, PHB 160); Wall of Fog, Dispel Magic (Lv. 6, PHB 162)

Class Features: Cantrips, Arcane Implement: Wand of Accuracy, Ritual Casting, Spellbook

Racial Features: Skill Bonus: Endurance and Nature; Elemental Origin; Firesoul Manifestation

Feats: (5 + Ritual Casting) Astral Fire (PHB), Defensive Mobility (PHB), Manifest Resistance (FRPG), Versatile Resistance (FRPG), Toughness (PHB), Ritual Casting (cannot retrain, PHB)

Alignment Unaligned Languages Common, Primordial
Skills Arcana +14, Nature +13, Religion +14, History +14
Str 10 (+0/+4) Dex 14 (+2/+6) Wis 10 (+0/+4)
Con 12 (+1/+5) Int 21 (+5/+9) Cha 15 (+2/+6)
Equipment Dagger (ornate), Wand

A 277 Your 'arfling's a little easier, as she seems to be a straight-up Brutal Scoundrel, and you provided a link to her 3.5 edition stats (BTW, her weapon has the same damage dice as a short sword in that char sheet, not as a longsword.), and she doesn't have the nasty spell list to convert... Once again, I'm giving you a 1-1 (level-wise) conversion, not adjusting for the removal of the 20th level ceiling. She will, however, receive a Cha boost thanks to her new racial abilities...

Alakka, Level 3 Halfling Rogue
Small Natural Humanoid
Initiative +5 Senses Perception +1
HP 46 Bloodied 23 Surge Value 11 Surges per Day 8
AC 17 Fortitude 13 Reflex 17 Will 11
Speed 6

Powers Known
At-Will: Riposte Strike, Piercing Strike (PHB 118)
Encounter: Torturous Strike (Lv. 1, PHB 118), Topple Over (Lv. 3, PHB 120)
Daily: Easy target (Lv. 1, PHB 119)
Utility: Great Leap (Lv. 2, PHB 119, At-Will), Second Chance (Halfling racial, PHB 44, Encounter)

Class Features: Brutal Scoundrel (+ Str to Sneak Attack), First Strike, Sneak Attack (2d6), Rogue Weapon Talent

Racial Features: Skill Bonus: Acrobatics and Thievery; Bold; Nimble Reaction, Second Chance

Feats: (2) Lost in the Croud, Weapon Focus (Light Blades)

Alignment Evil Languages Common, Choice of 1 other
Skills Stealth +10, Thievery +10, Athletics +8, Intimidate +6, Bluff +6, Dungeoneering +5
Str 14 (+2/+3) Dex 18 (+4/+5) Wis 10 (+0/+1)
Con 14 (+2/+3) Int 12 (+1/+2) Cha 10 (+0/+1)
Equipment Mahacuitl (short sword), Hand Crossbow, Leather armor, ceramic stuff, bag, HAT!

Taljen
2008-09-30, 05:37 PM
Hey, I was wondering if someone could advise me on a level by level to get the end result of a Chaotic Non-Evil Human Master of Masks? No limit on books, ability scores, house rules, etc. I'm just really intrigued by the idea of a relatively underpowered class that has a lot of room for using skills in nonconventional ways.

Thanks!

XGemo_The_EmoX
2008-09-30, 08:03 PM
yeah i am new to this and i don't what to do and how to do it at all my friend just showd me the website and i played a little D&D but still new to it so i need help with this please resopned and yes i am dislexic

playswithfire
2008-09-30, 09:50 PM
Hey, I was wondering if someone could advise me on a level by level to get the end result of a Chaotic Non-Evil Human Master of Masks? No limit on books, ability scores, house rules, etc. I'm just really intrigued by the idea of a relatively underpowered class that has a lot of room for using skills in nonconventional ways.

Thanks!

I think Person_Man's done the more or less definitive Master of Masks here (http://www.giantitp.com/forums/showthread.php?t=88633)

Stupendous_Man
2008-09-30, 09:53 PM
How would you make a "Captain Falcon" type character?

Would a Decisive Blow monk with Flying Kick be a start?

Telonius
2008-10-01, 08:32 AM
yeah i am new to this and i don't what to do and how to do it at all my friend just showd me the website and i played a little D&D but still new to it so i need help with this please resopned and yes i am dislexic

Hey Gemo! Well, to start out with, it would help us out if you let us know exactly what you need help with. D&D is a huge game with thousands of options, so the question is a little broad. (It's along the lines of telling somebody you need help with "school." Which subject, what are you doing badly in?) If you can narrow it down for us we'd be able to help you a lot better.

Suleman
2008-10-01, 10:37 AM
First off, you have all of the 4E player character material that has been published so far, apparently... not counting Dragon Magazine.

32 point-buy in 3.5 is similar to the standard 22 point buy in 4E. I'll switch stats around a little, since you can only have one 8 in 4E...

A 276 If you want your wizard to be a fire-based blaster with a low Wis, then Orbs are really bad for you, since Orbs enhance ongoing abilities instead of initial attacks, and several of the fire spells with sustained effects already have Sustain: Minor as part of their stat block. Evokers would probably use Wands of Accuracy, anyway.
Also, in 4E, levels 21+ are Epic, just as 21+ were in 3.5. The main difference is that it's assumed that characters who get to level 20 will continue on to epic levels as opposed to the 3.5 assumption where epic levels were hardly ever used. Based on your original genasi's stats, I'm recommending the following:
Jaarasti, Level 8 Genasi Wizard
Medium Elemental Humanoid
Initiative +6 Senses Perception +4
HP 59 Bloodied 29 Surge Value 14 Surges per Day 7
AC 19 Fortitude 15 Reflex 20 Will 18
Resist 10 fire, 5 cold, 5 thunder
Speed 6

Powers Known
At-Will: Scorching Burst, Magic Missile (PHB 159)
Encounter: Firepulse (Firesoul Genasi, FR PG 10), Burning Hands (Lv. 1, PHB 159), Fire Shroud (Lv. 3, PHB 161), Fire Burst (Lv. 7, PHB 163)
Daily: Usually prepared: Flaming Sphere (Lv. 1, PHB 160), Fireball (Lv. 5, PHB 161); Otherwise known: Freezing Cloud (Lv. 1, PHB 160), Stinking Cloud (Lv. 5, PHB 160)
Utility: (All Daily) Shield, Expeditious Retreat (Lv. 2, PHB 160); Wall of Fog, Dispel Magic (Lv. 6, PHB 162)

Class Features: Cantrips, Arcane Implement: Wand of Accuracy, Ritual Casting, Spellbook

Racial Features: Skill Bonus: Endurance and Nature; Elemental Origin; Firesoul Manifestation

Feats: (5 + Ritual Casting) Astral Fire (PHB), Defensive Mobility (PHB), Manifest Resistance (FRPG), Versatile Resistance (FRPG), Toughness (PHB), Ritual Casting (cannot retrain, PHB)

Alignment Unaligned Languages Common, Primordial
Skills Arcana +14, Nature +13, Religion +14, History +14
Str 10 (+0/+4) Dex 14 (+2/+6) Wis 10 (+0/+4)
Con 12 (+1/+5) Int 21 (+5/+9) Cha 15 (+2/+6)
Equipment Dagger (ornate), Wand

A 277 Your 'arfling's a little easier, as she seems to be a straight-up Brutal Scoundrel, and you provided a link to her 3.5 edition stats (BTW, her weapon has the same damage dice as a short sword in that char sheet, not as a longsword.), and she doesn't have the nasty spell list to convert... Once again, I'm giving you a 1-1 (level-wise) conversion, not adjusting for the removal of the 20th level ceiling. She will, however, receive a Cha boost thanks to her new racial abilities...

Alakka, Level 3 Halfling Rogue
Small Natural Humanoid
Initiative +5 Senses Perception +1
HP 46 Bloodied 23 Surge Value 11 Surges per Day 8
AC 17 Fortitude 13 Reflex 17 Will 11
Speed 6

Powers Known
At-Will: Riposte Strike, Piercing Strike (PHB 118)
Encounter: Torturous Strike (Lv. 1, PHB 118), Topple Over (Lv. 3, PHB 120)
Daily: Easy target (Lv. 1, PHB 119)
Utility: Great Leap (Lv. 2, PHB 119, At-Will), Second Chance (Halfling racial, PHB 44, Encounter)

Class Features: Brutal Scoundrel (+ Str to Sneak Attack), First Strike, Sneak Attack (2d6), Rogue Weapon Talent

Racial Features: Skill Bonus: Acrobatics and Thievery; Bold; Nimble Reaction, Second Chance

Feats: (2) Lost in the Croud, Weapon Focus (Light Blades)

Alignment Evil Languages Common, Choice of 1 other
Skills Stealth +10, Thievery +10, Athletics +8, Intimidate +6, Bluff +6, Dungeoneering +5
Str 14 (+2/+3) Dex 18 (+4/+5) Wis 10 (+0/+1)
Con 14 (+2/+3) Int 12 (+1/+2) Cha 10 (+0/+1)
Equipment Mahacuitl (short sword), Hand Crossbow, Leather armor, ceramic stuff, bag, HAT!

Thank you. Those will do nicely. The mahacuitl has d6 as a damage die because it's a small weapon (The character IS a halfling, after all). So, it's based on longsword.

Taljen
2008-10-01, 10:46 AM
I think Person_Man's done the more or less definitive Master of Masks here (http://www.giantitp.com/forums/showthread.php?t=88633)

Thank you very much, that gave me a lot of ideas. However, a lot of the combos were a little too complicated for the kind of campaigns I usually play ("casual player," sorry). Also, I can't see everyone else going with the "Factotum" class (Once again, my bad, I actually had not heard of it :smallfrown:)

I was thinking more along the lines of what "typical" base class goes along best with Master of Masks- obviously bard or rogue, right? I was just wondering if some comination of multiclass of the two, or others, would lend itself better to the prestige class. Thanks again.

Telonius
2008-10-01, 11:24 AM
Master of Masks is a pretty good class, but you do need to be very careful to realize what your role in the party is going to be. You're absolutely right that it's best entered with Bards or Rogues. But take a look at its skill list, and realize that you only get 4 skill points per level. If you are intending to be the party skillmonkey as a MoM, you will really be hampered. Rogues are best off taking only one level, picking up the Gladiator and Assassin masks (or substituting something else for the Assassin mask if you like the flavor better).

With a Bard, it's a somewhat different story, but realize that you won't be advancing your spellcasting as quickly. Picking up seven levels of it, as well as the Archmage mask (or ten levels plus archmage and the Practiced Spellcaster feat from Complete Arcane) might be a decent investment.

Remember, the point of Master of Masks is for you to be able to do many different things that you otherwise wouldn't have been able to do. The best Masks are the ones that grant you spells or abilities.

Mando Knight
2008-10-01, 11:34 AM
Thank you. Those will do nicely. The mahacuitl has d6 as a damage die because it's a small weapon (The character IS a halfling, after all). So, it's based on longsword.

Ah. Right. I forgot about the Small weapons from 3.5. A halfling would probably use a human's shortsword much like a human would use a longsword or bastard sword, so it does kinda translate...

Taljen
2008-10-02, 10:03 AM
Thanks so much for the advice, that actually really helps!

monty
2008-10-02, 05:16 PM
I lost count, so let's call this Q 280

Need a fairly optimized charger build, including a major Titan bloodline.
ECL 8
Race/Class: Any non-psionic
Stats: 18 18 16 16 16 14
Neutral or Chaotic Neutral
All books except Psionics

Thurbane
2008-10-02, 09:26 PM
Q. 281

OK, this is an alternative to the Dwarf Fighter 1/Rogue 7 I posted a while back.

Human Rogue 3/Fighter 5:


Human Rogue 3/Fighter 5

STR 16 (18)
DEX 14
CON 14
INT 12
WIS 10
CHA 8

H Nimble Fingers
1 Iron Will
3 Power Attack
F1 Weapon Focus (Greatsword)
F2 Combat Reflexes
6 Cleave
F4 Weapon Specialization (Greatsword)

- Appraise 6 1 0
- Balance 6 2 -5
- Climb 6 3 -5
- Disable Dev 9 1 2
- Escape Art 6 2 -5
- Listen 6 0 0
- Open Lock 9 2 2
- Search 10 1 0
- Sense Motive 6 0 0
- Spot 6 0 0

Full attack: +1 Holy Greatsword +13/+8 (2d6+9, 19-20/x2)

18350 +1 Holy Greatsword
2650 +1 Full Plate Armor
4000 Gauntlets of Ogre Power
1250 Goggles of Minute Seeing
500 Composite Longbow (+4 STR)
100 Masterwork Thieves' Tools

=====

9 Skill Focus (Search)
F6 Improved Critical (Greatsword)
- Open Lock 10
- Disable Device 10

The_Scourge
2008-10-04, 02:31 AM
Ok, Q282
I'm looking to make a character obsessed with finding the biggest, meanest monsters out there and killing the heck out of them. I haven't settled on his personality yet whether he'll be Reginald Witherbottom the 3rd, a haughty, british accented toff or Cluny Giantsnapper a haggard rough hunter who wears his trophies on his person.

Mechanics are this: 32 point buy, ECL 16, no psionics, other than that anything's fair game including Iron Kingdoms stuff. I'm looking for the ground up here, race feats class, everything so if you're feeling ambitious brew me up some monster hunting goodness.

playswithfire
2008-10-04, 07:29 AM
Ok, Q282
I'm looking to make a character obsessed with finding the biggest, meanest monsters out there and killing the heck out of them. I haven't settled on his personality yet whether he'll be Reginald Witherbottom the 3rd, a haughty, british accented toff or Cluny Giantsnapper a haggard rough hunter who wears his trophies on his person.

Mechanics are this: 32 point buy, ECL 16, no psionics, other than that anything's fair game including Iron Kingdoms stuff. I'm looking for the ground up here, race feats class, everything so if you're feeling ambitious brew me up some monster hunting goodness.

Partially A 282.

I don't have time to do a full build now, but if you decide to go the Cluny Giantsnapper route, there's the Leviathan Hunter prestige class from Stormwrack. Five levels long, lets you create trophies from creatures you defeat that you then wear to gain bonuses to saves and AC against creatures of the same time as the trophy (up to 5 at a time by level 5). Easily entered by a Ranger 1/Anything 4. If I flesh this out, it'd probably be a Ranger/Scout/Warblade/Leviathan hunter in some order with swift hunter.

Fireball.Man.Guy.
2008-10-06, 05:47 AM
Q 283
3.5
I need a level- By- Level build for a character specializing in crossbow and longsword (or bastard Sword) combat. Not at the same time, of course.

Books: Any
Race: Human, elf, or half-elf
Class: No casters, please
Ability scores: 32 point buy
Alignment: any
House rules: none
Concept: I was thinking something along the lines of the Einhander feat for one handed sword wielding, and ranged attacks with a crossbow.
Other: I'm building this for any game that comes along, so try to make it as general as possible.

Thanks a bunch!

Telonius
2008-10-06, 01:56 PM
Q 283
3.5
I need a level- By- Level build for a character specializing in crossbow and longsword (or bastard Sword) combat. Not at the same time, of course.

Books: Any
Race: Human, elf, or half-elf
Class: No casters, please
Ability scores: 32 point buy
Alignment: any
House rules: none
Concept: I was thinking something along the lines of the Einhander feat for one handed sword wielding, and ranged attacks with a crossbow.
Other: I'm building this for any game that comes along, so try to make it as general as possible.

Thanks a bunch!

Any restrictions on sources? Multiclassing?

Right now I'm envisioning this as a guy who has a crossbow at the ready, gets a couple of shots off when his opponent is at range, then closes with the sword. Is that about what you had in mind, or is it more of a crossbow sharpshooter who also happens to be handy with a sword? Is he expected to be the party meatshield?

Fireball.Man.Guy.
2008-10-06, 08:29 PM
I have most of the books, but try to keep it low on the less popular books. Multi class as you please. Your first idea was right, and he probably will have to meat in some quantity.

XGemo_The_EmoX
2008-10-07, 07:20 PM
are right then i need help making a elf rouge that is level 5 at least even though i plan to do this on my own sooner or later but yet help would be extremely exceiptable and must have a sythe i like them i think the are neat

Twistedlizard32
2008-10-08, 12:41 AM
I need some thoughts on a current build I'm working on for an upcoming campaign. stats are 10/14/16/12/14/18 (not specifically in that order).

I'm wanting to go Warmage 6/Ruathar 1/Incantrix 1/fatespinner 2/Sandshaper 1/Incantrix 9

Just looking for some feedback and suggestions. Thanks.

Temp.
2008-10-08, 01:53 AM
are right then i need help making a elf rouge that is level 5 at least even though i plan to do this on my own sooner or later but yet help would be extremely exceiptable and must have a sythe i like them i think the are neat I blame the schools.

Just looking for some feedback and suggestions. Thanks. Is there a reason you're playing a Warmage/Sandshaper instead of a Wizard? You wind up a two caster levels behind. I don't understand the Ruathar dip. There's not much else for me to comment on.

Twistedlizard32
2008-10-08, 03:30 AM
Ruathar dip was just a thought, could just take Incantatrix instead...I know I'll be 2 caster levels below a wizard, but I spontaneously cast like a sorc. which I like and I get just as many, if not more, spells per day. Ability to wear armor without spell failure and a d6 HD...I just saw it as a better choice...

Telonius
2008-10-08, 09:14 AM
I have most of the books, but try to keep it low on the less popular books. Multi class as you please. Your first idea was right, and he probably will have to meat in some quantity.

Was out sick yesterday, I'll try to get to this as soon as I can. :smallredface:

Telonius
2008-10-08, 12:26 PM
Human

STR 18
DEX 12
CON 12
INT 10
WIS 10
CHA 12

Ranger 1 - Power Attack (Human), Rapid Reload (first level feat), Track (Ranger bonus feat), Favored Enemy, Wild Empathy
Rgr1/Fighter 1 - Quick Draw (Fighter Bonus Feat)
Rgr1/Ftr2 - Improved Bull Rush (Fighter Bonus Feat), Improved Shield Bash (third level feat)
Rgr1/Ftr2/Knight 1 - Knight's Challenge, Fighting Challenge +1
Rgr1/Ftr2/Kgt2 - Mounted Combat (Knight bonus feat), Shield Block +1
Rgr1/Ftr2/Kgt3 - Shock Trooper (sixth level feat), Bulwark of Defense
Rgr1/Ftr2/Kgt4 - Armor Master (Medium), Test of Mettle
Rgr2/Ftr2/Kgt4 - Rapid Shot (Combat Style)
Rgr3/Ftr2/Kgt4 - Endurance (Ranger), Shield Charge (ninth level feat)
Rgr3/Ftr2/Kgt5 - Diehard (bonus Knight feat), Vigilant Defender
Rgr3/Ftr2/Kgt6 - Shield Ally
Rgr3/Ftr2/Kgt7 - (twelfth level feat), Fighting Challenge +2
Rgr3/Ftr2/Kgt8 - Call to Battle
Rgr3/Ftr2/Kgt9 - Armor Mastery (Heavy)
Rgr3/Ftr2/Kgt10 - (fifteenth level feat), Great Fortitude (Knight bonus feat)
Rgr3/Ftr2/Kgt11 - Shield Block +2
Rgr3/Ftr2/Kgt12 - Daunting Challenge
Rgr3/Ftr2/Kgt13 - (eighteenth level feat), Fighting Challenge +3
Rgr3/Ftr2/Kgt14 - Improved Shield Ally
Rgr3/Ftr2/Kgt15 - Iron Will (Knight bonus feat)

Feats at lvl 12, 15, and 18 are left open for any needs that might crop up throughout your career.

Sword and Board build. Basic idea is that you walk around with your Light Crossbow drawn. Fire the bow, then use Quick Draw to get your sword and shield ready as free actions.

IMO, Ranger is a superior first level to Fighter across the course of your career, because of the skill points. Rapid Reload allows you to fire up to your iterative attacks of bolts. Two fighter levels for the feats, then Knight for 4 levels. Pick up a set of Mithral full plate when you get Armor Master. After that, two levels of Ranger to allow Rapid Shot for your Crossbow and Endurance, getting you Diehard earlier. (You don't really need to wait until you get Armor Master to take the Ranger levels, but the Knight bonuses seem a little more important at lower levels). Shield Charge uses the shield you'll need to carry to take advantage of that "Shield Block" ability. Between that, Bull Rush, and Shock Trooper, you'll basically be able to do whatever you want to somebody you charge - damage, trip, move. (Knights can attack a prone opponent, just not a flat-footed one).

Please feel free to critique the build. I'm still getting the hang of this!

Temp.
2008-10-08, 05:13 PM
Ruathar dip was just a thought, could just take Incantatrix insteadStacking your Incantrix levels earlier would probably be a good move; they're probably the strongest things you have going for you. Getting its levels earlier is a very good thing.

I would replace Ruathar with more Fatespinner--it's much more useful for any spellcaster.

Just to give Wizard a final plug (spoilered because you probably already know this and you already made a character decision):

If you use Focused Specialist from Complete Mage, Wizard has the same number of spells/level as a Sorcerer or Warmage.
The four lost spell schools don't even matter all that much--even in just Abjuration, Conjuration, Divination and Transmutation you have much more versatility than in the whole Warmage/Sandshaper spell list.
A Focused Specialist is also going to come out ahead in spells per day because it has more spellcasting levels at the same progression as Sorcerer.
The Armor isn't much of an issue with a Twilight Mithral Chain Shirt (PHB2) or the Greater Mage Armor spell(SpC).
7 HP isn't enough to convince me that the rubbish spell list, the lost feat and the two lost levels of potential Prestige class features are worthwhile. A solid
Wizard build is going to look like:
Wizard 5/Incantrix 10/[Any combination of Archmage/Fatespinner/Other full-spellcasting class] 5
If you want to stick with Warmage, the progression I'd recommend is going to be something along the lines of:
Warmage 6/Sandshaper 1/Incantrix 10/Fatespinner 3.

This frontloads Incantrix abilities as much as possible, while grabbing the more useful Sandshaper spells a bit more quickly.

Twistedlizard32
2008-10-08, 07:22 PM
Thank you...you made me realize something important. I read the req. for Sandshaper as "Able to cast 5th lvl spells" when in fact it is "Caster lvl 5th"...so yeah...taking sandshaper at lvl 6-7 would be great. Also, why not go:

Warmage 5/ sandshaper 1/ Incantrix 2/ Fatespinner 3 / Incantrix 8

and add warmage 6 in there somewhere to get a higher level Eclectic Learning spell...

just to get the abilities of Fatespinner earlier...

XGemo_The_EmoX
2008-10-08, 08:33 PM
are right then i need help making a elf rouge that is level 5 at least even though i plan to do this on my own sooner or later but yet help would be extremely exceiptable and must have a sythe i like them i think the are neat

Telonius
2008-10-08, 10:00 PM
All right, Elf Rogue. I'm going to assume you only have access to the Player's Handbook, and give you a very basic Elf Rogue package. If your DM is allowing you more books, you'll have more options.

For your ability scores, there are several ways to generate them. One of them is called "point buy." Depending on how many points your DM allows, you will be able to build a more or less powerful character. If he allows 25 point buy (which is a common one), I would suggest this spread:

STR 16
DEX 10 (+2 elf) = 12
CON 12 (-2 elf) = 10
INT 13
WIS 10
CHA 10

If he has you roll for your stats, Str is your most important one, followed by Int and Con. (Normally Dex is most important for a Rogue, but in your case - because you want a Scythe - it will be Str instead). Depending on what sort of Rogue you want to be (do you want to be a sneaky acrobat guy, or a talk-your-way-out-of-anything guy?) Charisma might be important too.

One of the tricky things about this build is the fact that you want to have a Scythe. Rogues don't automatically get proficiency with a Scythe. It's also not one of the weapons that works with a feat called "Weapon Finesse" - which is a feat that many Rogues take. For that reason, there are a lot of people on the boards who would probably suggest that you don't take Scythe, since your character will be better off taking some other options. I'll try to give you a build that will work with what you've said you want, but if you'd like me to give you something that works a little better in general, let me know.

Some of the build will depend on what your DM allows. If your DM allows "multiclassing" - that is, taking a second class without any XP penalties - you should take the Improved Initiative Feat at first level. This is important because Rogues get a bonus to damage if they catch their opponents "flat-footed" - which can often happen if he attacks before the rest of them. Then, take a level of Barbarian at level 2. A level in Barbarian will give you proficiency in all Martial weapons, which includes the Scythe. It also gives you a better Fortitude save, proficiency in Medium armor, better hit points, an increase in your speed (you can move 40 feet per round instead of 30) and the ability to Rage once a day.

So, if your DM allows Multiclassing, here is what you should do.

Level 1 - Rogue, Improved Initiative
Level 2 - Barbarian
Level 3 - Rogue, Power Attack
Rogue the rest of the way out.

If your DM does not allow Multiclassing it changes things a little. You will probably want to get your Scythe at Level 1 then, because otherwise you'll have to wait until level 3 to use it without penalties.

If your DM doesn't allow Multiclassing, this is what you should do:
Level 1 - Martial Weapon Proficiency (Scythe)
Level 3 - Improved Initiative
Level 6 - Power Attack

In either case, take Improved Critical when you reach level 12. It will really benefit your attack power.

One of the Rogue's biggest assets is his large list of skills. Two skills you should always put the maximum amount of skill points in, are "Search" and "Disable Device." The Rogue is the only class in the Player's Handbook that can find traps that are very tough to find. He's also the only class that can disable a trap if he finds it. So keeping those two skills high is very important. The rest of the skills are up to you, but I would suggest that these will probably be good to take: Use Magic Device, Tumble, Hide, Listen, Spot, Move Silently. Those are already 8 skills, but you have one more from your high intelligence. Pick something that goes well with the character. Does he like talking his way out of things? Bluff or Diplomacy might be good in that case. Does he know a lot about life on the street? Knowledge (Local) might be good. Is he a trained acrobat? Balance would work. Basically any skill that would both be useful and make sense for the character. (Examples of skills that are not usually very useful to a Rogue are Forgery, Profession, Craft, Perform, and Decipher Script).

I hope that helped!

Telonius
2008-10-09, 11:03 PM
I've put together a pirate build here, I'd like to see if anyone has suggestions for it. In particular I'm not sure what to do with it after level 11. I'm leaning towards Swashbuckler, but would Rogue be better? 32 point buy. Required skills are spoilered at their level.

Halfling

Starting Stats:
Str (12-2) 10
Dex (12+2) 14
Con 10
Int 18
Wis 10
Cha 12

Rogue1 Quick Draw (1st level feat), Sneak 1d6
Jump 4, Balance 4, Bluff 4, Intimidate 4, Profession (Sailor) 4, Tumble 4, Sleight of Hand 4, Appraise 4, Use Rope 4, Swim 4
Rogue1/Swashbuckler(CWar) 1 Weapon Finesse, Extreme Leap skill trick (from skills)
Balance 5, Bluff 5, Jump 5, Tumble 5, Profession (Sailor) 5, Intimidate 5, Extreme Leap Skill trick (CSco)
Rog2/Sws1 Evasion (Rogue), Tumbling Crawl Skill Trick (from skills), Freerunner (CSco) (3rd Level Feat) = Nimble Charge skill trick
Tumbling Crawl skill trick, Appraise 6, Profession 6, Intimidate 6
Rog2/Sws2 Grace +1, +1 Dex
Profession 7
Rog3/Sws2 Sneak 2d6, Hidden Blade skill trick
Profession 8, Bluff 8, Intimidate 8, Appraise 8, Hidden Blade skill trick
Rog3/Sws3 Insightful Strike (Sws), Daring Outlaw (6th level feat) = +3d6 sneak, +1 Dodge to AC
Rog4/Sws3 Uncanny Dodge, Sneak +4d6
Rog4/Sws3/Dread Pirate(CAdv)1 Two-Weapon Fighting, +1 Dex
Rog4/Sws3/DrP1/Scarlet Corsair(Stormwrack)1 Improved Feint (Corsair), Improved TWF (9th level feat)
Rog4/Sws3/DrP1/ScC2 Sneak +5d6
Rog4/Sws3/DrP1/ScC3 Corsair's Feint

Key Equipment: +1 Keen rapier, +1 Keen kukri, +2 Mithral chain, Gloves of Dex +4, Three-Cornered Hat, Spyglass, Parrot

So, at 11th level, that will amount to:

Str 10
Dex 16 (+4 gloves) = 20
Con 10
Int 18
Wis 10
Cha 12

+10 BAB
Fort +6, Ref +14, Will +6
Single Attack: 10 +5(dex) +1 (small) +1 (magic) = +17
Full attack: 15/15/10/10, d4+4 on the rapier, d3+4 on the Kukri, both at 15-20x2.
Sneak +5d6
AC = 10 + 5 (dex) +2 (magic) +4 (Mithral Chain) + 1 (Dodge) +1 (Size) = 23
Hidden Blade, Quick Draw, and Corsair's Feint will help the character get as many sneak attacks as possible. Nimble Charge and Extreme Leap will help the character navigate a pitching ship, or a barroom brawl. Relatively high (for a Rogue-ish combatant) attack bonuses help him connect. Insightful Strike puts his intelligence to use. The biggest catch I'm seeing is that for the build to work, he needs access to a ship.

So, what do you think?

WhiteShark
2008-10-11, 09:12 PM
1. Level by level layout.

2. Requirements:
a. Books: No setting specific, races of, BoED or BoVD
b. Race: Human
c. Class: Starting as Wizard, hopefully, but not absolutely necessary. Takes one level in assassin at some point.
d. Ability Scores: 32-point point buy
e. Lawful Evil
f. House Rules: none.
g. Concept: I'm trying to make an assassin who is almost completely a caster. Only one level of assassin for the death attack and poison, the rest in wizard or whatever other casting prestige class. I want to lose as few caster levels as possible, but if another class is necessary, so be it.
h. Other: none

Temp.
2008-10-12, 05:00 PM
1. Level by level layout.

2. Requirements:
a. Books: No setting specific, races of, BoED or BoVD
b. Race: Human
c. Class: Starting as Wizard, hopefully, but not absolutely necessary. Takes one level in assassin at some point.
d. Ability Scores: 32-point point buy
e. Lawful Evil
f. House Rules: none.
g. Concept: I'm trying to make an assassin who is almost completely a caster. Only one level of assassin for the death attack and poison, the rest in wizard or whatever other casting prestige class. I want to lose as few caster levels as possible, but if another class is necessary, so be it.
h. Other: none
First off, realize that Death Attack is bunk without continued advancement in the Assassin class. It's especially pointless for a Wizard who already will have more powerful save-or-dies available. Poison Use is mediocre at best (poisons are expensive and the chance of poisoning yourself is low). I would recommend Rogue 1/Wizard 4/Unseen Seer/Arcane Trickster above this.

But some ideas regarding your request itself:

Rogue 1/Wizard 4/Assassin 1/Ultimate Magus 10/Unseen Seer 4

This is mostly going to be a ray-focused caster. If you have Spell Compendium available, almost its entire "ray of" section will be worthwhile.

Abilities:
Str:8
Dex:14
Con:14
Int:18
Wis:12
Cha:8

Level 1:Rogue 1--Point Blank Shot, Precise Shot
Skills:
Concentration: 4 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 4 ranks
Hide: 4 ranks
Knowledge (Arcana): 2 ranks
Listen: 4 ranks
Move Silently: 4 ranks
Search: 4 ranks
Spellcraft: 2 ranks
Spot: 4 ranks
Tumble: 4 ranks
Use Magic Device: 4 ranks

BA:0
Fort:2
Ref:4
Will:1
HP:8

Level 2:Wizard 1
Skills:
Concentration: 5 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 4 ranks
Hide: 5 ranks
Knowledge (Arcana): 2 ranks
Listen: 4 ranks
Move Silently: 5 ranks
Search: 4 ranks
Spellcraft: 4 ranks
Spot: 4 ranks
Tumble: 4 ranks
Use Magic Device: 4 ranks

BA:1
Fort:2
Ref:4
Will:3
HP:12

Level 3:Wizard 2--Extend Spell
Skills:
Concentration: 6 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 4 ranks
Hide: 6 ranks
Knowledge (Arcana): 2 ranks
Listen: 4 ranks
Move Silently: 6 ranks
Search: 4 ranks
Spellcraft: 6 ranks
Spot: 4 ranks
Tumble: 4 ranks
Use Magic Device: 4 ranks

BA:1
Fort:3
Ref:5
Will:4
HP:17

Level 4:Wizard 3
Intelligence +1
Skills:
Concentration: 7 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 4 ranks
Hide: 7 ranks
Knowledge (Arcana): 4 ranks
Listen: 4 ranks
Move Silently: 7 ranks
Search: 4 ranks
Spellcraft: 6 ranks
Spot: 4 ranks
Tumble: 4 ranks
Use Magic Device: 4 ranks

BA:2
Fort:3
Ref:5
Will:4
HP:21

Level 5:Wizard 4
Skills:
Concentration: 8 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 4 ranks
Hide: 8 ranks
Knowledge (Arcana): 2 ranks
Listen: 4 ranks
Move Silently: 8 ranks
Search: 4 ranks
Spellcraft: 8 ranks
Spot: 4 ranks
Tumble: 4 ranks
Use Magic Device: 4 ranks

BA:2
Fort:3
Ref:5
Will:5
HP:26

Level 6:Assassin 1--Practiced Spellcaster (Assassin)
Skills:
Concentration: 9 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 4 ranks
Hide: 8 ranks
Knowledge (Arcana): 2 ranks
Listen: 5 ranks
Move Silently: 8 ranks
Search: 4 ranks
Spellcraft: 8 ranks
Spot: 4 ranks
Tumble: 6 ranks
Use Magic Device: 9 ranks

BA:3
Fort:4
Ref:6
Will:5
HP:31

Level 7:Ultimate Magus (CM) 1
Skills:
Concentration: 10 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 4 ranks
Hide: 8 ranks
Knowledge (Arcana): 3 ranks
Listen: 5 ranks
Move Silently: 8 ranks
Search: 4 ranks
Spellcraft: 10 ranks
Spot: 5 ranks
Tumble: 6 ranks
Use Magic Device: 10 ranks

BA:4
Fort:4
Ref:6
Will:6
HP:36

Level 8:Ultimate Magus 2
Intelligence +1
Skills:
Concentration: 11 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 4 ranks
Hide: 8 ranks
Knowledge (Arcana): 3 ranks
Listen: 5 ranks
Move Silently: 8 ranks
Search: 7 ranks
Spellcraft: 11 ranks
Spot: 5 ranks
Tumble: 7 ranks
Use Magic Device: 11 ranks

BA:4
Fort:4
Ref:7
Will:6
HP:40

Level 9:Ultimate Magus 3--Split Ray
Skills:
Concentration: 12 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 4 ranks
Hide: 9 ranks
Knowledge (Arcana): 3 ranks
Listen: 6 ranks
Move Silently: 8 ranks
Search: 7 ranks
Spellcraft: 11 ranks
Spot: 5 ranks
Tumble: 8 ranks
Use Magic Device: 12 ranks

BA:5
Fort:5
Ref:7
Will:7
HP:45

Level 10:Ultimate Magus 4
Skills:
Concentration: 13 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 5 ranks
Hide: 9 ranks
Knowledge (Arcana): 3 ranks
Listen: 6 ranks
Move Silently: 8 ranks
Search: 7 ranks
Spellcraft: 13 ranks
Spot: 5 ranks
Tumble: 9 ranks
Use Magic Device: 13 ranks

BA:5
Fort:5
Ref:7
Will:7
HP:49

Level 11:Ultimate Magus 5--Quicken Spell
Skills:
Concentration: 14 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 5 ranks
Hide: 10 ranks
Knowledge (Arcana): 4 ranks
Listen: 6 ranks
Move Silently: 9 ranks
Search: 7 ranks
Spellcraft: 14 ranks
Spot: 6 ranks
Tumble: 10 ranks
Use Magic Device: 14 ranks

BA:6
Fort:5
Ref:8
Will:8
HP:54

Level 12:Ultimate Magus 6--Empower Spell
Intelligence +1
Skills:
Concentration: 15 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 5 ranks
Hide: 10 ranks
Knowledge (Arcana): 4 ranks
Listen: 7 ranks
Move Silently: 9 ranks
Search: 7 ranks
Spellcraft: 14 ranks
Spot: 7 ranks
Tumble: 11 ranks
Use Magic Device: 15 ranks

BA:6
Fort:6
Ref:8
Will:8
HP:58

Level 13:Ultimate Magus 7
Skills:
Concentration: 16 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 5 ranks
Hide: 10 ranks
Knowledge (Arcana): 4 ranks
Listen: 7 ranks
Move Silently: 10 ranks
Search: 8 ranks
Spellcraft: 16 ranks
Spot: 7 ranks
Tumble: 11 ranks
Use Magic Device: 16 ranks

BA:7
Fort:6
Ref:8
Will:9
HP:63

Level 14:Ultimate Magus 8
Skills:
Concentration: 17 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 6 ranks
Hide: 10 ranks
Knowledge (Arcana): 4 ranks
Listen: 7 ranks
Move Silently: 10 ranks
Search: 8 ranks
Spellcraft: 17 ranks
Spot: 7 ranks
Tumble: 12 ranks
Use Magic Device: 17 ranks

BA:7
Fort:6
Ref:9
Will:9
HP:67

Level 15:Ultimate Magus 9--Chain Spell (CArc), Practiced Spellcaster-Wizard (CArc)
Skills:
Concentration: 18 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 7 ranks
Hide: 10 ranks
Knowledge (Arcana): 4 ranks
Listen: 7 ranks
Move Silently: 10.5 ranks
Search: 8 ranks
Spellcraft: 18 ranks
Spot: 7 ranks
Tumble: 13 ranks
Use Magic Device: 18 ranks

BA:8
Fort:7
Ref:9
Will:10
HP:72

Level 16:Ultimate Magus 10
Intelligence +1
Skills:
Concentration: 19 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 8 ranks
Hide: 10 ranks
Knowledge (Arcana): 5 ranks
Listen: 7 ranks
Move Silently: 11 ranks
Search: 8 ranks
Spellcraft: 19 ranks
Spot: 7 ranks
Tumble: 14 ranks
Use Magic Device: 19 ranks

BA:8
Fort:7
Ref:9
Will:10
HP:76

Level 17:Unseen Seer (CM) 1
Skills:
Concentration: 20 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 8 ranks
Hide: 12 ranks
Knowledge (Arcana): 5 ranks
Listen: 8 ranks
Move Silently: 13 ranks
Search: 11 ranks
Spellcraft: 20 ranks
Spot: 8 ranks
Tumble: 15 ranks
Use Magic Device: 20 ranks

BA:9
Fort:7
Ref:10
Will:11
HP:81

Level 18:Unseen Seer 2--Persist Spell (CArc), Silent Spell
Skills:
Concentration: 21 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 8 ranks
Hide: 16 ranks
Knowledge (Arcana): 5 ranks
Listen: 8 ranks
Move Silently: 17 ranks
Search: 11 ranks
Spellcraft: 20 ranks
Spot: 8 ranks
Tumble: 18 ranks
Use Magic Device: 21 ranks

BA:10
Fort:8
Ref:10
Will:11
HP:85

Level 19:Unseen Seer 3
Advanced Learning--Hunter's Eye (PHB2)
Skills:
Concentration: 22 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 8 ranks
Hide: 19 ranks
Knowledge (Arcana): 5 ranks
Listen: 10 ranks
Move Silently: 19 ranks
Search: 13 ranks
Spellcraft: 20 ranks
Spot: 8 ranks
Tumble: 20 ranks
Use Magic Device: 22 ranks

BA:10
Fort:8
Ref:10
Will:12
HP:90

Level 20:Unseen Seer 4
Intelligence +1
Skills:
Concentration: 23 ranks
Disable Device: 4 ranks
Disguise: 4 ranks
Escape Artist: 8 ranks
Hide: 21 ranks
Knowledge (Arcana): 5 ranks
Listen: 10 ranks
Move Silently: 22 ranks
Search: 13 ranks
Spellcraft: 23 ranks
Spot: 8 ranks
Tumble: 23 ranks
Use Magic Device: 23 ranks

BA:10
Fort:8
Ref:11
Will:12
HP:94


I'm out of time now, but Rogue 1/Wizard 4/Assassin 1/Arcane Trickster 10/Archmage 4 used to be the default AT build.
Beguiler 20 (PHB2) will probably fill the role better than most complex builds.
Jungle Halflings (UA) get poison use for free.
Also, maybe just ask your DM if Poison Use could be a feat; it's much less useful than things like Power Attack or Precise Shot. I wouldn't even rank it with Great Fortitude.

WhiteShark
2008-10-12, 05:52 PM
Thanks for the advice. I'm still not sure quite what I want to do, I guess. I may just drop the assassin part from the mechanics and just retain it in fluff. Thanks again.

Telonius
2008-10-13, 08:34 AM
If your DM allows spell research, you might want to ask if he'll let you make a new spell to mimic the death attack. I'd say that a spell with no verbal or somatic component that requires 3 rounds of casting time and a successful melee attack to connect would be ... about a 6th level spell. (Compare: Finger of Death is 7th level).

WhiteShark
2008-10-13, 10:01 AM
Ooh, interesting thought. I'll see what he thinks of that.

Telonius
2008-10-15, 11:11 AM
No takers for the Pirate build? Good, bad, indifferent, something I could be doing better, requires too many #$^&* books to figure it out?

monty
2008-10-15, 02:12 PM
No takers for the Pirate build? Good, bad, indifferent, something I could be doing better, requires too many #$^&* books to figure it out?

Don't feel too bad; I've posted probably half a dozen requests on this thread and none of them were answered. I don't know why I bother.

DemetriX
2008-10-15, 02:51 PM
D&D 3.5 Edition Character Request :P

1. I have recently started a new character in a campaign and I want to make him a Dervish.

2. Books: PHB, DMG, PHB II, Complete Series, Part of Unearthed Arcana (flaws and traits mostly)
Race: Elf, but every class with a 0 level adjustment that may suit and is from (almost) any book is welcome.
Class: I want to become a Dervish as soon as possible. Start as a fighter, rogue, duskblade or any other that may suit me.
Ability Scores: We use 5d6 system, but for the request use the following : 18, 16, 14, 14, 12, 12
Alignment: Chaotic Neutral or Good
Concept: End up fighting with two Falchions, dancing around vast opponents and killing them in just a few rounds. I like Elves and any other similar race. I want to reach Dervish fast.
Other: We have a bonus feat the DM gave us. We are going to gather levels fast, but not easily. In the group, we have a Barbarian, a Rogue and a Sorcerer (Magic is very rare and Zombies/Undeads even more). I also want feats that allow me wield weapons big as Falchions or at least Scimitars.

Thanks.

Telonius
2008-10-15, 02:54 PM
Don't feel too bad; I've posted probably half a dozen requests on this thread and none of them were answered. I don't know why I bother.

I'd have helped with the last two, but I have no idea about titan bloodlines, and don't know much about Archivists. Rather give you no advice than bad advice. :smallfrown:

Telonius
2008-10-15, 03:38 PM
D&D 3.5 Edition Character Request :P

1. I have recently started a new character in a campaign and I want to make him a Dervish.

2. Books: PHB, DMG, PHB II, Complete Series, Part of Unearthed Arcana (flaws and traits mostly)
Race: Elf, but every class with a 0 level adjustment that may suit and is from (almost) any book is welcome.
Class: I want to become a Dervish as soon as possible. Start as a fighter, rogue, duskblade or any other that may suit me.
Ability Scores: We use 5d6 system, but for the request use the following : 18, 16, 14, 14, 12, 12
Alignment: Chaotic Neutral or Good
Concept: End up fighting with two Falchions, dancing around vast opponents and killing them in just a few rounds. I like Elves and any other similar race. I want to reach Dervish fast.
Other: We have a bonus feat the DM gave us. We are going to gather levels fast, but not easily. In the group, we have a Barbarian, a Rogue and a Sorcerer (Magic is very rare and Zombies/Undeads even more). I also want feats that allow me wield weapons big as Falchions or at least Scimitars.

Thanks.

Elf
STR 18
CON (16-2) = 14
DEX (12+2) = 14
INT 14
WIS 12
CHA 12

Rogue1/Ranger2/Barbarian1/Fighter2/DervishX
1 Dodge (first level feat)
1 Power Attack (extra DM bonus first level feat)
3 Mobility (third level feat)
3 Two-Weapon Fighting (Ranger combat style feat)
5 Combat Expertise (Fighter Feat)
6 Weapon Focus (Falchion) (Fighter Feat)

Note: two conflicting sources are telling me you need 5 or 3 ranks in Perform in order to qualify for the PrC. Not sure which the correct one is. If it's 3, you can scrap the level of Rogue and take Dervish at 6th.

The Rogue level gives you Perform as a class skill, which allows you to take Dervish starting at 7th level rather than waiting until 8th. Ranger gives you better skill points than fighter, a favored enemy, and a combat style feat. Barbarian gives you rage and more movement (i.e. more chances to rain down doom in your Dervish Dance).

You'll already be able to use the scimitar and the falchion as a Fighter. However, the Falchion's a two-handed weaon. I'm not sure how you'd be able to wield two of them, unless you do something truly absurd like play a thri-keen or some other race that has more than two arms. And if you play that race, your DM will throttle you for suggesting to play a dervish

Malfunctioned
2008-10-15, 04:58 PM
Okay, one of my players has a request for some help, but as she doesn't have an account on here she asked me to ask....*ahem*

Basically she wants to play a Human Cleric of Pelor/Wizard/Mystic Theurge at level 11

Her stats are Str: 12 Dex: 13 Con: 12 Int: 17 Wis: 16 Cha: 14

Also one more thing, the character is specialised in being as subtle as possible. Thanks in advance! :smallsmile:

EDIT: Forgot a couple of things, the alignment is LN and the books used are PHB, Complete Champion, Complete Warrior, Exemplars of Evil, Dungeonscape and the Arms and Equipment Guide

Cheesegear
2008-10-15, 05:01 PM
No takers for the Pirate build? Good, bad, indifferent, something I could be doing better, requires too many #$^&* books to figure it out?

I think it's because there are already 1200 (or more) requests in this thread already for a 'pirate'. Searchy the Search Engine is your friend.

'1200' is not an accurate guess. But it is in the dozens.

Temp.
2008-10-15, 05:29 PM
No takers for the Pirate build? Good, bad, indifferent, something I could be doing better, requires too many #$^&* books to figure it out?Since you're usually on the response-end of the requests, I think most readers see your name and a build and immediately assume it's a response to someone else's request. That's what I did anyway.

Anyway, it looks like a fairly solid build. I want there to be a genuine use for the Complete Warrior Sleight of Hand useage, but I can't think of anything beyond recommending that you keep a spare dagger stashed away somewhere.

Along the lines of that old Blade Bravo build, I would recommend aiming for Underfoot Combat and Confound the Bigfolk from Races of the Wild at later levels. With those, you'll probably want a Wand of Reduce Person. It's gimmicky, but it's also pretty effective.

As is, you're getting near full sneak attack and base attack progression and two free sneak attacks per combat. I'm not sure how to improve on that.

Temp.
2008-10-15, 06:46 PM
Okay, one of my players has a request for some help, but as she doesn't have an account on here she asked me to ask....*ahem*

Basically she wants to play a Human Cleric of Pelor/Wizard/Mystic Theurge at level 11

Her stats are Str: 12 Dex: 13 Con: 12 Int: 17 Wis: 16 Cha: 14

Also one more thing, the character is specialised in being as subtle as possible. Thanks in advance!

EDIT: Forgot a couple of things, the alignment is LN and the books used are PHB, Complete Champion, Complete Warrior, Exemplars of Evil, Dungeonscape and the Arms and Equipment Guide If she wants an effective character, MT is a horrible choice. If she goes Mystic Theurge and takes leadership for a Magic Domain Cleric, that Cohort will have better Cleric and Wizard casting than she will.

I would recommend adding Magic to Pelor's domains for her purposes. Maybe also push for the Cloistered Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloistere dCleric) variant from Unearthed Arcana.
If those options are both shot down, take a Cleric into Loremaster (http://www.d20srd.org/srd/prestigeClasses/loremaster.htm)(found in the DMG) and stock up on UMD ranks. Use those ranks to access Wizard spells via scrolls. (The fluff difference between a Loremaster Cleric who casts arcane magic from a book of scrolls and a Mystic Theurge who casts arcane magic from a book of spells? Nil.)

Lathund
2008-10-16, 05:36 AM
Hey people, I'd like your feedback on the following build:

Human fighter, up to lvl 8 heavy two-handed hitter, from lvl 9 on focusing on crits. Weapons: scimitar or rapier (18-20 threat range).

Feats:
1 Power Attack
1 Cleave
1 Two-Weapon Fighting
2 Oversized Two-Weapon Fighting (allows you to wield two scimitars without extra penalties)
3 Weapon Focus
4 Weapon Specialisation
6 Improved Two-Weapon Fighting
6 Dual Strike (attack with both weapons as a standard action)
8 Melee Weapon Mastery (+2 on hit, +2 on dam)
9 Improved Critical
10 Resounding Blow (makes opponent Cower on crit)
12 Power Crit (+4 on crit confirm rolls)
12 Two-Weapon Rend (extra damage if you hit with both weapons)
No further planning has been done after lvl 12 yet.

Skills:
Barely important. Tumble (cc) and Intimidate?

Stats:
Str, Dex and Con; in that order.

At lvl 12, assuming 5 hits in a round (you miss some, you crit some), +1 weapons and a +6 Str modifier, this character would do an average of 79 damage on a full-round attack. Add extra damage from Power Attack, Enlarge and the results of the Resounding Blows and this baby hurts. I think :)

Ideas?

Telonius
2008-10-16, 08:42 AM
Actually a modified version of the Dervish build I posted up a few would get you most of that. Dervish Dance effectively gives you a better version of Weapon Specialization. I haven't been able to find where that source got the 5 Perform requirement, so I'm assuming it's incorrect.

Ranger2/Fighter4/Dervish6
1 Dodge (first level feat)
1 Power Attack (Human)
2 Two-Weapon Fighting (Ranger combat style feat)
3 Mobility (third level feat)
3 Combat Expertise (Fighter Feat)
4 Weapon Focus (Falchion) (Fighter Feat)
6 Power Critical (Fighter Feat)
6 Improved TWF (normal 6th level feat)
7 Slashing Blades (Dervish) - same thing as oversize TWF
7 Dervish Dance 1/day, +1 to blade attacks/damage
7 +1 AC (Dervish)
8 Fast Movement +5 (Dervish)
9 Spring Attack (Dervish)
9 Dervish Dance 2/day, +2 to blade attacks/damage
10 Improved Critical (normal 9th level feat)
11 Dervish Dance 3/day, +3 to attacks/damage
11 +2 initiative (Dervish)
11 +2 AC (Dervish)
12 Fast Movement +10 (dervish)
12 Two-Weapon Rend (normal 12th level feat)

Dual Strike would be made less necessary by the Dervish Dance. The only thing you're missing is Resounding Blow. Three more levels of Dervish and finish it out with four more Fighter, will probably get you a higher damage total altogether.

Lathund
2008-10-16, 09:26 AM
Hm, I'll look up the Dervish. Barely know any prestige classes...
You could drop Power Crit for Resounding Blow though. Makes you crit less often, but the overall effect might be better. Especially since a successful Resounding Blow-crit increases the chances of a second crit :smallbiggrin:

Thanks

Telonius
2008-10-16, 02:48 PM
Actually, just found an even better path. (Can't believe I forgot about Tempest!)

Ranger2/Fighter4/Dervish4/Tempest2
1 Dodge (first level feat)
1 Power Attack (Human)
2 Two-Weapon Fighting (Ranger combat style feat)
3 Mobility (third level feat)
3 Combat Expertise (Fighter Feat)
4 Weapon Focus (Falchion) (Fighter Feat)
6 Resounding Blow (Fighter Feat)
6 Improved TWF (normal 6th level feat)
7 Slashing Blades (Dervish) - same thing as oversize TWF
7 Dervish Dance 1/day, +1 to blade attacks/damage
7 +1 AC (Dervish)
8 Fast Movement +5 (Dervish)
9 Spring Attack (Dervish)
9 Dervish Dance 2/day, +2 to blade attacks/damage
10 Improved Critical (normal 9th level feat)
11 Tempest Defense +1
12 Ambidexterity (Penalties to TWF lessened by 1)
12 Two-Weapon Rend (normal 12th level feat)

Pick up two more levels of Tempest to completely remove your TWF penalties, if you like; or just finish out Dervish and go Fighter the rest of the way.

Lathund
2008-10-17, 05:46 AM
I really need to get my hands on some Completes... :smallbiggrin:

Edit: oh btw, you talk about Falchions, but you can't wield two of those. Or can you, with those prestige classes?

Edit 2: Are you sure that's better though? Because you might get this ambidexterity, but you're losing the attack bonuses the Dervish gives you, plus the other bonuses of the Dervish.

Telonius
2008-10-17, 08:01 AM
Whoops, forgot to switch Falchion out for Scimitar (which is what you'd want in that build) when I c&p'd it.

The Dervish bonuses wouldn't be denied, just delayed. Besides, if the penalties to hit are reduced by one, that means the bonuses to hit are (effectively) increased by one. The two synergize, especially if you're talking about adding Power Attack into the mix. The only thing that would be delayed would be the +1 to damage you would have gotten from Dervish Dance. Also, remember that Dervish Dance isn't always on, but the Tempest abilities would be.

hisnamehere
2008-10-17, 09:10 AM
So I'm sure there are official rules pertaining to my coming question. If so, point me in the right direction. Thanks.

I'm trying to build a character (Strength-based, but that doesn't matter) using a number of templates and Level Adjusted races. I'd like to be able to play this character from Effective Character Level 1st, but what with all the Level Adjustments, I doubt I'd get to start before 5th or 6th.

While I'm aware of creature class levels, I'm not sure what to do if the creature doesn't have any Hit Dice.

Okay, maybe I'll explain so that ya'll can appreciate my problem. Note that these templates are in no particular order, and I haven't determined if they even legally stack yet...so bare with me. :smallbiggrin:
The character build (at the moment) is:
Goliath LA +1 (Races of Stone)
Feral Template LA +1
Mineral Warrior Template LA +1 (Underdark)
Half-Minotaur Template LA +1 (with size-based ability increases edited out)
Lloth-Touched Template LA +1 (possibly; not sure about the CE part)
Trap Killer Barbarian 3 (Dungeonscape alternate class feature)
Dungeoncrasher Ftr 2 (Dungeonscape alternate class feature)
Warhulk 10 (Miniatures Handbook)

So, if I want to start play as a goliath (or if anyone wants a goliath that isn't Effective Character Level 2nd), how many hp would I have?
Would I start as a Commoner, but then loose that when I finally took a class level after all those templates? (Effectively morphing the Commoner level into a level of Barbarian).
Maybe take all the penalties of the templates (mainly to Int, Wis, and Cha) as well as the type changes, as a ECL 1 goliath, but then gain all the bonuses as I advance in level, acquiring the full template(s) as I advance.

I'd really like to play this guy as he advances thru all the templates. The Lloth-touched would be especially fun I think, as the character succumbs to the dark power of Lloth, and then possibly atones (sp?).

Anyway, thoughts and comments welcome. I hope no one takes offense to this build, just a study in maximizing Strength and strength-based abilities.
(Yes, I'm aware that this guy will have only a BAB +5, but he's not exactly a well-trained warrior. He focuses more on using his strength in indirect ways [yes, I'm aware that is a bit of a stretch when it comes to all his Int and Wis penalties]).

Thanks,
Liam

Telonius
2008-10-17, 11:48 AM
Here's how it works. You start out and choose which race and class you are. Then apply the templates: inherited templates first, then acquired templates. After all of those templates are applied, add up the LA's (including any LA from your race). In your example, when you start the game you will have an Effective Character Level (ECL) of 6: Barbarian1/all that other stuff5.

What all of this means, is that you have all of those applicable abilities starting from first level. But you have to wait until you get an EXP total equivalent to that of a (total number of LA's)-level character in order to advance to the second level of your class. No matter how many or few adjustments, you still get the max HP from Barbarian to start with. But, in the build you've posted, you stay at first level and don't get any benefits of levelling up (including feats) until such time as you get enough EXP that would normally put a character at 7th level. When your party is Wizard6, Cleric6, and Rogue6, you'll be Barbarian1 (plus all the goodies). After that, you'll all advance together - you'll be Barb2 when everybody else is Wiz7 etc.

EDIT: Most playable races have 1 hd. That includes all of the PHB races, as well as things like Goliaths. It's only if a monster (such as a bugbear, etc) has more than one HD listed in the monster entry that you get into things like levels in monstrous humanoid.

Full explanation can be found in the SRD, here (http://www.d20srd.org/srd/monstersAsRaces.htm#startingLevelofaMonsterPC).

EDIT2: I don't think you have to take all of those templates at first level. However, if you add one halfway through a level, your ECL goes up, and you have to wait until you would have enough EXP to level up.

Rad
2008-10-17, 12:19 PM
Well, by the rules you just can't. If you really do want to play it you'd have to wait until you get ECL6. But this isn't Q&A by the RAW, so I'll try to come up with something useful for you.
Your DM can make up many rules with various degrees of sense, but I honestly don't see how you can gain templates without making the story about gaining those. How do you become a half-minotaur? Aren't you supposed to be born one? The same is true for most templates. "Acquired" templates exist for a reason.

I wouldn't probably let you play that at ECL1 if I were a DM. That said, if I had to that's what I would do:
You start game with all your templates but with the burden of 5 negative levels. The following house-rules apply to these negative levels (and not other negative levels you might happen to take):

They don't count for killing you by reducing your level to less than 0. These negative levels never fade naturally, nor they call for saves to be converted in actual level loss.
The total HP loss imposed by the negative levels caps at -5*(your current HD).
Your first 1000 XP go to buy off one of these negative levels. Your next 2000 XP (3000 total) give you a second class level. Your next 3000 XP (total 6000) eliminate another negative level and so on. you alternatively spend XP to buy off a neg. level and then gain an actual class level. E.g., when the party reaches level 5 you'll have gained 3 class levels and still 3 negative levels. (keep track of the HP penalty as it grows, due to the cap raising, and then fades as you buy off enough negative levels)

I would recommend that you keep track of your XP like any other character (ignore LA). When party reaches level 9 you'll have bought off the last negative level and will have 4 class levels + 5LA as you would normally have.

This is just off of the top of my head. I would need to actually see it in game and would probably make many adjustments seeing how it plays in your particular group, but that could be an idea for a starting point.

The alternate progression is weird (you might just buy off all the neg. levels before proceeding normally) but I kind of liked the idea of letting you gain class features rather than just the static bonuses from the loss of neg. levels while you advance. Given your build, it will probably also net you more HP at mid-level, which should help you play your role as first-line fighter.

Hope this helps

hisnamehere
2008-10-17, 02:48 PM
Telonius - Sorry, I should have explained more clearly. I understand how the stacking of templates works (altho the Inherited before Acquired is a good reminder). What I'm trying to do here is ignore the fact that a Level Adjusted race needs to begin at a higher Effective Character Level (say Level 2 for a goliath barbarian 1). I want to start at Effective Character Level 1, finding a way to earn my templates' bonuses/abilities as I level up. (Yes, I know this goes against the RAW and all current logic). Again, sorry for being completely out in left field.

Rad - First, my usual DM is named, "Brad", and looks surprisingly like your avatar. Freaky.
Second, thanks, this is the brainstorming I'm looking for.
So you would give me all my templates' abilities at first level? but penalize my hp by 5 x HD? Or are there more penalties associated with the negative levels?

I was thinking that the character/creature would start as a mutated goliath, having the nubs of the half-minotaur's horns, very stony skin from the mineral warrior, feral/primitive features from the feral template, and <something> from the Lloth-touched template.
He would have all the ability penalties of all his base race and templates:
Goliath -2 Dex
Mineral Warrior -2 Int, -2 Wis, -2 Cha
Half-Minotaur -2 Int
Feral -2 Dex, -4 Int
His type would be: Monstrous Humanoid (Earth).
He would gain the racial abilities of a goliath: +4 Str, +2 Con, Powerful Build, Mountain Movement, Acclimated, and skill bonuses.
As he advanced in level, his diverse heritage would slowly emerge, granting him the templates' benefits, until he started pursuing class options at level 6.
He would either start as CE, or would gain the CE alignment as he gained the Lloth-Touched template.

So, his starting racial package would be:
+4 Str, -4 Dex, +2 Con, -8 Int, -2 Wis, -2 Cha.
Type Monstrous Humanoid with Earth subtype
Proficient with all simple weapons (monstrous humanoid)
Powerful Build
Mountain Movement
Acclimated
+2 bonus to one skill

He would gain one feat for being a 1st level character (and later feats based on CL/ECL).

I'm having trouble deciding what his hp/HD should be without any class levels.

The other option I suggested above was to give him a temporary Commoner level, which would later be replaced by a level in the first class he takes after advancing thru all his templates.

Yes? No? Maybe? Could you repeat the question? I'm crazy? (You're not the boss of me now, you're not the boss of me now...)

gnomas
2008-10-17, 08:55 PM
im just gonna jump right in here..

Q. 285 or 286 i think

could someone build me a warmage please, with the intent of beeing the most powerful blaster i can be. will be starting at level 5, and probably go on for about 5 levels after.

books availible: PHB 1 and 2. DMG 1 and 2. Monster Manual 1, 3, 4, 5. book of exalted deeds. cityscape. complete arcane, champion, divine, mage, psionic, scoundrel, and warrior. dragon magic. drow of the underdark. dungeonscape. elder evils. exemplars of evil. expanded psionics handbook. fiendish codex 1 and 2. frostburn. sandstorm. heroes of horror. libris mortis. lords of madness. magic item, spell, and rules compendium. magic of incarnum. miniatures handbook. planar handbook. races of destiny, stone, the wild , and the dragon. stormwrack. tome of battle. tome of magic. unearthed arcana. weapons of legacy. dragonlance setting i suggest making him first, then checking to make sure i have the book :smalltongue:

Temp.
2008-10-17, 11:01 PM
could someone build me a warmage please, with the intent of beeing the most powerful blaster i can be. will be starting at level 5, and probably go on for about 5 levels after.

Warmage 1/Wizard 4/Ultimate Magus 10

Stat Priorities:
Int>Cha/Con>Dex>Wis>Str

Grey Elf--I think the Intelligence boost is worth it.
Conjuration Specialist, banning Enchantment and Necromancy--Provide more spell slots at the cost of schools that didn't much fit into your concept. I couldn't stomache the thought of banning Abjuration, or Illusion; Evocation is pretty useful for a blaster and the other three aren't legal choices.
Abrupt Jaunt--You probably won't be missing much by losing the familiar (unless you're a skillmonkey, the familiar doesn't really become useful until higher levels) and this variant will help you stay alive.

Feats:
1. Empower Spell--Even though it's a bit too early to take this practically, you need it to enter UM.
1: Practiced Spellcaster (Warmage)--You need this to advance Wizard levels properly in Ultimate Magus.
2: Scribe Scroll--Bonus feat. Why not?
3: Energy Substitution (Acid)--Acid Resistance is a bit less common than other ERs.
6: Sculpt Spell--Most of your spells are going to be area-of-effect spells. That makes this a good move.
9: Acidic Splatter--The caster level boost makes your acid spells (meaning any spell you want, due to ESub) deal slightly more damage and break through SR more easily. It also takes some pressure off your wand budget by providing a back-up damage source.
10: Quicken Spell--Gain extra spell actions in combat. That's a good thing.
12: Practiced Spellcaster (Wizard): It's no longer beneficial to lag your Wizard levels behind. And extra CL helps you generate more damage and break through SR.
14: Twin Spell--Accelerate your magic output.
15: Craft Contingent Spell--The possibilities are endless.

Basically the goal is going to be boosting your damage as much as possible through UM's metamagic abilities. These will let you transform Warmage spells into free MM feat uses. Warmage casting is advanced too, for the purposes of energy flexibility through Orb Spells and the like. You'll probably want to mix standard battlefield control in with blasting--it's easier to do your job without having your face eaten by the big scary monster.

I don't have time to develop a spell list right now, but here (http://forums.gleemax.com/showthread.php?t=968899) are (http://forums.gleemax.com/showthread.php?t=1005797) the relevant pages of Treeantmonk's guide if you haven't looked at it. Most of his advice is pretty solid and his lists can make short work of spellbook-generation, if you don't have time to sift through sources for yourself.

Rad
2008-10-19, 07:37 AM
Rad - First, my usual DM is named, "Brad", and looks surprisingly like your avatar. Freaky.

Seriuusly... However I swear I'm not him unless you actually live in Rome and nicknamed me Brad without telling me. In that case we'd have much less of a problem since my group is level 6 now. :smallbiggrin:

Second, thanks, this is the brainstorming I'm looking for.
You welcome :)

So you would give me all my templates' abilities at first level? but penalize my hp by 5 x HD? Or are there more penalties associated with the negative levels?

There are many in fact. Each negative level gives you a -1 to Skill checks, ability checks, attack rolls and saves as well as decreasing your HP by 5 and removing one of your highest level spell slots (I think you don't have to worry about this last thing at least).
So basically you'd start with a massive -5 penalty to almost anything you do; this is somewhat balanced by the bonuses you get to your stats I'd think (I didn't check up the details for all of those templates) ans possibly give you a negative Will save (beware of enchantments). Of course that should balance all the abilities you get from your templates.


I was thinking that the character/creature would start as a mutated goliath, having the nubs of the half-minotaur's horns, very stony skin from the mineral warrior, feral/primitive features from the feral template, and <something> from the Lloth-touched template.
He would have all the ability penalties of all his base race and templates:
Goliath -2 Dex
Mineral Warrior -2 Int, -2 Wis, -2 Cha
Half-Minotaur -2 Int
Feral -2 Dex, -4 Int
His type would be: Monstrous Humanoid (Earth).
He would gain the racial abilities of a goliath: +4 Str, +2 Con, Powerful Build, Mountain Movement, Acclimated, and skill bonuses.
As he advanced in level, his diverse heritage would slowly emerge, granting him the templates' benefits, until he started pursuing class options at level 6.
He would either start as CE, or would gain the CE alignment as he gained the Lloth-Touched template.

So, his starting racial package would be:
+4 Str, -4 Dex, +2 Con, -8 Int, -2 Wis, -2 Cha.
Type Monstrous Humanoid with Earth subtype
Proficient with all simple weapons (monstrous humanoid)
Powerful Build
Mountain Movement
Acclimated
+2 bonus to one skill

He would gain one feat for being a 1st level character (and later feats based on CL/ECL).

I'm having trouble deciding what his hp/HD should be without any class levels.

The other option I suggested above was to give him a temporary Commoner level, which would later be replaced by a level in the first class he takes after advancing thru all his templates.

Yes? No? Maybe? Could you repeat the question? I'm crazy? (You're not the boss of me now, you're not the boss of me now...)
I'd just let him have his first class level (if he's ECL 5 why not ECL 6 while we're at it?). I would point out that Int 2 is considered to be reserved for animals and roleplaying a character with an Int of 3 is going to be really difficult... I think even :thog: has a 6 or something... again, you're lucky I'm not your DM.
What would your stats be at level 1? I can't track down all your templates right now...

:thog: : thog smart!

The_Scourge
2008-10-20, 11:05 AM
Q 287 I'm looking to make a PC that's an awakened rat. I have no idea if there would be LA or what but I figured this was the place to go if I wanted to find out. I've got a basic backstory hashed out but class and whatnot aren't factored in yet so go nuts and make the most badass rodent you can.

MeklorIlavator
2008-10-20, 02:12 PM
Q 287 I'm looking to make a PC that's an awakened rat. I have no idea if there would be LA or what but I figured this was the place to go if I wanted to find out. I've got a basic backstory hashed out but class and whatnot aren't factored in yet so go nuts and make the most badass rodent you can.
Can you give me the character level, resources available, and the stats(or at least how to generate them?)

The_Scourge
2008-10-20, 02:56 PM
Can you give me the character level, resources available, and the stats(or at least how to generate them?)

sorry, CL 17, Anything except Psionics, Iron kindoms classes and equipment are allowed. stats will be 32 point buy but I'm not really sure if it'll be the same for a rat or if I just take the stats from the MM and add the awakened 3d6 int and 1d3 cha (i think that's what it is anyway)

MeklorIlavator
2008-10-20, 04:15 PM
A rats stat modifications would be -8 str, +4 dex, +0 con, +2 Wis, -8 Cha, with Int technically having no modifier, but it could be considered a -8. Here's the part you need to talk to your dm about, because the rules don't cover this(as far as I know) so what he says will determine how this works. Personally, here's how I would do it: roll the 3d6 for Int and 1d3 for Cha, add them to the base, and then check out what the bodifier would be from this table (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAsRaces.html). For example, lets say I rolled an 11 and a 2. Well, that would be a 13 and a 4 when added to the rat's initial stats, which makes the new adjustments -8 str, +4 dex, +0 con, +2 Int,+2 Wis, and -6 Cha.

Oh, and apparently the awaken template adds LA +1, but that isn't really bad.

For builds, you have a couple options:
Option 1: You could try and adapt Logic Ninja's Killer Gnome. Basically, you go up to people and bite their kneecaps off, though it does have some Fluff problems for you with the Blade Bravado class. Still, you could probably just stay in rogue/class with full BaB and be just as effective.

Option 2: Druid. This plays pretty much exactly like a normal druid build, with the only change being you're normal form.

Or, wacky Option 3:Warlock or perhaps Dragonfire Adept: This one is, in my opinion, the odder of the builds and will be less powerful. The fun part is the image(you're a rat breathing 15-foot cones of fire/shooting out massive bursts of energy). I can probably give you the best info on this build.

Pick which one you want and I'll do my best, or ask someone else if none of them really match what you want to do.

Rad
2008-10-20, 04:52 PM
I vote for a dragonfire adept lizard :D

monty
2008-10-20, 05:44 PM
See if you can talk your DM into letting Awaken be cast on you by an epic level druid with Intensify Spell. Nothing like starting the game with a base 36 Int.

subject42
2008-10-20, 07:15 PM
Q 288

I have a sinking feeling that my current character is going to die soon, so I thought that I might start prepping for a new one, just in case.

Any help would be appreciated.


1. I'm looking for a character that's specced out for levels eight through eleven.


2. Restrictions are as follows:

a. No book restrictions, provided they are 3.5ed

b. Human Race

c. Classes with a hand-to-hand melee specialization (fighter/monk are preferred, but don't restrict yourself if something really works)

d. Stat generation is 4d6 seven times, dropping the lowest die in the roll. Given the character concept, wisdom should likely be the lowest stat.

e. Alignment of Lawful Good, in a "We must all make sacrifices for the Glorious Revolution" kind of sense.

f. There are a few house rules.
--f1: At first level, add your con score, rather than your con mod to your hit points.
--f2: Skill points cost one point, regardless of whether or not they are in class. In-class skills automatically get a +3
--f3: All characters get two extra feats

g: I'm looking to make a scrappy, street-fighting communist partisan fighter in a somewhat magic-heavy setting that has the feel of England right at the beginning of the industrial revolution. I'm not looking for your standard stunning fist/wuxia hand to hand fighter. Rather than stunning fists and flying kicks, I'm looking for the kind of fighter that will throw his enemy to the ground and stomp on his Xyphoid process until he stops twitching.

h: The DM tends to use a lot of Undead and Constructs in this campaign setting. Also, most fights tend to take place in fairly cramped areas. Other party members are a bard, a wizard specializing in illusion, a wizard specializing in blowing things apart, and a warlock. We tend to be the victim of a lot of ambushes, as well.

The_Scourge
2008-10-20, 07:25 PM
A rats stat modifications would be -8 str, +4 dex, +0 con, +2 Wis, -8 Cha, with Int technically having no modifier, but it could be considered a -8. Here's the part you need to talk to your dm about, because the rules don't cover this(as far as I know) so what he says will determine how this works. Personally, here's how I would do it: roll the 3d6 for Int and 1d3 for Cha, add them to the base, and then check out what the bodifier would be from this table (http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAsRaces.html). For example, lets say I rolled an 11 and a 2. Well, that would be a 13 and a 4 when added to the rat's initial stats, which makes the new adjustments -8 str, +4 dex, +0 con, +2 Int,+2 Wis, and -6 Cha.

Oh, and apparently the awaken template adds LA +1, but that isn't really bad.

For builds, you have a couple options:
Option 1: You could try and adapt Logic Ninja's Killer Gnome. Basically, you go up to people and bite their kneecaps off, though it does have some Fluff problems for you with the Blade Bravado class. Still, you could probably just stay in rogue/class with full BaB and be just as effective.

Option 2: Druid. This plays pretty much exactly like a normal druid build, with the only change being you're normal form.

Or, wacky Option 3:Warlock or perhaps Dragonfire Adept: This one is, in my opinion, the odder of the builds and will be less powerful. The fun part is the image(you're a rat breathing 15-foot cones of fire/shooting out massive bursts of energy). I can probably give you the best info on this build.

Pick which one you want and I'll do my best, or ask someone else if none of them really match what you want to do.

I'm not sure which way to go to be honest. You do whichever one you want and we'll go from there.

Ricky S
2008-10-21, 01:48 AM
Hi I was wondering what the perfect rogue would be? I'm trying to figure out whether it would be an elf or halfling. So no restrictions on books or anything.

Class: Rogue
Points buy: 25points
Race: Halfling or Elf
Restrictions: None
Type: Typical rogue ie stealthy
Level: 5

Any ideas on this?

Rad
2008-10-21, 08:56 AM
See if you can talk your DM into letting Awaken be cast on you by an epic level druid with Intensify Spell. Nothing like starting the game with a base 36 Int.

He could, but then you'd have to pay the LA for it.
If I were the DM I would just put a LA cost to the "rat" race using the stats of an average rat but +0 Int.

monty
2008-10-21, 11:09 AM
Hi I was wondering what the perfect rogue would be? I'm trying to figure out whether it would be an elf or halfling. So no restrictions on books or anything.

Class: Rogue
Points buy: 25points
Race: Halfling or Elf
Restrictions: None
Type: Typical rogue ie stealthy
Level: 5

Any ideas on this?

I'd definitely go with halfling. Small size = good, and you need Con more than Str.

Halfling Rogue 5
Str 8 Dex 18 Con 13 Int 14 Wis 10 Cha 8
Level 1 feat: Two-Weapon Fighting
Level 3 feat: Weapon Finesse
Get two daggers or other light weapons, max Hide and Move Silently (and 8 other skills of your choice), and sneak attack like crazy. With 3d6 sneak attack, that strength penalty won't be hurting you much.

Temp.
2008-10-23, 08:16 PM
I'm looking for a character that's specced out for levels eight through eleven.
...
No book restrictions, provided they are 3.5ed
...
Human Race
...
Classes with a hand-to-hand melee specialization (fighter/monk are preferred, but don't restrict yourself if something really works)
...
Given the character concept, wisdom should likely be the lowest stat.

I'm looking to make a scrappy, street-fighting communist partisan fighter in a somewhat magic-heavy setting that has the feel of England right at the beginning of the industrial revolution. I'm not looking for your standard stunning fist/wuxia hand to hand fighter. Rather than stunning fists and flying kicks, I'm looking for the kind of fighter that will throw his enemy to the ground and stomp on his Xyphoid process until he stops twitching.


First I want to lay out some easy other options:

A more focused Warblade (using Stormguard Warrior, Two-Weapon Fighting, Snap Kick, Robilar's Gambit and Double Hit). Use Jump-based Tiger Claw Maneuvers for easy damage, Full-Attack Tiger Claw maneuvers for TWF. Charge Stormguard Warrior with Snap Kick after strikes and with the last couple attacks each round. Release Stormguard Warrior with TWF routines.
Daring Outlaw from Complete Scoundrel (Rogue 4/Swashbuckler 16, taking Dugeonscape's Penetrating Strike variant). This is probably going to be easiest if you put yourself in flanking positions with other party members.
Scarlet Corsair from Stormwrack (using Rogue/Swashbuckler for entry) is going to be about the same as the above. It will have lower sneak attack, improved solo abilities and some fear abilities that other party members might find useful.
Riposte (http://www.wizards.com/default.asp?x=dnd/we/20070228a) Scout (maybe see if you can homebrew a Swashbuckler/Scout Riposte feat like Daring Outlaw or Swift Hunter and an "Improved Riposte" parallel to CS's "Improved Skirmish") This is probably going to be your best bet for soloing and creating bonus damage for your unarmed strikes.


This build was a bit rushed, but I like its approach:
Warblade 1/Wolf Totem (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wolfTotemClassFeatures ) Barbarian 2/Warblade 2/Drunken Master 2/Warblade 5/Bloodclaw Master 1/Warblade 1/Bloodclaw Master 1/Warblade 4

Feats:
Level 1: Combat Reflexes
Human: Improved Unarmed Strike
Extra: Great Fortitude
Extra: Two-Weapon Fighting
Level 3: Extra Rage (CW)
Wolf Barbarian 2: Improved Trip
Level 6: Snap Kick (ToB)
Wablade 5: Iron Heart Aura (ToB)
Level 9: Stormguard Warrior (ToB)
Level 12: Improved Two-Weapon Fighting
Warblade 9: Improved Initiative
Level 15: Robilar's Gambit (PHB2)
Level 18: Greater Two-Weapon Fighting
Warblade 13: Blind-Fight

Warblade, Bloodclaw Master--ToB
Drunken Master--CW
Wolf Totem Barbarian--UA/SRD

Stances/Manuevers:

1:Punishing Stance, Charging Minotaur, Stone Bones, Wolf Fang Strike
4:Mountain Hammer
5:Wall of Blades
6:Absolute Steel Stance, Iron Heart Surge (Lose Stone Bones)
9:Death from Above
10:Lightning Recovery (Lose Charging Minotaur)
11:Dancing Mongoose
12:Pouncing Charge
13:Iron Heart Endurance
14:Rabid Bear Strike
15:Prey on the Weak, Swooping Dragon Strike (Lose Mountain Hammer)
17:Raging Mongoose
18:Girallon Windmill Fleshrip (Lose Death from Above)
19:Feral Death Blow
20:Wolf Pack Tactics, Strike of Perfect Clarity (Lose Rabid Bear Strike)


At low levels, high strength from Rage and extra damage from Punishing Stance should be enough to keep you a serious threat. You might need to pick up a weapon from time to time (maybe getting some magic Gauntlets and Pearls of Power for Greater Magic Weapon and Greater Mighty Wallop from RotD), but Improvised Weapons and Unarmed strikes combined with Improved Trip should keep things interesting.

At level 9, you get Stormguard Warrior and things start to come together. You can now use your last attack and Snap Kick to add damage to your next round's attacks. With Pouncing Charge and Dancing Mongoose, you should be able to generate enough attacks for the extra damage to really pay off. If you carry a reach weapon (or a big improvised weapon), you can generate Attacks of opportunity that will turn into attack bonuses in your next round.

Note that the Wolf Totem variant isn't really necessary and that Extra Rage might not be needed in your campaign. I just like them conceptually.

subject42
2008-10-24, 12:43 PM
Lots of good ideas for Q 288


Wow, I didn't realize that half of those things existed. I'll run them by my DM and see if they get approval.

Zenos
2008-10-27, 03:19 PM
1. Which of the above are you asking for?
a. I am looking for what I can improve at my next level with this (http://www.myth-weavers.com/sheets/view.php?id=88506) lvl 5. Bard.
2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. My DM prefers only Core and SRD, although has accepted some non-Core feats because I explained them.
e. I'll stay NE, thankyouerymuch.
f. House Rules: Nope.
g. Concept: He is a manipulating, but usualy polite guy. Cowardly and fights on the second line.
h. Other:

Lathund
2008-10-27, 03:53 PM
I'm plotting a bit what I want for my next character. I'm thinking of playing a cleric of Olidammara, Trickery and Mind domains, mainly focusing on social skills (Bluff, Diplomacy, Disguise, Sense Motive, as well as Concentration and perhaps Gather Info). RP idea: very socially active bisexual transvestite. Does anyone know a good prestige class to go with this?

monty
2008-10-27, 04:54 PM
I this build planned out mostly already, but I'm curious to see if you have any suggestions for improvement:

Petal Factotum 3 / Marshal 1 / Warblade 1 / Bloodstorm Blade 4 / Master Thrower 5
Str 6 Dex 31 Con 16 Int 20 Wis 10 Cha 22

Feats:
1 Point Blank Shot
3 Precise Shot
6 Weapon Focus (dagger)
8 Combat Reflexes
9 Stormguard Warrior
12 Rapid Shot

Thrown weapon tricks:
Palm Throw
Trip Shot
Weak Spot

Equipment:
+6 Gloves of Dexterity
+6 Headband of Intellect
+6 Cloak of Charisma
+1 Wounding Dagger x2
And about 6000 gold to spare

Concept:
"This flower has thorns." That about sums it up. Kill things with daggers. Trip them to death, bleed them to death, or just hit them really hard - it doesn't matter as long as they're dead. Probably play it as an assassin; I have +55 to Hide. Even with the penalty for sniping (and Palm Throw still gives me two attacks per round), anything not optimized for Spot is going to have a tough time dealing with it.


It's a pretty MAD build, but with the petal's bonuses to the relevant stats, it's not too bad. I may add in flaws for Far Shot and/or another feat, if you have any suggestions.

Telonius
2008-10-28, 09:26 AM
I'm plotting a bit what I want for my next character. I'm thinking of playing a cleric of Olidammara, Trickery and Mind domains, mainly focusing on social skills (Bluff, Diplomacy, Disguise, Sense Motive, as well as Concentration and perhaps Gather Info). RP idea: very socially active bisexual transvestite. Does anyone know a good prestige class to go with this?

Honestly, I think you'll be best going Cleric all the way out. Alternate: Cleric10/Loremaster10 (though this is very feat-intensive). Otherwise, there aren't any "sneaky priest" PrC's I've been able to find that don't result in a loss of some caster levels, so these suggestions will not be mechanically terrific. Some might be flavorful, depending on your character. Chameleon is probably going to be your best bet, assuming you have Human or Doppelganger race. Spymaster from Complete Adventurer for one level, or Temple Raider of Olidammara (Complete Divine) for one level. If you can manage to get Perform on your list of class skills, Master of Masks (for a level or two).

Telonius
2008-10-28, 10:50 AM
1. Which of the above are you asking for?
a. I am looking for what I can improve at my next level with this (http://www.myth-weavers.com/sheets/view.php?id=88506) lvl 5. Bard.
2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. My DM prefers only Core and SRD, although has accepted some non-Core feats because I explained them.
e. I'll stay NE, thankyouerymuch.
f. House Rules: Nope.
g. Concept: He is a manipulating, but usualy polite guy. Cowardly and fights on the second line.
h. Other:

My sympathies on the stats.

Any particular reason you have 8 ranks in Decipher Script? In most campaigns that's not a very useful skill. I'd put a few ranks into Know (Nobility) or Know (History) to bump up your Diplomacy or Bardic Knowledge.

For Feats, Spell Focus (Illusion) or (Enchantment) are good options. That low Fort save is concerning me a bit, though maybe not enough to spend a feat on Great Fortitude. Buy a cloak of resistance as soon as you can, even if it's only a +1.

By the way, what's the composition of the rest of the party?

Zenos
2008-10-28, 11:16 AM
My sympathies on the stats.

Any particular reason you have 8 ranks in Decipher Script? In most campaigns that's not a very useful skill. I'd put a few ranks into Know (Nobility) or Know (History) to bump up your Diplomacy or Bardic Knowledge.

For Feats, Spell Focus (Illusion) or (Enchantment) are good options. That low Fort save is concerning me a bit, though maybe not enough to spend a feat on Great Fortitude. Buy a cloak of resistance as soon as you can, even if it's only a +1.

By the way, what's the composition of the rest of the party?

One of the players sent me a PM and said he wanted me to do a little of the rogue stuff.

Yeah, I'll remove Decipher scrift for something actually good.

Flickerdart
2008-10-28, 03:45 PM
The first time I picked up the Player's Handbook, I was surprised to find that Monks didn't get two attacks. Logically, I thought they should, since they have two weapons.

So, I went and convinced my DM that I could do this (quick question, can I actually?). This is for a pretty casual, unoptimized campaign, so Monk might be usable. I can probably use all official splatbooks (I'd have to ask), but 3rd party and Dragon are off limits. Can I get someone to build this guy for me, level by level to 20? My DM doesn't like non-core races, though, so that might be a problem too.

Telonius
2008-10-28, 03:57 PM
Yes, you can; but only using the Flurry of Blows ability. You can use your unarmed attack, or any monk weapon, to get two attacks at a penalty of -2/-2.

If your DM gave you the ability to do that without penalty, it really doesn't help you all that much. The penalty decreases by one at 5th level and goes away completely at 11th.

Leaving work now so no time to post a build; be advised that there will be a lot of people (me included) who believe that Monk is the most underpowered class in the PHB.

Temp.
2008-10-28, 05:28 PM
I this build planned out mostly already, but I'm curious to see if you have any suggestions for improvement:
First, you don't qualify for Stormguard Warrior. You're going to need Iron Heart Aura for that.

Second, you don't seem to have a reliable damage source. It looks like you wanted Stormguard Warrior to do this for you, but for a character without Robilar's Gambit or a reach weapon it's not a great option. Even if you use Trip Shot and stand adjacent to fallen enemies, that's at best an extra 8 damage at the cost of setting your thrower in melee range.

Without reach for attacks of opportunity during your opponents' turns, you're not going to be a great battlefield controller and without damage sources like Sneak Attack or Power Attack you're not going to be the one to actually kill enemies. If your party can't cover one of these roles, you might face some problems. If they can, you'll probably be okay.

...Of course, I could be missing something because I'm not familiar with Petals.

Sounds like a fun build, though.

monty
2008-10-28, 07:32 PM
First, you don't qualify for Stormguard Warrior. You're going to need Iron Heart Aura for that.

Oh yeah, thanks for catching that. Flaws it is!


Second, you don't seem to have a reliable damage source. It looks like you wanted Stormguard Warrior to do this for you, but for a character without Robilar's Gambit or a reach weapon it's not a great option. Even if you use Trip Shot and stand adjacent to fallen enemies, that's at best an extra 8 damage at the cost of setting your thrower in melee range.

Bloodstorm Blade's Thunderous Throw ability lets me treat ranged attacks as melee. Full attack with Stormguard Warrior on the first round gives me 8 attacks (3 base + 1 Rapid Shot x 2 Palm Throw). If all attacks land, that's an extra 320 damage on turn 2, plus all the Con damage.


Without reach for attacks of opportunity during your opponents' turns, you're not going to be a great battlefield controller and without damage sources like Sneak Attack or Power Attack you're not going to be the one to actually kill enemies.

Why won't I be a good controller, anyway? With +26 to trip checks after items (Dex+Int+Cha+4-8), I should be able to take down just about any trippable enemy. Sure, I can't lock them down, but being able to trip at range should make up for that anyway.


...Of course, I could be missing something because I'm not familiar with Petals.

Petal doesn't have much to do with the build concept, it just has great stat bonuses.

Flickerdart
2008-10-28, 07:49 PM
Yes, you can; but only using the Flurry of Blows ability. You can use your unarmed attack, or any monk weapon, to get two attacks at a penalty of -2/-2.

If your DM gave you the ability to do that without penalty, it really doesn't help you all that much. The penalty decreases by one at 5th level and goes away completely at 11th.

Leaving work now so no time to post a build; be advised that there will be a lot of people (me included) who believe that Monk is the most underpowered class in the PHB.
Wait, Flurry is supposed to be the dual-wield for fists? But you can Flurry while dual-wielding Monk weapons, can't you? This makes no sense...

And I know the Monk sucks. It's not going to be a very hardcore campaign.

Telonius
2008-10-28, 09:08 PM
Wait, Flurry is supposed to be the dual-wield for fists? But you can Flurry while dual-wielding Monk weapons, can't you? This makes no sense...

And I know the Monk sucks. It's not going to be a very hardcore campaign.

Okay, let's back up and discuss some of the basics. Any character - any character at all - is capable of making a two-weapon attack. Unless they have a special feat or ability that mitigates this, there is a -6 penalty to your primary hand weapon, and a -10 to your off-hand weapon. So that means a Level 1 Fighter with 10 Strength wielding two longswords would be able to attack with both of them, with a total attack of -5/-9 (he gets +1 from his base attack bonus). Using a light weapon in the off hand decreases this penalty, as does having the Two-Weapon Fighting feat. If you have both, your base penalty is down to -2/-2 (so our example Fighter would be at -1/-1). Normally you can only make one off-hand attack per round; Improved and Greater Two-Weapon Fighting allow you to make additional attacks when your base attack bonus is high enough to allow you additional attacks per round.

It's important to note that using a Two-Weapon attack is an Attack Action. This means that you can both move and make an attack with both of your weapons in the same round. You can also only add half of your strength modifier to your off-hand damage.

The Monk's Flurry of Blows ability looks like it does the same thing as Improved TWF at first level, however there are some subtle and important differences. The first very important difference is that using the Flurry of Blows is a Full-Attack action. You can only take a five-foot step if you want to use the ability. Second, Flurry of Blows only works with a few of the weapons Monks are proficient with (kama, sai, nunchaku, quarterstaff, shuriken, and siangham), as well as with Unarmed Strike. The TWF tree applies to any weapon the character happens to pick up. Third, the Flurry of Blows ability has the special bonus of adding your full strength bonus to the damage of all weapons or unarmed strikes.

In general, remember that the Monk can make Unarmed strikes with any part of their body - feet, head, elbows, knees, whatever. It's not just fists. So a Monk always has about 9 standard weapons (and if you get real technical, as many weapons as he has body parts :smalleek:) unless he's crippled or unable to move for some reason. He can make an unarmed strike even if both of his arms are tied behind his back. For that reason, as well as the ability to use some of the Monk weapons, you shouldn't think of Flurry as "TWF for fists." It's more of a crazy-fast kung fu show.

There are several entries in the D20 FAQ (http://www.wizards.com/default.asp?x=dnd/er/20030221a) about Monks combining Flurry of Blows and TWF. You might want to check it out just to get a better feel for the rules. They're not very useful in practice, since combining them results in pretty bad penalties to your attacks, even if a Monk spends the feats on TWF. But you'll have better things to spend your feats on. Build coming soon...

Telonius
2008-10-28, 09:44 PM
Monk Build, here we are.

The first thing that you really need to realize when you're building a Core-Only Monk, is that you are not a fighter. You aren't going to be doling out 60 damage in a round, and it will be harder for you to go toe-to-toe with a bad guy due to your smaller hit die and (likely) lower AC. The ideal party role for you is fifth wheel. You're the tactical go-to guy, the disarmer, the flanker, the assistant (or primary) scout. You're also the guy who scrapes up the bodies when you need to beat a hasty retreat.

For your race, I would recommend Human. Half-Orc is tempting, with its +2 Str; but the loss of a feat and two skill points per level (-2 INT and you won't be getting the human's bonus) isn't worth it.

One of the biggest problems with Monks is their reliance on so many ability scores. I would recommend that you prioritize them like this: Wisdom (most important), Strength, Dexterity, Constitution, Intelligence, Charisma (least important).

For skills, you should put ranks in Tumble until you automatically get a 15. Max out Listen, Move Silently, Hide, and Spot.

1 Stunning Fist (Monk)
1 Improved Grapple (standard 1st-level feat, requires Dex 13)
1 Dodge (human)
2 Deflect Arrows (Monk)
3 Mobility (3rd-level feat)
6 Improved Disarm (Monk)
6 Improved Natural Attack* (6th-level feat)
9 Spring Attack (9th-level feat)
12 Improved Critical: Unarmed Strike (12th-level feat)
15 Weapon Focus (Unarmed Strike)
18 .... whatever seems good to you.

* Improved Natural Attack can be found on page 304 of the Monster Manual. It's technically Core, and technically available to PC races. If the DM doesn't allow it, you can substitute something else for it - possibly Spring Attack, or Combat Expertise; or move up Improved Initiative and choose something else for your 9th-level feat.

If you can persuade your DM to allow one single splatbook, Book of Exalted Deeds should be it. In that, you will find the "Intuitive Attack" feat. Take that as your third-level feat if you can - it takes priority over the rest of the feats. And if you can get it, your stat priority will shift. Wisdom, Dexterity, Constitution, Strength, Intelligence, Charisma.

If you do get BoED in the game, under no circumstances should you take the Vow of Poverty feat.

It's a trap!

monty
2008-10-28, 11:41 PM
I could be missing something, but why Dodge and Mobility? Sure, you're going to be taking AoOs if you're moving a lot, but anything that poses a serious melee threat to you is probably going to hit anyway, and there's got to be other useful but less situational feats.

Brock Samson
2008-10-29, 01:33 AM
I agree, Dodge and Mobility seem, well, pretty useless. As a monk you're simply going to get hit in combat, in regards to Dodge a +1 to AC to a single opponent for the expense of a much-coveted feat seems like it could well be spent elsewhere (such as improved trip, combat expertise, combat reflexes, or a lot of others). As far as Mobility goes, that's why tumble is a class skill for Monks, and even if you have to move half-speed, that's why you have a crazy-high speed. Spring Attack would definitely be worth it, if you're looking for more battlefield control, combined with Improved Trip (because regardless of your stats hitting touch AC is never hard) and then you get a +4 to attack that downed opponent and move on. They'll never catch you if they have to use a move-action to get up and then the rest of their action to get closer (and probably not even to) you.

Telonius
2008-10-29, 08:04 AM
:facepalm: Argh, that's what was bothering me. Took out Spring Attack for INA at 6, and forgot to put it back in. Fixed now.

Regarding Improved Trip, I've found it's generally not as useful as Improved Disarm. If the Monk is fighting something that's bigger than he is, he's most likely not going to win an opposed strength check, even with the +4, because of his MAD. If he's fighting something that's the same size, there's a decent chance that it's an armed humanoid. Disarm it, and the threat is neutralized. If you don't take Imp Trip as the bonus 6th-level feat, it costs two feats (Combat Expertise and Imp Trip) to get it - I don't think the benefit is good enough for the cost.

Lathund
2008-10-29, 10:06 AM
Monk Build, here we are.
If you do get BoED in the game, under no circumstances should you take the Vow of Poverty feat.

Hm. Care to explain?

Telonius
2008-10-29, 10:28 AM
If you're playing in a standard wealth-by-level game, you'll be able to get the same bonuses that the Vow provides by buying them in item form. The bonus feats are kind of shiny, but you run out of useful ones after a couple of levels. Vow of Poverty does not make monks awesome. Vow of Poverty makes Monks (and other characters) that don't own any items, suck less.

There's only one situation where it makes mechanical sense: if you're playing in a low-wealth or low-magic-item campaign.

Rad
2008-10-29, 01:02 PM
It's important to note that using a Two-Weapon attack is an Attack Action. This means that you can both move and make an attack with both of your weapons in the same round.

That is one of the best house rules for TWF, but unfortunately RAW is different:

If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon or for some special reason you must use a full-round action to get your additional attacks.

Telonius
2008-10-29, 02:28 PM
Huh. You know, I've read that section before, but that particular rule never jumped out at me - must be because I was looking for TWF rules in the Attack and Two Weapon Fighting sections whenever I was researching it. I don't think I've ever been in a campaign that made the distinction.

Arq Kujos
2008-10-29, 02:55 PM
1. Hey Guys, I looking for a classic, The Warrior Mage. My friend and I cannot decide on how to make the best build for one, so I decided to come to you, the pros. :smallbiggrin: I want a from scratch, level by level break down of it. I know that sounds like a lot, and I am sorry to ask, my DM usually asks for a 1 to 20 build of the characters we use. Optimization is preferred.

2. Here are the requirements we are allowed to use by our DM:
a. All books from all 3.5 edition Wotc Settings are ok except for Psionics, Incarnum, Book of Exalted Deeds, and even though it should go without saying, Unearthed Arcana. Oriental Adventures is out, too.
b. All races are fine, but I prefer elves. Any kind of elf is fine. No level adjustments. Period.
c. Go crazy. Only rule is that there is a limit. Two base classes, two prestige classes.
d. Roll 4d6, drop the lowest die and add them together. Reroll 1's.
e. No evil. I prefer Chaotic Good, but hey, don't let that stop you.
f. House Rules: Eschew Materials is a free feat for all mages in our world. Keeping up with material components sucks. Other than that, we are pretty standard.
g. Concept: Like I said, I am going for the warrior style mage. I want him to be able to do a lot of magical damage to soften up enemies and then do some quick finishing work with his blade if needed. Kind of like an artillery unit and a skirmisher mixed together. He needs to focus more on offensive spells, summons, and buffs, so no need to worry about enchantments or illusions.
h. Other: I don't really have a party or campaign to go with this character, but usually we always have a rouge type and a warrior type. I'm also a cleric player, but I am tired of being the healer. Most of the time, we start out in the woods or in a small town, and work our way across a lot of regions and cities. No real "theme" to the campaigns, except for one water campaign, but I doubt we will play that one again.

Telonius
2008-10-29, 03:39 PM
It doesn't sound like you'd really want a Batman-type caster, more of a blasty-mage. So, just off the top of my head:

Warmage will give you basically what you want, out of the can. Nice and blasty, can cast in armor, simple weapon proficiency. It's evocation-focused, though; so no buffs or summons unless you UMD some scrolls.

You might also think about Sorcerer6/Fighter1/Spellsword1/Eldritch Knight10/Sorcerer2. Substitute Sorcerer for Eldritch Knight, if you want to lose only one caster level and still cast in armor. Personally I'd prefer this route if you feel the need for summoning and buffing.

Mechanically weaker, but a CG Warlock could fit the character concept. (Hellfire Warlock would be even better, but if I'm not mistaken there's an alignment restriction).

Outside the box suggestion: Cleric with the Magic and War domains, stock up on wands of Orb spells.

Arq Kujos
2008-10-29, 03:52 PM
Hey, thanks for tackling this, Telonius. I really needed the help.



Warmage will give you basically what you want, out of the can. Nice and blasty, can cast in armor, simple weapon proficiency. It's evocation-focused, though; so no buffs or summons unless you UMD some scrolls.

Thanks but no thanks. In the end, Warmages are too focused on only evocation to be god at really anything else.


You might also think about Sorcerer6/Fighter1/Spellsword1/Eldritch Knight10/Sorcerer2. Substitute Sorcerer for Eldritch Knight, if you want to lose only one caster level and still cast in armor. Personally I'd prefer this route if you feel the need for summoning and buffing.
That is a good idea. My friend was arguing for the classic Wizard/Fighter/Eldritch Knight. This is a nice substitute for that. Casting in armor isn't a major focus of this character, but I'll take whatever I can get.


Mechanically weaker, but a CG Warlock could fit the character concept. (Hellfire Warlock would be even better, but if I'm not mistaken there's an alignment restriction).
Not a fan of Warlocks. Like you said, the good ones are always weaker than the evil ones and since evil is out in my campaign, there isn't much of a point.


Outside the box suggestion: Cleric with the Magic and War domains, stock up on wands of Orb spells.
Now, the cleric player in me squealed a little when you said that. It is a good idea. Especially Clerics of Mystra with the Initiate of Mystra feat. I may try that, though the idea was to get away from divine casters.

Now, I like Telonius's ideas, but if anyone else has an idea, feel free to share it. Thanks.:smallbiggrin:

Rad
2008-10-29, 04:43 PM
Paladin 2/sorcerer 3/Spellsword 1/Abjurant Champion 5/EK 8
BAB +18
Spells/day: sorc 17 (8th level)
CL: 18
Abjurations are swift actions (good for buffing)
Great saves due to the Cha sinergy.

Spellsword is a bit crucial there, but you're taking Abj. Cha. to the end and you could argue that completet PrCs do not count towards the limit... If this doesn't fly go with

Paladin 2/sorcerer 3/EK 1/Abjurant champion 5/EK +7

it looks the same but it's not. You're one caster level behind for a looong time

If you don't want to be LG, get Fighter and Wizard instead of Pal/Sorc. You lose Cha sinergy but get 9th level spells :).

Lathund
2008-10-29, 05:48 PM
Huh. You know, I've read that section before, but that particular rule never jumped out at me - must be because I was looking for TWF rules in the Attack and Two Weapon Fighting sections whenever I was researching it. I don't think I've ever been in a campaign that made the distinction.

Being able to always attack with both weapons would make Dual Strike kind of pointless too.

Arq Kujos
2008-10-29, 09:28 PM
Paladin 2/sorcerer 3/Spellsword 1/Abjurant Champion 5/EK 8
BAB +18
Spells/day: sorc 17 (8th level)
CL: 18
Abjurations are swift actions (good for buffing)
Great saves due to the Cha sinergy.

Spellsword is a bit crucial there, but you're taking Abj. Cha. to the end and you could argue that completet PrCs do not count towards the limit... If this doesn't fly go with

Paladin 2/sorcerer 3/EK 1/Abjurant champion 5/EK +7

it looks the same but it's not. You're one caster level behind for a looong time

If you don't want to be LG, get Fighter and Wizard instead of Pal/Sorc. You lose Cha sinergy but get 9th level spells :).

I like the Wizard/Fighter idea. I couldn't pull off the Paladin code. I doubt I could argue the 1 level of Spellsword, either. My DM is pretty strict about that. Still, 9th level spells, high base attack bonus, and spell bonus to Abujuration? That is freaking awesome. Thanks a lot for your help!!!

monty
2008-10-29, 09:58 PM
Making some adjustments because I misread an ability and forgot a prerequisite:

Petal Factotum 3 / Marshal 1 / Warblade 1 / Bloodstorm Blade 4 / Master Thrower 5
Str 6 Dex 31 Con 16 Int 20 Wis 10 Cha 22

Flaws:
2 of them
Feats:
1 Point Blank Shot
1 Precise Shot
1 Far Shot
3 Rapid Shot
6 Ironheart Aura
8 Weapon Focus (Dagger)
9 Stormguard Warrior
12 Concealed Ambush

Thrown weapon tricks:
Palm Throw
Trip Shot
Weak Spot

Equipment:
+6 Gloves of Dexterity
+6 Headband of Intellect
+6 Cloak of Charisma
+1 Wounding Dagger x2
6000ish gold left over


Any further suggestions to this?

Allando97
2008-11-01, 06:03 PM
1. Level by level
2.
a) PHB, DMG, Complete Arcane, Complete Divine, Complete Adventurer, Complete Mage, Player's Guide to Faerun, Lost Empires of Faerun, Exalted Deeds
b) Human
c) Wizard with at least 1 level of fighter. Any prc class
d) Rolled 18,18,12,12,12,10
e) NG

Arq Kujos
2008-11-01, 07:07 PM
1. Level by level
2.
a) PHB, DMG, Complete Arcane, Complete Divine, Complete Adventurer, Complete Mage, Player's Guide to Faerun, Lost Empires of Faerun, Exalted Deeds
b) Human
c) Wizard with at least 1 level of fighter. Any prc class
d) Rolled 18,18,12,12,12,10
e) NG

Wow, that sounds a lot like my own request. I had to do a little work on it, why don't you try this. I added a full 1-20 build and all the saves and the Base Attack Bonus progression. No alignment restrictions, no race restrictions, and only a loss of 2 caster levels. Not bad, if I say so myself. Of course, I must give credit to Rad, who gave me the idea first. Many props to him.
Character Level BAB Fort Ref Will
CL 1-Wizard 1 +0 +0 +0 +2
CL 2-Fighter 1 +1 +2 +0 +2
CL 3-Wizard 2 +2 +2 +0 +3
CL 4-Wizard 3 +2 +3 +1 +3
CL 5-Wizard 4 +3 +3 +1 +4
CL 6-Wizard 5 +3 +3 +1 +4
CL 7-Eldritch Knight 1 +4 +5 +1 +4
CL 8-Eldritch Knight 2 +5 +6 +1 +4
CL 9-Eldritch Knight 3 +6 +6 +2 +5
CL 10-Abjurant Champion 1 +7 +6 +2 +7
CL 11-Abjurant Champion 2 +8 +6 +2 +8
CL 12-Abjurant Champion 3 +9 +7 +3 +8
CL 13-Abjurant Champion 4 +10 +7 +3 +9
CL 14-Eldritch Knight 4 +11 +8 +3 +9
CL 15-Eldritch Knight 5 +12 +8 +4 +10
CL 16-Eldritch Knight 6 +13 +9 +5 +11
CL 17-Eldritch Knight 7 +14 +9 +5 +11
CL 18-Eldritch Knight 8 +15 +10 +5 +11
CL 19-Eldritch Knight 9 +16 +10 +6 +12
CL 20-Eldritch Knight 10 +17 +11 +6 +12

If you are only allowed one PRC, just drop the Abjurant Champion levels and go straight through Eldritch Knight, then finish off the rest with wizard. It is almost the same, just with a slightly lower base attack bonus and a loss of some cool class abilities.

monty
2008-11-01, 10:56 PM
1. Level by level
2.
a) PHB, DMG, Complete Arcane, Complete Divine, Complete Adventurer, Complete Mage, Player's Guide to Faerun, Lost Empires of Faerun, Exalted Deeds
b) Human
c) Wizard with at least 1 level of fighter. Any prc class
d) Rolled 18,18,12,12,12,10
e) NG

Could you elaborate a little on what exactly you want with that? For example, is the fighter level to make a gish, or are you taking it for story reasons, or what? What exactly do you want to be able to do?

Allando97
2008-11-02, 04:21 PM
Could you elaborate a little on what exactly you want with that? For example, is the fighter level to make a gish, or are you taking it for story reasons, or what? What exactly do you want to be able to do?
Purely for story reasons. I want as much spellcasting as possible and where should i put my second 18? Const or dex?

monty
2008-11-02, 04:31 PM
Definitely Con. The extra Dex shouldn't be necessary for most touch attacks, and your AC is going to suck anyway, but you can always use more hit points.

Arq Kujos
2008-11-02, 05:27 PM
Definitely Con. The extra Dex shouldn't be necessary for most touch attacks, and your AC is going to suck anyway, but you can always use more hit points.

I have to agree. If you are getting hit by enemies, then you are probably doing something wrong unless you were going for an armored mage, which, as far as I can tell, isn't what you want.

Pictogram
2008-11-03, 08:04 PM
I'm looking for a prestige class that fits a charismatic con man rouge. I'm human and i'm chaotic netural (with a tendancy to lean towards good). I have lots of books except psionics stuff ( psionics aren't allowed anyway) Oh, and were playing 3.5 edition.

DemetriX
2008-11-04, 12:57 PM
Q.289 (3.5 Edition)

Introduction : My Character (Synad Psychic Warrior) is on the verge of death and I am starting to loose the feeling of fun while playing with Psionic Powers.
I want to be the special member of our party as we already have a tank, a skillful rogue, a damage-dealer, a sorceress and ...sometimes... a ranger!:smalltongue::P:smalltongue:.!


Books to use : All books of 3.5 edition can be used, but not homebrew things...

Concept : I want to play a Duskblade.. Probably a Human because of its bonus feat, but I usually go for something far more exotic... I want to be the Melee Channeler Duskblade and have few utility spells too.

Things I want for the character : From all the feats, there are 3 I like to get. I like Obtain Familiar (though I may not get it) and I want Sudden Empower and Sudden Maximize (to have my killer move ready at 13th level). I want to use a Greatsword or a Longsword / Shield and probably a Full Plate if I can obtain without Arcane Spell Failure Chance. I don't like to have many ranged spells (though I want a few ones) and I surely won't use ranged weapons...

Extra Info : My DM has given us an extra feat (gift :P) and has allowed us to take up to 3 traits and 3 flaws.

Ability Scores : We roll 5d6 and get the higher results, rerolling all 1s for each Ability Score. We do this two times and get the higher results. We can take 2 score points from one ability and put 1 score point in another.

Money and such : In this campaign we don't get much money and all of it goes to our academy so that we can stay in it. We gain few magic items. but we take 2 Free Masterwork Weapons from our academy.

Deity : I prefer to have no patron deity in D&D, but this time I'll start believing at Rayzold, a campaign-bound deity, whose dominions are Wrath, Death and one more I can't remember :P. He's CG and he is known as the Slayer of the Gods by few. (I think he is from Ebberon and he served as a servant to the Demon Lord of the 1st Layer of Hell) His favorite weapon is Talenta Sharassh, in Ebberon campaign setting.

I may later take levels in Sanctified One (CDiv) of Rayzold or something similar...
I also don't want to be the crazy damage dealer, but I wanna shine and do best what I know to do!

Thank you guys!

PLZ HELP ASAP GUYS!

Telonius
2008-11-05, 06:10 PM
I'm looking for a prestige class that fits a charismatic con man rouge. I'm human and i'm chaotic netural (with a tendancy to lean towards good). I have lots of books except psionics stuff ( psionics aren't allowed anyway) Oh, and were playing 3.5 edition.

Spymaster from Complete Adventurer, Mountebank from Complete Scoundrel, and Uncanny Trickster from Complete Scoundrel might interest you. Though honestly, Rogue19/anything else1 would give you a perfectly serviceable conman.

If you're really just looking to play a conman, and don't care much about the Rogue abilities, Bard offers a slightly better option. The Bard's charisma will fuel your bluff checks, and many of his spells also promote trickery. If you opt for a conman rogue, and really focus on increasing charisma, some of your combat ability will suffer.

monty
2008-11-05, 06:15 PM
If you're really just looking to play a conman, and don't care much about the Rogue abilities, Bard offers a slightly better option. The Bard's charisma will fuel your bluff checks, and many of his spells also promote trickery.

You want Glibness (http://www.d20srd.org/srd/spells/glibness.htm).

Inhuman Bot
2008-11-06, 07:10 PM
allright, I've never played an archivest, factotum, or beguiler before, and want to try one, so I'am turning to the good folks of this thread to help me.

Stuff you'll need to know:

Setting/system: D&D 3.5, in the iron kingdoms.

Books: the archivist and factotum arte the only things outside of the complete series, core, and the Iron kingdoms campaign setting I can use.
I have acceses to most of the No quarter! magazines.

Other party members: The DMpc, a Arcane Mechanic, the other Dmpc-ish guy, A fighter, a gobber rogue (I think), A gobber bodger/combat alchemist, An elven ranger who plans on going into rifleman, sometimes a cleric of morrow, and a Rogue (rouge?) who wants to go into pistoleer.

Fluff: The charcters are a special forces unit in the employ of Cygnar. each of the charcters know why they are in the army, but not why the others are.
We've just started recently, so I don't know much about anyone else.
At the moment, the party is on the way to Lelail (SP?), and is trapped in a forest full of barrow mogs. The wagon we used to get here has had it's horses killed, and we can only move anywhere by having a semi functional steam engine being made by the arcane mechanic and bodger.

Ability scores and level: we are level 3 at the moment, but are planning on getting to level 15-20 by the end of the campaign. our abilites are done with 31 point buy.

Money and gear: we don't have a formal starting money cost, so we can get a decent amount of kit if it makes sense for the charcter. nothing really, really expensive, however.

Cheese level needed: moderate to high. The bodger is apperntly very powerbuilt, and the fighter and ranger are have some cheese planned for future levels, too. The other combat charcters are strong, so I don't want to be useless in combat, but highly overshadowing the other players isnt good.

Class and charcter concept: The classes I was interested in were archivist, Factotum, and beguiler. For prestige classes, I don't have a very good idea, except for Malconvoker. For the concept, I'd like to have a charcter who was a mage being hunted by elven mage hunters, as well as mage guild wizards. The mage guild is after him for stealing research documents for himself.

I'll add in any details needed when asked for. the rp aspect of my charcter is importent, but I need to talk with the dm more to be able to have a real idea of what the charctrer is like.

thanks in advanced!
If I wasnt clear enough, or missed something, please let me know.

Ravens_cry
2008-11-07, 05:19 PM
Q290
The Grey Whirlwind

System: Pathfinder Beta, items can be from 3.5 DMG and d20 srd.

Progression: Level by Level

Race: Human, though other races are fine if necessary. Gnomes may not go over so well with DM.

Ability Scores: Point Buy, 20 points.

Alinement: Lawful Good.

Class: Cleric(/monk levels if needed) or visa the versa

Concept: Healer who can reach her comrades on the far side of the battle feild, as well as put at least some hurt on anyone who gets in her way. Not a major damage dealer, but so dexterous that she is almost impossible to hit.
Cheese: Efficient, but without feeling as if it is 'taking advantage' of the idiosyncrasies of the rules.

Other: I am trying to make a character like Jasmine Lee from The Life and Times of Juniper Lee, or a kindlier, more healing based Cologne type from Ranma 1/2 .

merfolkotpt
2008-11-09, 04:12 PM
I want to make a beguiler that noone knows is a beguiler and also noone knows what he/she actual looks like. That is a permanently disguised character that people think has a different role then beguiler. Could be thief, could be druid, could be tank(this seems tough).

1. I am looking for a level by level progression for this character, the assumption is that i will be starting at some level >= 6.

2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. I have all the complete books and races of as well as core and core II.
b. Don't really care though an unliked race (kobolds for example) would fit thematically
c. Beguiler
d. 4d6 drop lowest for each score rolled and then assigned (so guidelines are probably best)
e. Probably anything but LG is fine. Would prefer CG but doesn't matter if someone has a strong argument for something else.
f. N/A
g. Specified previously
h. There are people in the following roles in the party already: Wizard, two big guys with heavy weapons, a cleric, and a scout though the scout may be leaving.

Thanks in advance guys.

monty
2008-11-09, 04:47 PM
I want to make a beguiler that noone knows is a beguiler and also noone knows what he/she actual looks like. That is a permanently disguised character that people think has a different role then beguiler. Could be thief, could be druid, could be tank(this seems tough).

1. I am looking for a level by level progression for this character, the assumption is that i will be starting at some level >= 6.

2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. I have all the complete books and races of as well as core and core II.
b. Don't really care though an unliked race (kobolds for example) would fit thematically
c. Beguiler
d. 4d6 drop lowest for each score rolled and then assigned (so guidelines are probably best)
e. Probably anything but LG is fine. Would prefer CG but doesn't matter if someone has a strong argument for something else.
f. N/A
g. Specified previously
h. There are people in the following roles in the party already: Wizard, two big guys with heavy weapons, a cleric, and a scout though the scout may be leaving.

Thanks in advance guys.

You want Changeling. You definitely want Changeling. For seeming like a different role, you're going to need some prestige classing. This build could work, but might require a lenient DM. The text version of Rainbow Servant (which is technically the correct one) advances full casting, and the tenth level adds all cleric spells to your class spell list. You can now cast all cleric spells spontaneously. Dip a level in Sacred Exorcist (you can take the Extra Spell feat to get Dismissal for the prerequisite) for Turn Undead, and pick up your DMM feat of choice. Congratulations, you're now CoDzilla, but better. Rainbow Servant gives 4+Int skill points per level, so you're still a decent skill monkey.

So, that covers all the basic party roles - fighter-type (CoDzilla stuff), healer-type (cleric spells), wizard-type (obviously), and rogue-type (lots of skill points and Int-focus). Throw in Changeling for obscuring your physical identity and I think this is what you're looking for.

Changeling Beguiler 6 / Rainbow Servant 6 / Sacred Exorcist 1 / Rainbow Servant +4 / (Beguiler or any full caster PrC) 3
Alignment: LG or NG
Stat priority: Int>Con>Cha>Dex>Wis>Str. You can change those a bit if you like, as long as Int stays highest.
Feats:
12 Extra Spell (Dismissal)
Others are open for metamagic, DMM, or whatever else you might want.

merfolkotpt
2008-11-09, 05:01 PM
Sorry, I thought this was usually handled in the books allowed section, but i am pretty sure my DM will not allow me to use campaign setting specific races since they were not in the list of books I am supposed to use.

monty
2008-11-09, 05:07 PM
Sorry, I thought this was usually handled in the books allowed section, but i am pretty sure my DM will not allow me to use campaign setting specific races since they were not in the list of books I am supposed to use.

It's also in Monster Manual 3, if that's allowed. Beyond that, I don't think there's much you can get without a level adjustment.

fuzzylightning
2008-11-10, 06:33 AM
I am not sure how many here are familiar with the Sword of Truth series by Terry Goodkind, but I am trying to figure out how to create Richard Rahl as a D&D Character. I know that at some point he takes on the wizard class, although I am thinking maybe he should be a gestalt as he is both an accomplished fighter and one of the greatest wizards in history.

His race would naturally be human as that is what he is in the book.

To set his ability scores, my DM uses the standard 4d6 take the best 3 but throws out any scores below 11 and automatically starts out with an 18 because he believes our PCs are supposed to be heroes.

Class: As stated above, I don't know what to start him out as. I know at the end he will be a fighter/wizard, so whether he be a gestalt or start out as a fighter I am unsure.

Alignment: Lawful Good

House Rules: Other than the ability scores rule, its pretty much to the letter with the exception of railroading items, the house rules are really inconsequential as I am just really trying to figure out what to start him as.

Concept: For those unfamiliar with the series, Richard Rahl, or Richard Cypher as he is known for the first book, is the "Seeker of Truth" and the Ruler of D'Hara. He starts out as a commoner in the Westlands, a land without magic, and his world is turned upside down when the boundary fails and magic enters his life. He is an accomplished tracker, which makes me lean ranger first because of the track feat, but he really isn't a ranger. He is also a rather untrained swordsman at first but later becomes a master.

That is all I can think of right now. He will be at level 3 so if you could show a level 1-3 progression I would greatly appreciate it. I am more than willing to answer any questions that may come up to help me build this character. Thank you in advance

Virgo
2008-11-10, 01:37 PM
Q.290something

I've been trying, and I'm really hopeless at gish builing, so I'm coming here for help. I'm applying for a PBP evil game here on the boards and credit will of course be given to the builder.

The crunch and fluff: LE, CL 8 gish build, with a thematic focus on infernal and diabolical sorcery. Stat generation is 36 point buy, so go wild with whatever you want. I generally play the "face" character of parties, but I figure gish might be an opportunity to have the charismatic sorcer archetype and give it some heft through either higher HD or a greater variety of spells. All books are permitted, including homebrew that I run by the DM. As I said, just go ahead and build what you want: I'd really appreciate it!

Telonius
2008-11-10, 04:14 PM
I am not sure how many here are familiar with the Sword of Truth series by Terry Goodkind, but I am trying to figure out how to create Richard Rahl as a D&D Character. I know that at some point he takes on the wizard class, although I am thinking maybe he should be a gestalt as he is both an accomplished fighter and one of the greatest wizards in history.

His race would naturally be human as that is what he is in the book.

To set his ability scores, my DM uses the standard 4d6 take the best 3 but throws out any scores below 11 and automatically starts out with an 18 because he believes our PCs are supposed to be heroes.

Class: As stated above, I don't know what to start him out as. I know at the end he will be a fighter/wizard, so whether he be a gestalt or start out as a fighter I am unsure.

Alignment: Lawful Good

House Rules: Other than the ability scores rule, its pretty much to the letter with the exception of railroading items, the house rules are really inconsequential as I am just really trying to figure out what to start him as.

Concept: For those unfamiliar with the series, Richard Rahl, or Richard Cypher as he is known for the first book, is the "Seeker of Truth" and the Ruler of D'Hara. He starts out as a commoner in the Westlands, a land without magic, and his world is turned upside down when the boundary fails and magic enters his life. He is an accomplished tracker, which makes me lean ranger first because of the track feat, but he really isn't a ranger. He is also a rather untrained swordsman at first but later becomes a master.

That is all I can think of right now. He will be at level 3 so if you could show a level 1-3 progression I would greatly appreciate it. I am more than willing to answer any questions that may come up to help me build this character. Thank you in advance

I've found one already-existing set of stats for him, here (http://www.geocities.com/nuelow/d20characterrichardr.html). (It's apparently for 3.0 rather than 3.5, given the "Ambidexterity" feat). I'm not too terribly familiar with the series, but from what I can glean from Wikipedia, a mainly-Ranger build with a couple levels of Sorcerer thrown in sounds about right.

Telonius
2008-11-10, 04:22 PM
Q.290something

I've been trying, and I'm really hopeless at gish builing, so I'm coming here for help. I'm applying for a PBP evil game here on the boards and credit will of course be given to the builder.

The crunch and fluff: LE, CL 8 gish build, with a thematic focus on infernal and diabolical sorcery. Stat generation is 36 point buy, so go wild with whatever you want. I generally play the "face" character of parties, but I figure gish might be an opportunity to have the charismatic sorcer archetype and give it some heft through either higher HD or a greater variety of spells. All books are permitted, including homebrew that I run by the DM. As I said, just go ahead and build what you want: I'd really appreciate it!

Are you specifically tied to the Sorcerer class, or would something else be acceptable? "Diabolical sorcery" screams "Warlock" to me, but it isn't quite as mechanically powerful as a Sorcerer would be. What's the most important part of the build to you, casting or melee; and how powerful does this guy need to be?

(edit: Btw, sorry to slaanesh and Ravenscry - I'm not very familiar with Iron Kingdoms or Pathfinder Beta. I'd rather give no advice than give uninformed advice).

Virgo
2008-11-10, 06:26 PM
Are you specifically tied to the Sorcerer class, or would something else be acceptable? "Diabolical sorcery" screams "Warlock" to me, but it isn't quite as mechanically powerful as a Sorcerer would be. What's the most important part of the build to you, casting or melee; and how powerful does this guy need to be?


I like what I consider to be the versatility of the sorcerer; I know the arguments for the wizard, but I love being able to spontaniously cast from my carefully-chosen spells known. I think the group is fine on melee power, so casting would probably be the way to go.

Powerwise, I guess we're evil, so the more power the merrier I am. :smallwink: There's no need to decend into extreme munchkin or cheese territory, though.

monty
2008-11-10, 06:34 PM
You might want to consider Initiate of the Sevenfold Veil. It won't make you a melee powerhouse, but you will be great on the defense. Can't get into it until level 10, though.

Telonius
2008-11-10, 11:55 PM
There was actually a gish request relatively recently. Here are two general progressions I gave for someone who wanted to cast in armor. Sorcerer6/Fighter1/Spellsword1/Eldritch Knight10/Sorcerer2.
Sorcerer6/Fighter1/Spellsword1/SorcererX.

IotSV is much, much harder for to get into for a Sorcerer than it is for a Wizard. Because of the large number of Abjuration spells required, it would eat up a fairly large number of his limited number of spells known. Enough spells that it wouldn't really be a blasty-sorcerer raining down arcane doom on his foes, but a focused abjurer. I'd recommend against it in this case.

Fortunately for you, level 8 is exactly the level where Spellsword kicks in for either build.

Stats:
Str 14
Dex 14
Con 12
Int 10
Wis 10
Cha 18

Human
Sorc1 - Skill Focus (Concentration), Spell Penetration
Sorc2
Sorc3 - Empower Spell*
Sorc4 - Cha +1
Sorc5
Sorc6 - Energy Substitution
Sorc6/Ftr1 - Dodge
Sorc6/Ftr1/Spellsword1 - Cha +1

* - normally I'd go with Extend Spell, but since this seems to be a blasty mage, we'll go for Empower instead.
At this point, you can ignore 10% arcane failure. If you can afford it, you could be walking around in Twilight (-10%) Mithral (-10%) Fullplate and have a grand total of 5% arcane spell failure.

Feats to consider for the future of the character: Chain Spell, Twin Spell, Extend Spell, Craft Contingent Spell. Of course the real heart of any sorcerer is the spells known list. It sounds like you already have some ideas as to what you want for that. But let me know if you need some help choosing.

Partysan
2008-11-12, 03:59 PM
Q. 291 (probably)

I need a melee character focusing on the use of a shield and a weapon (sword, short spear, whatever not too exotic). I know that it is difficult to make viable in D&D mechanics, but please do your best. Bonus points if he can get along on his own and contribute to a team.
(He doesn't haveto be a caster killer, but should at least represent a superior meleer)

I need him done from 3rd to 12th level. Showing at least major changes at each level.
All books allowed, but no Dragon Magazine.
Race may be any +2LA or lower, but human would be just fine
Class can be any noncaster (Ranger or Paladin would be all right, though). I would very much appreciate the build done without ToB classes (Martial Study/Stance is fine) and an alternative build with ToB classes.
Ability scores aren't yet fixed, please give minimum/optimal values
Alignment doesn't matter

We will be fighting mostly humanoid opponents, with an occasional big monster between, so tripping may be still viable in higher levels. I thought of Shield Charge.

Concept is a kind of warrior veteran. He may be using dirty tricks and will fight without flashy moves but effectively, using his experience. He should be able to survive quite a bit, but have at least one more quality than survivability^^

There are no fixed house rules yet, but if you know of some homebrewed feats etc. or think that with 1 or 2 feats more there would be a major improvement then please tell, I'll see what I can get through.

HighONseaweed10
2008-11-13, 02:25 AM
i wanted to make a 6th level halfling scout, but an not sure what feat i should take....any suggestions?

Telonius
2008-11-13, 06:17 AM
Q. 291 (probably)

I need a melee character focusing on the use of a shield and a weapon (sword, short spear, whatever not too exotic). I know that it is difficult to make viable in D&D mechanics, but please do your best. Bonus points if he can get along on his own and contribute to a team.
(He doesn't haveto be a caster killer, but should at least represent a superior meleer)

I need him done from 3rd to 12th level. Showing at least major changes at each level.
All books allowed, but no Dragon Magazine.
Race may be any +2LA or lower, but human would be just fine
Class can be any noncaster (Ranger or Paladin would be all right, though). I would very much appreciate the build done without ToB classes (Martial Study/Stance is fine) and an alternative build with ToB classes.
Ability scores aren't yet fixed, please give minimum/optimal values
Alignment doesn't matter

We will be fighting mostly humanoid opponents, with an occasional big monster between, so tripping may be still viable in higher levels. I thought of Shield Charge.

Concept is a kind of warrior veteran. He may be using dirty tricks and will fight without flashy moves but effectively, using his experience. He should be able to survive quite a bit, but have at least one more quality than survivability^^

There are no fixed house rules yet, but if you know of some homebrewed feats etc. or think that with 1 or 2 feats more there would be a major improvement then please tell, I'll see what I can get through.

I have a few concepts. Let me know which one appeals to you most.
- Knight, basically out of the can, focusing either on mounted combat or crowd control (by use of Knight's Challenge).
- Fighter, concentrating on crowd control (tripping, bull rush, etc)
- Fighter or Ranger/Fighter, focused on TWF with weapon and shield bash.
- Mounted Combat-based Fighter, Paladin, or Paladin/Ranger, possibly small sized (depending on whether a horse is going to be practical in most situations in this campaign)

Partysan
2008-11-13, 08:45 AM
Well, since I'm aiming for infantry, it's either the knight or the fighter. Ranger/fighter sounds interesting, but I don't know if there is any way to make TWF with shield and weapon effective. If there is, please use that one, otherwise I'd prefer the crowd controlling. Fluff-wise the fighter fits better, so I'd prefer that, though I'd rather play a good knight than a too bad fighter.

Telonius
2008-11-13, 09:43 AM
Okay. This may be a bit tricky, but let's see what we can do. TWF first. This build is focused more on the shield than on the weapon, though things like Leap Attack, Powerful Charge, and (of course) Power Attack will help with both. Combining Shield Sling with Hurling Charge can allow you to get two attacks off in a charge (without the normal Pounce issues). Throw your shield, Quick Draw your Longsword (or Greatsword for that matter), and enjoy the fun. Finishing touches of this build would be to paint your shield red, white, and blue. As always, please feel free to comment/improve/tell me I'm looney; I'll post some other builds when I get a chance.

Human
1 Fighter - Quick Draw (1st level), Power Attack (Fighter), Powerful Charge (Human)
2 Fighter - Improved Shield Bash (Fighter)
3 Fighter - Shield Charge (3rd Level)
4 Fighter - Shield Specialization (Fighter)
6 Fighter - Hurling Charge (Fighter), Leap Attack (6th level)
8 Fighter - Agile Shield Fighter (Fighter)
9 Fighter - Shield Sling (9th Level)
10 Fighter - Greater Powerful Charge (Fighter)
12 Fighter - Improved Bull Rush (12th level), Shock Trooper (Fighter)

This may or may not be better with Dungeon Crasher - I don't have Dungeonscape so I couldn't say.

Talus
2008-11-13, 10:04 AM
Hi I'm looking to get back into Dnd after a couple of years. I'm looking for help building a character for a 3.5e campaign that will be starting soon. Normally I'd play a typical sword and board paladin or fighter but I'm looking to do something a bit different this time. My current character concept is a nomadic desert fighter. Ideally they would be able to fight with light or no armour and duel-wield weapons of some description.


1. Level by Level Character 1-20
2.
a. I have the core books, BOED, CAd, CW, Du and PHBII (I may be able to get hold of any that are needed for the build so don't feel too limited)
b. Preferably human but I'm not too fussy
c. Any that fit the concept, possibly working towards being a dervish
d. Rolled 17/16/16/14/11/10
e. Non-evil
f. No house Rules

Thank you for your help in advance!

Telonius
2008-11-13, 12:09 PM
@Partysan
Second build, focused on crowd control. (Note that you might also want to check out Saph's Horizon Tripper (http://www.giantitp.com/forums/showthread.php?t=80415&highlight=Horizon+Tripper)).

Minimum Int is 13.

Fighter 1 - Power Attack, Combat Expertise, Improved Bull Rush
Fighter 2 - Improved Trip
Ftr2/Knight 1 - Improved Disarm
Ftr2/Knight 2
Ftr2/Knight 3
Ftr2/Knight 4 Shock Trooper
Ftr2/Knight 5 - Diehard
Ftr2/Knight 6
Ftr2/Knight 7 - Exotic Weapon Proficiency Tigerskull Club (Frostburn)
Ftr2/Knight 8
Ftr2/Knight 9
Ftr2/Knight 10 - Endurance (Knight), Improved Overrun

Possible alteration: swap out Knight 10 for Barbarian. I believe you'll get the full 40 feet of movement from the Barbarian's bonus, due to Armor Master (heavy), plus rage.

Use a Flail as your weapon until level 9; after that, the Tigerskull Club. Both are Trip weapons, and give bonuses to Disarm attempts.

HighONseaweed10
2008-11-13, 12:54 PM
I wanted to make a 6 level Fighter level by level, but the catch is I wanted him to not be more like a meat shield, but more like a rouge. I was planning for him to use throwing daggers as his primary weapon. I wanted to know what feats I should take to accomplish this task.

Telonius
2008-11-13, 01:24 PM
i wanted to make a 6th level halfling scout, but an not sure what feat i should take....any suggestions?

If your DM allows it, take one level in Monk and buy a "Sparring Dummy of the Master" from the Arms and Equipment Guide. It allows you to make a 10 foot adjustment. There's also an item in (...Magic of Eberron?) that's basically a set of rollerblades that allow you to make a 10 foot adjustment (iirc).

If the DM hits you in the head with the Arms and Equipment Guide for suggesting that, some good feats are Improved Skirmish from Complete Scoundrel, and the Greater Manyshot feat tree.

Telonius
2008-11-13, 01:37 PM
I wanted to make a 6 level Fighter level by level, but the catch is I wanted him to not be more like a meat shield, but more like a rouge. I was planning for him to use throwing daggers as his primary weapon. I wanted to know what feats I should take to accomplish this task.

There's a prestige class devoted to this exact idea in Complete Warrior, called Master Thrower. Brutal Throw, a Feat from Complete Adventurer, could also help you out.

A Rogue/Swashbuckler multiclass, with the Daring Outlaw feat, might do better than a Fighter in this case.

Telonius
2008-11-13, 03:07 PM
Hi I'm looking to get back into Dnd after a couple of years. I'm looking for help building a character for a 3.5e campaign that will be starting soon. Normally I'd play a typical sword and board paladin or fighter but I'm looking to do something a bit different this time. My current character concept is a nomadic desert fighter. Ideally they would be able to fight with light or no armour and duel-wield weapons of some description.


1. Level by Level Character 1-20
2.
a. I have the core books, BOED, CAd, CW, Du and PHBII (I may be able to get hold of any that are needed for the build so don't feel too limited)
b. Preferably human but I'm not too fussy
c. Any that fit the concept, possibly working towards being a dervish
d. Rolled 17/16/16/14/11/10
e. Non-evil
f. No house Rules

Thank you for your help in advance!

I posted part of this build a few pages ago. Books required: PHB, CWar, CAdv, BoED.

Ranger 1 - Dodge (first level feat), Power Attack (Human)
Ranger 2 - Two-Weapon Fighting (Ranger combat style feat)
Rgr2/Fighter1 - Mobility (third level feat), Combat Expertise (Fighter Feat)
Rgr2/Ftr2 - Weapon Focus (Scimitar) (Fighter Feat)
Rgr2/Ftr3
Rgr2/Ftr4 - Resounding Blow (Fighter Feat; BoED), Improved TWF (normal 6th level)
Rgr2/Ftr4/Dervish1 - Slashing Blades (Dervish); Dervish Dance 1/day, +1 to blade attacks/damage; +1 AC (Dervish)
Rgr2/Ftr4/Der2 - Fast Movement +5 (Dervish)
Rgr2/Ftr4/Der3 - Spring Attack (Dervish); Dervish Dance 2/day, +2 to blade attacks/damage
Rgr2/Ftr4/Der4 - Improved Critical (normal 9th level feat)
Rgr2/Ftr4/Der4/Tempest1 - Tempest Defense +1
Rgr2/Ftr4/Der4/Tmp2 - Ambidexterity (Penalties to TWF lessened by 1); Two-Weapon Rend (normal 12th level feat; PHB2)
Rgr2/Ftr4/Der4/Tmp3 - Tempest Defense +2, Two-Weapon Versatility
Rgr2/Ftr4/Der4/Tmp4 - Ambidexterity (Penalties to TWF lessened by 1)
Rgr2/Ftr4/Der5/Tmp4 - Fast Movement +10 (Dervish), Dervish Dance 3/day, Greater TWF (normal 15th-level feat).
Rgr2/Ftr4/Der6/Tmp4 - Improved Reaction (Dervish)
Rgr2/Ftr4/Der7/Tmp4 - Elaborate Parry (Dervish), Dervish Dance 4/day
Rgr2/Ftr4/Der8/Tmp4 - Fast Movement +15 (Dervish), Leap Attack (normal 18th level; CAdv)
Rgr2/Ftr4/Der9/Tmp4 - Tireless Dance (Dervish), Dervish Dance 5/day
Rgr2/Ftr4/Der10/Tmp4 - A Thousand Cuts (Dervish)

Skill requirements: For Dervish, Tumble and Perform.
Key equipment: Scimitars, Mithral Breastplate (counts as light armor).
Suggested stats: Str 17, Dex 16, Con 16, Int 14, Wis 11, Cha 10. I would prioritize Con over Dex, since your AC will be a bit low no matter what you do.

Tempest is from Complete Adventurer, and Dervish is from Complete Warrior. This should be decently powerful even at early levels, but it really kicks in at level 12 when you get Ambidexterity. You'll be doing Two-weapon attacks at almost no penalty then, and at no penalty from level 14 on. I'd be very surprised if you couldn't squeeze some more optimization out of the build than I have, but this should do fine for a typical campaign.

Talus
2008-11-13, 04:30 PM
Thank you very much, I did have a quick skim though the thred before I posted but I must have missed this one.

talse
2008-11-16, 03:14 PM
Here are the guidelines my DM's given me. 3.5* rules.

level 10 (including level adjustment)
Cannot be PHB race (unless a template is added)
Cannot be a PHB class (unless multiclasses or prestige class is added)
Will start, and spend much of the campaign in Underdark
The rest of the party will be evil, but will work together (no chaotic evil - i'm only out for myself bs, but rather a collection of villians, think Legion of Doom)

Starting items and wealth will be determined later.

What i had in mind was a bard/bladesinger, he's waving the elven requirement. And I don't want to have a level adjustment, which is hard as most templates have lvl+ something, and non standard races have a level adjustment as well. Basically I just need a Race/template combo with +0 level adjustment.

monty
2008-11-16, 05:02 PM
Raptoran is always good. Extraordinary flight for +0.

monty
2008-11-17, 01:36 AM
Pimp My Kobold

I always wanted to play a kobold, but never quite got around to it. I think it's about time. Just for fun, I want to make it a charger build.

Level-by-level 1-20. Starting no lower than level 10, so if you're going to use templates, vital feat trees, or whatever, you have that much to work with.
Books: Any 3.5, but no psionics.
Race: Venerable Dragonwrought Kobold. But that should go without saying. Add a template or two if you want, but no more than about +2 LA.
Class: Probably Lion Totem Barbarian/other stuff. Whatever works best.
Ability scores: 18x2, 16x3, 14.
Alignment: Any, but the party is mostly Good, so nothing too conflicting.
Concept: I envision him as diving into things much larger than himself and tearing them apart. Maybe do something with a bunch of natural attacks? Also, the grafts from RotD kind of intrigued me, if any of them are worth getting.

Telonius
2008-11-17, 09:57 AM
I won't have time for that one today, Monty, but I'll be on it. (Stupid authors loading up work for poor office minions on Mondays. :smallfrown:)

Telonius
2008-11-18, 10:07 AM
All right. I'm really unfamiliar with playing dragons as characters, so this will probably be even more trial and error than usual. I'm working on the assumption that you need this to be more dragon-ey than powerful - please let me know if that's not right.

Dragonwrought Kobold
Ranger1/Dragon Totem Barbarian 19

Feats:
1 - Dragonwrought
3 - Power Attack
6 - Powerful Charge
9 - Wyrmgrafter
12 - Multiattack
15 - Flyby Attack
18 - ?

The initial level of Ranger is to get you Heal as a class skill, so you can have Wyrmgrafter by level 9. Dragon Totem Barbarian will get you the effects of one of the Grafts (Frightful Crest) for free. You could probably switch out a couple levels of Barbarian for Fighter if you wanted to snag a couple more feats.

Key grafts: Buffeting Wings, Gleaming Scales, Smashing Tail, Taloned Arm

Build issues: Trying to figure out how to get some kind of a Pounce attack at the end of a charge, that works with Natural Attacks.

monty
2008-11-18, 02:43 PM
Awesome. I'll see what I can do with that.

Solon Isonomia
2008-11-19, 04:00 PM
Hi there, I'm a long time lurker, first time poster looking for some advice.

I'm currently playing a Goliath Fighter in the middle of leveling from 9th to 10th. I have a few feats in mind but I'm not sure what which one would work best for 10th level. Here's where he's at right now:

Abilities: Str 21 (23), Dex 13, Con 18, Int 12, Wis 12, Cha 12

Relevant skill modifiers: Jump 9 and Sense Motive 7 (with four ranks)

Feats: Weapon Focus and Specialization (Greataxe), Power Attack, Dodge, Mobility, Improved Unnarmed Strike, Improved Grapple, Clever Wrestling, and Slashing Weapon Mastery

Long-term planning information: I plan on increasing his Strength and taking Greater Weapon Specialization at 12th, thus I will need to take Greater Weapon Focus either this level or at 12th. Also, he's meant to be somewhat of a mobile fighter (hence Dodge/Mobility), but he won't be giving up his full plate anytime soon.

Here are the feats I'm currently considering:

Greater Weapon Foucs (Greataxe)
Close-Quarters Fighting (IIRC it's a fighter feat but I could be wrong)
Improved Critical (Greataxe)
Leap Attack
Spring Attack
Combat Intuition (I believe this the name of the feat; it comes from the Complete Adventurer and it involves evaluating one's opponent)

I was looking for a feat that could help improve his AC aside Combat Expertise, but nothing has come to mind for me.

Thoughts?

Gerion
2008-11-19, 07:31 PM
Q. 291 (more or less)

Hi, I'm trying to build a cleric but not that good at it.

He replaces my old Char so he starts at level 6 with 16000 gp. (found some big treasures^^). so from the scratch to level 6, but some advice how to advance him in the future would be cool.

He serves a Homebrew god.
Xel God of Power, War and Intrigue. Neutral Alignment and grants the domains: Law chaos trickery and war(favoured weapon longsword)

My Char uses Buffs first, but should be able to enter melee if necessary.

Now to the Numbers
I/you can use the core Books and all the complete [x] books.
race: i would prefer Human
Class:cleric ;)
Ability Scores: We roll the stats and adjust them if we want (lowering one or two stats by one or two points and raise one or two other stats by the same ammount) I rolled 17,17,14,12,12,12 ( and thougt of adjusting them to 18,18,14,12,12,10)
Alignment Neutral
Concept: Trickery and War. He started as advisor to a local Lord, but has joined the army by now. The idea for him is based on the loki cleric in the comic.

hope you can help me.

monty
2008-11-19, 07:49 PM
A 291ish

You may want to consider the Cloistered Cleric variant if you can use it; the extra skill points would fit well with your Trickery concept. You'd still have standard 'zilla options, so you'd still be good in melee.

Human Cloistered Cleric 6
Str 14 Dex 12 Con 18 Int 10 Wis 18 Cha 12
Feats:
Human: Extend Spell
1: Persistent Spell
3: Divine Metamagic (Persistent Spell)
6: Extra Turning

If your DM lets you buy them, pick up a pair of nightsticks for two persists per day. Otherwise, you'll only get one. As soon as you hit level 7, you'll want to start persisting Divine Power; before that, just pick a lower level buff. If you want to be less offensive, switch out Extend and Persist for Chain Spell and Reach Spell (and DMM Chain instead); toss out some good low level (or higher, if they don't need Reach) buffs with that (you'll be getting 7 targets per cast right now).

Telonius
2008-11-19, 11:52 PM
Hi there, I'm a long time lurker, first time poster looking for some advice.

I'm currently playing a Goliath Fighter in the middle of leveling from 9th to 10th. I have a few feats in mind but I'm not sure what which one would work best for 10th level. Here's where he's at right now:

Abilities: Str 21 (23), Dex 13, Con 18, Int 12, Wis 12, Cha 12

Relevant skill modifiers: Jump 9 and Sense Motive 7 (with four ranks)

Feats: Weapon Focus and Specialization (Greataxe), Power Attack, Dodge, Mobility, Improved Unnarmed Strike, Improved Grapple, Clever Wrestling, and Slashing Weapon Mastery

Long-term planning information: I plan on increasing his Strength and taking Greater Weapon Specialization at 12th, thus I will need to take Greater Weapon Focus either this level or at 12th. Also, he's meant to be somewhat of a mobile fighter (hence Dodge/Mobility), but he won't be giving up his full plate anytime soon.

Here are the feats I'm currently considering:

Greater Weapon Foucs (Greataxe)
Close-Quarters Fighting (IIRC it's a fighter feat but I could be wrong)
Improved Critical (Greataxe)
Leap Attack
Spring Attack
Combat Intuition (I believe this the name of the feat; it comes from the Complete Adventurer and it involves evaluating one's opponent)

I was looking for a feat that could help improve his AC aside Combat Expertise, but nothing has come to mind for me.

Thoughts?

As far as AC goes, the best AC is a dead opponent.

To be completely honest, the Weapon Specialization feats are not that terrific. I would advise against taking them. Of the feats you've listed, Leap Attack and Improved Critical are the only ones I would take. I would take Leap Attack as soon as possible. If you're planning on taking Fighter all the way out, here's how I would schedule it.

10 Leap Attack
12 Powerful Charge (MM3 and Eberron Campaign Setting), Improved Bull Rush
14 Shock Trooper (CWar)

Those three feats combined - particularly Shock Trooper's "Heedless Charge" - will make your charges deal quite a bit more damage, more often.

For the next few levels after that, I have a couple of different ideas.

You already have Improved Unarmed Attack. Picture this: You charge up to a foe, landing a mighty blow to the skull. If he survives, he's stunned for a round - and you don't have to worry about that lower AC, from him anyway. You'll be monkier than a monkey. Or maybe even a Monk. Either way, the look on his face will be priceless.
15 Stunning Fist
16 Flying Kick (CWar)
18 Greater Powerful Charge (Eberron Campaign Setting), Ability Focus (Stunning Fist)
20 Improved Natural Attack (Monster Manual)

Or, a somewhat more standard approach. You run up and kill things. Hard. Plus you get more AC.
15 Greater Powerful Charge (Eberron Campaign Setting)
16 Improved Critical (Greataxe)
18 Heavy Armor Optimization (Races of Stone), Greater Heavy Armor Optimization (RoS)
20 Heavy Lithoderms (RoS)

Gerion
2008-11-20, 01:29 AM
C 291

A 291ish

You may want to consider the Cloistered Cleric variant if you can use it; the extra skill points would fit well with your Trickery concept. You'd still have standard 'zilla options, so you'd still be good in melee.

Human Cloistered Cleric 6
Str 14 Dex 12 Con 18 Int 10 Wis 18 Cha 12
Feats:
Human: Extend Spell
1: Persistent Spell
3: Divine Metamagic (Persistent Spell)
6: Extra Turning

If your DM lets you buy them, pick up a pair of nightsticks for two persists per day. Otherwise, you'll only get one. As soon as you hit level 7, you'll want to start persisting Divine Power; before that, just pick a lower level buff. If you want to be less offensive, switch out Extend and Persist for Chain Spell and Reach Spell (and DMM Chain instead); toss out some good low level (or higher, if they don't need Reach) buffs with that (you'll be getting 7 targets per cast right now).

At first thanks, I'm just wondering were i could find the Cloistered Cleric and the Nightsticks. Didn't find them right now in the books. And what do you mean with DMM?
Just new around here, and the "Common Acronyms, Abbreviations, and Terms" Thread didn't help me.

And for the Ability Scores, I've done some math 17,17,16,14,10,10 is also posible with raising one of the 17 to 18 at 4th level. I thought this could be a little better.

and could you pherhaps give some advice how do develop him in the future? Would be nice.

Telonius
2008-11-20, 06:04 AM
Cloistered Cleric is a variant class from Unearthed Arcana. It's part of the System Resource Document (SRD), and can be found online here (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloistere dCleric). D20srd is generally a great resource. :smallsmile:

DMM is "Divine Metamagic," and is in Complete Divine. Nightsticks are from Libris Mortis. This is one of the most powerful/abusable (depending on who you ask) combinations for the Cleric. As it's written, there's no limit on the number of Turn Undead attempts you can get through having more than one Nightstick. So what the combination does, is use multiple Nightsticks to bump up the number of turn undead attempts per day, then use those turn attempts (through Divine Metamagic) to use Persist Spell to make a spell last 24 hours. Theoretically you could buy enough Nightsticks (and they're only 7500gp) to persist all of your buff spells. Most DMs see how ridiculous this is, and limit the character to one Nightstick. Some are so turned off by the whole idea that they ban the item entirely.

monty
2008-11-20, 12:56 PM
C 291


At first thanks, I'm just wondering were i could find the Cloistered Cleric and the Nightsticks. Didn't find them right now in the books. And what do you mean with DMM?
Just new around here, and the "Common Acronyms, Abbreviations, and Terms" Thread didn't help me.

And for the Ability Scores, I've done some math 17,17,16,14,10,10 is also posible with raising one of the 17 to 18 at 4th level. I thought this could be a little better.

and could you pherhaps give some advice how do develop him in the future? Would be nice.

At the least, you want to keep your casting stat (Wisdom, in this case) as high as possible. Starting with an 18 means you'll have a 20 at level 8, rather than 19. Having a high Con score is always good as well.

After you get to level 10, you may want to look into the Contemplative prestige class from Complete Divine. Over the 10 levels, it'll give you two bonus domains (which for you would be...Law and Chaos? :smallconfused:), as well as some other potentially useful abilities. Remember, the cleric gets no class features besides Turn Undead, so any full casting prestige class makes it better.

Gerion
2008-11-21, 03:17 AM
Thanks guys the build is pretty cool, but i fear i won't play it because our dm would not let me do this :smallfrown:

After browsing trough the books is there a full casting prestige class for neutral or evil clerics, except for the stormlord? one that does not lose so much combat abilitys?

and some alternativ to the build above, (its cool thanks but not allowed....)?

Telonius
2008-11-21, 09:16 AM
Divine Oracle (CDiv) and Loremaster (DMG) also advance your spellcasting, and don't require you to be Good. (Though if your DM is not going to allow Contemplative, he probably won't allow Divine Oracle either). You really don't need to worry about the slower Base Attack Bonus progression. As soon as you hit 7th level, you have access to the Divine Power spell, which will bump your attack up to a Fighter's.

monty
2008-11-21, 01:28 PM
What exactly about it isn't allowed?

Gerion
2008-11-21, 05:56 PM
After Talking to him i'm limited to 2 nightsticks, but its not so likely to find them because they need a high caster level to be created. And I need some money for my black dragonhide fullplate.... so probably only one nightstick for me

Deathslayer7
2008-11-21, 07:59 PM
i guess this is the best spot to post such a question.

Can someone who has Unapproachable East, or know the stats for the Shadow Walker template post it, including Spell Like Abilities.

Thanks. :smallsmile:

Cheesegear
2008-11-21, 08:00 PM
i guess this is the best spot to post such a question.

Can someone who has Unapproachable East, or know the stats for the Shadow Walker template post it, including Spell Like Abilities.

Thanks. :smallsmile:

No. I don't believe I'm allowed.

GrassyGnoll
2008-11-23, 12:48 PM
Anyone have a prebuilt changeling rogue 5/monk 3 or half-giant fighter 4/psychic warrior 2? I'm looking to introduce Hope and Solarca from the City of Stormreach supplement. The changeling's build ought to focus on using her alter self ability.

That and a level 4 human rogue Bilge Rat dock enforcer and/or some CR 5-8 vampire spawn/vampire mooks.

Thanks in advance.

StoryKeeper
2008-11-23, 12:54 PM
I came up with this cool image of a warlock/monk. I don't need a highly optimized character, but I would like him to be functional. Also, I realize that it may be hard to get around the alignment requirements without going lawful evil (which I could do, but would prefer not to if possible.) Any suggestions?

monty
2008-11-23, 05:01 PM
I came up with this cool image of a warlock/monk. I don't need a highly optimized character, but I would like him to be functional. Also, I realize that it may be hard to get around the alignment requirements without going lawful evil (which I could do, but would prefer not to if possible.) Any suggestions?

I can't see this very much without DM intervention. That'll let you get around the alignment restrictions (which by RAW would only let you be LE). Then ask if he can let you give some sort of progression for your EB damage in line with your unarmed damage progression, and see if you can use Eldritch Glaive as a special monk weapon. That would be pretty strong, but still weaker than a full caster.

Telonius
2008-11-23, 09:24 PM
The other option would be to take all of your Monk levels first. Monks don't "fall" and lose their abilities like Paladins do, they simply don't advance in Monk any more if they take another class or become non-Lawful.

Arq Kujos
2008-11-24, 01:01 AM
1. I am looking for a 1-20 build for an explorer style character. He is supposed to be a ranger/rouge or ranger/fighter. I wouldn't be opposed to a mix of all 3.
2. a. Please stick with the basics core material, the complete series, and maybe Forgotten Realms.
b. Human
c. Ranger is a must. I am also thinking of Rouge, Fighter, and maybe Scout. He is meant to be an explorer.
d. Str 16, Dex 14, Con 12, Int 16, Wis 12, Cha 12
e. CG preferred. Non-evil is required.
f. None that I know of. If this changes, I will let you know.
g. Concept: As stated twice before, I want an explorer style character. He is based off a mixture of Tomb Raider, Shadow of the Colossus, and Legend of Zelda.
h. The campaign is kinda heavy on puzzles, traps, and exploration, so take that into account.

Thanks guys.

Telonius
2008-11-24, 05:46 AM
Do you have a preference between archery and two-weapon fighting? From your stats, TWF would be easier, but archery would also be doable.

Telonius
2008-11-24, 05:48 AM
Anyone have a prebuilt changeling rogue 5/monk 3 or half-giant fighter 4/psychic warrior 2? I'm looking to introduce Hope and Solarca from the City of Stormreach supplement. The changeling's build ought to focus on using her alter self ability.

That and a level 4 human rogue Bilge Rat dock enforcer and/or some CR 5-8 vampire spawn/vampire mooks.

Thanks in advance.

Unfortunately I'm not very good with psionics. I'll see what I can do about the Rogue/Monk if work allows spare time today.

Arq Kujos
2008-11-24, 02:32 PM
Do you have a preference between archery and two-weapon fighting? From your stats, TWF would be easier, but archery would also be doable.

Archer is preferred. I can do TWF, if that really works, but I have a bastard sword as my main melee.