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Telonius
2009-02-24, 11:37 AM
Question about archer builds. I have a Fighter 10/Order of the Bow Initiate 5.... My feats are centered around archery, but I have a few in melee (greatsword being as my weapon of choice is a great swordbow). After I finish the 10 in OotBI, I am a little clueless as to what I want to do next. Hell, I may not even finish OotBI. I thought about rogue for the sneak attack damage, but I didn't know if there were better classes/prestiges out there. I had also entertained the thought of Deepwood Sniper and Highland Stalker, but they seem more effective if using ranger as a base... Any suggestions and what sourcebooks are they from?

I would suggest some levels in Scout (from Complete Adventurer), and the Greater Manyshot (http://www.dandwiki.com/wiki/SRD:Greater_Manyshot_(Feat)) feat from Expanded Psionics Handbook. (You don't have to be a Psionic character to take the feat). I don't believe you can Greater Manyshot a Ranged Precision attack, but Scout will give you some extra damage dice if you move before any ranged attack.

Telonius
2009-02-24, 12:02 PM
Q: 2164

Could anyone please help me out with ideas for this Barbarian? I made her a Charging Greataxe-wielding death-dealing rager, but I'm unsure where to go from here. We are currently at level 5, using almost all 3.5e books, but not ToB:


Human, CN
Str 16, Dex 16, Con 16, Int 8, Wis 12, Cha 10

Barbarian 1 : Power Attack, Furious Charge (+4 to hit on charge, PGtF)
Barbarian 2 :
Fighter 1 : Cleave, Extra Rage
Barbarian 3 :
Barbarian 4 :


Also, our DM might be changing the Frenzied Berserker PrC to be more viable, the details are not yet worked out, but we might avoid the Attack EVERYONE feature of the class.

So, I've either considered focusing on charging: taking Improved Bull Rush and Shocktrooper for level 6 (Fighter level 2), then to get Leap Attack at level 9, or to go into Frenzied Berserker (I need other feats for that, none of which are fighter feats, so it'll cost me to get there, since I didn't use my early feats for Destructive Rage or Intimidating Rage)

Anyway, I'm thinking that the charger will be a one trick pony, which can be fun to use for a while, but the Frenzied Berserker will be able to be a better killer in general. Both paths work fine from an RP perspective, it's just that everything now hinges on the level 6 feat(s), it seems. They are pivotal for the character's future development.

Changing into a Bear (that shapechanging PrC för Barbarians) isn't going to fly, it doesn't fit very much.

I know I've missed out on Pounce-ability at level 1, and whatnot. We'll have to live with that ;)

Thanks for any help!

There's no reason you can't do both.

Level 6 - Fighter2 - Destructive Rage, Improved Bull Rush
7 - Fighter3
8 - Fighter4 - Shock Trooper
9 - Barbarian5 - Intimidating Rage
10 - Frenzied Berserker1
12 Frenzied Berserker3 - Leap Attack

Nazde Bahatur
2009-02-24, 12:11 PM
I was reading about Hozoin Kakuzenbo In'ei again when it stuck me.
I've never seen a character with a reach weapon...

Is there somewhere around a build for a melee character who fights with a reach weapon? Do you have any ideas/suggestions? Has any of you played a reach-weapon master or something?
I know there's the "short haft" feat, but apart from that, i cannot think of a particular class, feat or combo that favors/ flavors reach weapons...

Hey there, Telonius! Think you could help?

Telonius
2009-02-24, 12:35 PM
No problem, Nazde. The best build I've seen for a melee class with a Reach weapon is Saph's Horizon Tripper (http://www.giantitp.com/forums/archive/index.php/t-80415.html) build. Plug in an extra Fighter level to get Weapon Focus, and you can have Short Haft as your 9th level feat.

Telonius
2009-02-24, 12:44 PM
I need Lolth (yes the deity) one of my charcters is headed to the demonweb pits

If I'm not mistaken, Lolth's stats are in the "Deities and Demigods" book. Unfortunately they're not OGL, so we can't post them.

Telonius
2009-02-24, 12:48 PM
Alright, here is the plan. I am DMing a very enjoyable 1st level game. As gamers, we tend to powergame extensively, and rarely play a game with a starting lvl below 5. To set an example of what might be expected for progression of this game, though only time will tell, the last game we started, which is currently in session, I myself play: Ranger(variant, UA, wildshape)1,Divine Minion 1(+1 LA bought off with XP) MoMF4. For any of you unfamiliar with Divine Minion cheese, search Pun Pun. I dont want to spoil it for you. My close friend's are playing Warblade/Eternal Blade cheese, and Telepath/Thrallherd, with Linked power and sychronicity cheese. Anywho, I simply I mean to demonstrate, we both invent and use the various methods of optimization for character advancement. Now, the task at hand. I am currently designing a plot NPC who has great potential to become a villain, should the game steer that direction. I need help optimizing, or, help revealing that it is indeed suboptimal. My emphasis IS on optimization, HOWEVER, I do tend to choose roleplaying options over optimization, so long as they are not detrimental to playability. Here is the character, purely in need, without getting into the "meat" of the character. It is a Warlock/Psion combination in an attempt to better the sadly bad, but very interesting Eldritch Disciple. http://www.dandwiki.com/wiki/Eldritch_Mind_(DnD_Alternate_Class_Feature) presented here Instead uses Psionics in place of all instances of Arcane casting. What I need: I need roughly everything sans Race. 10th lvl ECL. Looking for several things: Feats used to maximize ability (Overchannel to supplement lower ML as an example). Any fear/class ft. etc that could Hurry entry into the PrC. In general...just any recommendations to make the class effective. there is so much source material to look at, that just for an NPC, important or not, Is far to time consuming t optimize. While the build WILL be suboptimal as opposed to Straight warlock or psion, It has a flavor that I enjoy for the setting. The NPC's base creature is Illumian (Sigil of Krau, I believe is the name...Id have to look it up). I am really tired...so...Can't think of what else to specify. Oh also. feel free to stat her up. Consider, Str and Con as stat dumps (She will be templated undead). Uhm....I'll think of more later . THanks!

Almost forgot: I have nearly everysource book exluding the majority of Faerun, though I can get my hands on it. so....go to town =p.

Wish I could help you, but I'm awful on Psionics.

Thespianus
2009-02-24, 04:59 PM
There's no reason you can't do both.

Level 6 - Fighter2 - Destructive Rage, Improved Bull Rush
7 - Fighter3
8 - Fighter4 - Shock Trooper
9 - Barbarian5 - Intimidating Rage
10 - Frenzied Berserker1
12 Frenzied Berserker3 - Leap Attack

Ah, look at that. Excellent. :) I locked myself into thinking only about two levels of Fighter, but yes, four levels work nicely.

Nazde Bahatur
2009-02-24, 05:52 PM
No problem, Nazde. The best build I've seen for a melee class with a Reach weapon is Saph's Horizon Tripper (http://www.giantitp.com/forums/archive/index.php/t-80415.html) build. Plug in an extra Fighter level to get Weapon Focus, and you can have Short Haft as your 9th level feat.

Why, thank you very much, sir!
It's a really funky idea, and i'd never looked into Horizon Walker..

Since it's been long since i optimized anything and you've looked into this thread thoroughly, have you found anything cheesy about the Knight class?
Full Plate plus d12 sounds really tough..

Kroy
2009-02-24, 07:17 PM
A 2,162

What would you think of a
bard 1 / fighter 2 / paladin 3 / scout 1 / dervish 3 / CoC 3
with the feats
Combat Expertice, Dodge, Mobility, Weapon Focus, Devoted Performer, Mounted Combat, Weapon Finesse and Two Weapon Fighting
dual-wielding scimitars with 1d6 skirmish and moving 35ft while full-attacking and inspiring courage?

I'll admit it's a lot of classes and doesn't make a whole lot of flavor sense, but it meets all the prerequisites (which is difficult) and should be reasonably effective.


Try to make it a Paladin of Freedom (Unearthed Arcana), so you can cope with the Chaotic part of the Bard, without having to put up a cheesy backstory xD

I just remembered I submitted this! Thanks, both of you (but mainly the former :smalltongue:). I can build my character from here.

Edit: ****! I just noticed I said weapon focus! I meant weapon finesse! Oh well, an extra feat to spend on something actually good.

dspeyer
2009-02-25, 12:51 AM
Weapon focus is a dervish prerequisite, so you still need it.

Coidzor
2009-02-28, 03:04 AM
Hello all, I'm building an 8th level artificer from scratch as part of a playtest of a campaign setting that a friend is developing. I'm not intimately familiar with the class though, so I could use a bit of help with feat allocation and skill/ability prioritization.

I was thinking of just doing a standard human as far as race, since I'm not interested in going really far out with any kind of stat-buffing cheese. I'm open to the idea of another race, but probably just going to go humie.

We're doing what I believe to be standard wealth, 27K pool, so any suggestions for gear to investigate would be appreciated as well.

Learnedguy
2009-03-01, 03:52 PM
I'm making a beguiler. Could someone link me to that optimizing thread that has floated around?

Talus
2009-03-02, 04:46 PM
Hi,

Does anyone know of any good scythe wielding builds? I have the core books, BOED, CAd, CW, Du and PHBII (I may be able to borrow others if they are needed).

Thanks for your time.

Hunter Noventa
2009-03-02, 07:39 PM
I'm Looking for a good melee gestalt build. This is for a rather over the top and purposefully powergamed game. So far we have a ranged specialist, and an arcanist that I know of. I want to be melee, and I want to be awesome. Not necessarily the most powerful, but the most awesome. The kind of person that would use a drill (http://www.youtube.com/watch?v=ygk9SSGbBEA) if given the chance. Here's what we've got for guidlines-

Stats- 18, 18, 16, 16, 14, 14/12 (not sure on the last one, it's a predefined array I can't remember off the top of my head). We're starting at 10th level, and LA only counts agains one side of the gestalt progression, and we can take prestige classes on both sides at the same time.
Books- Just about anything WotC Really.
Classes- Again, anything WotC, though I'm a big fan of ToB
Concept- The only thign inspiring me right now would be the greatest swordsman ever...Sanger Zonvolt, the Sword that cleaves evil! (http://www.youtube.com/watch?v=BVjJkYyMbLA&feature=related)

monty
2009-03-02, 08:30 PM
I'm looking to try out an artificer. Technically, the party wants me to make a healer, so I'm thinking Persisted Mass Lesser Vigor should cover that. Beyond that, it's pretty open.

Built at level 9, with suggestions through 20.
Books: Any official
Race: Warforged
Class: Artificer
Ability scores: 28 pb
Alignment: Preferably evil.

Need to take Persistent Spell (and by extension, Extend Spell [no pun intended]). Nothing else is set.

Os1ris09
2009-03-02, 11:44 PM
Hey guys I am need of your help so any advice or comments/recommendations would be appreciated. Thanks, so what I am currently at is a 5th Ranger playing in a campaign that takes us to 30th lvl. Here are the major stats for him:
Human
Str 18
Dex 18
Con 18
Int 15
Wis 16
Cha 15

Feats:
1st: Dodge (1st Ranger)
Human: Able Learner (1st Ranger)
BF: Two weapon fighting (2nd Ranger)
3rd: Mobility (3rd Ranger)
BF: Endurance (3rd Ranger)

House rules are no tome of Battle:smallfrown: but all other books are free (DM had bad experience with a power gamer and the tome of battle). Main idea is to take advante of Critical hits with both weapons. An idea that was given to me was Dervish and take 4 Lvls of Scout to get skirmish and Swift Hunter and use two scimitars. I like the concept of moving and dealing lots of damage since i am the "tank" in the group. A plan that was given to me and I expanded on is listed below but any advice or help on that list would be helpful. Thanks again guys and let me know if you need more information

Lvl 6 Ranger/ Lvl 5 Scout/ Lvl 10 Dervish

1st: Dodge (1st Ranger)
Human: Able Learner (1st Ranger)
BF: Two weapon Fighting (2nd Ranger)
BF: Endurance (3rd Ranger)
3rd: Mobility (3rd Ranger)
BF: Improved Two Weapon fighting (6th Ranger)
6th: Weapon Focus (Scimitar)
9th: Combat Expertise (3rd Scout)
10th: Swift Hunter (4th Scout)
12th: Improved Critical (Scimitar) (2nd Dervish)
13th: Spring Attack (3rd Dervish)
15th: bounding Assualt (5th Dervish)
18th: Acrobatic Strike? to help offset two weapon fighting and bounding assualt penalties (8th Dervish)
21st: Improved crit (another weapon with 18-20)(11th dervish) 23rd: Oversized two weapon fighting (13th dervish) incase of DR monsters
24th: Two weapon Rend (14th Dervish)
26th, 27th, 29th, and 30th no idea on what to take

Focus on Str, Dex, and Con all already at 18.

Any comments or help would be appreciated thanks guys for all the help

Telonius
2009-03-03, 08:49 AM
Hi,

Does anyone know of any good scythe wielding builds? I have the core books, BOED, CAd, CW, Du and PHBII (I may be able to borrow others if they are needed).

Thanks for your time.

Just about any of the two-handed weapon builds would work with a scythe. The standard Shock Trooper/Leap Attack/Robilar's Gambit should do just fine.

Telonius
2009-03-03, 10:29 AM
I'm Looking for a good melee gestalt build. This is for a rather over the top and purposefully powergamed game. So far we have a ranged specialist, and an arcanist that I know of. I want to be melee, and I want to be awesome. Not necessarily the most powerful, but the most awesome. The kind of person that would use a drill (http://www.youtube.com/watch?v=ygk9SSGbBEA) if given the chance. Here's what we've got for guidlines-

Stats- 18, 18, 16, 16, 14, 14/12 (not sure on the last one, it's a predefined array I can't remember off the top of my head). We're starting at 10th level, and LA only counts agains one side of the gestalt progression, and we can take prestige classes on both sides at the same time.
Books- Just about anything WotC Really.
Classes- Again, anything WotC, though I'm a big fan of ToB
Concept- The only thign inspiring me right now would be the greatest swordsman ever...Sanger Zonvolt, the Sword that cleaves evil! (http://www.youtube.com/watch?v=BVjJkYyMbLA&feature=related)

"Most awesome" seems to imply a pretty high charisma, so classes that make use of that stat would be a good idea. Able to pick up and use anything as a weapon screams "Drunken Master" to me; a single level of Master of Masks for proficiency in all Exotic weapons might be nice too.

So, on the one side of the gestalt, whatever full-BAB classes you like. You can go Fighter/Barbarian, or whatever ToB combination makes sense to you.

Full BAB 8 // Monk2/Bard3*/DrunkenMaster2/MasterofMasks1

*Note: This requires an alignment shift from Lawful to Non-Lawful at level 3. In-character reason: after starting the band, the rock star lifestyle started getting to you. You could also go with Paladin (particularly if you're a Dwarf :smallbiggrin:), some other charisma-enhanced class like Sorcerer or Warlock, or even an all-purpose one like Rogue, but from your description it sounds like Bard would be more thematic. Bards are awesome, everybody loves Bards.

Anyway, from there, you could go with a couple levels in Spellsword to help you negate Arcane Spell Failure (if you're going heavy armored), or just continue on in Bard. Snowflake Wardance is a great option here if you're in light armor. Staying in Drunken Master until 5 might be nice, too, if you want some better improvised weapons.

dspeyer
2009-03-03, 11:15 AM
Hunter Noventa: you did say "over the top powergamed", so how about this:

{table]class|class|feat[s]
cloistered cleric|fighter|mounted combat, improved initiative
cloistered cleric|fighter|ride-by attack
cloistered cleric|violent rogue|quicken spell, dodge
cloistered cleric|violent rogue|Blind-fight
cloistered cleric|swordsage|
hospitaler|swordsage|improved unarmed strike, adaptive style
hospitaler|swordsage|
hospitaler|Master of Nine|
hospitaler|Master of Nine|dmm(quicken spell)
psychic warrior|Ruby Knight Vindicator|power attack
psychic warrior|Ruby Knight Vindicator|leap attack
psychic warrior|Ruby Knight Vindicator|skill focus(knowledge(religion))
psychic warrior|Ruby Knight Vindicator|
psychic warrior|Ruby Knight Vindicator|weapon focus
divine oracle|Eternal Blade|Swift Recovery
divine oracle|Eternal Blade|
divine oracle|Eternal Blade|
divine oracle|Master of Nine|Extra Turning
loremaster|Master of Nine|
loremaster|Master of Nine|[/table]

It gets 18th initiator level manuevers, 18th level cleric casting, 18 BAB and a bit of psionics. This combines codzilla-type buffing (dmm quickened) with ToB maneuvers from all schools (instantly recoverable with a turn undead). There's also good skills at most levels.

Biggest weakness in hit points, but there's a good AC and lots of healing.

You have to be elvish, lawful good, and devoted to Wee Jas.

Telonius
2009-03-03, 12:36 PM
Hey guys I am need of your help so any advice or comments/recommendations would be appreciated. Thanks, so what I am currently at is a 5th Ranger playing in a campaign that takes us to 30th lvl. Here are the major stats for him:
Human
Str 18
Dex 18
Con 18
Int 15
Wis 16
Cha 15

Feats:
1st: Dodge (1st Ranger)
Human: Able Learner (1st Ranger)
BF: Two weapon fighting (2nd Ranger)
3rd: Mobility (3rd Ranger)
BF: Endurance (3rd Ranger)

House rules are no tome of Battle:smallfrown: but all other books are free (DM had bad experience with a power gamer and the tome of battle). Main idea is to take advante of Critical hits with both weapons. An idea that was given to me was Dervish and take 4 Lvls of Scout to get skirmish and Swift Hunter and use two scimitars. I like the concept of moving and dealing lots of damage since i am the "tank" in the group. A plan that was given to me and I expanded on is listed below but any advice or help on that list would be helpful. Thanks again guys and let me know if you need more information

Lvl 6 Ranger/ Lvl 5 Scout/ Lvl 10 Dervish

1st: Dodge (1st Ranger)
Human: Able Learner (1st Ranger)
BF: Two weapon Fighting (2nd Ranger)
BF: Endurance (3rd Ranger)
3rd: Mobility (3rd Ranger)
BF: Improved Two Weapon fighting (6th Ranger)
6th: Weapon Focus (Scimitar)
9th: Combat Expertise (3rd Scout)
10th: Swift Hunter (4th Scout)
12th: Improved Critical (Scimitar) (2nd Dervish)
13th: Spring Attack (3rd Dervish)
15th: bounding Assualt (5th Dervish)
18th: Acrobatic Strike? to help offset two weapon fighting and bounding assualt penalties (8th Dervish)
21st: Improved crit (another weapon with 18-20)(11th dervish) 23rd: Oversized two weapon fighting (13th dervish) incase of DR monsters
24th: Two weapon Rend (14th Dervish)
26th, 27th, 29th, and 30th no idea on what to take

Focus on Str, Dex, and Con all already at 18.

Any comments or help would be appreciated thanks guys for all the help


I would have to do the math to see if the Scout levels are worth it. They do give you bonuses on damage, but they cost a feat (Swift Hunter) and 2BAB in order to get it. If the average damage turns out to be less, you might be better off switching out the Scout levels for something else - maybe a few Fighter levels? I remember posting a Power Attack Dervish build awhile ago, I'll see if I can find it again.

If you really want the most out of your TWF, try to work in four levels of Tempest somewhere. It totally removes the penalties for TWF.

Telonius
2009-03-03, 01:16 PM
I'm looking to try out an artificer. Technically, the party wants me to make a healer, so I'm thinking Persisted Mass Lesser Vigor should cover that. Beyond that, it's pretty open.

Built at level 9, with suggestions through 20.
Books: Any official
Race: Warforged
Class: Artificer
Ability scores: 28 pb
Alignment: Preferably evil.

Need to take Persistent Spell (and by extension, Extend Spell [no pun intended]). Nothing else is set.

That's going to be kind of tricky to achieve. Artificers get Infusions, not Spells. I *think* what you'd need to do, is make or acquire Wands of Mass Lesser Vigor, and use Metamagic Spell Trigger to burn through more charges of the wand to apply the metamagic. It's expensive, but doable. (The other option is adventure in a party full of Warforged and just cast a few Unseen Crafters).

Warforged Artificer
Racial substitution - Warforged Artificer
1 - Extend Spell (1st), Scribe Scroll (Art), Infuse Self (Artificer Substitution)
2 - Brew Potion (Artificer)
3 - Persistent Spell (3rd), Craft Wondrous (Art)
4 - Tool of War (Artificer Substitution)
5 - Craft Arms and Armor (Art), Craft Weapon Familiar (Artificer Substitution)
6 - Craft Wand (Art), Legendary Artisan (6th)
7 - Metamagic Spell Trigger (Art)
8 - Extraordinary Artisan (Art)
9 - Craft Rod (Art), Wand Mastery (9th)

Stats (Bump INT at 4 and 8)
STR 8
DEX 10
CON 10->12
INT 18->20
WIS 10->8
CHA 12->10

Honestly I'd stick with Artificer for the rest of the progression. It's one of the most powerful classes in the game. Not quite up there with Wizard, but still extremely powerful.

I'd spend a feat on Craft (Construct) to get you a Dedicated Wright at 12th, and pair it up with the Exceptional Artisan artificer bonus feat to reduce the amount of time needed to craft. I'd stop planning around there to leave room for any feats that seem like they would help in your particular campaign. You'll get two more Artificer Bonus feats (at 15 and 20) as well as two normal feats (15 and 18, obviously).

monty
2009-03-03, 02:00 PM
That's going to be kind of tricky to achieve. Artificers get Infusions, not Spells. I *think* what you'd need to do, is make or acquire Wands of Mass Lesser Vigor, and use Metamagic Spell Trigger to burn through more charges of the wand to apply the metamagic. It's expensive, but doable. (The other option is adventure in a party full of Warforged and just cast a few Unseen Crafters).

That's more or less what I was planning, except using the Metamagic Item infusion (much more cost-effective). Thanks for the rest of the advice.

Os1ris09
2009-03-03, 04:03 PM
I would have to do the math to see if the Scout levels are worth it. They do give you bonuses on damage, but they cost a feat (Swift Hunter) and 2BAB in order to get it. If the average damage turns out to be less, you might be better off switching out the Scout levels for something else - maybe a few Fighter levels? I remember posting a Power Attack Dervish build awhile ago, I'll see if I can find it again.

If you really want the most out of your TWF, try to work in four levels of Tempest somewhere. It totally removes the penalties for TWF.

That is kind of funny because my orignal build had Tempest up to lvl 5 but eventually the penalties for two weapon fighting are negliable because of Improved critical hits 15-20 with scimitars and scabbard of keen edges or improved critical scimitar feat. With the dervish lvls scimitars are light weapons so the penalties are small at worst. Since I will get anywhere between 7-8 attacks per round with the two weapon fighting feats and a GREAT crit range most of my attacks will hit if not Critical hit. But I may in the end take that class to 4lvl since dervish gets spring attack as a bonus feat while in light armor.

Eldariel
2009-03-03, 04:23 PM
I would have to do the math to see if the Scout levels are worth it. They do give you bonuses on damage, but they cost a feat (Swift Hunter) and 2BAB in order to get it. If the average damage turns out to be less, you might be better off switching out the Scout levels for something else - maybe a few Fighter levels? I remember posting a Power Attack Dervish build awhile ago, I'll see if I can find it again.

Oh, they're worth it, alright. Thanks to Dervish Dance & Acrobatic Strike, the character will be making all attacks at +7 compared to a standard character (+9 from bonuses - 2 from TWF), meaning even his third iteratives are only -3 compared to normal attacks (that are expected to hit level-appropriate AC consistently). Those numbers would be +5 compared to a full BAB Two-Handing Fighter.

Skirmish pretty much doubles the damage output at 4d6 extra per hit for a total of average 14 extra damage per attack. Hits the weak point of TWF in a wonderful manner and with the build granting such insane bonuses To Hit, some outlet to lose some To Hit-bonuses for extra damage is precisely what is needed.


Really, what the build still needs is more damage, rather than To Hit; it's way above standard characters of equivalent levels in terms of hitting things.

Telonius
2009-03-03, 05:07 PM
Ah, there we go, my build from before.

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)

The guy I was building it for wanted something built as a heavy-hitter who got lots of chances to crit. It's mainly for power attacking with the falchion, but also has some twf options with two-weapon rend. Finishing out Dervish and adding in four levels of Scout (something I hadn't considered at the time) would probably make it even better.

Os1ris09
2009-03-03, 05:20 PM
Ah, there we go, my build from before.

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)

The guy I was building it for wanted something built as a heavy-hitter who got lots of chances to crit. It's mainly for power attacking with the falchion, but also has some twf options with two-weapon rend. Finishing out Dervish and adding in four levels of Scout (something I hadn't considered at the time) would probably make it even better.

So this builds main weapon is the Falchion and a back up is two weapon fighting? Here is my main question though how can you economically make this character? You would need three weapons at decent stats. A main (magic Falchion) and two back up slashing weapons (preferably magical scimitars). Really I think this build goes against the pure two weapon style. Are you trying to combine the best of two worlds (aka big weapon hitter/massive dmg and two weapon hitting/ minor dmg)?

Os1ris09
2009-03-03, 11:04 PM
Hey guys I am back again this time for a friend. So how would this build of a barbarian look (its for another player who isnt on here and will make an account soon)? Also is there any way to get Knowledge Dungeoneering and heal as class skills for this build? Also to note this character is in the same 30 LVL campaign my ranger is in so any help to help my friend who is new would be appreciated.

Dwarf Barbarian xx/Deepwarden 2/Fighter 2/ with the cityscape ride for tumble trade:

Here are his stats at LVL 5 (2Fighter/3 barbarian):
Str: 16
Dex: 15
Con: 20
Int: 15
Wis: 15
Cha: 12


Feats:
1st:Power Attack
2nd: Cleave (1st FTR)
3rd: Combat Reflexs (2nd FTR)
3rd: EWP Spike Chain
6th: Endurance
9th: Steadfast Determination
12th: Robilars Gambit
15th: Instantaneous Rage
18th: Combat Expertise
21st: Improved trip

House rules are no tome of Battle but all other books are free (DM had bad experience with a power gamer and the tome of battle). Main idea is to take advantage of the range of the spiked chain, to trip foes for better to hit, to make people pay for attacking him and coming near him, and basically be a big guy who can "TANK" anybody. (lol no pun intended:smallwink:) Any help would be appreciated and thank you guys for helping me build my Ranger Dervish tank.:smallsmile:

Telonius
2009-03-04, 10:17 AM
So this builds main weapon is the Falchion and a back up is two weapon fighting? Here is my main question though how can you economically make this character? You would need three weapons at decent stats. A main (magic Falchion) and two back up slashing weapons (preferably magical scimitars). Really I think this build goes against the pure two weapon style. Are you trying to combine the best of two worlds (aka big weapon hitter/massive dmg and two weapon hitting/ minor dmg)?

Basically, yes, that was the idea. The guy really wanted that falchion.

Plugging in the numbers, it does look like the Scout build would come out slightly ahead on average damage per hit at level 12.

At level 12... d6 (scimitar) + str (let's say 6 at that point) + magic enhancement (let's say +3 each) +1 (dervish dance) +3d6 (scout) is 4d6+10 (avg 24) per hit; you'll be doing 24 damage per successful hit, at -2 to hit because of twf penalties.

For my build, if you plugged in one level of Scout instead of Dervish, you'd get d6 + d6 (scout) + 6 (str) + 3 (magic enhancement) + 3 (dervish/2) +4 (power attack), or 2d6+16, average 23 (at the same -2 due to Power Attack).

However, you can also get *almost* the same weapon damage with TWF as your build at a reduced price. All you'd really need to do would be to get two scimitars at +1 (4000gp) to avoid those DR/Magic issues, add augment crystals or a widget of 2/day Lesser Weapon Augmentation (lvl2*cl2*2000/(5/2)=3200gp, one for each = 6400gp). 10400gp toal - just a little bit more than a single +2 weapon - for what's effectively two +2 weapons. (Augment Crystals are even cheaper if you're sure of what you want). That, plus 18,000 for the +3 falchion, comes to 28,400 - 7600 less than the 36,000 you'd need for two +3 scimitars.
(Note: That CL on the widget might actually be more than what I showed; I'm currently afb and can't find out when the Artificer gets 2nd-level infusions. If it's 3rd-level, add 3200gp to the price).

Os1ris09
2009-03-04, 08:50 PM
Basically, yes, that was the idea. The guy really wanted that falchion.

Plugging in the numbers, it does look like the Scout build would come out slightly ahead on average damage per hit at level 12.

At level 12... d6 (scimitar) + str (let's say 6 at that point) + magic enhancement (let's say +3 each) +1 (dervish dance) +3d6 (scout) is 4d6+10 (avg 24) per hit; you'll be doing 24 damage per successful hit, at -2 to hit because of twf penalties.

For my build, if you plugged in one level of Scout instead of Dervish, you'd get d6 + d6 (scout) + 6 (str) + 3 (magic enhancement) + 3 (dervish/2) +4 (power attack), or 2d6+16, average 23 (at the same -2 due to Power Attack).

However, you can also get *almost* the same weapon damage with TWF as your build at a reduced price. All you'd really need to do would be to get two scimitars at +1 (4000gp) to avoid those DR/Magic issues, add augment crystals or a widget of 2/day Lesser Weapon Augmentation (lvl2*cl2*2000/(5/2)=3200gp, one for each = 6400gp). 10400gp toal - just a little bit more than a single +2 weapon - for what's effectively two +2 weapons. (Augment Crystals are even cheaper if you're sure of what you want). That, plus 18,000 for the +3 falchion, comes to 28,400 - 7600 less than the 36,000 you'd need for two +3 scimitars.
(Note: That CL on the widget might actually be more than what I showed; I'm currently afb and can't find out when the Artificer gets 2nd-level infusions. If it's 3rd-level, add 3200gp to the price).

What augment crystal or "widget" (dont know what those are) would give you a permanent enchantment bonus that stacks with the current one. It seems I those items could not exist because an enchantment bonus's price is relative to the current enchantment bonus the item is at.

For example a +1 weapon to get the ghost touch enchantment would cost a 6,000gp increase where as a +2 weapon would with the same enchantment would cost 10,000gp increase.

Urmician
2009-03-05, 03:50 AM
Why, thank you very much, sir!
It's a really funky idea, and i'd never looked into Horizon Walker..

Since it's been long since i optimized anything and you've looked into this thread thoroughly, have you found anything cheesy about the Knight class?
Full Plate plus d12 sounds really tough..

nazde, i could actually help you probally alittle better in that area then you imagine. i have a design for 2.0, 3.5, and coming soon 4E version of the Dragoon class (not to be confused as a trademarked word due to it`s real world history). the class uses abilities to make the dragon agile and swift with his spear or otherwords any reach weapon he attains but that is a rule on his weapon/s of choice. he has to weild a reach. the class i believe starts out as a medium non shieldist class and if i remember currectly i made it a level 10 (in 3.5) class ability to attain a warriors version of armored mage but its more like armor rogue due to the affects. it changes instead of removing spell failure, it lowers Heavy skill checks/speed hinderances sort of like getting light weapons with two weapon feat. also the idea of the class has a variation from a dragon flyer ( the dragoon being a draconic base class in general) or a dragon shapist in sorts.

Myou
2009-03-05, 07:00 AM
Q. 2165

(Hi again, all!)

I'm DMing a solo game at the moment and my player and I both love Tales of Symphonia, so when he requested that the next DMPC he works with be Lloyd from that game I was happy to oblige, but after looking at the classes available I decided Warblade was the best match and I've never even read the Tome of Battle before today, so I'd be really grateful for some help with the build.

I need a level 5 Chaotic Good human Warblade that fights with two katana or the nearest equivalent (I can homebrew a katana if need be) and has average or low intelligence. If possible I'd really like his manuvers and stances to rememble the moves Lloyd has in Tales of Symphonia but that may not be possible, especially if no-one here has played it. xD

The stat array I chose is 16/16/16/10/10/12, (after racial adjustments, boost went to Dex) but that arrangement could be changed if it's too poor.

Any books are allowed in the game.

Relevant house rules;


Humans get +2 Int and -2 Wis instead of getting bonus skill points. They still get their bonus feat.

1. Your Hit Dice always give maximum HP.

2. Healing spells that restore HP give double the HP shown (1d8+1 becomes 2d8+2, etc).

3. There is no massive damage rule.

4. You die at the half the additive inverse of your HP. If your HP is x you die at 0.5*-x.

5. Player characters get a bonus feat at level 1.

11. There are no class alignment restrictions.

13. There is no multiclassing penalty.

15. Character flaws and traits are not allowed.

18. Fighters get their bonus feats at the following class levels; 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19, and 20.

20. When a character gains a permanent Intelligence increase he gains skill points retroactively. He gains appropriate skill points for all of his character levels rather than just for current and future levels. For example a wizard who begins play with 17 Intelligence and uses his 4th level ability boost to increase his score to 18 immediately gains seven skill points rather than just one. Remember that items which boost ability modifiers do not give extra skill points/hit points, etc.


The setting is largely tropical ocean, but the game so far is on a large island. The upcoming story arc will have a dread necromancer who likes to fight in melee with loads of magical items as the villain and undead as the main foes.

Weath-by-level has gone out of the window in the game, whatever items this build might need are fine as long as there's nothing overpowering.

Eloel
2009-03-05, 08:50 AM
Remember that items which boost ability modifiers do not give extra skill points/hit points, etc.


By RAW, they DO boost hit-points. Even Rage Con increase boosts hit-points.

Telonius
2009-03-05, 09:10 AM
What augment crystal or "widget" (dont know what those are) would give you a permanent enchantment bonus that stacks with the current one. It seems I those items could not exist because an enchantment bonus's price is relative to the current enchantment bonus the item is at.

For example a +1 weapon to get the ghost touch enchantment would cost a 6,000gp increase where as a +2 weapon would with the same enchantment would cost 10,000gp increase.

"Widget" is a general term for a Wondrous Item, and "Lesser Weapon Augmentation" is a 2nd-level Artificer infusion. The enchantment isn't permanent, but it would be 2/day for 10 minutes per caster level. It's not without its drawbacks, but it does indeed exist.

Weapon Augment crystals also exist. They're in the Magic Item compendium, and can be found on the Wizards site. (My copy/paste seems to be malfunctioning, I'll be back on in a moment to give the link).

Telonius
2009-03-05, 09:17 AM
Here (http://www.wizards.com/default.asp?x=dnd/ps/20070209a)we go.

Relevant to Ghost Touch weapons:


A +1 ghost touch bastard sword, for example, is a big commitment; a truedeath crystal (detailed below), however, is a small item that can be affixed to a weapon only when needed. If your campaign is undead heavy, the truedeath crystal might see a lot of use, but if encounters with undead wane in frequency, the truedeath crystal can be traded for a more appropriate augment crystal. This allows characters to add practical qualities to their favored weapons, without committing to items that could prove relatively useless over a large number of encounters...

Truedeath Crystal
Price (Item Level): 1,000 gp (4th) (least); 5,000 gp (9th) (lesser); 10,000 gp (12th) (greater)
Body Slot: -- (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) evocation
Activation: --
Weight: --

This amethyst is carved in the shape of a humanoid skull.

Clerics craft truedeath crystals to aid themselves and others in sending undead to their final rest.

Least: A weapon with this crystal attached deals an extra 1d6 points of damage to undead.
Lesser: As the least crystal, and the weapon also functions as a ghost touch weapon (DMG 224).
Greater: As the lesser crystal, and the weapon can deliver sneak attacks and critical hits against undead as if they were living creatures.

Prerequisites: Craft Magic Arms and Armor, consecrate.

Cost to Create: 500 gp, 40 XP, 1 day (least); 2,500 gp, 200 XP, 5 days (lesser); 5,000 gp, 400 XP, 10 days (greater)

Truedeath crystals are valuable to characters at all levels of play. At low levels, the least truedeath crystal provides a much needed damage bonus against undead menaces. At medium levels, the lesser version of the crystal can be added to a favorite magic weapon when incorporeal undead are encountered. For high-level rogues, ninjas, scouts and other characters whose worst nightmares include their inability to combat undead, the greater crystal is a tremendous boon. It allows these characters to harm undead with sneak attacks, sudden strikes, skirmishes--and of course critical hits!



So for a flat 5,000 fee you can make any weapon Ghost Touch.

Samb
2009-03-07, 12:23 AM
wow is there a crystal that does that with constructs?

Os1ris09
2009-03-07, 12:37 AM
Ya its in the MIC but I warn you. Last time we used crystols we kind of pissed off the DM. LOL we power gamed the crystal thing so much that he banned that you could take them out. So basically all I have is a true death crystal in two weapons (ugh :smallmad:). They're helpful but really overpowered if used right:smallwink:

Telonius
2009-03-07, 04:56 PM
The vs. construct item is called a Demolition Crystal. It's actually a bit cheaper than the Truedeath crystal.

TheOz
2009-03-07, 08:18 PM
So, I'm planning to join a campaign which will head up into the epic levels in the future - it's actually a continuation of an old game, where the other PCs promised my character they would help her claim the title of Matron Mother of her house in the drow city of Zzai'ke. I now need to rebuild the character, with the intention of being able to take and give at least a couple hits in melee, but mostly centered on two things spell-wise: affecting the minds of her targets (fear is preferable to charm, by the way) or dealing a lot of damage against them if they are resistant to that.


Books: Any of the 3.5 edition rulebooks except the Book of Vile Darkness.
Race: Drow (DM said to ignore the +2 ECL)
Class: I was thinking Warlock/Mindbender (both from the Complete Arcane)
Level: Total level 20
Ability Scores: 11, 13, 14, 15, 15, 16 were my rolls before adding racial/level bonuses. (Please note where the level bonuses went because I'll need to tell the DM)
Alignment: NE
Concept: Shri'lin has a serious superiority complex, but is more controlled than other drow when it comes to dealing with the inferior races. She is willing and able to work in a group as an equal if it serves her purposes. She is intelligent and a little paranoid, and tries to prepare for any attack, whether magical or physical (especially the latter, since her SR31 will probably take care of most spell effects she is faced with)

Note: Suggestions on good magic items for her would be appreciated as well, but she won't be using any items out of Drow of the Underdark. Another note: Abilities focused around followers of Lolth are off-limits to her, as she has abandoned the spider-goddess in favor of Asmodeus.

Froogleyboy
2009-03-07, 08:28 PM
I need a 1st level Feral Anthropomorphic Baleen Whale build

Here's a link: http://www.dandwiki.com/wiki/Anthropomorphic_Baleen_Whale%2C_Feral_(DnD_Optimiz ed_Build)

dspeyer
2009-03-07, 10:17 PM
I need a 1st level Feral Anthropomorphic Baleen Whale build

Here's a link: http://www.dandwiki.com/wiki/Anthropomorphic_Baleen_Whale%2C_Feral_(DnD_Optimiz ed_Build)

Feral is +1 la and anthropomorphic baleen whale is 3 rhd (monstrous humanoid -- very weak), so a first level character is ECL 5. The ability modifiers are STR: +12, DEX: +4, CON: +8, INT: -4, WIS: +6, CHA: 0. The natural weapons are a d4 tail slap and a pair of 2d6 claws. The creature is also large, and has improved grab.

The three racial hit dice convey two feats. One of these should be multi-attack, to use those claws effectively. I can't find anything really great for the other, so I guess take power attack since everyone wants it, even if you won't be using two-handed weapons. Take Improved Natural Weapon as your third feat, once you have +4 BAB, and get those claws dealing 3d6.

The size and strength, suggest a grappler, but there isn't much to build. Just grapple away. It seems a shame to let that wisdom go to waste, but neither spellcasting nor psionics fares well with four levels lost. Psychic Warrior is an option -- expansion would be a beautiful thing here and it mostly plays like a fighter. I think I prefer Swordsage. The Stone Dragon path will do wonders with that strength, and, unlike psionics, you won't start terribly behind. ToB is unclear on how RHD and LA effect initiator level. If the former counts and the latter does not, which seems to be implied, take a level of something else first. Barbarian is probably a good choice here.

ThorFluff
2009-03-09, 03:08 PM
I have a question, looking for PrC's, feats and ideas.
lvl 12 charakter being built. 11 levels of Paladin, 10 traded to Black Guard.
What next? What do you do for lvl 12 and up?

dspeyer
2009-03-09, 09:16 PM
ThorFluff:

Do you have a focus for the character? Is he a subtle assassin? A tyrant with an army? A champion of the lower planes in open battle? A treacherous politician, still claiming membership in his old paladin order?

Also, do you have stats? Or a method for generating them?

ThorFluff
2009-03-10, 07:07 AM
A) The world does not have clear cut alignment. Smite works against, at the time of charakter creation, predetermined organistations. Unbelivers that is :P
B) Sly Politician, Will want to have both Leadership and Landlord as feats.
C) I rolled the stats, under the nose of my GM, and they're one of the reasons i want to play such a MAD character. I rolled, 18,17,17,16,15,14

I might as well ask, What feats do i select up until that point?

Telonius
2009-03-10, 08:50 AM
So, I'm planning to join a campaign which will head up into the epic levels in the future - it's actually a continuation of an old game, where the other PCs promised my character they would help her claim the title of Matron Mother of her house in the drow city of Zzai'ke. I now need to rebuild the character, with the intention of being able to take and give at least a couple hits in melee, but mostly centered on two things spell-wise: affecting the minds of her targets (fear is preferable to charm, by the way) or dealing a lot of damage against them if they are resistant to that.


Books: Any of the 3.5 edition rulebooks except the Book of Vile Darkness.
Race: Drow (DM said to ignore the +2 ECL)
Class: I was thinking Warlock/Mindbender (both from the Complete Arcane)
Level: Total level 20
Ability Scores: 11, 13, 14, 15, 15, 16 were my rolls before adding racial/level bonuses. (Please note where the level bonuses went because I'll need to tell the DM)
Alignment: NE
Concept: Shri'lin has a serious superiority complex, but is more controlled than other drow when it comes to dealing with the inferior races. She is willing and able to work in a group as an equal if it serves her purposes. She is intelligent and a little paranoid, and tries to prepare for any attack, whether magical or physical (especially the latter, since her SR31 will probably take care of most spell effects she is faced with)

Note: Suggestions on good magic items for her would be appreciated as well, but she won't be using any items out of Drow of the Underdark. Another note: Abilities focused around followers of Lolth are off-limits to her, as she has abandoned the spider-goddess in favor of Asmodeus.

This is a very tricky one. First of all, there aren't all that many abilities that give you bonuses to fear. Most of the feats having to do with fear are centered on avoiding it, not inflicting it. That said, there are a few - Frightful Presence, Daunting Presence, Fell Frighten (metamagic), Haunting Melody, Intimidating Strike, Resounding Blow, and Kiai Shout. Several of these are melee-centered.

Most of the PrC's that have anything to do with Fear are melee-only (Avenging Executioner, Scarlet Corsair, etc). If you're allowed to use Dragon Magazine sources (and I realize that you probably won't be able to), the Harbinger class (basically a nega-Bard that gets Instill Fear instead of Inspire Courage) could be a possibility. Otherwise, it would probably be best just to work on a class that focuses on mind-affecting effects. Bard, Beguiler, or Enchantment-focused Wizard would be best for that.

Warlock/Mindbender would work too, but bear in mind that Mindbender is only a half-casting PrC. You'll also lose out on a little bit of the warlock's Eldritch Blast progression and any of the other class abilities. I'd call that PrC a 1-3 level dip at most.

dspeyer
2009-03-12, 12:54 AM
Sly politics is mostly a matter of skills. Probably the best class for it is spymaster. That provides lots of bonuses to deception in all forms, including defenses against divinitive magic. You might need a level in rogue to make the prereqs. Other classic options include straight rogue (which stacks with your existing sneak attack), bard (which makes good use of your charisma), beguiler (which provides useful casting, but still nowhere near what someone who'd started as a spellcaster would have) and factotum (no special synergy, but lots of skillful goodness).

Another powerful maybe-option would be to try to progress your blackguard casting. By RAW you can't, but it would make sense, so your DM might allow it with the right prestige class (black flame zealot perhaps). That would get you something close to full casting, which is always good in a high-level game.

Mobey_Wee
2009-03-14, 06:57 PM
3.5 Elistree, what are her domains for clerics? If you just had core books, as opposed to PGFR, what would you say her 4 base domains would be?

loopy
2009-03-14, 09:19 PM
Level 1 Dragonborn Fighter (4e), stats 18/18/16/16/16/15 (and thats before the racial stat increases, I rolled high :D).

Core books only, I'm afraid.

He's going to be wielding a two-handed weapon, and be more of a damager, but I'd like to be able to do some defending if the situation goes to hell.

First couple levels of power/feat selection would be fantastic as well. Cheers all! :smallsmile:

Mando Knight
2009-03-14, 10:09 PM
Level 1 Dragonborn Fighter (4e), stats 18/18/16/16/16/15 (and thats before the racial stat increases, I rolled high :D).

Core books only, I'm afraid.

He's going to be wielding a two-handed weapon, and be more of a damager, but I'd like to be able to do some defending if the situation goes to hell.

First couple levels of power/feat selection would be fantastic as well. Cheers all! :smallsmile:

Get Cleave and Reaping Strike for your at-wills. Place your 18s in Strength and Constitution... actually, just fill in your stats down the sheet as is. You'll do fine. Your first feat should probably be Potent Challenge (PHB 197). With 20 Strength at first level, you're in a perfect position to use a Greataxe rather than a Greatsword. Scale armor is the best armor for you to use, unless you want to spend one of your feats on Plate. At level 2, however, I'd recommend picking Weapon Focus (Axe) as your feat.

Villain's Menace is probably the best level 1 Fighter daily in core, although Brute Strike has the nice Reliable keyword. Steel Serpent Strike locks down a target pretty handily, though you probably should pick Covering Attack if you've got a Rogue to flank with you.

At level 2, you've got several choices. Boundless Endurance and Unstoppable are especially useful if you don't have a primary-class Leader, and No Opening will let you prevent flanking opponents from having an advantage over you. Can't say much about Get Over Here.

At level 3, you'll want either Crushing Blow for its damage output against a single target, or Sweeping Blow if you find yourself surrounded frequently.

At level 4, improving your Strength is a must, and you should improve either your Constitution (for HP and axe-related effects) or your Wisdom (for Will defense and Combat Superiority). You've got another feat, so I'd pick Powerful Charge or Enlarged Dragon Breath. You could easily pick up any of the multiclass feats if you wanted, though. Warlord, Cleric, and Paladin are the most attractive multiclasses for a Great Weapon Fighter.

gabado
2009-03-16, 09:00 PM
okay so i don't know how many of you have seen the druid preview for fourth edition, but for those of you that have i need some advice:
i have a first level at-will power that lets me, on a charge, force the target to provide combat advantage until my next turn, i was wondering if it is worth getting the rouge multi-class feat and then backstabber or some other combination of feats suited for a fifth level human with these stats and feats; str: 9, con: 15, dex: 16, int: 8, wis: 18, cha: 8, ritual casting, toughness, wild senses (+3 to initiative and the ability to re-role tracking checks.)
thanks. :smallsmile:

Pramxnim
2009-03-17, 02:11 AM
I just recently thought of a random 10th lvl character build for a campaign using 32-point buy for stats. The basic premise is a sneaky gish-lite, wand user that uses his size to his advantage. The build is at lvl 10 right now, but this campaign will likely progress very rapidly, so I'm planning it up to level 20.

Here's what I have so far:

Race: Whisper Gnome
Class: Rogue 4 / Swashbuckler 3/ Suel Arcanamach 1/ Abjurant Champion 2
Likely progression: Abjurant Champion 3/ Suel Arcanamach 3/ Rogue 4

Stats: Str 8 Dex 16 Con 16 Int 16 Wis 8 Cha 15

Items:
+1 Keen Enfeebling Rapier (18300gp)
+2 Mithral Breastplate (8350gp)

Wands:
0th lvl:
Wand of Acid Splash / Ray of Frost/ Electric Jolt/ Acid Splash (w/ Fire energy substitution metamagic)
i.e. 4 lvl 0 wands

1st lvl:
Wand of:
Shield
Fist of Stone (Spell Compendium p94)
Enlarge Person
Ray of Clumsiness (SpC 166)
Detect Secret Doors
Lesser Vigor (SpC 229)

2nd lvl:
Wand of:
Ray of Stupidity (SpC 167)
Split Ray Energy Sub (Acid) Ray of Frost

Wand Bracer (300gp, Dungeonscape p30)
Wand Chamber (100gp, Dungeonscape p30)
Heward's Handy Haversack
Masterwork Thieves' tools + Masterwork Tools (for UMD)


Feats:
Lvl 1: Iron Will, Dodge (Flaw), Titan Fighting (Flaw, RoS 145)
Lvl 3: Combat Casting
Lvl 6: Daring Outlaw
Lvl 9: Underfoot Combat (RoTW 152)

Flaws:
Vulnerable (-1 to AC)
Inattentive (-4 to Listen and Spot)

Spells:
1st lvl:
Shield
Nerveskitter (SpC 146)

2nd lvl:
Invisibility
Mirror Image


Right now, I have access to 2 lvl 1 and 2 lvl 2 spells from the Abjuration, Divination, Illusion and Transmutation schools. I didn't pick Alter Self because I don't want to abuse it (and also I'd like to avoid bookkeeping).
I have this character set on advancing to level 16, where he gets access to lvl 5 spells, a Caster Level of 14 (his BAB) and a bunch of other goodies, including the ability to quadruple the duration of abjuration spells.

What I'd like some advice on is feat choices past level 12 (which is going to be Confound the Big Folk from Races of the Wild) and possibly an alternative to the last 4 Rogue levels. Suggestions for items and/or spells would also be much appreciated.

Just to clear up a few things: I'd prefer no template and/or LA > 0 Races (though picking the Whisper Gnome is a sure sign of powergaming, I don't want to go further than that). Homebrew is a touchy subject, because a few players in the group have an unhealthy aversion towards it, and though I find it silly, I want to make this as rules-legal as possible. Not trying to overoptimize it, I'd just like something that would be fun to play with.

Thanks in advance!

dspeyer
2009-03-18, 08:14 PM
It seems to me that this character would really like to take 10 on UMD checks. I think the cheapest way to get this is with an exemplar dip (one level and a skill focus feat). A second level in exemplar (for share talent) might be worthwhile. Other options include the tenth level of rogue or the fourth of warlock.

Also, taking combat casting before obtaining any spell-casting is somewhat sketchy (though RAW permits it).

monty
2009-03-18, 08:17 PM
It seems to me that this character would really like to take 10 on UMD checks. I think the cheapest way to get this is with an exemplar dip (one level and a skill focus feat). A second level in exemplar (for share talent) might be worthwhile. Other options include the tenth level of rogue or the fourth of warlock.

I don't think Exemplars can take Skill Mastery for UMD, and I know rogues can't. UMD explicitly doesn't allow taking 10; warlock and artificer are exceptions to that.

Talus
2009-03-20, 09:19 PM
Hi,

I'm looking to build a character for a 3.5e "Stormwrack" style campaign that will be starting soon. I was thinking of playing some sort of bard/stormsinger combo focusing on picking weather spells for the fluff and was looking for help optimising the character from level 1-20.

I'm grateful for any help people can offer.

Os1ris09
2009-03-21, 01:22 PM
HEY GITP I am in rush time. I got 10 hours to make a very good charger/tripper build with a dwarf as the bace race to take deepwarden but with no cheese. Here is what I have right now.

Dwarf Barbarian (wolf Totem) 2/ Figher 2/ Barbarian 3/ Deepwarden2/ Barbarian X (LVL 30 Campaign)
Feats:
1st: EWP Spiked Chain
2nd: Improved Trip
3rd: Power Attack
3rd: Combat Reflex's
4th: Cleave
5th: Track
6th: Endurance
9th: Steadfast Determination
12th: Instantaneous Rage
15th: Robilars Gambit
18th: Leap Attack
21st: Shock Trooper

Any help would be appreciated. Restrictments:
-NO TOB
-Core Race's Only
-3.5 campaign

dspeyer
2009-03-22, 01:05 AM
Whirlwind attack and improved whirlwind attack would do well here. The prerequisites (CE, dodge, mobility, spring attack) are a bit of a pain. Except for dodge, those are all useful, though. You could use a bunch of fighter levels to get them. There aren't a lot of class features for barbarian beyond level 20, so you're not sacrificing a lot.

If you're doing the leap attack thing, you'll probably want Dire Charge too.

Valentyne
2009-03-22, 06:48 PM
Ok, got an idea in my head to play a two-weapon fighter from a nomadic plains culture. Think of a cross between the Bedouin (for the scimitars) and American Indians (at least in terms of the Plains culture). I know two handers are really more effective but I'm still stuck on the idea of a dual wielding scimitars. With that in mind I am think of a scout/dervish. My question is what feats or class dips should I consider? What proportions of scout to dervish (or others)? Tactics? Equipment? Thinking of the catfolk race but is there another race i should consider? Bloodlines? Starting at level 3 but always wise to look toward the future.

Rad
2009-03-23, 10:23 AM
Ok, got an idea in my head to play a two-weapon fighter from a nomadic plains culture. Think of a cross between the Bedouin (for the scimitars) and American Indians (at least in terms of the Plains culture). I know two handers are really more effective but I'm still stuck on the idea of a dual wielding scimitars. With that in mind I am think of a scout/dervish. My question is what feats or class dips should I consider? What proportions of scout to dervish (or others)? Tactics? Equipment? Thinking of the catfolk race but is there another race i should consider? Bloodlines? Starting at level 3 but always wise to look toward the future.

If you have the relevant books (Complete Scoundrel I think) I'd go with a swift hunter build: Ranger 2/Scout 4/Dervish X. You gain BAB, Saves, 2 favorite enemies that you can apply skirmish damage to and keep the skirmish of a 6th level scout. Ranger also provides the Two weapon fighting requirement. If you have races of the wild take Expeditious Dodge that can replace dodge as a prerequisite and would be more useful to you. Improved Skirmish is also a must and I find that Travel Devotion is useful for all Skirmish builds (although it would be much better if you could find a way to get Turn Undead). Maybe you can talk your DM into allowing you to take the Extra Turning feat and apply it to the devotion.
I don't have time for a complete build now. Hope this helps.

Os1ris09
2009-03-24, 12:00 AM
http://www.giantitp.com/forums/showthread.php?t=106014&highlight=Ranger

There is a link to the almost the same build that was mentioned above. I needed help with a twf ranger and GITP set me up with the final build in the post and some similar equipment for you. Hope that forum helps. :smallbiggrin:

Os1ris09
2009-03-24, 12:02 AM
http://www.giantitp.com/forums/showthread.php?t=106014&highlight=Ranger

There is a link to the almost the same build that was mentioned above. I needed help with a twf ranger and GITP set me up with the final build in the post and some similar equipment for you. Hope that forum helps. :smallbiggrin:

alexthemad
2009-03-26, 12:52 PM
Hey, I would like to ask for some help building a sneak type character. I have only played wizards and would like to branch out. So if we could take him from level 1 to 16, complete with feats and equip. that would be great. DM is running a dungeon crawl almost straight hack/slash. Likes powerful characters without resorting to stinky cheese. :smalltongue: This is also a PBP game. Thanks ahead of time for the help.

Race: Human, (might have the shade subtype if DM allows)
Class: Something sneaky...thinking about maybe leading into Lurk...dont know
Stats: 40 point buy
Gold: 260,000
Feats: DM gives us 4 bonus feats.
Books: DM allows any books. I only have access to PHB 1&2, Guide to Faerun, Complete Scoundrel, Psionics HB, Expanded Psionics, Complete Psionics, Complete Arcane, Complete Mage, Complete Warrior, and the Internet.
Concept: Would like him to be the scout of the group, super sneaky, two weapon fighter on the finesse side of fighting.
Other: High Will save is a must, either from classes or equip or both. DM likes to do things like Harpy's Call from inside a cave, then have BBEG wizard cast Prismatic wall in the cave's entrance. = bad things and new character. :smallamused: Also HP is max per level.

Zenos
2009-03-26, 03:58 PM
I have a request for some build help on this (http://www.myth-weavers.com/sheetview.php?sheetid=116382) character, Morgen Jaeger-Schmied, in a semi-evil campaign, with these houserules, start points, etc:


1. Hit Dice
You start with 2x your class HD + 1x your Con modifier. So a Fighter with Con 18 would have 24 starting hp (d10 max + d10 max + 4 con). This bonus HD is never counted as part of your total HD; you are effectively an extra-tough 1 HD creature.

All d4 classes now have d6 as their HD. All former d6 classes now have d8 as their HD.

2. Minor Gestalt.
You start off with a 1st level Gestalt character (ex.: Rog1//Wiz1). Find how to make a Gestalt character here.

However, when you gain enough XP to level you only level in one of your two classes (ex.: Rog1//Wiz2). As you continue to level, it is your choice whether to level one class over and over (ex.: Rog1//Wiz5) or one class and then the other (ex.: Rog3//Wiz3).

I will put together an XP chart to show how this leveling works. It will actually be pretty simple.

3. Multiclassing
Because of the inherent flexibility of this Gestalt system, I do ask that you only multiclass on one side of your gestalt if at all. This includes Prestige Classes: you only get one. There are no XP penalties for multiclassing, however.

4. Skills
Spot and Listen are now one skill called Perception. (Search is still separate.) Please list Perception under Spot on your sheet.

Hide and Move Silently are now one skill called Stealth. Please list Stealth under Hide on your sheet.

Class skills are as normal for your class, except that you all get Perform (Muggoon) and Stealth as class skills. This is because of your special training.

5. Bonus Feat
You all get 1 extra bonus feat that can only be used on a non-combat and non-metamagic feat. So the feats that boost skills, saves or other funny abilities (like Die Hard) are all fair game for this feat.

6. Some form of E6 rules will be used.
Details will be posted soon. If you don't know, E6 is a system that caps your character at 6th level (or, for example, Rog6//Wiz6 in our case) but allows you to continue to spend XP to get some special higher-level abilities. Basically, it allows you to become legendary but not superhuman.

7. You all have Poison Use, allowing you to use poisoned weapons without risking poisoning yourselves by accident. If any of you take levels in a class that would normally grant you Poison Use, you can instead have Poison Mastery which increases the save DCs of any poisons you use by 2.




Books allowed:
PHB, DMG, MM.
PHB II
Complete Adventurer
Dungeonscape
Subraces (variants on core races) from Crystal Keep

I am mainly asking what feats I should take at this level and coming levels, but any input on it is helpful. I am looking at a character who can basically sneak close, then charge in at the enemy, dance around it for a round hacking at it before withdrawing or killing it. Also, what non-combat feat do you think could work nicely with my skills?

Os1ris09
2009-03-27, 10:24 PM
Hey, I would like to ask for some help building a sneak type character. I have only played wizards and would like to branch out. So if we could take him from level 1 to 16, complete with feats and equip. that would be great. DM is running a dungeon crawl almost straight hack/slash. Likes powerful characters without resorting to stinky cheese. :smalltongue: This is also a PBP game. Thanks ahead of time for the help.

Race: Human, (might have the shade subtype if DM allows)
Class: Something sneaky...thinking about maybe leading into Lurk...dont know
Stats: 40 point buy
Gold: 260,000
Feats: DM gives us 4 bonus feats.
Books: DM allows any books. I only have access to PHB 1&2, Guide to Faerun, Complete Scoundrel, Psionics HB, Expanded Psionics, Complete Psionics, Complete Arcane, Complete Mage, Complete Warrior, and the Internet.
Concept: Would like him to be the scout of the group, super sneaky, two weapon fighter on the finesse side of fighting.
Other: High Will save is a must, either from classes or equip or both. DM likes to do things like Harpy's Call from inside a cave, then have BBEG wizard cast Prismatic wall in the cave's entrance. = bad things and new character. :smallamused: Also HP is max per level.

I have posted a build for a two weapon scimitar user. ^^^ posted above in a hyperlink. Maybe take a look at that build and fine tune it to the style you want. Personally I think its a pretty solid build without the cheese. :smallbiggrin:

mikej
2009-03-31, 10:40 AM
Not asking for a entire build, just some extra helpfull advice on some future decisions. I'd like to run a Druid, but not sure about going through the Wild Dragonhide Fullplate + Darkwood Shield route, or doing the Monk's Belt + Bracers of Armor ( Wilding Clasp ) route ?

DM is also considered allowing me the Planar Shepherd prestige class, soo what method of gaining AC should I use ? The Monk's Belt idea seems solid, but something about walking around in hide made from a Dragon looks badass.

Os1ris09
2009-03-31, 04:18 PM
The cheaper route would be use a monk's belt with wildclasp's and bracer's of armor in the lon run. A +1 whatever wilded armor would cost 16,000gp (+3 for wild). Personally it comes down how you want to "Flavour" him/her.

wykydtron
2009-03-31, 08:03 PM
Hey everybody. Thanks for taking the time to read this. So, yah, it's for a lvl 1 rogue, to run in a campaign (undetermined length as of yet) by a first time dm.

1. I was looking for a level 1 character. Suggestions for post-level 1 appreciated. Really just want to get a good starting block. :smallsmile:
2.
a. Core-Only, but if you know of anything that NEEDS to be in there I'll take a look at it. It's for a first time dm and don't want to overwhelm him.
b. Probably Human, but anything acceptable as the as the LA is kept in check.
c. Rogue
d. Traditional 4d6.
e. Any
f. House Rules: None, first time dm.
g. Concept: I want someone who just doesn't want to die. I'm drawing inspiration from James Bond, Jarlaxle from the Drizzt series, etc. Also he's going to be nick-named "The Handkercheif" and being to pull bandanas out of anywhere.
h. Other: Thanks alot in advance.

Ashdate
2009-03-31, 09:19 PM
Hey! My character is only a short stint away from level 12, and I was wondering whether people think I should bump my Con to 14 or Int to 23. My character sheet is here, so you can get a fuller picture:

http://www.myth-weavers.com/sheetview.php?sheetid=49548

The feat I'm taking will be Skill Focus: Spellcraft (to qualify for Archmage). The spells I'm getting will be Greater Dispel Magic, Repulsion, Greater Anticipate Teleportation, and Resistance, Superior (I get four from my Collegiate Wizard feat).

One note: The GM gave us a bonus feat and a levels worth of skill points as a reward once, which is why those totals will be off.

Thanks!

- Eddie

Os1ris09
2009-03-31, 09:30 PM
Okay where did you find that bedroll (Hewards Bedroll thin)? Also the AB increase depends on wether you NEED the hit points (aka if you get hit alot) or if you want to get to a HIGHER DC for your spells. Personally if I were to play a soft caster (lol) I would put the AB into my casting STAT instead of the others and AVOID combat in the front lines or anywhere in general. You are what we call in my group the Artillery/Support. You are useless to us dead just like a cleric and we cannot afford for you to be in the front lines. Thats IMO though so take it for what its worth. :smallbiggrin:

Ashdate
2009-03-31, 09:42 PM
Heward's Fortifying Bedroll is in Complete Mage (pg 132).

I don't get hit much at all, I'm just thinking about it for 'insurance' purposes. I've been wrecking a bit of havoc with this character (Evard's Black Tentacles has been a major frustration for him), so that's why I was thinking about boosting my Con.

Thanks for your opinion tho :)

- Eddie

Telonius
2009-04-03, 08:21 AM
Hey everybody. Thanks for taking the time to read this. So, yah, it's for a lvl 1 rogue, to run in a campaign (undetermined length as of yet) by a first time dm.

1. I was looking for a level 1 character. Suggestions for post-level 1 appreciated. Really just want to get a good starting block. :smallsmile:
2.
a. Core-Only, but if you know of anything that NEEDS to be in there I'll take a look at it. It's for a first time dm and don't want to overwhelm him.
b. Probably Human, but anything acceptable as the as the LA is kept in check.
c. Rogue
d. Traditional 4d6.
e. Any
f. House Rules: None, first time dm.
g. Concept: I want someone who just doesn't want to die. I'm drawing inspiration from James Bond, Jarlaxle from the Drizzt series, etc. Also he's going to be nick-named "The Handkercheif" and being to pull bandanas out of anywhere.
h. Other: Thanks alot in advance.

Human
Feats: Improved Initiative, Dodge.

Moving forward, most of the really good Rogue feats are all outside of Core. Craven from Champions of Ruin, Savvy Rogue from Complete Scoundrel, Elusive Target from Complete Warrior. (Weapon Finesse is an obvious Core option, but it's not available at first level because of the +1 BAB requirement). If you are forced into Core Only for the duration, Quick Draw, Combat Reflexes, and the Two-Weapon Fighting tree are probably your best options (other than Leadership). Rogue Special Abilities (at 10th etc) are, in approximate order of priority, Crippling Strike, Improved Evasion, Slippery Mind, (Opportunist or Skill Mastery).

Rogue19/anything-but-commoner1 is more powerful than Rogue20, so make sure you have at least one level of another class or PrC. Master of Masks (from Complete Scoundrel) is a favorite PrC of mine, but it might not work with your character concept and isn't Core anyway. I'd suggest one level of Monk if you're concerned about Saving Throws - that would fit in with his aversion to death. Other possible multiclasses are Wizard and Sorcerer (for better UMD and possible access to Arcane Trickster), Cleric with the Luck and Travel domains... basically anything else in the PHB will give you some benefit greater than the Rogue's level 20 crapstone ability.

wykydtron
2009-04-03, 10:34 AM
Awesome^^^ Thanks for the advice. I'll start looking into other classes. I was thinking:

1st Rogue
2nd Fighter
3rd Rogue
4th Fighter What should I add to? Str 9 Dex 16 Con 9 Int 15 Wis 13 Cha 14
5th Rogue
Then transfer to assasin when possible. But I'll have to look into some wujen levels.

Telonius
2009-04-03, 11:29 AM
Looks decent. With those stats I'd suggest bumping CON at 4th, either INT or DEX at 8th, and DEX the rest of the way out.

For the Fighter feats, take Weapon Finesse at Ftr1, and (if Elusive Target is allowed) Mobility at Ftr2. Build below assumes you want to take Assassin all the way out, and have access to Craven, Complete Scoundrel, and Complete Warrior. (While personally I prefer Rogue to 19, particularly if you have the Savvy Rogue option available, Assassin is a not-totally-horrible choice).

Rogue1 - Dodge, Imp Init
Rog1/Ftr1 - Weapon Finesse
Rog2/Ftr1 - Craven
Rog2/Ftr2 - Mobility, +1 CON
Rog3/Ftr2
Rog4/Ftr2 - Weapon Focus (your choice of slashing weapon)
Rog4/Ftr2/Assassin1
Rog4/Ftr2/Ass2 - +1 (INT or DEX)
Rog4/Ftr2/Ass3 - Elusive Target
Rog4/Ftr2/Ass4
Rog4/Ftr2/Ass5
Rog4/Ftr2/Ass6 - Disemboweling Strike (Complete Scoundrel), +1 DEX
Rog4/Ftr2/Ass7
Rog4/Ftr2/Ass8
Rog4/Ftr2/Ass9 - Hamstring (Complete Warrior)
Rog4/Ftr2/Ass10 - +1 DEX
Rog5/Ftr2/Ass10
Rog6/Ftr2/Ass10 - Arterial Strike (Complete Scoundrel)
Rog7/Ftr2/Ass10
Rog8/Ftr2/Ass10 - +1 DEX

JeenLeen
2009-04-03, 05:01 PM
I would like help with a natural weapons fighter in a fairly optimized, but nothing overtly cheesy, game.

Lv 17, 300000 starting gold. Please build from the base-up, recommending feats, relevant equipment (prefer no magical weapons), and, if applicable, souldmelds.

Books: All are fair game except Eberron, Faerun, and ToB.
Race: Changeling unless a better way to get shapeshifting is thought of
Class: Totemist with the Warshaper PrC
Ability Scores: 32 point buy, preferably low (8) Int.
Alignment: Chaotic Good, Neutral Good, or Neutral
House rules: I get one generally useless feat for free; good for a PrC pre-req. We cannot start a new PrC until we finish the old one. The game will probably last until mid-20 levels. Wilding Clasp (but not Wild armor) and Lion's Pounce feature for barbarian are banned, and Catfolk have been weakened so that they are not viable options. Flaws are banned.

Concept: A melee fighter who specializes in natural attacks. I leaning towards a mix of Totemist (for natural attacks) and a good BAB class (probably Fighter).

d13
2009-04-03, 05:45 PM
Q 3.14159265358979323846... (???)

So I want to build this wizard (stats as rolled: 17, 15, 15, 15, 12, 10) in this not-good-enough-to-be-good-aligned party consisting of:

* Halfling Sorcerer.
* Half-Elf Fighter (Archer)/Sorcerer.
* Human Cleric of I don't know which God of Faerun xD.
* Half-Orc Barbarian.
* Something Something (?)
* This character.

(Rogue not wanted, and not needed xD).

I have a couple of concepts already built, but I still can't decide on going for Malconvoker, Initiate of the Sevenfold Veil or Incantatrix.

So... Long story short:
* Level 4, probably 5.
* 17, 15, 15, 15, 12, 10
* The Complete series, anything Faerun related, PHB I and II are fair game.
* Every other book is likely to be allowed with enough Cha (xD), except XPH, ToB, anything [insert other setting here] specific or UA, which are completely banned.
* 3000 gp.
* Starting build, and possible future projection.


Get wild, and thanks xD

EDIT: Oh, I need a Master of Shrouds too (yes, one of those... I know xD. Same level, same stats, same books, same money, same everything xD), for some sort of 'Parallel Universe Character' (same campaign xD)

Nazde Bahatur
2009-04-06, 10:19 PM
Hey there, people!
I think someone mentioned a nice Beguiler build a while back.
Could you throw me a link? I'm thinking of making a Beguiler and i'd like to get some ideas.

Kyouju
2009-04-07, 03:25 AM
Sorry, put my post in the wrong place.

altruist
2009-04-07, 07:33 AM
I'm starting my first extended campaign this summer, and I'm playing an Incantatrix. My DM is using Pathfinder rules, but on occasion sticking to 3.5 (for example, for skill synergies).

Based on an existing character starting at level 9, going all the way to level 20 (and any suggestions to improve the current 9 levels; although I had help from the DM, he won't help past character creation). CG Pixie 3/Sorceress 3/Incantatrix 3
Ability Scores: After racial adjustments, I have 8/20/15/20/14/24 in that order.

Houseruled Pixie:
My DM does not like LA, so he'll houserule racial levels for any monsters we want to play as characters. I want to play a pixie and here's what he gave me. To get all of the ability modifiers and abilities, I need all three levels.
Hit Die: 1d6
Skills: 6+INT. Class skills: Bluff, Perception, Sense Motive, Stealth
Small size
Low-light vision
Languages: Common, Sylvan
Favored class: Sorcerer, Rogue or Warlock
BAB bad, Fort bad, Will and Reflex good
Final ability modifiers: -4 STR, +6 DEX, +4 INT, +4 CHA
Final abilities: +4 perception, Fly 60 ft (good), DR 10/cold iron, greater invisibility
House Rules:
No limits on books as long as they're 3.5 books, set in Faerun. I could probably get some non-setting specific stuff from other settings. Core based on Pathfinder Beta, but skill synergies a la 3.5. Swapped familiar in order to apply metamagic without increasing spellcasting time. And I'm sleeping with the DM. :smallcool:
Items:
I'll have a +2 INT item that grants retroactive skill points, and a +4 Charisma item. I'll also have a +2 Circumstance bonus from a homebrewed "perfect tool" for Spellcraft, something like a Magic User's Dictionary. The DM has promised massive loot.:smallsmile:Concept:
Incantatrix party support. I don't necessarily want to do damage; my focus is persisting buffs in the morning, and battlefield control and debuffs on the enemy. Evocation is banned from Incantatrix. No touch attacks, please, unless they're ranged. I want to stay well out of harm's way.
I would, however, like some tips on playing a buffer. Like, what can I do when combat starts?
Party:
We have a cleric (an experienced player), a blaster mage (an experienced player), and a druid (a brand new player, girlfriend of the blaster) in the party. The DM is hinting at Will saves being necessary. Everyone else is Good or Neutral, and serves a Good or Neutral deity, per DM's requirement. Skills Maxed (Pathfinder rules: 1 rank per level regardless of class skill, +3 bonus for class skills): Bluff (+3 class skill), Diplomacy (+4 synergy bonus), Know: Arcana (+3 class skill), Know: Dungeoneering, Know: Nature (+3 class skill), Know: The Planes (+3 class skill), Spellcraft (+3 class skill), UMD (+3 class skill)
3 ranks: Intimidate (+3 class skill), Perception (+3 class skill, +2 synergy), Sense Motive (+3 class skill), Stealth (+3 class skill)
Also, feats or spells that call for 4 ranks now only require 1, but spells that are based on number of ranks include the +3.

Spellcraft Skill Check: 45
9 ranks, +3 class skill, +6 ability modifier (INT), +2 synergy (Know: Arcana), +2 Circumstance (homebrewed), +10 Competence (expensive item), +3 Skill Focus: Spellcraft. I'll be taking 10 to use the Incantatrix abilities. No familiar variant to apply metamagic without increasing spellcasting time.
Feats:
1 Iron Will: required for Incantatrix
3 Fey Sorcery: makes Pixie and Sorcerer levels stack for casting
4 Eschew Materials (bonus Sorcerer feat at first level)
5 Extend Spell: required for Persistent Spell
7 Persist Spell (bonus Incantatrix metamagic feat)
7 Skill Focus: Spellcraft
9 Easy Metamagic: Persistent Spell

I need help with the remainder of the feats. DM has suggested Chain Spell and Quicken Spell for the Incantatrix feats.
Spells Known:
0 level (at will): Prestidigitation, Detect Magic, Read Magic, Message, Caltrops, Amanuensis, Resistance, Detect Poison
1st level (9 per day): Mage Armor, Grease, Benign Transposition, Ebon Eyes, Entangle, Ray of Enfeeblement
2nd level (8 per day): Glitterdust, Ray of Stupidity, Phantasmal Assailants, Blur
3rd level (8 per day): Ray of Exhaustion, Haste, Arcane Sight
4th level (6 per day): Greater Mirror Image, Enervation

I'll also want 6th level Disintegrate, and 7th level Solipsism. I need advice for the remainder of the spells. Reminder that Evocation is banned.

Os1ris09
2009-04-07, 01:42 PM
I'm starting my first extended campaign this summer, and I'm playing an Incantatrix. My DM is using Pathfinder rules, but on occasion sticking to 3.5 (for example, for skill synergies).

Based on an existing character starting at level 9, going all the way to level 20 (and any suggestions to improve the current 9 levels; although I had help from the DM, he won't help past character creation). CG Pixie 3/Sorceress 3/Incantatrix 3
Ability Scores: After racial adjustments, I have 8/20/15/20/14/24 in that order.

Houseruled Pixie:
My DM does not like LA, so he'll houserule racial levels for any monsters we want to play as characters. I want to play a pixie and here's what he gave me. To get all of the ability modifiers and abilities, I need all three levels.
Hit Die: 1d6
Skills: 6+INT. Class skills: Bluff, Perception, Sense Motive, Stealth
Small size
Low-light vision
Languages: Common, Sylvan
Favored class: Sorcerer, Rogue or Warlock
BAB bad, Fort bad, Will and Reflex good
Final ability modifiers: -4 STR, +6 DEX, +4 INT, +4 CHA
Final abilities: +4 perception, Fly 60 ft (good), DR 10/cold iron, greater invisibility
House Rules:
No limits on books as long as they're 3.5 books, set in Faerun. I could probably get some non-setting specific stuff from other settings. Core based on Pathfinder Beta, but skill synergies a la 3.5. Swapped familiar in order to apply metamagic without increasing spellcasting time. And I'm sleeping with the DM. :smallcool:
Items:
I'll have a +2 INT item that grants retroactive skill points, and a +4 Charisma item. I'll also have a +2 Circumstance bonus from a homebrewed "perfect tool" for Spellcraft, something like a Magic User's Dictionary. The DM has promised massive loot.:smallsmile:Concept:
Incantatrix party support. I don't necessarily want to do damage; my focus is persisting buffs in the morning, and battlefield control and debuffs on the enemy. Evocation is banned from Incantatrix. No touch attacks, please, unless they're ranged. I want to stay well out of harm's way.
I would, however, like some tips on playing a buffer. Like, what can I do when combat starts?
Party:
We have a cleric (an experienced player), a blaster mage (an experienced player), and a druid (a brand new player, girlfriend of the blaster) in the party. The DM is hinting at Will saves being necessary. Everyone else is Good or Neutral, and serves a Good or Neutral deity, per DM's requirement. Skills Maxed (Pathfinder rules: 1 rank per level regardless of class skill, +3 bonus for class skills): Bluff (+3 class skill), Diplomacy (+4 synergy bonus), Know: Arcana (+3 class skill), Know: Dungeoneering, Know: Nature (+3 class skill), Know: The Planes (+3 class skill), Spellcraft (+3 class skill), UMD (+3 class skill)
3 ranks: Intimidate (+3 class skill), Perception (+3 class skill, +2 synergy), Sense Motive (+3 class skill), Stealth (+3 class skill)
Also, feats or spells that call for 4 ranks now only require 1, but spells that are based on number of ranks include the +3.

Spellcraft Skill Check: 45
9 ranks, +3 class skill, +6 ability modifier (INT), +2 synergy (Know: Arcana), +2 Circumstance (homebrewed), +10 Competence (expensive item), +3 Skill Focus: Spellcraft. I'll be taking 10 to use the Incantatrix abilities. No familiar variant to apply metamagic without increasing spellcasting time.
Feats:
1 Iron Will: required for Incantatrix
3 Fey Sorcery: makes Pixie and Sorcerer levels stack for casting
4 Eschew Materials (bonus Sorcerer feat at first level)
5 Extend Spell: required for Persistent Spell
7 Persist Spell (bonus Incantatrix metamagic feat)
7 Skill Focus: Spellcraft
9 Easy Metamagic: Persistent Spell

I need help with the remainder of the feats. DM has suggested Chain Spell and Quicken Spell for the Incantatrix feats.
Spells Known:
0 level (at will): Prestidigitation, Detect Magic, Read Magic, Message, Caltrops, Amanuensis, Resistance, Detect Poison
1st level (9 per day): Mage Armor, Grease, Benign Transposition, Ebon Eyes, Entangle, Ray of Enfeeblement
2nd level (8 per day): Glitterdust, Ray of Stupidity, Phantasmal Assailants, Blur
3rd level (8 per day): Ray of Exhaustion, Haste, Arcane Sight
4th level (6 per day): Greater Mirror Image, Enervation

I'll also want 6th level Disintegrate, and 7th level Solipsism. I need advice for the remainder of the spells. Reminder that Evocation is banned.


Hey where is that easy metamagic feat?

altruist
2009-04-07, 07:25 PM
Hey where is that easy metamagic feat?

Originally printed in Dragon 325, it's now also available here, page 58. (http://www.crystalkeep.com/d20/rules/DnD3.5Index-Feats.pdf)

dspeyer
2009-04-08, 02:13 AM
You might find the reach spell feat from complete divine worthwhile (it works on arcane spells too). Some of the strongest debuffs (and most of the good buffs) are touch spells -- this turns them into rays. IIRC, it's +2 spell level, but you should be able to reduce that.

For arguable cheese, combine with chain spell.

shatteredhalo
2009-04-08, 11:08 AM
Hi guys, I'm looking for some level-by-level advice for a batman wizard from 1 to 20. I was wanting to go Wiz 5/Incantatrix 10/ + 5 levels of whatever you think would work well. My wizard would mostly be focused on battlefield control/disabling opponents and save-or-die(or suck) spells, and would rarely blast things.

For Incantatrix, I want to drop Evocation. (My DM has Evocation as an "outlawed" school in his campaign world, to the point that the spells are nearly impossible to find outside of learning them at level up, and the local NPCs don't take too kindly to seeing Evocations thrown around, so dropping it should hurt even less.)

Also, please build it using 3.5 rules/variants, but if there is a more powerful 3.0 option/version of something, please do suggest that as well. My DM is known to allow players to use the "better" of the two versions.

Available books: Just about any. The DM has an enormous collection of D&D books of all editions, and I and the rest of the players have sizable collections of our own. For the few odd books I may not be able to find, there's always the library. The only thing we don't have is any Dragon Magazines, that I'm aware of.

Race: Human

Starting stats (32 point buy)
Str: 8
Dex: 16
Con: 14
Int: 18
Wis: 8
Cha: 8

+2 extra feats at level 1 for flaws (Noncombatant, Murky Eyed)

I'd also like to take Craft Wondrous Item at or before level 5, as we'll likely have a better chance of crafting magical items than finding them.

Also, suggestions for any "must have spells" of each spell level, and also ways to pump up my Spellcraft (for Incantatrix) would be greatly appreciated.

Thanks for your time!

Cheers

risquename
2009-04-08, 01:55 PM
Hey all, I'm starting a campaign that will probably run from lvl 1-16 and I'm looking to play a sneaky-stabby character. I'm thinkin rogue/assassin, but am open to anything. I've never played a sneaky character before, so I would love a level by level breakdown, if anyone's interested.

books: pretty much anything published in hardcover
race: anything without a level adjustment
stats: 32 pt buy
concept: he's basically a holy assassin. DM already okay'd good and neutral alignments so I'm not stuck with the classs req as long as I can come up with a plausible explanation.

Thanks a lot.

zerombr
2009-04-08, 02:35 PM
Risquename, the two prestige classes that fit your concept, though i dunno how good they are, would be

the Avenger
http://www.wizards.com/default.asp?x=dnd/prc/20070401a

and the exalted Slayer of Domiel from BoED

i don't have the books here to crunch anything else.

Godskook
2009-04-08, 09:43 PM
Please help me round off my character.

Currently, I'm starting as a clr 1/wiz 1, but I'm going to be a Mystic Theurge, so my plans need to fit that goal.

I still need 2 first level feats, and I'm curious about specialization pros/cons. I'm pretty sure I want Trans, Conj, and Necro, but as a Mystic Theurge, I'm not sure I should bother specializing or not. I'm new to D&D, but not gaming. My battle plan with this character is:

At start of battle, play the role of a backline caster, buffing friends and killing foes. As things settle down, or if the enemy gets past our frontline, draw my sword/shield and step up as a more cleric-centered role. My byword is versatility. When things go south, I have a thunderstone and smokestick in my belt for easy getaway(using invisibilty later on for greater effect).

Feel free to point out flaws in my build/plan, but unless its horribly off, I plan on sticking with what I've got so far.

Any help is appreciated.

Oh, its for this campaign (http://www.giantitp.com/forums/showthread.php?t=108593).

dspeyer
2009-04-09, 01:15 AM
Risquename: Take a look at the Shadow Hand school in Tome of Battle. It has a lot of nice abilities (stealth, teleportation, ability and level damage, sneak-attack boosters), and they're unlimited use. Swordsage has a wisdom synergy with slayer of domniel, and you might be able to combine them with ruby knight vindicator.

dspeyer
2009-04-10, 01:22 AM
Risquename: Another thing to consider is pixie. Four la get you greater invisibility at will, flight and some massive stat boosts. It's hard to think of four class levels that would get you those abilities. It does mean you're not playable until ECL 5 without houseruling, and it's ambiguous how it interacts with ToB.

Crel
2009-04-10, 01:28 PM
Okay, here goes. I'm trying to find a way to create an optimized bard, but with one twist: its an Awakened cat. I haven't put any stats together, but the Str, Dex, and Con will probably be the same as the monster manual. I'm hoping for an 18 in Cha, and then just +3d6 to Int and Wis as the Awaken spell description. Any advice? this isn't for a campaign just yet, but I plan to use it in my next one. Also, how would equipment work? The character should have a build lined out for levels 1-5ish, or as far as you want to go. Thanks.

Samb
2009-04-11, 02:17 PM
King of smack build help:

I wanted to make this character and would like some feedback on it since i'm kind of stuck. i have two ideas on how to do this and both seem lacking.

first one is the basic psiwarrior/warshaper/illithid slayer build but I hate that I won't get improved rapidstrike until level 18 and by then the campaign might be over.

house rules: fractional BAB, 2 flaws allowed, web variants allowed, and retraining/psychic reformation everytime you level. Might beg DM to give psiwarrior full BAB progression but I think that might take all the fun out of this adventure.

Race: Synad (counts as aberration, gains +2 on rolls, one round of double actions, no level adjustments)
Flaws: murky eyed, shaky

1 Psw1 combat relaxes, synad multitask, track, improved natural attack (reformation)
2 Psw2 mantle: natural world
3 Psw3 linked power
4 Psw4
5 Psw5 overchannel
6 Psw6 create psionic univeral item
7 Psw7
8 Psw8 Metamorphic Transfer
9 IS1* EK: schism (after reformation)
10 IS2
11 IS3
12 IS4 Rapidstrike (claw)
13 IS5
14 IS6
15 IS7 Roblier's gambit
16 IS8
17 IS9
18 IS10 Improved Rapidstrike (claw)
19 Wsh1** Morphic Immunities, Morphic Weapons
20 Wsh2 Morphic Body

not sure what to use for the two reformed feats, was thinking either talented, metapower, extend power, WF or WS. I won't need talented once I get metamorphosis since I heal one i transform. Extend power is nice but i will be making psychoactive skins (claw and proteus) with overchannel to make skins with higher ML than my PC.

Basically I use multitask to manifest schism then link power another buff (most likely expansion) with claws of the vampire. Next round schism kicks in and I can buff again while attacking with vampire claws. Powers used by my schism will always be using overchannel since I will heal it with vampire claws. The natural world mantle gives me metamorphosis at the earliest possible time without waiting for a feat.


The other build idea I had was to take the Vow of Poverty (from BoED) at level one. The main benefits to this are the addition to attack and damage rolls which can really add up once i get improved rapid strike. The exalted feats are not that great but maybe you can reform them later on? According to the power description it should be possible since all you have to do qualify for the feat and have that slot open. Anyone know any differently? If so VoP king of smack would really be the way to go since it is so self-sufficient already. Main thing is that you will be spending XP to reform but by most accounts it is worth it.

King of holy smack down build (same as above but take VoP and scared vow at level one and no more use of psychoactive skins)

1st AC bonus +4
2nd Bonus exalted feat (might change mantle to good just for the flavor)
3rd AC bonus +5, endure elements
4th Exalted strike +1 (magic), bonus exalted feat
5th Sustenance
6th AC bonus +6, deflection +1, bonus exalted feat
7th Resistance +1, ability score enhancement +2
8th Natural armor +1, mind shielding, bonus exalted feat
9th AC bonus +7
10th Exalted strike +2 (good), damage reduction 5/magic,
bonus exalted feat
11th Ability score enhancement +4/+2
12th AC bonus +8, deflection +2, greater sustenance,
bonus exalted feat
13th Resistance +2, energy resistance 5
14th Exalted strike +3, freedom of movement, bonus
exalted feat
15th AC bonus +9, ability score enhancement +6/+4/+2,
damage reduction 5/evil
16th Natural armor +2, bonus exalted feat
17th Exalted strike +4, resistance +3, regeneration
18th AC bonus +10, deflection +3, true seeing, bonus
exalted feat
19th Ability score enhancement +8/+6/+4/+2, damage
reduction 10/evil
20th Exalted strike +5, energy resistance 15, bonus exalted
feat

Exalted feats to convert into improved metapsionics, practiced manifester, extend power, WF, WS, metapower (CPsi), EK: metamorphosis.

Exalted feats worth considering: sanctify natural attack, nimbus of light, holy radiance. I still think getting more EK would be better though.

19 Powers for both builds:
1) claws of the beast, expansion, metaphysical weapon, interial armor (if exalted) or force screen
2) psionic lion's charge, strength of my enemy, dimension swap, hustle, animal affinity
3) claws of the vampire, stygian bane, duodimensional claws, dimension slide
4) Claws of energy, schism, metamorphosis, dimensional door
5) metaconcert, greater stomp

Alas no form of doom....... loaded for second lvl powers since schism gives you -6 on ML, so low cost, non-augmentable powers are preferred.
Whooping ten more feats, this looks like the better build, but only if you can reform exalted feats into any other (which you qualify for). Does anyone have a ruling on this? Thanks in advance.

dspeyer
2009-04-11, 02:56 PM
By RAW, the cha of an awakened animal is normal + 1d3, and cats have cha 7, so an awakened cat could not have a cha bonus. On the other hand, the idea that normal cats have a cha penalty is absurd. What your DM says goes.

If you cha winds up too low for bard, consider rogue or beguiler.

You have excellent stealth, with racial bonuses to hide and move silently. Keep those skills maxed out and use them often. You may find it worthwhile to create illusions for people to interact with, so your untrusted acquaintances don't know you're a cat.

You could multiclass into Warblade (song of the white raven, etc.) and take the Agile Athlete feat (base jump and climb on dex) for the cutest Feral Death Blow ever. That might be silly. Agile Athlete might be worth taking anyway -- given your racial bonuses, it'll let you move everywhere.

As for equipment, your carrying capacity is very low. See if you can get a smaller version of a Handy Haversack. I would say that each paw can wear one ring (as a bracelet) or one glove or one boot, and you can wear a vest (or armor) an amulet and a headband. You probably won't need the rings or amulet custom-made, but the rest you will. That's my opinion, though, AFAIK there is no RAW except on armor.

There's always Vow of Poverty, if you can picture an exalted cat.

Samb
2009-04-11, 06:37 PM
Hey all, I'm starting a campaign that will probably run from lvl 1-16 and I'm looking to play a sneaky-stabby character. I'm thinkin rogue/assassin, but am open to anything. I've never played a sneaky character before, so I would love a level by level breakdown, if anyone's interested.

books: pretty much anything published in hardcover
race: anything without a level adjustment
stats: 32 pt buy
concept: he's basically a holy assassin. DM already okay'd good and neutral alignments so I'm not stuck with the classs req as long as I can come up with a plausible explanation.

Thanks a lot.
Slayer of domial is a great PrC for you then. Even the qualifying feat sacred strike (roll d8s for SA). I would say take three level dip into swashbulker for free weapon finesse and insightful strike (INT bonus to damage) and take daring outlaw so you don't lose SA progression. At ninth level or later dip into swordsage for assissin stance and shadow jaunt (and other goodies). Yo could take more dips into nightsong enforcer and assassin just to squeeze 2d8 SA but that is getting a bit silly. The rest should be slayer of domial levels.

So in the end you get SWB3/ rogue 6/ swordsage1/ slayer of domial 5. You could take only rogue 5 and take fighter for the feat as well

Ravens_cry
2009-04-11, 09:05 PM
[Pathfinder Beta]
Heres's a rough build for a character in an upcoming campaign in an Egyptian style setting. It's first level, nothing too fancy. I just want to know if it's a workable build and if I missed anything. I am going for the Dex monkey role, with some social interaction on the side. Crunch isn't my strength.

The Desert Mouse
alignment: chaotic good.
race: Halfling
Class: Rogue
scores,
Dexterity: 16 (10 points) 18
Charisma 12 (2 points) 14
Wisdom 14 (5) 14
Constitution 10 (0) 10
Intelligence 13 (3) 13
Strength 10 (0) 8


Favored class: rogue,
skill points 10 (8+1 (int)+1 (fav class))
skills:
knowledge local
Diplomacy
perception
Intimidate
Bluff
disable device
Sense motive.
Appraise
Acrobatics
Stealth

Weapons:
Daggers, several
Hand crossbow
sling
bolts
Armor:
Chainshirt.AC bonus +4 max dex +4 Armour check penalty -2
feat: weapon finesse

Equipment
blanket, flint and steel, 2 torches, waterskin, dagger bandoleer.
Feat
Weapon Finesse
* * *
Also, about the scimitar. It isn't included in the Weapon Finesse feat or the Rogues description. However, because of the setting, and that stat wise it's practically identical to the rapier, except the type of damage dealt,do you think I have a snowballs chance in hell of getting a DM to allow me to use it in the rapiers place? It would be a Rule Zero, but does it sound like a reasonable change?

Samb
2009-04-11, 09:35 PM
[Pathfinder Beta]
Heres's a rough build for a character in an upcoming campaign in an Egyptian style setting. It's first level, nothing too fancy. I just want to know if it's a workable build and if I missed anything. I am going for the Dex monkey role, with some social interaction on the side. Crunch isn't my strength.

The Desert Mouse
alignment: chaotic good.
race: Halfling
Class: Rogue
scores,
Dexterity: 16 (10 points) 18
Charisma 12 (2 points) 14
Wisdom 14 (5) 14
Constitution 10 (0) 10
Intelligence 13 (3) 13
Strength 10 (0) 8


Favored class: rogue,
skill points 10 (8+1 (int)+1 (fav class))
skills:
knowledge local
Diplomacy
perception
Intimidate
Bluff
disable device
Sense motive.
Appraise
Acrobatics
Stealth

Weapons:
Daggers, several
Hand crossbow
sling
bolts
Armor:
Chainshirt.AC bonus +4 max dex +4 Armour check penalty -2
feat: weapon finesse

Equipment
blanket, flint and steel, 2 torches, waterskin, dagger bandoleer.
Feat
Weapon Finesse
* * *
Also, about the scimitar. It isn't included in the Weapon Finesse feat or the Rogues description. However, because of the setting, and that stat wise it's practically identical to the rapier, except the type of damage dealt,do you think I have a snowballs chance in hell of getting a DM to allow me to use it in the rapiers place? It would be a Rule Zero, but does it sound like a reasonable change?
Hmm as for the scimitar being finesseable I don't see why not. I mean can anyone say Drizzt didn't have finesse? I say this to all aspiring rogues that use weapon finesse; get 3 levels in swashbuckler. Also consider dervish PrC if just for the flavor and satisfaction.

Ravens_cry
2009-04-11, 10:05 PM
Hmm as for the scimitar being finesseable I don't see why not. I mean can anyone say Drizzt didn't have finesse? I say this to all aspiring rogues that use weapon finesse; get 3 levels in swashbuckler. Also consider dervish PrC if just for the flavor and satisfaction.
Thanks, I thought so too, but I thought another's opinion was worthwhile, just in case. Um, what book would I find this Swashbuckler? I don't own many books, just the Pathfinder Beta, and the D&D 3.5 DMG and PHB, but I have a friend who is basically a collector, so he is likely to have it. Anything wrong with the build? I can't find starting wealth anywhere, even on the SRD, so I don't even know if I can 'afford' the equipment.

Samb
2009-04-11, 10:26 PM
Thanks, I thought so too, but I thought another's opinion was worthwhile, just in case. Um, what book would I find this Swashbuckler? I don't own many books, just the Pathfinder Beta, and the D&D 3.5 DMG and PHB, but I have a friend who is basically a collector, so he is likely to have it. Anything wrong with the build? I can't find starting wealth anywhere, even on the SRD, so I don't even know if I can 'afford' the equipment.
I don't know about starting gold, the DM just gives us what he gives us. As for your build I would suggest more INT and CHR. If you need feats in a hurry you can use fighter or psychic warrior (both SRD).

Swashbuckler is from complete warrior. There is a feat called daring outlaw that makes swashbuckler levels stack with rogue levels for calculating sneak attack. Daring outlaw is found in complete scoundrel. Both books provide good feats for rogues. Another book to take a look at is Tome of battle. Just one or two level dip into the swordsage class will give you lots options.

I would stay away from PrC if this is your first rogue. Something like:
swordsage 2/fighter 2/swashbuckler 3/rogue 13 would be easy to play and get you 4 attacks by level 20 and 2 special abilities.

Rogues/skill monkeys are my favorite class to play and I hope you have fun with it.

josh13905
2009-04-12, 11:35 AM
Ok gonna play a gestalt druid wizard of 8th level, all iwould like is a list of good spells choices assumse i get a bonus spell for each spell level

Game 3.5,
Books: Core, Phb2,complete warrior, complete divine,arcane,adventurer, libris mortis.

If a spell isn't core i'd ask that it be referenced.

Lastly the party has a warmage so not a primary damage dealer, (but a way to help would be good) so maybe alternative battle spells i.e Wall of Stone etc.

Thanks in advance
Josh.

trajet
2009-04-12, 11:03 PM
Hey, so both me and my girlfriend are going to be joining a group of friends to rp with sometime in the next month or so and we wanted to get started on our charrie creation. It's going to be Gestalt, level 6 with a free +1 level adjustment.

1. We need level by level.
2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Core books, SS, libris mortis, races of destiny, races of stone, a few others i cant think of at this exact moment
b. I am going to be a Lesser Aeisamar with a Saint template on mine so my person gets a free +1 level adjustment and then that other level kicks in to make it a level 5 for my class stuff. My DM says that the l. aesimar will be a 0 level adjustment because it'll be able to be affected by charm person and such by becoming a native type instead of outsider. My girlfriend wants to be an elf.
c. I(Lesser aeisamar-saint) wants to be level 5 druid/swordsage. my girlfriend the elf wants to have something to do with a cleric for the healing and then something that goes well with that for her second class.
d. 32-point buy. My stats are
str 10
dex 12
con 14 +2
int 10
wis 18 +2 +2
cha 10 +2 +4

elf-girl just needs something good for her first time through
e. i want to be neutral good, but the elf-girl will be lawful good.
f. House Rules: not really sure. at least for me, i know my dm ruled out natural spellcasting so druids cant go aroundn casting spells while wild shaped as a bear.
g. Concept: my druid/swordsage needs to be really in tune with nature. He'll be the face of the party with his cha and so he should have some diplomacy stuff to i guess. as for the swordsage part, i want his discipline to be the setting sun one. elf-girl doesnt really know what flavor she wants
h. Other: Not really sure.? I know its heavy rp, but dm hasnt hinted anything and i havent spoken much to other players lately.

monty
2009-04-12, 11:33 PM
D&D 3.5

I'm looking to build a necromancer, with no specific focus beyond generic undead-creating abilities. I'd like to go some variation of Dread Necromancer/Ur-Priest/Mystic Theurge (or some other useful dual-progression class, no True Necro please).

Level-by-level through 20. The character is starting at level 9.
Books: pretty much anything official.
Race: any humanoid Necropolitan
Class: as stated. Other prestige classes might be all right if you can fit them in, but take pure Dread Necro to at least 8.
Ability scores: 28 pb
Alignment: any evil.
Concept: control the battle from the back lines, letting the minions do the dirty work.
Other: up to two flaws

wasntmerry:|
2009-04-14, 06:05 AM
DnD 3.5

I'm looking to play a Great Rift Skyguard (Races of Faerun, p 184) and was wondering how to do this best.
What I want to achieve is a highly mobile fighter, who excels at getting where he is needed fast so he can smash in some heads.

Race: Golddwarf to meet the Great Rift Skyguard
Level: starting at 9
Stats: 27 pb
Alignement: any non-good
Items: 10k to spend
Books: most everything really, no Psionics, though this doesn't really matter here

Telonius
2009-04-14, 08:23 AM
Ok gonna play a gestalt druid wizard of 8th level, all iwould like is a list of good spells choices assumse i get a bonus spell for each spell level

Game 3.5,
Books: Core, Phb2,complete warrior, complete divine,arcane,adventurer, libris mortis.

If a spell isn't core i'd ask that it be referenced.

Lastly the party has a warmage so not a primary damage dealer, (but a way to help would be good) so maybe alternative battle spells i.e Wall of Stone etc.

Thanks in advance
Josh.

... this is going to be a powerful character, regardless of what spells you take. Make sure your DM knows what he's getting into.

On the Wizard side, you're going to have fourth-level spells available. For the spells you'd prepare on a day where you don't know what's coming...


0
Read Magic
Read Magic
Detect Magic
Light

1
Grease
Sleep
Ray of Enfeeblement
Feather Fall
Enlarge Person

2
Glitterdust
Web
Mirror Image
See Invisibility

3
Dispel Magic
Blink
Fly
Haste

4
Black Tentacles
Greater Invisibility
Assay Resistance (CArc)


For your Druid side (again, assuming you don't know what you're up against that day):


0
Resistance
Guidance
Purify Food and Drink
Detect Poison
Cure Minor Wounds
Detect Magic

1
Longstrider
Obscuring Mist
Lesser Vigor (CDiv)
Lesser Vigor
Entangle

2
Lesser Restoration
Spider Climb
Healing Lorecall (CAdv)
Barkskin

3
Greater Magic Fang
Mass Resist Energy (CArc)
Contagion
Poison

4
Air Walk
Freedom of Movement
Last Breath (CDiv)

josh13905
2009-04-14, 09:31 AM
Thanks for the spells telonious, and we tend to die too much for my liking hence the character,I hope I know what i'm doing.

LordShotGun
2009-04-15, 11:17 AM
I would like to request a psion.

My DM has stated that the campain would give enough exp for my character to get to around the mid to low teens level wise and I been told to have in mind that we are most likly to start with greater then average gold, (although what items i could buy with 1000-2000 gold i dont know)

I have access to the three psionic books and the players handbook but not much else. My DM does have a couple other books but please dont use any TOO unusual books.

My team has a tank, healer, and skill monkey, so I'm gonna be the AoE (thus Psychokinesis i suppose) so please keep this in mind. If possible mention some alternate build that gets rid of the psicrystal, because im somewhat new to DnD (but not totally inexperienced) and dont want to keep track of it.

If anyone knows a good site or forum post that has a psion build feel free to link it instead of doing all this work yourself.

Bluebeard
2009-04-18, 01:49 PM
If anyone knows a good site or forum post that has a psion build feel free to link it instead of doing all this work yourself.

You'll find a bunch of strong builds & advice in this (http://forums.gleemax.com/showthread.php?t=624041) thread, but they can get out of hand.
Intense isn't the right word, but it comes to mind.

And, since I like doing this, I'll try to put together a fun psion build for you. It might take a few minutes.

[edit]

I tried to stick to the SRD, but Link Power is kinda important. Especially sans Psicrystal.

Shaper 15:

Feats:
1: Overchannel
1P: Boost Construct
3: Link Power (CPsi)
5P: Expanded Knowledge
6: Psionic Meditation
9: Extend Power
10P: Talented
12: Improved Initiative
15: Empower Power
15P: Twin Power

Powers:

1: Astral Construct (1 pp), Entangling Ectoplasm (1 pp), Psionic Grease (1 pp)
2: Crystal Shard (1 pp) OR Energy Ray (1 pp), Ecto Protection (1 pp)
3: Energy Push (3 pp), Psionic Levitate (3 pp)
4: Detect Hostile Intent (3 pp), Ego Whip (3 pp)
5: Ectoplasmic Cocoon (5 pp), Hustle (3 pp), Touchsight (5 pp)
6: Energy Wall (5 pp), Time Hop (5 pp)
7: Psionic Dimension Door (7 pp), Telekinetic Maneuver (7 pp)
8: Psionic Freedom of Movement (7 pp), Psychic Reformation (7 pp)
9: Psionic True Seeing (9 pp), Wall of Ectoplasm (7 pp)
10: Power Resistance (9 pp), Telekinetic Force (5 pp)
11: Temporal Acceleration (11 pp)
12: Greater Psionic Fabricate (11 pp), Psionic Contingency (11 pp)
13: Mass Ectoplasmic Cocoon (13 pp)
14: Decerebrate (13 pp), Psionic Moment of Prescience (13 pp)
15: Astral Seed (15 pp)

LordShotGun
2009-04-21, 12:08 PM
Thanks for the help, although I may change my level 8 power because our party has a healer and we plan to have diamonds at all times and my death is less then likly. Then again as I write this I do need some type of back up power. So maybe I'll get bend reality because of a house rule that halfs EXP loss (please don't ask why) and I have a pretty generous DM when it comes to the part of the power or spell that says "Produce any other effect whose power level is in line with the above effects" :smallbiggrin:

trajet
2009-04-21, 03:58 PM
Can somebody help with my character requests? I just really need the help.

http://www.giantitp.com/forums/showpost.php?p=5988725&postcount=1595 thats the link to my post

dspeyer
2009-04-22, 12:18 AM
trajet:

Does your girlfriend have any more of a concept for the character than cleric//something? A cause to champion? A set of principles to abide by? A goal to achieve? It's hard to fill in a character that's such a blank slate.

For yourself, I recommend the spontaneous healer feat (so you don't need to prepare those). On the swordsage side, Adaptive Style, Swift Recovery and Extra Readied maneuver are all good. Swift Recovery is probably best, since some situations really call for one maneuver. At sixth level, you might take fast wildshape (if you can squeeze another point into dex) or multiattack, but you can't take those before you get the wildshape ability.

You get six skills. Knowledge(nature), concentration and spellcraft are pretty much druid requirements (concentration also supports diamond mind). Jump is handy for tiger claw, which you'll probably want a lot of. Beyond that, survival, spot, listen, hide and move silently are all useful. You also need a bit of knowledge(religion) to take spontaneous healer. Of course, you don't have to max out all your skills.

For manuevers, I recommend Emerald Razor, Shadow Jaunt, Mountain Hammer and Soaring Raptor Strike (which combines wonderfully with wild shape). I omit the level 1 manuevers because you can basically take all of them.

Zenos
2009-04-25, 06:48 PM
I am asking for a little help, I am joining a campaign using this (http://www.myth-weavers.com/sheetview.php?sheetid=121674) character. What I am asking for, is advice on some simple and useful gear to spend my remaining gold pieces on. Probably not magical, since I have used most of it, but any advice would be fine. Also, any advice on the build (which will be Setting Sun and Shadow Hand oriented) would be appreciated.

dspeyer
2009-04-25, 09:12 PM
Are each of those feats really worth missing out on a 4th level maneuver? Unless there's a PRC you're targetting, I'd suggest becoming a pure swordsage and dropping improved initiative (with your stealth skills, you'll get in the first blow in the surprise round anyway).

Ellye
2009-04-26, 08:00 PM
I'm DMing a 3.5 adventure, and I need help with the stats of a certain NPC. He's one of the main villains of the plot, so I want him to be a good fight. But I'm having trouble in deciding his build. If someone want to try a shot at it, I would be glad.

Here's the important unchangable info: he's a level 9 Chaotic Evil Dwarf with some martial class and at least one level of Occult Slayer.
If a little bit of fluff can be of some help: he has a strong hatred of arcane magic and arcane secrets, and he's not exactly sane.

HughtheHand
2009-04-27, 02:17 AM
Could use some advice building a Daring Outlaw Pirate character. 7 levels are certain, need help with the other 13 (though not sure if it'll ever get to that).

We're running off the Stormwrack book in FR, all books are allowed, no UA, most stuff from Dragon Magazine is okay.
Hadozee (+2 Dex, -2 Cha)

I'm maxing out tumbling, climbing, jumping, balancing, Profession (sailor), all the stuff I'd need on a ship campaign. Switched trap sense for Deadly Precision, taking Shield of Blades instead of the dodge bonus for the Swash. Dual wielding a cutlass and a kukri (more for the flavor than the stats).

We get 2 feats at first level and one feat at every odd level for this campaign, so I have a lot of options open to me.

Str 16, Dex 20, Con 14, Int 16, Wis 11, Cha 10
1. Rogue 1 Quick draw, Hidden Blade Skill Trick, Jumping Climber Skill Trick, TWF.
2. Rogue 2
3. Rogue 3 Combat Reflexes
4. Swashbuckler 1 Weapon Finesse

That's where I am now, planning on doing this.

5. Swashbuckler 2 Vexing Flanker
6. Swashbuckler 3
7. Rogue 4 (for Uncanny Dodge)

Possibly thinking about going for Swash 8, Rogue 10, taking the Superior Improved Flanking from Dragon magazine, as well as Adaptable flanker along with the TWF tree. So with Superior improved flanking + Vexing Flanker, I'd have a +10 to attack every time I flank, and with Adaptable flanker I could designate any adjacent square as the one I'm flanking. Then I go Rogue 10 for Crippling Strike. Ideas? Would it be more useful to get more rogue special abilities? Other prestige classes that would be better than 6 more levels of rogue? Invisible Blade doesn't seem too helpful if I am always going to try and be flanking someone.

Don't know too much about the campaign except that most of it will be taking place on boats. =) Don't know if the DM is doing XP penalties for multiclassing, otherwise maybe taking 2 levels of Fighter for the bonus feats and getting Dodge, Mobility, Evasive Fighter?

dspeyer
2009-04-28, 01:27 AM
Ellye:

How about a warblade 4 / barbarian 1 / occult slayer 3 / warblade 1? You'll want Moment of Perfect Mind and Iron Heart Surge to withstand batman-style magic. The character's madness is expressed in the killing (barbarian) rages he flies into when he encounters hostile magic. Figure whatever turned him so terribly against magic happened at the end of level 4, but eventually he went back to purely being the deadliest killing machine he could -- only this time with a purpose.

For feats, you need weapon focus and improved initiative to qualify for occult slayer, so those are 1 and 3. You'll probably want combat reflexes as the warblade bonus feat (it's a short list of options, and AoOing casters is always good). That leaves two free feats. It may be worth taking martial study (since otherwise you'll be short high-level manuevers), haft strike (combine with a reach weapon for lots of AoOs) or extra rage (if you expect multiple fights per day).

Ellye
2009-04-28, 05:44 AM
@dspeyer

Really liked that build. Thanks a lot. :)

Faleldir
2009-05-01, 03:53 PM
This isn't for an actual game, I'm just optimizing for fun. No one has to answer.

Would a gestalt Soulknife 11/ Master Thrower 5/ Kensai 4// Warblade 16/ Bloodstorm Blade 4 be a viable character?
Assume I'm a human with one flaw and the TWF tree.

Bluebeard
2009-05-01, 05:45 PM
Could use some advice building a Daring Outlaw Pirate character.
Since you don't mention Daring Outlaw in your plans, you might want to add it. Just so you don't forget.
I'd add it at level 5 in place of Vexing Flanker.
VF just isn't a very good feat except in qualifying for Adaptive Flanker.
If early AF is important, the PHB2's retraining will let you swap Vexing Flanker back in place of Quickdraw when you get a free feat.
(Quickdraw can be replaced by a 300 gp Lesser Crystal of Return from the MIC at later levels)

I like Elusive Target, but I don't think it's worth three feats. Maybe if you don't have anything else, but TWF and the flanking options you've mentioned are pretty feat-intensive.


If you're using Stormwrack, I'd just like to point out Scarlet Corsair (http://www.wizards.com/default.asp?x=dnd/iw/20050805b).
It's what I think the Swashbuckler should have been.
The Sneak Attack and BA are nice, the feinting is handy and the fear effects are golden (remember that they stack).

[edit:]

Would a gestalt Soulknife 11/ Master Thrower 5/ Kensai 4// Warblade 16/ Bloodstorm Blade 4 be a viable character?
Your question is meaningless.
Viability depends entirely on details, circumstances and group optimization levels.
But as-is, your Soulknife levels are wasted.
Psychic Warrior with Call Weaponry (http://www.d20srd.org/srd/psionic/powers/callWeaponry.htm) -- and the Soulbound Weapon ACF (http://www.wizards.com/default.asp?x=dnd/psm/20070214a), if possible -- would have the same fluff and much greater mechanical payoff.

Tukka
2009-05-04, 10:23 PM
I'm looking for some help building a human level 6 Favored Soul of Ehlonna for a friend of mine, who's new to D&D.

The character would be built from scratch up to level 6. All WotC-published D&D 3.5 non-campaign specific sourcebooks are in play. 32 point buy, with up to 1 flaw and 2 traits allowed. Also, the PHB2 retraining rules are also in play (so spell/feat selection can be geared a bit more towards the short term).

She's expressed an interest in playing a non-melee oriented character, so the role I imagining as a ranged combatant that does some healing, buffing and perhaps summoning.

Other potentially relevant info: Right now the other members of the party consist of a goliath warblade 5 (soon to be 6 due to LA buyoff), a human swordsage 6, a whisper gnome illusionist 6 (evocation and enchantment as forbidden schools) and a whisper gnome gestalt ninja/fighter 6. Also, it is a desert-themed adventure/campaign.

Any advice on ability score allocation, feat selection or spell selection would be welcome. (Also, if there are any guides/handbooks floating around out there that has advice applicable to this character type, a link would be appreciated -- I've looked but haven't been able to find much.)

Thanks in advance.

MeatShield#236
2009-05-09, 05:27 PM
Ok, here is a build for a wizard I made for a living campaign I am doing. He is mostly a buff spell caster. Need advice on what spells, feats, ect. to get at later levels. Core rulebooks only.

Elf Transmuter (wizard) 1 Barred Schools: necromancy, evocation

Stats: (34 point-buy)
Str 8
Dex 16
Con 12
Int 18
Wis 14
Cha 8
Skills:
Concentration
Decipher Script
Knowledge history, arcana, the planes
Spellcraft

Feat: Arcane understanding (Gives spells equal to my int bonus per level instead of 2)Spells:

1st

grease
enlarge person
feather fall
color spray
jump
expeditious retreat
mage armor

Suggestions? Thanks in advance.

Meat Shield
2009-05-11, 08:34 AM
Hey everyone, I need a little help. I have a session to run this Friday and do not have time to whip up the various big bad guys. So I turn to my favorite resource - The Playground!

Anywho, I need the following:
Warblade 17
Warblade3/Bard14 (don't ask, just what I need)
Warblade 8

The Warblade 8 just needs to be bad-arse, and will have the half-fiend template applied. (and likely more than one will appear, I will just reuse the same NPC)

The Warblade/Bard is actually good aligned, but in the service of the Warblade 17 (again, long story, don't ask)

The Warblade 17 should have taint-related abilities, but NEEDS a katana and a flying carpet. Again, long story.

Allowed books are all core, completes, vile darkness, heroes of horror, heroes of battle, nine swords, phb II, dmg II

I thank you in advance everyone. Help save my game this week!

dspeyer
2009-05-11, 07:51 PM
Does the Warblade3/Bard14 have to be in that order? A Bard14/Warblade3 would be a lot more powerful.

Also, does the Half-fiend's Level Adjustment count toward initiator level?

Grimholdt
2009-05-11, 10:31 PM
Hey, just a request for ideas for a campaign/run-through I'll be doing. Basically, my friend wants to run us through everything in the book of Elder Evils, and to stay competitive we need massively powerful characters. So, I'd just like to get some ideas of how you would handle it. I'd like character ideas starting at level 11, and built to 25 if possible, though 20's just fine if for some reason you don't want to include epic levels, I can add those on myself later.

Books: Anything SRD, MM I-III, Complete Divine, Warrior, Champion, and Mage, Book of Exalted Deeds, and the Book of Nine Swords.
Race: Any, though bearing in mind the starting level restriction of 11.
Class: Any, but focused on combat. However, even those not purely martial in nature are acceptable. Broken or tricked out healers, illusionists, and anything else you can think of are welcome are just fine.
Ability Scores: 18/16/14/12/10/10
Alignment: Any non-evil
Concept: Make it broken! Or at least crazy powerful.

Thanks in advance for your input! And apologies for originally posting this as a separate thread, I didn't even see this one.

Meat Shield
2009-05-11, 11:35 PM
Does the Warblade3/Bard14 have to be in that order? A Bard14/Warblade3 would be a lot more powerful.

Also, does the Half-fiend's Level Adjustment count toward initiator level?

Yes the Warblade 3/Bard 14 should be in that order. However, if you like a Bardic PrC to do instead of the straight Bard levels that is fine also. This character is one they have not seen in a long time, and he was a Warblade/Bard when last they saw him.

I was going to tack the half fiend LA on after you had completed the build. Initiator level will be 8.

I noticed I also forgot to put the ability scores. We play a high power game, so take 80 points and distribute amongst the six attributes.

Thank you again in advance!

Dire_E_Coyote
2009-05-16, 06:31 PM
3.5 -- Looking for various ways to boost UMD skill checks.

Character is a barbarian with a 2-level dip in fighter-feat-variant rogue. Would like to be able to reliably hit a UMD check of DC-31 at character level 11, if possible.

The easy part: 14 skill ranks; +2 circumstance bonus for masterwork tools.

A four-level dip in warlock (to take-a-10 on UMD) would be useful, but doesn't quite fit the character concept. A one-level dip in Exemplar would be useful and would fit the character concept. But can Exemplars take-a-10 on UMD? I've heard it argued both ways, but people who say "no" usually get the last word.

So if this character is going to make a DC-31 skill check on a roll of "2" or higher, he needs another 13 in bonuses. What are the options?

+X compentence bonus for a skill-boosting magic item (like a ring of climbing)
(2500 gp for +5, 10000 gp for +10)
+3 skill focus-UMD feat
+2 magical aptitude feat (but don't want to spend too many feats on this)
+2 for 5 skill ranks in decipher script (not a great use of skill points)
+2 for 5 skill ranks in spellcraft (not a class skill, doesn't fit character)
+4 if 12 skill ranks are invested in an item familiar (but all lost if item is lost)
+X for boosting charisma (but this is a str/dex/con focused character).

And now I'm out of ideas. What other options are there?

The_Scourge
2009-05-17, 04:51 PM
Hello builders.
I'm playing in a gestalt game, level 8 anything goes.
I want to make a rediculously powerful thrower. I've been told the best way to do that is Bloodstorm Blade but I've never used Bo9S so I'm not too sure how to buld it. I also want to incorporate Master Thrower and any other decent throwing classes you can think of.
I need a full build and the only stipulation is that he can't be evil.
Thanks guys

Faleldir
2009-05-17, 05:01 PM
Ask your DM how he handles the Bloodstorm Blade's "treat ranged attacks as melee attacks" ability. There's a two-handed exotic weapon called a ritiik that sticks to enemies and deals the same damage when it's removed, like a harpoon. It also gives you a free trip attempt in the process. So you throw it with full Power Attack, it returns, you trip, you get a free attack from Improved Trip, and it returns again. That's potentially 4x damage.

Rapidwhirl
2009-05-19, 09:13 AM
I've made an Elven Wizard for a campaign, and I have no idea what I'm doing. After reading the basics, skills, feats and classes one late night I slept on it. Now I have Still Spell at level one. I will ask my GM if it's possible for me to change that, unless it's ok. Fortunately I'm in a party with a paladin, mindblade, warrior, psychic warrior and a rogue who's going melee next level, so I can afford an awkward start.

This is what I have right now:

Str: 9
Dex: 16
Con: 10
Int: 16
Wis: 13
Cha: 12

HP: 4
AC: 13
Fort: 0
Reflex:5 (Thanks to a weasel)
Will: 3

Skills:
Concentration: 4
Decipher Script: 3
Diplomacy: 2
Knowledge (Arcana): 3
Knowledge (Local): 3
Spell Craft: 3

Current Spells:
Comprehend Languages
Expeditious Retreat
FeatherFall
Identify
Mage Armor
Magic Missile

Concept: Seeing as how the rest of the party can rip through monsters like tissue paper, I would like this character to be the "anticaster". How do I take a neophyte wizard and turn her into a monster that annihilates other magic users?

The Spell Penetration feats seem like a good place to start.

d13
2009-05-19, 11:44 AM
Long post is long.


* Change the 13 in wisdom to constitution, if you can. You have a naturally high will save, so you can afford even to dump that stat.
* Get rid of Still Spell, it's not worth a feat... At least not at this moment, in which you cannot cast any spell above 0th level, stilled.
* Get max ranks in Spellcraft, Concentration and Knowledge (Arcana). Have fun with the rest of them.

Alternatives:
* If you REALLY want to be an anticaster, you would think of focusing on counterspelling... Which is labeled a sub-par strategy, due to the fact that is easier to blast the enemy into pieces before he blasts you. If you really want to go this way, then Sorcerer is your class of choice.

* Ever thought of getting rid of the elven generalist level and specializing?

DarknessLord
2009-05-19, 02:53 PM
I'm trying to figure out how to spend my ability points and what feats to choose for a 3rd Level 3.5ed Paladin I'm making.

35 point buy, and I've decided on Human for my race, and I'm going to take "Born Under A Rising Sun" to fit my character's Dawn motif (which my DM let me swap the bonus against fear saving throws for Charm because I'm immune to fear as a Pally). But I have yet to decide the variant of Pally I'm using or what have you.

House rules: We start out with no starting wreath, just the clothes on our backs.
Alignment is kinda weird but I'm going for the Lawful Good type of Pally.
Unearthed Arcana Variant Rules:
Armor as Damage Reduction (p111)
Reserve Points (p119)
Daily Metamagic (152)
Spell Points (153)

Thanks in advance.
Edit: Oh, and while I donno for sure what books we got, if I can find it in the crystal keep indexes I can use it.

Dode
2009-05-20, 04:09 AM
Concept: Seeing as how the rest of the party can rip through monsters like tissue paper, I would like this character to be the "anticaster". How do I take a neophyte wizard and turn her into a monster that annihilates other magic users?

The Spell Penetration feats seem like a good place to start.
I'd say all you need is to just learn (and maybe specializing in the schools of) spells that target fort saves (ie: Necromancy, Transmutation) rather then a specific build ). For example at level 3 you could have Spectral Hand + Ghoul Touch, or Touch of Idiocy at higher levels. A good feat choice for an anti-caster would be Improved Initiative so you have a better chance at getting out the critical first spell out before the other caster does.

Bakkan
2009-05-20, 11:46 AM
I'm building my first Psionic class, and I'm going with a Psion (Seer). I have a few questions about the best way to build this character to about level 5. Note that the campaign has no particularly strange houserules, and my race is essentially human for the purposes of this discussion. Int is my only good (15+) stat. Essentially all Wizards-published material is a go, though I have to run everything past my DM.

1) Are there any feats I simply must take as a Seer?

2) How can I make my Seer more useful in combat?

3) How useful is the Psicrystal? Is it worth spending a feat on?

4) In XPH, it says I get, for instance, 3 powers known at 1st level, but there are only 2 1st-level Seer powers. Am I missing something or does this mean I have an unused "power known" slot? If I'm reading the Expanded Knowledge feat correctly, learning a power with the feat doesn't take up one of your class power known slots.

Thanks in advance.

Rapidwhirl
2009-05-20, 03:25 PM
I'd say all you need is to just learn (and maybe specializing in the schools of) spells that target fort saves (ie: Necromancy, Transmutation) rather then a specific build ). For example at level 3 you could have Spectral Hand + Ghoul Touch, or Touch of Idiocy at higher levels. A good feat choice for an anti-caster would be Improved Initiative so you have a better chance at getting out the critical first spell out before the other caster does.This is what I need. Thank you!

I guess I didn't state it directly, but this character is already in play. I didn't specialize in any schools, and I doubt my GM will allow that to change.

zerombr
2009-05-20, 04:07 PM
Concept: Seeing as how the rest of the party can rip through monsters like tissue paper, I would like this character to be the "anticaster". How do I take a neophyte wizard and turn her into a monster that annihilates other magic users?


Correct me if I'm wrong, but isn't this right up Abjurant Champion's domain? I'd say look at that as a good starting guide.

Dacia Brabant
2009-05-20, 04:34 PM
So I made my very first Shifter, I was going to take Dreamsight for the flavor (it's largely an RP-focused game, but I have a feeling there'll be some nasty combat coming up soon) but everything about it seems to scream Druid but I really wanted it to be a Swordsage so I went with the Longtooth trait instead. I'm curious if Longtooth Elite is worth taking, it looks like it should be since it's Con damage which is always nice but it's only on the secondary natural attack (bite) and those don't tend to be too optimal.

Here's what I have for a level 9 build, without equipment taken into consideration yet:

Swordsage 6/Bloodclaw Master 3

Str 14
Dex 20
Con 14
Int 10
Wis 16
Cha 8

BAB +6/+1
Fort +2 (reduced by flaw)
Ref +11
Will +9
AC 18

Two-Weapon Fighting (flaw: Shaky)
Longtooth Elite (flaw: Scooby Meager Fortitude)
Adaptive Style (level 1)
Weapon Finesse (level 3)
Shadow Blade (level 6)
Improved Two-Weapon Fighting (level 9)

Stances Known: Child of Shadow, Hunter's Sense, Dance of the Spider

Maneuvers Known:
1- Wolf Fang Strike, Sudden Leap, Burning Blade, Counter Charge, Shadow Blade Technique
2- Cloak of Deception, Flashing Sun, Rabid Wolf Strike
3- Mind Over Body, Zephyr Dance, Soaring Raptor Strike
4- Death From Above
5- Dancing Mongoose

Any suggestions? One thing I'm thinking about is replacing Adaptive Style with Combat Reflexes.

Edit: Eh, nevermind, game's already started, though maybe progression suggestions would be helpful.

Bulwer
2009-05-20, 04:47 PM
I'm building my first Psionic class, and I'm going with a Psion (Seer). I have a few questions about the best way to build this character to about level 5. Note that the campaign has no particularly strange houserules, and my race is essentially human for the purposes of this discussion. Int is my only good (15+) stat. Essentially all Wizards-published material is a go, though I have to run everything past my DM.

1) Are there any feats I simply must take as a Seer?

2) How can I make my Seer more useful in combat?

3) How useful is the Psicrystal? Is it worth spending a feat on?

4) In XPH, it says I get, for instance, 3 powers known at 1st level, but there are only 2 1st-level Seer powers. Am I missing something or does this mean I have an unused "power known" slot? If I'm reading the Expanded Knowledge feat correctly, learning a power with the feat doesn't take up one of your class power known slots.

Thanks in advance.

There's a feat that lets you focus more quickly that I've seen recommended.

On 3, I think consensus is yes, but mostly because it can store psionic focus for you.

4) The Seer power list is the list of powers that ONLY Seers can take. You can also take your powers from the general Psion list; you're not limited to just your specialty.

Niko
2009-05-21, 08:53 PM
hey, i have a LawfullGood human lvl.6 fighter/ lvl. 4 cleric of Bahomut character; she is the patron saint of blacksmiths, carries a warhammer and a heavy steel shield, has chain shirt armor, 10 gold peices, basic travel provisions, holy symbol w/ platnum dragon robes, magical harp (kills lesser demons).

hp: 83

str: 18
dex: 12
con:16
int:13
wis:16
cha:17

Feats: Power Attack, Skill Focus(Diplomacy), Improved Trip, Leadership, Endurance, Diehard, Combat Expertise, Wpn. Focus (Warhammer).

Skills: Concentration, Heal, Diplomacy, Perception(Listen+Spot), Intimidation, Climb, Jump, Swim, Handle Animal, Ride,Knowledge Religion. (Will sub in ranks later)

i started out as a fighter because the party consists of a rouge, a bard, a wizard, and a warmage. at the time the party was well funded and had little use for a cleric in our group, but as time wore on and adventures lacked the amount of gold needed for EXTREAM amounts of heal potions/wands and the warmage spells started dealing uber dmg, i was leaned on to start lvling as a cleric because i was the only pc with no real angle for my character (the saint thing just kind of fell into my lap the day i became a cleric){many a joke there} now i'm lvl 10 with fighter feats trying desperately to get together a playable fighter/cleric! any help or ideas would be greatly appreciated. the origional idea was a diplomatic meat shield.

Shinmoses
2009-05-21, 11:14 PM
I have had a campaign that I have been running for awhile. I have had a main antagonist that I have been fleshing out for quite some time. Due to some role playing it certain that his base class is rouge (multi-classing and prestige classes are not ruled out) and he has very good physical stats (str dex con) b/c his base race (not in core books). He uses ranged weapons (revolvers) and im going for a gunslinger-esq concept. My main problem is I dont have a lot of party balance and some of my PCs have insane ACs and saves and I have trouble slowing them down.

What I would be graciously inclined for is some help as to how I could build this character to be formidable. We are talking easily epic (25-30), and I know he will have a few minions...but I need him to be devilish and crafty, even dirty, in his fighting style. He is VERY intelligent, and I want to play off that, I'm just worried my PC's will turn him to dust with out flinching. Please help

dspeyer
2009-05-22, 08:50 PM
Epic disguise and swift action teleports.

That tree reveals itself as your enemy, shoots you, and teleports somewhere else.

I incinerate all the trees.

That rock reveals itself as your enemy, shoots you, and teleports somewhere else.

etc.

By using a mundane disguise skill, true seeing and its ilk will not give you away.

Dode
2009-05-23, 05:12 AM
hey, i have a LawfullGood human lvl.6 fighter/ lvl. 4 cleric of Bahomut character; she is the patron saint of blacksmiths, carries a warhammer and a heavy steel shield, has chain shirt armor, 10 gold peices, basic travel provisions, holy symbol w/ platnum dragon robes, magical harp (kills lesser demons).

hp: 82

str: 18
dex: 11
con:14
int:13
wis:17
cha:17

Feats: Power Attack, Skill Focus(Diplomacy), Improved Trip, Leadership, Endurance, Diehard, Combat Reflexes, Wpn. Focus (Warhammer).

Skills: Concentration, Heal, Diplomacy, Perception(Listen+Spot), Intimidation, Climb, Jump, Swim, Handle Animal, Ride. (Will sub in ranks later)

i started out as a fighter because the party consists of a rouge, a bard, a wizard, and a warmage. at the time the party was well funded and had little use for a cleric in our group, but as time wore on and adventures lacked the amount of gold needed for EXTREAM amounts of heal potions/wands and the warmage spells started dealing uber dmg, i was leaned on to start lvling as a cleric because i was the only pc with no real angle for my character (the saint thing just kind of fell into my lap the day i became a cleric){many a joke there} now i'm lvl 10 with fighter feats trying desperately to get together a playable fighter/cleric! any help or ideas would be greatly appreciated. the origional idea was a diplomatic meat shield.
Um, swap out one of your feats (except Power Attack) for Servant of the Heavens (BoED) so you can qualify for the Fist of Raziel PrC (also BoED) right away. If possible, convince your DM to let you retrain your 2nd-4th levels in cleric for PrC levels.

Here's what the class offers:

- full BAB
- 9/10 caster level
- a bunch of free buffs who cares it's full bab + 9/10 caster level that's all you need to know

monty
2009-05-24, 12:37 AM
I'm thinking about playing a warmage (Gasp! Horror!) in a game soon, (ab)using Rainbow Servant to make it more playable. I'm not sure what to do besides that, though.

What I've got so far is a human Warmage 1 / Rainbow Servant 10 / X 9.
Feats:
Flaw - Heighten Spell
Flaw - Earth Sense
Human - Earth Spell
Level 1 - Versatile Spellcaster

What I'm not sure is what I should do for the last 9 levels (vaguely considering RSoP and IotSV to be the ultimate shiny caster), feats (not used to playing a blaster, and since the campaign will start at lowish levels, I can't just be a faux cleric the whole time), and gear (gods, I suck at choosing gear). Race can be changed if you can come up with a better way to get 3rd level spells. Losing a couple of caster levels for interesting classes is acceptable, but I'd like to avoid it if possible, and nothing until after RS is finished.

Level-by-level build through 20. 28-point buy, no significant house rules that I can think of, and the campaign is fairly combat-heavy.

Samb
2009-05-25, 10:35 AM
Hey all, I need help on deciding what my next level should be. I have a rogue5/psiwar2/elocater6 and we just leveled. I can't decide if I should take a dip in swordsage or take antoher level in elocater.

Swordsage would give more ways to bounce around the battlefield, and my spring attack will be even more deadly. I could also retain to get instant clarity and psychic renewal for even more offensive power. On the other hand my PP pool is pathetic, and getting capricious step (5 foot steps are now 10 foot steps) allows for it's own increases in mobility while not sac'ing any full attacks from my TWF.

Using manuevers exclusivily would make my off-hand completely useles since I'd be a one hit wonder, but make my spent attack very useful.

Help me out here

Niko
2009-05-25, 06:23 PM
Um, swap out one of your feats (except Power Attack) for Servant of the Heavens (BoED) so you can qualify for the Fist of Raziel PrC (also BoED) right away. If possible, convince your DM to let you retrain your 2nd-4th levels in cleric for PrC levels.

Here's what the class offers:

- full BAB
- 9/10 caster level
- a bunch of free buffs who cares it's full bab + 9/10 caster level that's all you need to know

What is BoED? And the DM won't let me swap out lvl's: already tried that. Anyway I already worked it out and I chose to go with a PrC from the complete divine. shining blade of Heironeous or something like that. full BAB plus some cleric lvl's and an extra d6 to dmg. at first lvl. anyway the setting doesn't have the same gods as the PHB so it was easy to switch the gods around.

Elminster1
2009-05-25, 09:13 PM
My reply is to the person playing the Elven Generalist for the fist time. If this is your first wizard, I'd shy away from counterspelling in all honesty. It's a little complex, and not overly rewarding, plus frightengly narrow as a focus. Here's my suggestions:

Youv'e already come to the conclusion your party does insane damage, right? So, focus your efforts on spells that aren't direct damage, since you'll pale in comparison. Test the waters with spells a bit. I'd stick to the Player's Handbook for your spell selection, it's easier, and the spells are very solid choices overall.

Your spell list is a decent start. Check out spells like Grease, and Sleep. They don't do damage, they're effects, which, in turn, help your party kill the baddies easier. Enlarge Person is similar, it makes the fighter, a super fighter, making it easier for him/her to hit things. Other spells are good for general utility, like Charm Person. Maybe you need some information, or to get past a stubborn guard? Need to ward an area, there's Alarm.

Another thing, try and get Scrolls. Not for casting so much, but to scribe in your Spellbook. Once you scribe it, it's yours. This is a great way to increase the number of spells you KNOW, the wizards greatest strength. Get your hands on things that boost your Intelligence. Higher Intelligence means more BONUS spells to cast per day, which is huge.

There's a well known wizard guide called "Logic Ninja's Guide to Being Batman", which helps outline the basic generic strategy for fledgling wizard players. There's also "Treantmonk's Guide to Being God", which is an exceptional tool for aid. Each have their own persepctive, but it can help give you an idea of the basic strategy behind wizards.

Livor
2009-05-25, 10:27 PM
I don't have a lot of posts under my belt, namely because I am a chronic lurker. So here goes nothing.

I'm working on a back up character in the case that my current character dies a violent bloody death. Alternatively, it could be a very lame death without as many redeeming qualities. The latter is probably more likely. At any rate, I have decided on a druid. I figure you can't go wrong with a full caster with a special ability stronger than most classes. Well, I guess it is possible to go very wrong, and that is why I am here.

My DM likes randomly rolled stats for some reason. While this has the possibility of some very bad stats, this time it turned out to be very nice. My rolls are as follows:


17
16
16
09
15
15



So I rolled pretty well. After reading the fancy druid guide over at the WoTC forums, I order up the abilities in order of importance, added in my two stat increases for being level 9, and threw in some middle age. The ability scores are as follows:


STR 08
DEX 14
CON 15
INT 17
WIS 20
CHA 16

I think I'm getting the best scores I can get for these rolls. I think a human would be the best race for the job, mostly because I'm a sucker for bonus feats. So there will be no racial mods for me. I'm not quite sure if middle-age is the way to go. In this case it gives me more modifier increases than decreases, but it lowers my CON modifier. My health with the +2 mod is 63, and I don't think that is high enough for close up fighting, especially with the relatively low AC that wild shaping into a large animal will give me. Which leaves me with a question: How do constitution buff spells, such as Bear's Endurance, work with the polymorph rules? If I cast it before I wild shape, does it count towards my my former CON score, but not the latter? What if I cast it after I change? Does it count towards my animal CON but not my original score?

So if those are as optimal as I can get them, we move go on to other things. I'm planning on going straight druid, unless there is some awesome prestige class I'm missing. I'm not exactly adverse to multicasting and prestige classes, but I had a bad experience with them and am hesitant to do it again. My first character was a True Necromancer. A 3 Wizard/3 Cleric/1 True Necromancer. I don't know if there is any more I can say. I was out-shadowed by the Mystic Theurge. So unless there is some must-have class levels, I probably won't do it. That isn't to say I can't be convinced though.

If that is alright, I can move on to feats. I tend to value versatility, which is why I’m shooting for a more general druid build. I think my feat selection reflects that. These are the feats I’m looking at:

Natural Spell
Spell Focus (Conjuration)
Augment Summoning
Extend Spell

Natural Spell is a no-brainer. Spell Focus (Conjuration) is necessary for Augment Summoning, which looks pretty nice. My position on Extend Spell largely depends on whether I can get it to work with Creeping Cold, although having it for buffs would be nice.

I suppose I can tackle spells and the like at another time. It turns out I can be wordy when given the opportunity. Any comments or suggestions?

Meridian
2009-05-28, 06:00 AM
In our new D&D campaign, I'm planning to make my character a Mystic Theurge. Not the most powerful prestige class, perhaps, but I like the variety it offers me in a simple, vast form. However, I have hard time deciding which classes would be good?

Cleric - Sorcerer seems my most favourite candidate, due to the fact that I like being able to respond to almost any situation instantly (of course, still doesn't allow me to spontaneously cast Cleric spells, does it?) and Clerics are pretty basic.

However, Druid - Sorcerer seems like a powerful combo, due to the fact that Druids have decent combat stats, wide variety of spells and can TURN IN BARE LULZ. The ability to buff allies, heal the wounded, nuke the living hell out of enemies and then turn into a dire wolf to A) look cool B) kill things seems just so unresistable. ANy drawbacks?

Wizard as a replacement for Sorcerer for either of these two combos is a possibility, as they could give even wider array of spells. On the other hand, I'd lose Bluff (I really like Bluff. It's almost like Buffy.) and spontaneous casting.

My plans would be to go for Mystic Theurge as fast as possible, getting the necessary skill ranks early and stuff. Opinions?

Dode
2009-05-28, 06:17 AM
Beguiler 1/Archivist 3 (with Versatile Spellcaster)? You'll be like D&D John Constantine :smallcool:


Druid sounds cool but keep in mind you're not going to be actually taking levels the class itself so you won't TURN TO BARE. Besides, with this combo you'll be able to keep Bluff.

Meridian
2009-05-28, 06:27 AM
Beguiler 1/Archivist 3 (with Versatile Spellcaster)? You'll be like D&D John Constantine :smallcool:


Druid sounds cool but keep in mind you're not going to be actually taking levels the class itself so you won't TURN TO BARE. Besides, with this combo you'll be able to keep Bluff.

Hm, good point there, I totally forget that Mystic Theurges have that limitation. I guess I must forget about shapeshifting then.

Beguiler? Archivist? What books are they presented in? I think our DM might not allow supplements, but I'll see to them anyway if I find the books.

Being like Constantine sounds awesome, if you only forget the fact that I'll probably die of lung cancer within the three first sessions. :smallbiggrin:

Dode
2009-05-28, 06:34 AM
I suppose I can tackle spells and the like at another time. It turns out I can be wordy when given the opportunity. Any comments or suggestions?
Be sure to check out the Spell Compendium for Arc of Lightning and Murderous Mist if you're wanting some firepower to go with your summoner. They're conjuration spells that are some the most gruesome of any class (40' cloud that lasts 1rnd/lvl that dishes out reflex saves vs. permanent blindness holy crap I think the wizard just peed his robes).

I'd skip out on the Extend Spell and maybe look at Ashbound from Eberron (doubles summon duration, +3 luck bonus to summoned creature's attack rolls) or Initiate of Malar from Player's Guide to Faerun (+4 enhancement bonus to summons' STR and CON). Personally I'd pick the former, as the latter is easily duplicated by using a Summoner's Totem and the first level spell Enrage Animal

Dode
2009-05-28, 06:36 AM
Hm, good point there, I totally forget that Mystic Theurges have that limitation. I guess I must forget about shapeshifting then.

Beguiler? Archivist? What books are they presented in? I think our DM might not allow supplements, but I'll see to them anyway if I find the books.

Being like Constantine sounds awesome, if you only forget the fact that I'll probably die of lung cancer within the three first sessions. :smallbiggrin:

The Beguiler is in Player's Handbook 2, Archivist in Heroes of Horror and the feat Versatile Spellcaster is in Races of the Dragon.

Livor
2009-05-28, 01:19 PM
The spells look really nice. I'll check them out tomorrow. As much feats however, I don't think my DM has any of the campaign settings. He made his own setting and I doubt he'd buy a book for one. The only thing I have access to is the SRD, so I'll check tomorrow at our meeting. Thanks for your help!

HP McLuvin
2009-05-28, 09:14 PM
I'm not sure how much info is required for helping me build a character, so please let me know if I don't provide enough information.

Essentially, I want to build a Jason Bourne-style character for 3.5. Obviously, the character will need to have some focus on improved unarmed strike and grapple, and will focus on dexterity over strength. Focus also on acrobatics, tumbling, that sorta thing. I'm thinking either rogue/monk or swordsage.
The stats would be based on a 32 point-buy, and the level would be 9 or 10.

Pretty much any official splat book is fair game. So, please, any comments, suggestions, or directions I should head in? Do any specific feats or abilities jump out at you that you think this character needs?

Thanks in advance.

Edit: sorry, should have specified a few more things:
Race: human
Alignment: ng or cg
The realm is non-specific, but it is not Faerun or Eberron, so any feats particular to those realms are out...general feats from FR or Eberron are alright, of course.
Think that's about it.
Thanks!

ChronoDwarf
2009-05-28, 09:16 PM
K so first of all, I'm joining a group with the following
Human Warmage
Human Wilder
Dawrf Cleric
Wood Elf Fighter
and a Drow Duskblade

ALL BOOKS ARE FREE GAME.
Can someone please help me make a druidzilla LVL8 Human or Dwarf, Right now stats are looking like this.

Str 16
Wis 18
Dex 14
Cha 8
Con 8
Int 8

*Yes I know I got the order wrong*

Feats
Natural spell DUH!
Improved Initiative
And thats all I can think of


I was also wondering if some one could help me make a lvl 8 Gnome Necromancer. Any help I can get would be Awsome!! Thanks.

Livor
2009-05-29, 01:21 PM
I'm not exactly sure what a druidzillla is (melee druid?), but your stats are going to need some work. Your physical attributes (strength, constitution, dexterity) change when you wild shape. However, your health does not change. So, you are going to need high constitution in order to be in melee combat. Your previous strength and dexterity are not important when you wild shape. The only thing that matters is the animal's strength and dexterity. Your other attributes (wisdom, intelligence, charisma) do not change in wild shape. I would focus on your stats in this order: wisdom, constitution, intelligence, charisma, dexterity, and strength.

This guide (http://forums.gleemax.com/showthread.php?t=733400) is a pretty good for general druids. I hope my advice is relevant.

Faleldir
2009-05-29, 01:43 PM
I'm going to start a campaign as a level 6 Orc Barbarian, take 2 levels of Fighter, and finish the build with Warblade. It's a generic Shock Trooper/Leap Attack/Headlong Rush build; you all know its weaknesses. I'm already using the Lion Totem, Whirling Frenzy and Dashing Step variants. I was wondering if I should also take the City Brawler variant, just in case I find myself unable to use a two-handed weapon. The downside is that I'd have to survive for one level without martial weapon proficiency. Is that a bad idea?

Meridian
2009-05-29, 04:04 PM
Question about Mystic Theurge; if I pick Druid and Sorcerer, and level Druid to level five where he gets Animal Forms without taking Mystic Theurge, do I progress in that skill, as I already have it? Might be a stupid question, but..

Kosjsjach
2009-05-29, 07:41 PM
Question about Mystic Theurge; if I pick Druid and Sorcerer, and level Druid to level five where he gets Animal Forms without taking Mystic Theurge, do I progress in that skill, as I already have it? Might be a stupid question, but..
As I understand it, you're asking if your wildshape ability will progress as if you advanced as druid if you take a level of Mystic Theurge. The answer is no; the class only advances spellcasting (spells per day, spell levels available).

Cheesegear
2009-05-29, 07:56 PM
Question about Mystic Theurge; if I pick Druid and Sorcerer, and level Druid to level five where he gets Animal Forms without taking Mystic Theurge, do I progress in that skill, as I already have it? Might be a stupid question, but..


Originally posted by the SRD
When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained.

It's the same for just about every PrC.

Meridian
2009-05-30, 05:13 AM
Okay, I thought it wouldn't work like that. Then, what happens if I have Mystic Theurge levels so that I'm 15 Druid/15 Sorcerer, and take one class of Druid instead of Mystic Theurge, being 16 Druid/15 Sorcerer, would I THEN gain the class' benefits? (Loopholes. Not that I'd be using them, I'm just curious :P)

Cheesegear
2009-05-30, 08:09 AM
Mystic Theurge levels so that I'm 15 Druid/15 Sorcerer

That would make you level 30. Is that what you're shooting for? And there are no Mystic Theurge levels in that build at all anyway?


take one class of Druid instead of Mystic Theurge, being 16 Druid/15 Sorcerer

Mystic Theurge Does Not Work That Way. Not to mention that you'd be level 31.

Read what it says.
"...He does not, however, gain any other benefit a character of that class would have gained."
You get Spell Levels. That's it. Nothing else. No Familiar Progression, no Animal Companion progression. Nothing. Spell Levels. Not class levels. Totally different.
No loopholes. Seems pretty cut and dry to me.

Druid 3/Sorceror 3/Mystic Theurge 9 might be level 15. But is still only a level 3 Druid. And does not have access to Wild Shape.
Druid 5 / Sorceror 3 / Mystic Theurge 7 does have (an extremely weak) Wild Shape though.

Meridian
2009-05-30, 02:13 PM
That would make you level 30. Is that what you're shooting for? And there are no Mystic Theurge levels in that build at all anyway?



Mystic Theurge Does Not Work That Way. Not to mention that you'd be level 31.

Read what it says.
"...He does not, however, gain any other benefit a character of that class would have gained."
You get Spell Levels. That's it. Nothing else. No Familiar Progression, no Animal Companion progression. Nothing. Spell Levels. Not class levels. Totally different.
No loopholes. Seems pretty cut and dry to me.

Druid 3/Sorceror 3/Mystic Theurge 9 might be level 15. But is still only a level 3 Druid. And does not have access to Wild Shape.
Druid 5 / Sorceror 3 / Mystic Theurge 7 does have (an extremely weak) Wild Shape though.

Ah, it works THAT way. Now I get it, I was thinking it a really weird way. Now I understood how it really works. Thanks.

ChronoDwarf
2009-05-31, 02:04 PM
Hey I've been thinking of making a Rogue1/Ranger2/Barbarian1/Fighter2/Dervish2

We're using a 32 point buy in at lvl 8
With 27,000 gold to play with.
Does any one have any suggestions on feats, or changing any of the classes,
I'm making this character for an undead heavy campaign. Thank you for any and all help.

Babale
2009-06-01, 12:02 AM
Since this thread has the highest concentration of good crunch people, I thought I'd link to my question:

Help Optimize a MoMF's Items and Feats (http://www.giantitp.com/forums/showthread.php?t=113216)

Fenyx
2009-06-01, 11:57 AM
I'm in a one shot game tonight and the group needs some healing. But I've never played a cleric before and would like one with some flavor. I can't think of anything to do with a 2nd level cleric that would be flavorful so I thought I'd come here.

1. 3.5 From scratch to Level 2

2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. No book limitation except for blatantly OP stuff.
c. Cleric
d. 12, 9, 16, 12, 12, 9 (Distribute as necessary)

f. House Rules:
Spontaneous Domain Casting (adapted from Unearthed Arcana)
Clerics do not get a daily domain spell slot. Instead, a cleric can spontaneously cast any domain spell in place of a prepared spell of the same level or higher. This functions identically with the cleric’s ability to spontaneously cast cure/inflict spells.
Healing Domain: Clerics with the healing domain can cast healing spells using a d12 instead of a d8.

Clerics get both cat’s grace and fox’s cunning as 2nd level spells, along with the other four ability buff spells at that level.


g. Concept: I'm going for predominately healing and don't mind doing nothing else but healing others every round. Although I also enjoy some buffing. I'm leaning towards Cloistered Cleric from Unearthed Arcana right now.
h. Other: Rogue, Monk, Ranger and Sorceror. I'm going to be helping the Sorceror make their character tonight before the game and would love combo suggestions. Beyond that I don't have much control over other people's choices.
It will be a dungeon crawl. I know there will be some undead. Heavy on combat (although avoiding combat would also be a plus)

Twilight Jack
2009-06-01, 05:13 PM
Ubercharger Build Request

I recently turned on a buddy of mine to the wonder of the ubercharger build. He's a relatively novice DM and now wants to use one as a travel guide for the PCs in a level 10-11 game he's running. He's asked me for a build, with a specific request for a large creature (he asked for a firbolg, but I pointed out that the ECL would be so far beyond the party as to be ridiculous). I've suggested either a half-giant (from XPH) or a goliath (from RoS), since Powerful Build is large without being Large.

So I'm looking at:
ECL 12
Race: Any large or powerfully built with a no more than a +1 LA
Abilities (before racial or level adjustments) Str 18 Dex 12 Con 14 Int 10 Wis 12 Cha 8 (or any other 32 pt buy)
Books: Core (with XPH) plus all Completes, PHBII, and RoS (for goliath). Other splats may be used sparingly, if you reference where you're getting the material and the build could work without it if necessary (no ToB, much though it pains me).
Classes: Any
NPC wealth by level
Goal: The most melee damage possible on a charge - pouncing is encouraged.

The DMs intention is to have this character assist the party with getting across a treacherous mountain range (the only casters in the party are a Dwarven Cleric 10 and a Sorcerer 10 who hasn't gotten Teleport yet), and then be hideously and spectacularly killed by the chief lieutenant of the BBEG, so heavy ranks in Survival are also a must.

Thanks in advance.

dspeyer
2009-06-02, 12:54 AM
This may be too cheasy, but consider a Goliath Spirit-Lion-Totem-Barbarian 1 / wildshaping-ranger 5 / beastmaster 5 with the leap attack, spirited charge and shock trooper feats. He rides a megaraptor which is his primary animal companion (his secondary is an eagle that scouts for him). When he charges, his mount easily leaps 10 feat so that his power attack damage is tripled. He then adds the rest of his damage and triples it again. A full power attack does at least 99 points of damage -- per attack (he gets three).

Twilight Jack
2009-06-02, 03:23 AM
This may be too cheasy, but consider a Goliath Spirit-Lion-Totem-Barbarian 1 / wildshaping-ranger 5 / beastmaster 5 with the leap attack, spirited charge and shock trooper feats. He rides a megaraptor which is his primary animal companion (his secondary is an eagle that scouts for him). When he charges, his mount easily leaps 10 feat so that his power attack damage is tripled. He then adds the rest of his damage and triples it again. A full power attack does at least 99 points of damage -- per attack (he gets three).

I do think that might be a bit TOO much. My friend's goal is to highlight a melee optimization that might actually be available to his players through retraining via PHB II. The concept needs to be at least somewhat achievable through feats alone. I'm already adding the Spirit Lion Barbarian to the mix. Really, it's the mount that takes this outside the intended flavor.

How might we go about a big charge without the mount?

Fenyx
2009-06-02, 10:28 AM
I'm in a one shot game tonight and the group needs some healing. But I've never played a cleric before and would like one with some flavor. I can't think of anything to do with a 2nd level cleric that would be flavorful so I thought I'd come here.

This is what I came up with (in case others find it useful in the future)

We were also given 1,500gp to play with instead of 900gp.

Cloistered Cleric

Domains

Healing
Good
Knowledge (From Cloistered Cleric)


Feats
Imbued Healing - The DR and the temp hp from this was very useful
Augment Healing - Although it caused a lot of over healing with Cure Light wounds it made Cure Minor Wounds very useful (since it would heal for 3hp + 2 temp hp). Probably not worth it going into higher levels but since this was a one shot it was good.

Chain Shirt
Guisarme
Pearl of Power (1st)

ChronoDwarf
2009-06-02, 12:04 PM
TO JACK

Goliath
Fighter2/Barbarian8
I assume your using a 32 point buy in.
Str18
Dex14
con16
int8
wis8
cha8

+2 gloves of ogre strength
+2 Warhammer
Its early and I got to go to school so I cant get your AC OR HP but this should do for the most part.
Barbarian gives you your survival.

Take the shocktrooper feat set up.

Twilight Jack
2009-06-02, 12:09 PM
Okay, now I just need a feat progression. Thanks Chrono.

ChronoDwarf
2009-06-02, 09:18 PM
Once again to Jack

I recomend you take shock trooper from complete warrior and leap attack from complete adventurer there are prerequisites so look at those as well if theres anything left take improved initiative so he can get to the enemy and get them before they get to him. there is another feat that lets him take a five foot step after killing a guy not sure where it is though, but if you find it it useful for all those nice and tidy close formations.

dspeyer
2009-06-03, 01:31 AM
A charger build does benefit a lot from having a mount. The spirited charge feat *triples* damage when charging on a mount with a lance. The great thing about this tripling is that if behaves mathematically. If you're getting double your power attack penalty as damage, you now get six times.

The downside is that it's hard to combine with leap attack. I figured it could be done using a mount with a high jump modifier, and was very pleased to make it fit into an effective 11th level build, but I'll admit it was excessive.

Even with a normal horse and an x2 power attack, it's still very impressive. A large, +2 lance with 24 strength and full power attack on a spirited charge does an average of 117 damage.

To make it even higher, work in leap attack, use frenzied berserker's improved power attack (with fb's famous drawbacks), or use cavalier's x4 deadly charge (requires lawful).

myndgames
2009-06-03, 05:25 AM
Hello :)

I'm quite new to DnD, done one low level campaign, but I have one coming up which will involve pvp. (1v1).

1. Which of the above are you asking for?
from scratch, lvl 10

2. In your request specify whether you have requirements, preferences, or no limits on the following:
Not allowed to fly.
5000 gold to spend.
No custom items.

3. Concept: what requirements or preferences do you have regarding concept?
I would really like to make a character which can control the movement of my opponent through pins / snares, whilst being mobile myself. I don't really know enough about the classes / races to know what would be ideal for this.

4. Other: Is there any other information that might help someone make your character all she can be.
If this is a really dumb concept for pvp, are there any suggestions of a basic build i could follow / hints about what works?

Thank you for your help :D

ChronoDwarf
2009-06-03, 11:51 AM
This is to myndgames
look at the ubber charger I posted up above instead of a +2 warhammer just take a great axe, read about the barbarian figure out all his raging and stuff, He is Ideal for one on one, he can do around 70 I think on one hit so in a full round he can do 210 roughly, look into this bigtime he could be perfect.

Teivel
2009-06-03, 07:50 PM
Requesting a wizard build for someone just getting into the game.

3.5

From Scratch. Level by level, level i suppose i only really need to know levels 1-5 at this point although talking about long term options would be great. If someone's feeling mighty generous i'd love to see level by level as far as you care to take it :smallsmile:

I have already rolled up some stats and done some provisional adventures with the DMs leave to alter things about the character as i get advice.


Grey Elf Wizard 1
str 10
dex 17
con 12
int 18
wis 10
cha 10

note i can swap these around and they include the grey elf -2con-2str+2int+2dex


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

a. Books that can be used to build your character

Our party really like basic SRD because we have all the sourcebooks on hand. In creating this character though i know that bringing in stuff from the outside is probably vital . Ideally this should only be so if i can find the stats or effects of the spell or feat online somewhere so both i and the DM can have a reference for it. I can get away with any level of overpowered combos from SRD but he tends to be stricter on outside materials.

b. Race (including any Level Adjustment Limits)

Grey Elf, no level adjustment
this is more for RP purposes than the int and dex bonuses (i like the idea of living a very long time .)

c. Class

Well i want to be a wizard because our group doesn't have one and the ability to use arcane magic to shape the world to my will sounds mighty appealing.

That said, i'm reasonably open here if there is a permutation of wizard or the like i can take, just not sure if the DM would wear it

d. Ability Scores (fixed or generation method)

rolled and Provided

e. Alignment

Lawful Good on paper, but don't think for a second that limits the means i will use to achieve an end.

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.)

Not that many although i'm sure they'll develop. Bloodlines are involved, my character is toting a gold dragon one for RP purposes. I also for similar reasons have leave to take the Dragon Diciple Presteige class while ignoring all but the language and knowledge arcana requirement although i'm not sure if i'll take him up on that (it would be undeniably cool but there may be better options)


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

I want an effective wizard that can eventually become the most powerful character in the group. at least as a player that would be mighty fine. I have a tremendous rivalry with the sorcerer in the group and being able to prove more capable than him is always a plus (all he does is spam Magic missle though at this point).

The character is a member of the extended royal family of a small nation of grey elves of my own design and houseruled into the game. (on the condition that i can't really receive any support from them unless the DM actually allows us to visit) The reason the royal family is, infact royal is probably given away by the gold dragon bloodline ( i can trash that but i'd be hesitant to do so.)

but in terms of solid concepts. flexible enough to play a role in the team but by the time we get up to the later levels i would hope to be able to walk amongst those mortals as a god amongst men. There is a bit of a V complex going on. At low levels i find myself mage armouring my compatriots and relying on a bow for damage. I think my role will continue to be buff the allies and lockdown the enemies for a while but i chose wizard because with one days prep, "lockdown" could become "blast." We tend to use spells in unconventional ways and apply real world physics and chemical reactions to pull unconventional stunts.

thought about using that dragon class to become a half dragon which would be mad RP

in other words i'm new to the game and not really sure.


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)?


Capaign even between intrigue and combat i assume. settings as varied although wilderness is overall more common then towns. Monster progression outside of my knowledge base. Full team of (fighter, sorc, cleric, druid, rogue( sometimes x2) , monk and me. Which leaves me clawing to find a role in the team other than sticking mage armour on the front rankers.




Anyway. Thanks for any help. I'm looking for some guidance and a way to make myself a leader of this team rather than that semi useful guy that casts mage armour and hurls arrows without the benifit of decent hit die.

Crel
2009-06-03, 10:19 PM
Help request:

A friend of mine wants to run Tomb of Horrors. There will probably be 5-6+ people attending, all with ECL 10 characters. I am looking for build suggestions, as I have no idea what may help. All books are allowed but UA and ToB, but to my knowledge everything is pretty much subject to DM "NO". Stats are 18, 16, 14, 12, 10, 8. Standard level 10 starting gold (49,000) and can use any monster races, but as expected lowers class levels, up to a total ECL 10 as mentioned above. Thank you, annoymous aid.

myndgames
2009-06-04, 04:35 AM
thanks for your help

Gerion
2009-06-05, 06:49 AM
Hi, im curently building a focused specialist and need some help.

It will be an human or tiefling (we use the unearthed arcana rules to lower LA), and he will become a shadow adept (the one from the 3.0 FR campaign setting with spell power and the metamagic feat), he uses Shadow weave magic so evocation and transmutation will be cast with a -1 to caster level, but enchantment illusion and necromancy go up by one level. And his clas features increas this to a +4.


We are limited to one PrC. We use mostly core and complete x, but any book is allowed with the dms approval.

I'm going to ban evocation, abjuration and enchantment.

But I'm not sure wich school to specialize in. a little help would be nice.
Also is the three feat chain in Lost empires of Faerun worth taking for enchantment?
also any other feat recomendation is appreciated.

TomKatt
2009-06-05, 10:00 AM
I am currently playing in a campaign with a Kobold character of mine. Its solo and has the potential to reach epic easily. This Kobold through role play and some interesting rituals has the chance to become a Dragon, which is any Kobolds dream, to really emulate those fantastic creatures we are related to. What i want to know is Whats a good way to reach god hood class wise.

He has the potential to do it thru the dragon ritual, his whole tribe will worship him and he can take dragon ascendant at 30 hit dice, but is there any other interesting possibilities, besides just rampant begging towards my dm......

Or is it even smart turning into the dragon to begin with....

MissK
2009-06-05, 06:48 PM
Hi -- I'm new, and this is my first post, so please forgive any dumb mistakes. I'm moving, and jumping into a Faerun game after playing a long-running Ravenloft game. I need a 13th level character.

Books: I can use Core + Any Complete book
Race: Half aquatic elf - the non-LA version
Class: I've heard fighters suck, but I really want to try one out
Ability Scores: DM hasn't told me the point-buy method he uses -- so go average? I guess?
Alignment: CG
Concept: NOT a tank. Graceful/athletic in focus. Former sailor. Uses a (item familiar?) falchion. (Improved Critical a definite possibilty)
Other: Since I know next to no specifics about this game the build should be faily adaptable.

BTW: Can I use an Ancestral Item and an Item Familiar at the same time?

dspeyer
2009-06-06, 02:15 AM
This build is going to depend a lot on ability scores. For something straightforward, you're going to need strength to wield the falchion, dexterity and intelligence for the movement skills you want and constitution to withstand both attacks and dessication. If you have a lot of high ability scores, you can do this. Otherwise you may need to rethink a little.

Also, can you use Unearthed Arcana? Some of the variants there might be very useful to you.

Pharaoh's Fist
2009-06-06, 04:26 AM
Hi -- I'm new, and this is my first post, so please forgive any dumb mistakes. I'm moving, and jumping into a Faerun game after playing a long-running Ravenloft game. I need a 13th level character.

Books: I can use Core + Any Complete book
Race: Half aquatic elf - the non-LA version
Class: I've heard fighters suck, but I really want to try one out
Ability Scores: DM hasn't told me the point-buy method he uses -- so go average? I guess?
Alignment: CG
Concept: NOT a tank. Graceful/athletic in focus. Former sailor. Uses a (item familiar?) falchion. (Improved Critical a definite possibilty)
Other: Since I know next to no specifics about this game the build should be faily adaptable.
Know what you should be?

A Dread Pirate.

Mattarias, King.
2009-06-06, 11:37 AM
Hello. Uhm, if one would be so kind, I'm looking for some help building a "gishy" 4e sorcerer-type character with melee aptitude, AoEs, single target spells, and fire. Lots of fire. Also perhaps rage. And did I mention fire? :smalltongue:

I still haven't gotten the firmest grasp on the rules, so probably just about heroic tier.

Books: Core and any splatbooks, really. Possibly Dragon.
Race: Anything elven-looking, really. Preferences are Genasi, Eladrin, Half-elf, Elf. In that order.
Classes: Sorcerer, maybe a bit of swordmage but I hear those kinda suck.. Barbarian, Wizard, I dunno.
Ability Scores: 14, 12, 17, 16, 13, 15. Main (casting?) stats should be Charisma and Strength. Maybe with some dexterity to.. Uh.. I dunno.
Alignment: Good. Evil is icky. :smallyuk:
Concept: A charismatic fiery hero concerned with.. Damage. Damage and swords and fire. I want to rip out pieces of reality through sheer strength, set them on fire with my force of personality alone, and hurl them mightily at foes. Then leap into the fray and cut down what's left of them with my longsword.
Other: Doesn't hafta be ridiculously detailed. Honestly I just want suggestions and guidelines on what feats to take and stuff.

I hope I'm not too much trouble.

MissK
2009-06-06, 01:15 PM
Know what you should be?

A Dread Pirate.

Wait - I remember you recommending this like, three other times. (Don't have the time to go quote them now.) Is it a Prestige Class or a Variant Base Class? I've glanced at it, but can't remember the specifics.

I think it looked cool, though.

ChronoDwarf
2009-06-06, 01:33 PM
This is to Missk
You should look at the dervish
it wont get nearly as many feats as a fighter but for what your describing I think it would be pretty good and for point buy in I always use 35 points and use this exact buy in everytime
18
14
16
8
8
8
of course for what ever build change which these are on but basically most classes only need 2 to 3 base stats.

nihilanthic
2009-06-06, 06:41 PM
I'm rolling for my first mid to high level, planar campaign ever, ECL10 to start, basically any source book allowed, but the DM would send send epic wizard NPCs after any downright stupendous cheese is the impression I've gotten :smallbiggrin: but by no means should I not be as powerful as I can.

Anyway, nobody else is casting divine at all, so I'm going cleric. The other PCs so far is an initiate of the sevenfold veil and some kind of possibly insane dwarf fighter, and I'm really unsure how to even begin to itemize for this level of play.

I'm thinking travel domain for one, but the other i'm unsure. I'm also unsure if I should make a melee or archer cleric. Having 5th level spells will definitely round out whatever I choose to do, however, but I really haven't played much up here before. Also, the IotSV banned necromancery and illusion so would trickery be a good idea? Or would mobs at this level have true seeing anyway?

Also, "standard roll" is the stated mode of stating but the wizard is going with 15/16/16/18/12/10 so I'm assuming I should do something similar. :smallyuk:

Yvian
2009-06-07, 08:42 PM
Could you please build me a 29th level Sorcerer?
Books: I can use Core + PHBII + Arcane Power
Race: Any, preference for human.
Class: Sorcerer. Primarily a striker, but throw in as much control as possible.
Ability Scores: 26 point buy
Alignment: Any non-evil
House Rules: None
Concept: Artillery. Stand back and mess things up.

quick_comment
2009-06-07, 09:56 PM
Im working on a PvP wizard. No extreme cheese please, it will be banned. Level 14, most, but not all books are allowed. Right now I am thinking of:

Swordsage 1/Wizard 3/Master Specialist 2/Jade Phoenix Mage 8

Probably specializing in abjuration.

Any optimization tricks for this?

NeNeko
2009-06-08, 03:13 AM
Hello playmates,

I could really use your help putting together a summoner. Character is lv5.

Setting: Grewhawk.
Books: 3.5, I can use most books.
Race: Any, prefer Assimer
Class: Any, my role will be summoner/healer (was considering Favored Soul)
Ability Scores: Standard array(16, 14, 13, 12, 11, 10)
Budget: 4500 gold
Alignment: Any non-evil
Concept: Support: Summon a big creature for melee. Heal the leftovers.

My biggest problem is finding the right race/class/feats/equipment/deity combination to bring the nicest creature into play at lv 5. Also need to know WHAT creatures to summon/call/bind etc...

Hope someone is up for this. Thank you in advance,

Neneko

quick_comment
2009-06-08, 07:59 AM
I could really use your help putting together a summoner. Character is lv5.

Setting: Grewhawk.
Books: 3.5, I can use most books.
Race: Any, prefer Assimer
Class: Any, my role will be summoner/healer (was considering Favored Soul)
Ability Scores: Standard array(16, 14, 13, 12, 11, 10)
Budget: 4500 gold
Alignment: Any non-evil
Concept: Support: Summon a big creature for melee. Heal the leftovers.


Go for a psionic shaper.

JeenLeen
2009-06-08, 09:07 AM
3.5
Race: any, +1 or no LA preferred
Level: build up to 15 (probably starting at level 5 and ending around 15)

Class: includes Trapfinding and Diplomacy, Bluff, Open Lock, Disable Device,
Search, and Use Magic Device. I can take 'Able Learner' feat is needed for multi-classing. See 'Focus' for class abilities needed.

Focus: this is for an evil campaign, LE or NE, maybe N. My concept is a diplomat/rogue who is also some sort of mind-controller. Thrallherd has been recommended, but I prefer the idea of Evangelist. If I make a necromancer, I can only have not more than 5 pets at a time. Prefer to avoid any "Thrall of" classes from BoVD.

Books: any but Tomb of Battle, Faerun-setting, and Eberron-setting.

Houserules: most save-and-suck spells are banned, but I don't think I'd do an arcane caster type anyhow. Ur-Priest, Beholder Mage, Cancer Mage, Soul-Eater and some other PrC deemed overpowered are banned. Diplomancy does not work. I cannot enter a new PrC until I finish an old one.

Optimization: The DM does not allow bluntly overpowered stuff, but creativity and maximizing power is necessary. 36-point buy for stats. I don't know starting wealth yet, but I assume it's close to the wealth-by-level.

quick_comment
2009-06-08, 12:57 PM
How about a factotum?

NeNeko
2009-06-08, 11:28 PM
Go for a psionic shaper.

I had never even thought of that. Having never played a psionic cc before, I am looking at the books trying to figure it all out.

I am very much at a loss as for which feats would help me 'Shape' a good creature. I fear you have just opened a bigger can of worms.

When my menu has so many options, I can not decide.

Someone please help.

quick_comment
2009-06-09, 09:21 AM
The nice part about menu options is that it lets you customize your construct each time you summon it. (Btw, boost construct in complete psi is good, ectopic construct is not).

Fighting a dragon? Give it flying. Fighting a caster? Power resistance. Fighting something mobile? Celerity or dimension slide.

ChronoDwarf
2009-06-09, 08:07 PM
Hello playmates,

I could really use your help putting together a summoner. Character is lv5.

Setting: Grewhawk.
Books: 3.5, I can use most books.
Race: Any, prefer Assimer
Class: Any, my role will be summoner/healer (was considering Favored Soul)
Ability Scores: Standard array(16, 14, 13, 12, 11, 10)
Budget: 4500 gold
Alignment: Any non-evil
Concept: Support: Summon a big creature for melee. Heal the leftovers.

My biggest problem is finding the right race/class/feats/equipment/deity combination to bring the nicest creature into play at lv 5. Also need to know WHAT creatures to summon/call/bind etc...

Hope someone is up for this. Thank you in advance,

Neneko


I'd say Druid you could summon animals to help you so I'm goin to throw out a build for you.

Race: human
Class: Druid
Feats: wild shape, and spell focus (Conjuration), Anything else is just fluff so find some stuff that looks cool to you.

Str 10
Dex 11
con 14
int 12
wis 16
cha 13
Str andDex are low because you can wild shape into an animal, when you do you get their Str and Dex
you have some healing spells, and little of everything.

Your gonna have to do the rest I have to go but that should just about do it.


Sorry if I got something about the class wrong I dont have any books with me right now.

d13
2009-06-09, 09:24 PM
Hello playmates,

I could really use your help putting together a summoner. Character is lv5.

Setting: Grewhawk.
Books: 3.5, I can use most books.
Race: Any, prefer Assimer
Class: Any, my role will be summoner/healer (was considering Favored Soul)
Ability Scores: Standard array(16, 14, 13, 12, 11, 10)
Budget: 4500 gold
Alignment: Any non-evil
Concept: Support: Summon a big creature for melee. Heal the leftovers.

My biggest problem is finding the right race/class/feats/equipment/deity combination to bring the nicest creature into play at lv 5. Also need to know WHAT creatures to summon/call/bind etc...

Hope someone is up for this. Thank you in advance,

Neneko

Go for Archivist (Heroes of Horror IIRC). You get, if I'm not mistaken, the whole Summon Monster line, the whole Summon Nature's Ally, and Planar Binding at higher levels.
I'd reccomend you to go Human or anything with an Int bonus.

Let's put something together...

Human Archivist 5

Str 10
Dex 12
Con 14
Int 17 (+1 level 4)
Wis 11
Cha 13

Feats:

H. Spell Focus (Conjuration)
1. Augment/Imbue Summoning (don't remember which one was the feat, and which one was the Conjurer's ACF xD)
3. Rapid Spell

I'd reccomend also Metamagic School Focus (Conjuration) or Easy Metamagic: Rapid Spell for your 6th level feat.
I also want to point to the Summon Elemental Reserve Feat [Complete Mage] for fun stuff xD.

If you want, I can toss up a summoner build later on, or by PM. (One of the reasons for the 13 in Cha is to enter Malconvoker later on.

nihilanthic
2009-06-10, 12:36 AM
I'm rolling for my first mid to high level, planar campaign ever, ECL10 to start, basically any source book allowed, but the DM would send send epic wizard NPCs after any downright stupendous cheese is the impression I've gotten :smallbiggrin: but by no means should I not be as powerful as I can.

Anyway, nobody else is casting divine at all, so I'm going cleric. The other PCs so far is an initiate of the sevenfold veil and some kind of possibly insane dwarf fighter, and I'm really unsure how to even begin to itemize for this level of play.

I'm thinking travel domain for one, but the other i'm unsure. I'm also unsure if I should make a melee or archer cleric. Having 5th level spells will definitely round out whatever I choose to do, however, but I really haven't played much up here before. Also, the IotSV banned necromancery and illusion so would trickery be a good idea? Or would mobs at this level have true seeing anyway?

Also, "standard roll" is the stated mode of stating but the wizard is going with 15/16/16/18/12/10 so I'm assuming I should do something similar. :smallyuk:

Re quoting because I was at the bottom of the page .-.

NeNeko
2009-06-10, 09:52 PM
Thank you very much quick_comment, ChronoDwarf and d13!

The Shaper Idea was beautiful and I was really looking forward to it. Regrettably, my DM does not run Psionics in his campaign nor will he allow a magical translation ( ಠ_ಠ)...

In a normal DnD setting I would enjoy playing a Druid but this is going to be a City Crawl, for the most part. I can not justify starting a a Druid in the city. Of coarse there can always be a reason... I just don't want to play that stereo type.

I think I am in love with the Archivist. I don't have the book but I found information here:
http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3

I will be requesting more help from d13 privately.

Neneko

Thurbane
2009-06-10, 10:56 PM
Requesting the following 3.5 build:

Melee based undead slayer (character who overcomes undead foes with weapons, rather than spells or turning).

Level: 6th
Standard WBL
Abilities: 28-pt buy
Race: Any core or non-LA subrace of same
Alignment: any non-evil except CN
Books: all Completes, all Races of, PHB II, and most others
Banned: ToB, MoI, psionics, anything FR or Eberron specific, no Dragon magazine

quick_comment
2009-06-10, 11:54 PM
Requesting the following 3.5 build:

Melee based undead slayer (character who overcomes undead foes with weapons, rather than spells or turning).

Level: 6th
Standard WBL
Abilities: 28-pt buy
Race: Any core or non-LA subrace of same
Alignment: any non-evil except CN
Books: all Completes, all Races of, PHB II, and most others
Banned: ToB, MoI, psionics, anything FR or Eberron specific, no Dragon magazine

Doesnt CW have an undead slayer prc?

theterran
2009-06-11, 10:52 AM
I would love some help in building this character...

Basically, I'm looking for something that makes good use of the Ur-Priest, may use RKV, and/or Dweomerkeeper if desired, but not a necessity.

brokenness is a non-issue, so don't worry about toning it down :smallwink:

Level: 1-20 (I will be starting at 1, and hopefully make it to 20. But I've got a few other things I can use this in, which start at 10 and 16 respectively.)
Books: Any 3.5 book (except BoED, BoVD, most of UA, and Non-WotC sources.)
Race: Any w/ an LA of 0
Class: Ur-Priest a must
Ability Scores: 32 point buy
Alignment: Evil(for the Ur)
House rules: Allowed 2 Flaws. Allowed to Retrain per PHBII once per levelup.
Other: Must be viable at every level, or at least nearly every level. (This is the tricky part in my mind...and where I need the most help!)

(edit for level)

quick_comment
2009-06-11, 10:53 AM
What level are you starting at?

theterran
2009-06-11, 10:56 AM
What level are you starting at?

See the Edit above.

Thanks for pointing that out :smallsmile:

Duke of URL
2009-06-11, 11:56 AM
Requesting the following 3.5 build:

Melee based undead slayer (character who overcomes undead foes with weapons, rather than spells or turning).

Level: 6th
Standard WBL
Abilities: 28-pt buy
Race: Any core or non-LA subrace of same
Alignment: any non-evil except CN
Books: all Completes, all Races of, PHB II, and most others
Banned: ToB, MoI, psionics, anything FR or Eberron specific, no Dragon magazine

Best bet might be to stick with basic TWF Ranger (maybe a 1-level Fighter dip for an extra feat), getting Undead as your 1st favored enemy and adding the +2 bonus to that at 5th level (maybe take Outsider (evil) or Aberration as the 2nd favored enemy, since they're likely to be found where you find undead).

Feats should include Unquenchable Flame of Life (LM, take at any time) and Improved Favored Enemy (CWar, 6th).

nihilanthic
2009-06-11, 02:20 PM
Requesting a Cleric...

I'm starting a Cleric for a campaign starting at ECL10. The DM hasn't said much except "ECL10, 'standard rolls', no gestalt" and that basically otherwise, any source is acceptable. As I really have no idea how to go about making a character at this high of a level, I really need help and would be very very thankful if someone would help me with this! :smallredface:

The party so far as an IotsFV wizard and some kind of Dwarf Fighter, so I'm wondering if I should be the typical morningstar Cleric or if I should consider building her more for Archery. I'm the only divine caster but something has me thinking I should consider a bow, stay near my Wizard and save spells for things besides ranged damage.

Level: ECL10 to start, progressing to 20, I'd prefer no LA but if it would help me why not.
Race: Any.
Class: Any, I'm going for a cleric but PRCs are fine.
Ability Scores: Standard rolls (4d6 drop lowest)
Alignment: Any
House rules: Anything but Gestalt or PunPun.
Other: Starting at 10, DM does spells/encounter not spells/day, tends to make for higher powered enemies so I need to be able to match AND keep my insane dwarf killing machine and Wizard alive, though as an IotsFV he should be good at defending himself and ourselves.

Again thanks! I dunno if I might have bitten off more than I can chew but I should have fun with this.

theterran
2009-06-11, 02:23 PM
Requesting a Cleric...

I'm starting a Cleric for a campaign starting at ECL10. The DM hasn't said much except "ECL10, 'standard rolls', no gestalt" and that basically otherwise, any source is acceptable. As I really have no idea how to go about making a character at this high of a level, I really need help and would be very very thankful if someone would help me with this! :smallredface:

The party so far as an IotsFV wizard and some kind of Dwarf Fighter, so I'm wondering if I should be the typical morningstar Cleric or if I should consider building her more for Archery. I'm the only divine caster but something has me thinking I should consider a bow, stay near my Wizard and save spells for things besides ranged damage.

Level: ECL10 to start, progressing to 20, I'd prefer no LA but if it would help me why not.
Race: Any.
Class: Any, I'm going for a cleric but PRCs are fine.
Ability Scores: Standard rolls (4d6 drop lowest)
Alignment: Any
House rules: Anything but Gestalt or PunPun.
Other: Starting at 10, DM does spells/encounter not spells/day, tends to make for higher powered enemies so I need to be able to match AND keep my insane dwarf killing machine and Wizard alive, though as an IotsFV he should be good at defending himself and ourselves.

Again thanks! I dunno if I might have bitten off more than I can chew but I should have fun with this.

Do you expect any undead in this campaign?

dspeyer
2009-06-11, 04:58 PM
Basically, I'm looking for something that makes good use of the Ur-Priest, may use RKV

As written, Ruby Knight Vindicator requires worshiping Wee Jas and Ur-priest requires despising all gods (and they feel the same way).

If this conflict is houseruled away, it could be a very powerful combination.

theterran
2009-06-11, 05:02 PM
As written, Ruby Knight Vindicator requires worshiping Wee Jas and Ur-priest requires despising all gods (and they feel the same way).

If this conflict is houseruled away, it could be a very powerful combination.

Actually...there's no law saying that an ur-priest cannot start worshipping a diety after becoming an Ur-Priest...per RAW, and fluffing up something to fit wouldn't be that hard...

dspeyer
2009-06-11, 05:31 PM
Actually...there's no law saying that an ur-priest cannot start worshipping a diety after becoming an Ur-Priest...per RAW, and fluffing up something to fit wouldn't be that hard...

For that matter, there's no rule saying they have to remain evil.

Sorceror 4 / Crusader 1 / Ur-priest 2 / Ruby Knight Vindicator 10 / Jade Phoenix Mage 3

sounds like a pretty good build, doesn't it?

dspeyer
2009-06-11, 07:06 PM
Another nice path is eldritch disciple. Invocations and divine casting complement pretty well, and warlock has all the skills that ur-priest requires, so you just need a level of something with a good fort save (ranger, monk and warblade are good options). Find another warlock prestige class for the capstone and you need only have one non-invoking level.

The fluff is reasonably coherent if you replace "deity" in eldritch disciple's description with "patron". Then gather power from fey or slaadi who don't care much about gods.

Take healing blast -- without spontaneous curing you'd find healing digging heavily into your spells prepared otherwise.

Enjoy your SADness.

Drehiel
2009-06-11, 09:28 PM
I'd really appreciate help with this.

Books: Core and Unearthed Arcana (Anything else is allowable but must be run by my GM first.)
Race: Any
Class: Something melee, maybe ranged. Melee just seems to fit better with general idea
Ability Scores: 32 Point buy
Alignment: Any non-evil
House Rules: http://mythscape.net/Amya/The_World/Page_Title
Concept: DnD-urbanish Robin-Hood like character, with pakour/free-running elements. Imagine Aladdin+Robin Hood+DnD character. Street-smart acrobatics and fighting style+ Robin Hood style leadership skills.

dspeyer
2009-06-11, 10:24 PM
How about starting as an ape-totem barbarian? Climb-speed gives amazing mobility in an urban environment. Fluff-wise, you grew up outside civilization, and while you moved to it by choice and are glad of it, you still haven't internalized the whole social-stratification thing. Your street-smartness is the product of clarity born of outside perspective. As you acclimate, you may want to multiclass (perhaps to urban ranger).

What level is this character?

Drehiel
2009-06-12, 12:02 AM
dspeyer: 5th level. I like the ideas you presented. Up to 5th level, Ape-Totem barbarian adds to the idea rather well. After that the bonus features don't seem to mesh with the idea, unless I'm not looking at it at the right angle.

If I start off with five levels of ATB however, what'd be the best way to work in networking and leadership skills. I guess further 'parkour' elements could be worked in via skill ranks and skill tricks if I can pass them by the GM...

nihilanthic
2009-06-12, 02:55 AM
Do you expect any undead in this campaign?

I'm almost certain that is a 'no' but he has no problem with me raising, rebuking, etc, or making a mount out of a dragon skeleton for that matter. Most PC's are going to be evil or neutral.

talus21
2009-06-13, 01:22 AM
Requesting Druid/Wizard/Mystic Thurege:
Books: Core and Completes

Built to 7th level

Stats

S: 12
D: 13
C: 14
I: 18
W: 17
Ch: 10

Open to most ideas. Would like to be good at counter spelling.

Any and all advice appreciated.

talus21
2009-06-14, 08:18 PM
Requesting Druid/Wizard/Mystic Thurege:
Books: Core and Completes

Built to 7th level

Stats

S: 12
D: 13
C: 14
I: 18
W: 17
Ch: 10

Open to most ideas. Would like to be good at counter spelling.

Any and all advice appreciated.

No interest in this one?

Jazarkrazaj
2009-06-14, 11:15 PM
This request is slightly complicated.

Has to be a CL 6 Gestalted character.

Should follow all the rules from Unearthed Arcana, except that it gains skills from both classes (Picked seperately at their listed allowance).

Stat rolls are 18, 17, 16, 16, 14, 14 (Unassigned)

Looking for a possible Druid/Bard combo just to annoy the DM.

+1 Templates are allowed.

All Official Wizards of the Coast books (3.5) are allowed.

If possible, I'd like character build up to lvl 10, and a possible Prestige class thrown in as early as possible.



As stated above, this character is meant to annoy the DM. Please feel free to be as cheesy and over powered as you'd like.

And yes, i know how dangerous that is, lol.

lsfreak
2009-06-14, 11:33 PM
This request is slightly complicated.

Has to be a CL 6 Gestalted character.

Should follow all the rules from Unearthed Arcana, except that it gains skills from both classes (Picked seperately at their listed allowance).

Stat rolls are 18, 17, 16, 16, 14, 14 (Unassigned)

Looking for a possible Druid/Bard combo just to annoy the DM.

+1 Templates are allowed.

All Official Wizards of the Coast books (3.5) are allowed.

If possible, I'd like character build up to lvl 10, and a possible Prestige class thrown in as early as possible.



As stated above, this character is meant to annoy the DM. Please feel free to be as cheesy and over powered as you'd like.

And yes, i know how dangerous that is, lol.
Druid5/Planar Shepard5//Bard10, going into Sublime Chord at level 11. Str14, Dex14, Con16, Int16, Wis17, Cha18. Take Dal Quor as your home plane and you get 10 rounds for every 1 round in the real world. At 20th level, you also get 20th-level sorcerer casting and 20th level bard casting thanks to Sublime Chord. You can drop 10 regular spells and 10 quickened spells per round. If you're crazy, abuse Time Stop to get you about 20 rounds during the opening round.

dspeyer
2009-06-14, 11:44 PM
Alternative approach: summoning and buffing.

Mix bard with a little warblade (mostly white raven). Take sublime chord at level 11 and jade phoenix mage from there on. The other side: straight druid.

Take every summoning and bardic music related feat you can find. 1d4+1 wolves may not sound very impressive at level 6, but with dragonfire inspiration and war leader's charge they'll be rather dangerous.

For extra cheese, try to apply your morale powers to each individual in a summoned swarm.

ChronoDwarf
2009-06-17, 01:32 AM
No interest in this one?

K so first of all drop the mystic theruge I kow it sounds kool but not being to use 9th lvl spells because of the negative 3 lvl spell deal will come back to haunt you I cant really give any advice beyond that because I dont got any books on me (not at home) plus its so late that i fogot you actual build.

Grynning
2009-06-17, 09:37 PM
Druid5/Planar Shepard5//Bard10, going into Sublime Chord at level 11. Str14, Dex14, Con16, Int16, Wis17, Cha18. Take Dal Quor as your home plane and you get 10 rounds for every 1 round in the real world. At 20th level, you also get 20th-level sorcerer casting and 20th level bard casting thanks to Sublime Chord. You can drop 10 regular spells and 10 quickened spells per round. If you're crazy, abuse Time Stop to get you about 20 rounds during the opening round.


Alternative approach: summoning and buffing.

Mix bard with a little warblade (mostly white raven). Take sublime chord at level 11 and jade phoenix mage from there on. The other side: straight druid.

Take every summoning and bardic music related feat you can find. 1d4+1 wolves may not sound very impressive at level 6, but with dragonfire inspiration and war leader's charge they'll be rather dangerous.

For extra cheese, try to apply your morale powers to each individual in a summoned swarm.

Neither of these builds will work if the DM is being strict on following the Unearthed Arcana rules for Gestalt.



A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant.


The first build would be fine if you eliminate the Planar Shepherd (it's generally considered a slice of gouda on top of a cheesecake anyways) and just go straight druid on one side. The second is ok if you eliminate Jade Phoenix Mage (which is a class combination PrC IMHO, and thus prohibited) and just go Bard/Warblade, grab Snowflake Wardance and Dragonfire Inspiration if you want to be a melee monster without wildshaping.

lsfreak
2009-06-17, 09:47 PM
-snip-

Neither of us were suggesting taking two prestige classes at once, but a prestige class on one side and then a prestige class on the second. You're right that the 1-level dip in JPM is off-limits using the suggestions in UA, though the single level you take it only actually progresses one side, so that's up to the DM.

AngelisBlack
2009-06-18, 11:42 AM
I have a battle sorc with 14 int, and for 7 levels starting at LV1 I have no idea where to put the extra skill points. I already have concentration, arcana, and spellcraft invested in every round. Same goes for the 5 levels of abjurant champion after that. Due to feat selection Heal is always a class skill for me, and when I hit Ruathar after abjurant champion I could always try skill retraining if something is stuck in heal or another class skill thats not useful for me at the moment. Any thoughts on how I should spend these extra skill points?

quick_comment
2009-06-18, 02:52 PM
I have a battle sorc with 14 int, and for 7 levels starting at LV1 I have no idea where to put the extra skill points. I already have concentration, arcana, and spellcraft invested in every round. Same goes for the 5 levels of abjurant champion after that. Due to feat selection Heal is always a class skill for me, and when I hit Ruathar after abjurant champion I could always try skill retraining if something is stuck in heal or another class skill thats not useful for me at the moment. Any thoughts on how I should spend these extra skill points?

Cross class UMD?

AngelisBlack
2009-06-18, 03:22 PM
Cross class UMD?

Unfortunately UMD is not cross class for me as I have the dragonblood racial sub to thank for that. Although, I'd like to know what use UMD is when I can already use arcane wands?

quick_comment
2009-06-18, 03:44 PM
Unfortunately UMD is not cross class for me as I have the dragonblood racial sub to thank for that. Although, I'd like to know what use UMD is when I can already use arcane wands?

Divine spells. Bead of Karma. Arcane spells not on your list (like beguiler spells, or wu jen spells)

Etc

Elsheran
2009-06-20, 09:00 PM
Ok, I'm looking for a 'best possible build', or at least some great and effective fun, for the following:

Books: Open to most/all, but no flaws for feats (UA). MoI, Draconomicon, ect all easily gotten a hold of.

Race: Half Sapphire Dragon, Half ____. I was considering Empty Vessel as my other half for the PP every level, but I'm open to suggestions. See Campaign details for more.

Class: I've been all over the place on this. Currently thinking Monk with Vow of Poverty and maybe Psycarnum tricks, but have also thought about a Psi, a Wiz, a Skill/Knowledge monkey. Artificer also interests me. Thus needing your guidance and ideas. DM also said Cleric and Paladin are options for all players if we want.

Ability scores: die rolls are (best set out of 10) 18 17 17 17 16 15. Half Sapphire Dragon grants +8 int, +4 wis, +2 str, con & cha.

Alignment: Lawful Neutral. DM is prone to fudging alignment Reqs for some classes as long as it's not too far of a stretch. so anything requiring Chaotic is out, all else fair game.

Relavent Campaign Details(House Rules): 3.5

Whole party is half-dragon half-____. The Half-____ part gets any racial ability or skill bonus adjustments halved.

Each character has a dragon type, 'domain' we represent and act for, and a tied alignment. Here is a relevant stat block for the modified template my DM is having me use. Our first 4 levels are racial levels. We are to make 4th class level (8th character level), and the first 4 class levels must be in the same class. Racial levels will count as caster levels for any classes I take that care. (meldshaper, arcane/divine caster, manifester, ect.)

Avatar of Psionics

Sapphire Dragon
+8 int, +4 wis, +2 str, con & cha

Breath attack: Cone of Sound (causes fear) - 60ft cone
Character Level in d4 sonic damage - Fear effect = will save DC 10+Character Level+1/2 damage dealt (+1/4 damage dealt for other avatars)
Reflex Save for half damage = DC 10+Character Level+Int mod

Any 1 Bonus Language

Fly: 60ft - Average Maneuverability

Medium Creature Size:
Claw: 1d4 Bite: 1d6

Empathy - At will
Far Hand (CL4) - Once per day
Psionic Blast (CL8) - Once per day - Breath Attack Twice per Day
Tower of Iron Will (CL14) - Once per day - CL4 power twice per day
Retrieve (CL16) - Once per day
Microcosm (CL20) - Once per day - Breath Attack 3 times per day - CL8 Power twice per day
DR Character Level/ Psionic Energy

Final notes: I know this can be broken in half, I just can't put my finger on how. This should be a brutal Campaign with big fights from the start. I'm looking for a class level 4 build with suggestion/plan for an upto level 20 path. Epic feats can be taken as soon as qualified, except fast healing.

And thank you!!

Sanguinius Hope
2009-06-22, 04:08 AM
Hey all, I am just starting out and am really very much a newbie in all this, so much so that I can barely make a level 1 sourcerer. In fact that is exactly what I need help to make. A level 1 sourcerer. And I need help with everything, from Ability scores, feats and skills to his name. I am asking for help I don't want it all done for me cause you don't learn that way. I would really appreciate any help that could be given. Please no low blows about how terrible a person I must be not to be able to do this.

Books: Players Handbook, Tomb & Blood.

Race: Human

Class: Sourcerer I am going for an artillery/support guy.

Ability Scores: This was more a clarification point for me, in the Players Handbook it states that you can roll 4d6 for each ability taking away the lowest score and totalling the other 3, that ends up with me having scores of about 14-18 for each one with a minimum modifier of +2. That just seemed a little high and I was wondering if I was doing that right.

Skill Points: Going for a typical sourcerer, effective at spellcasting and knowledgable but also a people person, I plan on being the spokesman for the group.

Feats: Again just a clarification point, as a first level character I get 1 feat. Right? And as a human I get a bonus feat. Right?

Spells: Whats good to use for an artillery/support guy who is really trying to be a teamplayer?

Final Notes: As of right now I am not in a campaign. But I am starting one within the next week.
I really just need help in filling out the damn character sheet, (It's so confusing for a simple guy like me!!!) I just can't figure out the little things like how you figure out your AC or how much equipment you can carry.

Please take pity on me.:smallfrown:

Malanthyus
2009-06-23, 02:21 AM
I'm not sure if this is the best place to put this, but I'm cooking up a final boss for a "slightly" epic campaign (22-24 level max). The basic premise is that he started out as a monk kidnapped by drow and sold to a necromancer that was turned into a vampire, that eventually became a Vampire Lord (http://www.wizards.com/default.asp?x=dnd/mm/20021018a). Now this odd fellow is leading a war of conquest in the underdark, with allies such as a Beholder, an Illithid, a High Priestess of Lolth, and a Shadow Dragon.

Books:Core, Any 3.5 Faerun Supplement , Book of Vile Darkness, Any of the "Complete" series.

Race: Human

Class: At least one level of Monk with the Vampire Lord Template. Any unarmed melee class or prestige class, no casters. Preferably a class or class option with Diplomacy,bluff, and UMD as class skills.

Ability scores: Starting Stats: (Yes I know these are a bit high, but he is the big bad :P) Str: 16 Int:14 Dex:18 Wis:18 Con: 12 Cha:14

Feats: Open to any and all suggestions, again might want have something that let's him be persuasive, as well as a Mage/Magic user slayer type.

Final Notes: Somewhere along the way this guy created/dominated a school of arcane casters into his spawns, so he has had access to Tomes and Wish spells, as well as almost any conceivable magic item. His final CR will be roughly 32, with 20 levels of whatever adventuring classes are used. Any help would be appreciated...I'm up against a group of pros. o.0

Sintanan
2009-06-23, 05:30 AM
Could I please get assistance with building an anthropomorphic demon-rabbit that hunts spirits (mid-level)?
This (http://ursulav.deviantart.com/art/Azaezelbunny-16960756) is the picture that inspired me.

Books: Core, Complete set, OA, Ebberon, Savage Species and a couple splatbooks.
Race: See above... anthro demon-rabbit. Preferably medium-size.
Class: Spirit Shaman seemed right up the alley, but anything would work.
Ability Scores: Our DM uses 4d6 10x, so the scores are 18, 17, 16, 16, 13, 11... not the best. One player achieved three 18s with his char.
Alignment: Any.
Concept: We're doing an Ebberon campaign with strong OA flavoring. Say what you want, but its working out quite well... and I must admit that we players had reserves about this concept, but the DM put a bit of work in it to ensure it meshes well.

-----
Basically I attempted this with the Anthropomorphic template from Savage Species using a cat for the base stats, but it is a small creature... and after the halfling and the giant skeleton with its big club, small races are a running joke in our group.
To the Anthropomorphic, I added Half-Fiend for wings and horns, but with a total LA of +5, and only a single hit dice I feel the character doesn't have good survival odds against level-draining incorporeals that the party is encountering lately.

ghost_warlock
2009-06-23, 05:33 AM
Q.Xiv32m1
A friend of mine needs a good build for an upcoming game and I'm not familiar enough with all of the ins-and-outs of ToB to feel confidant advising him in much more than the basics...

Books: PHB I & II, ToB, Expanded Psionics, Complete series, etc. Basically anything printed by WotC but the campaign is martial and psionics-only; all magic-using classes, from clerics to warmages, have been banned. The ardent and divine mind are also banned but any other psionic class is fine. Healing will be handled by homebrew psionic powers.

Race: a psionic version of the whisper gnome; basically the same as the printed version but has psi-like abilities rather than spell-like ones.

Base Class: swordsage; focusing on the shadow hand discipline.

Abilities: Str 10, Dex 18, Con 12, Int 12, Wis 15, Cha 10.

Skills: Pump Hide and Move Silently. (As if that wasn't obvious! :smalltongue:)

Starting Level: ECL 2.

Templates: Might use the dark creature template (Tome of Magic) if it gets okay'd by the DM.

Traits & Flaws: The DM is allowing 2 traits & 2 flaws so the character should be able to score 2 bonus feats at 1st level.

Notes: The build should squeeze as much out of the character's Dex and Wis with as little multiclassing and complexity in the build as possible. Two-weapon fighting of some sort would be nice but isn't a requirement. Weapon Finesse would also be nice unless the character can get by without. Since the character is going to be played from ECL 2 on up, it needs to be viable out of the box.

Niko
2009-06-25, 10:47 PM
Hi guys, time for something fun! :smallbiggrin: My DM is running an epic lvl. 3.5 game and i'm playing an Eladrin 3rd lvl. Wizard/3rd lvl. Cleric/10th lvl. Mystic Theurge/4th lvl. Archmage............... see i told you this was guna be fun. Anyway, we got 760,000gp. to start our characters with and i was wondering if you guys could help me by narrowing down the selection of magical items i want and could be of use. I want to run him as a character that's prepared for anything and this is what i have so far: two braclets of holding type 2(Extra-dimentional spaces up my sleaves), a headband of intelect +6, a neverending spellbook, 1 magic carpet 10x10, a wings of flying cloak, an endure elements cloak, spider-climbing boots, a magic mask that gives me +10 spot/apraise, and flesh to stone spell, amulet of Natural armor +5, one major spell storing ring, gloves of storing, robe of the arch-magi, and i was thinking of taking a ring of elemental command (Fire) but its 200,000gp......and its cool. so what do you guys think? i can post stats and traits but i'd rather not if i don't have to. post if you want them. Any help is apreciated, thx in advance.

Wandiya
2009-06-26, 02:29 AM
Looking for 3.5e Soulknife ECL 3
Books:Expanded psionic handbook,PHB, MM4,DMG

Race:Any from books above LA+1 at most

Class:Soulknife (of course)

Ability Scores:16,14,12,10,10,8

Alignment:Non-evil

House rules:None

Concept:A Person who relies on them self conjuring his own weapon etc.
Good luck and happy building:smallbiggrin:

warrl
2009-06-26, 07:28 PM
Ability Scores: This was more a clarification point for me, in the Players Handbook it states that you can roll 4d6 for each ability taking away the lowest score and totalling the other 3, that ends up with me having scores of about 14-18 for each one with a minimum modifier of +2. That just seemed a little high and I was wondering if I was doing that right.

You got some good rolls there. The average on 4D6-lowest is 12.25 close enough. If I were DM I'd be hesitant to allow this character as is unless pretty much everyone had similarly good rolls. (Or your character is named Mary Sue :-)

That said, this is not an obvious cheat either.

Oh, you forgot to specify which edition of D&D you're using. You'll get more answers on the other stuff if you edit your message to clarify this, as the answers will be MUCH different in 4.0 versus 3.5 (and a bit different yet in 3.0).

And Sorcerer doesn't have a U in it. ;-)

Cleverdan22
2009-06-27, 11:16 PM
I have a fairly simple request. I've finally started playing DnD, and I'm making an elf wizard. I was just wondering about what you guys thought was a good specialization. I don't really want to be an illusionist or a necro, though.

dspeyer
2009-06-28, 09:17 AM
Conjuration probably has the best overall power and versatility, containing spells like grease, web, stinking cloud and orb of X. If you particularly want to support your allies, transmutation is the school for that. If you want to play something simple and don't mind giving up power, go with evocation.

alexthemad
2009-06-30, 12:55 PM
I'm fairly new to DnD and would like help making a Druid level by level from 1-16.

Books: Any, 3.5
Race: Any
Class: Druid
Abilities: 40 Point Buy
Alignment: Undecided, Maybe Chaotic Good
House Rules: 4 Bonus Feats
Concept: I Really want to focus on the shapechanging aspect.
Other: The game is very combat heavy. We have a Favored Soul, Wizard, and a couple of strong fighters. I just lost my Rogue...don't want to make another.

Any and all help is greatly appreciated.

Keld Denar
2009-06-30, 02:13 PM
I'm fairly new to DnD and would like help making a Druid level by level from 1-16.


Dwarf Druid16
Druid1 Spell Focus: Conjouration, Augemented Summoning, Improved Unarmed Strike, Improved Grapple
Druid3 Extend Spell
Druid6 Natural Spell
Druid9 Quicken Spell
Druid12 Frozen Wild Shape (Frostburn)
Druid15 Improved Initiative

There, powerful caster, grappler, and all around face smasher. Use Extended buffs like Greater Magic Fang to augement yourself and your animal companion, and Quickened buffs like Produce Flame in combat to increase your damage. Gear wise, get some basic gear like +con stuff and +wis stuff, and then a handful of Wilding Clasps from the MIC.

Good to go!

Charge
2009-06-30, 09:48 PM
Hi, and thanks for you time.

Im currently a level 6 elven sorcerer, and i saw on various posts everywhere that a full sorcerer is quite frankly, terrible. So, I looked through a bunch of books for various PrC's (as elf i can't really multi-class without losing Xp (a big nono for me)) Some like master transformagist caught my interest but i loose too many spells. :smallfurious:

So.. what PrC is juuuuust right for me?

Info: Lawful Good, its my role to: distract the guards, save my people from inevitable death, and minor blasting. Spells: Suggestion, Orb of Acid, lesser, Web, Baleful and Benign Transposition, Wall of Smoke, Charm Person...

I'm looking for some PrC with some flavor, full (or pretty full) spellcasting, and something that will help me, in any way.

Thanks a lot. :smallsmile:

dspeyer
2009-06-30, 11:39 PM
Pure sorcerer isn't terrible. It's pretty good. It's just that it loses almost nothing by PrCing. I say *almost* nothing because most good PrCs require useless feats as prerequisites, and you're likely to be short on feats.

Initiate of the Sevenfold Veil (CArc) seems to fit the keep-the-party-alive aspect, but requires three suboptimal feats and two fourth-level abjurations (which are pretty weak compared to other 4th level spells).

Mage of the Arcane Order (CArc) is always good for sorcerers. It requires two completely useless feats, but then gives one bonus feat at second level. Since it represents joining an organization, you may need to role-play that to take the level. This requires your DM inserting the organization into the world.

Loremaster (DMG) is easy to get into and gives a few handy bonuses. Probably its best feature is 4+int skills with a broad class list.

These are all full casting.

Froogleyboy
2009-07-01, 12:05 AM
Ok, I am in need of a Star Wars Saga edition character

1. Which of the above are you asking for? First Level
2. In your request specify whether you have requirements, preferences, or no limits on the following:
a. Books: Core
b. Race: Squib If you can't find squib stats, here they are: SQUIB
Speed: 4 squares.
Str -2, Dex +2, Wis -2, Cha +2
Conditional Bonus Feat: Members of this species gain Skill Focus (Persuasion) as a bonus feat if they are trained in that skill.
Born haggler: Members of this species may reroll any Persuasion check to haggle or improve a target’s attitude, but they must abide by the second result, even if it’s worse than the first one.
c. Class: Scoundrel
d. Ability Scores: 32 point buy
e. Alignment: Good (if starwars uses alignment)
f. House Rules: are there any other requirements or unusual rules imposed on you/your character (e.g. no single level dips, no item creation feats, Track is being given to you as free feat, etc.)
g. Concept: A squib mafia member, who isn't afraid to crack some kneecaps if he don't get his cash.
h. Other:If Saga has the feat, I wan't him to have the force-sensitive feat. If not, go wild.

Keld Denar
2009-07-01, 04:43 PM
So.. what PrC is juuuuust right for me?

Sacred Exorcist is another good choice for a sorcalator that a lot of people overlook. It grants Turn Undead at level 1 which can be used to power any number of [Divine] and [Devotion] feats (just not the normal ones like Divine Spell Power and Divine Metamagic, because those specifically only work on Divine spells). It also has 3/4 BAB, which is better than a Sorcerer and somewhat important if you use a lot of ranged touch attacks. The only problem is getting those pesky Knowledge Religion ranks and having to suffer though Dismissal as a 4th level spell for a couple levels till you selfqualify for the PRC with your SLAs.

Also check out Loremaster and Archmage, although the feat reqs on both are kinda oppressive.

Frogwarrior
2009-07-02, 10:27 PM
[3.5] Trying to twink out a L13 Halfling Ranger who uses a Heavy Repeating Crossbow. 28 point buy.

Best I can figure for stats is 9-18-16-8-13-8, then putting 2 stat increases into CON and one into WIS. Should I even bother with spells? If not, I can put some of those 5 points into something more useful.

What sort of feats should I be thinking about (other than Weapon Proficiency)? I'm thinking Improved Critical if I can't fill up my other 4 feats with useful feats, rather than Keen, so I can pimp my crossbow with more damage-dealing enchants.

What sort of Loots? Something to make my fly? Invisible? Boost stats?

McClintock
2009-07-03, 09:22 AM
Q.1: Could you please build me a 20th level Melee Character who uses a Great Maul (or something similar)?
BOOKS: Core, completes, races, environmental, PHBII, MMI-V, (basically anything put out by wizards)
CLASS: I am open to Class, but I would like an attacker/tank balance
STATS: We roll stats in each others presence, 3 sets take the best (4d6 drop lowest)
ALIGN: Non-evil for sure, rest is flexible
HOUSE RULES: We follow the books rules pretty much as written, but we flex on things as needed, or as logic dictates
CONCEPT: I am looking to make a character like Lighthammer form Blade II. Big - Quiet - Strong - Loyal. He can hit hard, take punishment and protect the casters.
OTHERS: I am not sure what everyone else will be playing, the DM is talking about providing us with characters to play, so he may be required to start as a barb or fighter.

Let me know if you have any other questions

Da Pwnzlord
2009-07-03, 12:16 PM
I'm looking for good options for bards. I'm kinda thinking a rockstar/hippie guy who takes Leadership in order to topple the oppressive ruling classes and establish a magic powered utopia. I want to avoid multiclassing Wizard, because he thinks they are selfish for hording power, and clerics, because he views them as dupes for the gods. (He's also anti-religious, because the gods in D&D clearly have fantastic power, and intervine in mortal affairs, and yet pointless suffering continue)

What good feats and prestige classes there are for bards.

Keld Denar
2009-07-03, 01:09 PM
Q.1: Could you please build me a 20th level Melee Character who uses a Great Maul (or something similar)?

Stats
Str > Cha > Con > Dex > Int > Wis

Barbarian2/Fighter2/Duskblade2/SuelArcanamach4/AbjChamp5/Spellsword1/DragonDisc4

Feats:
1 EWP: Minotaur Greathorn Warhammer (MMIV)
3 Extra Rage, Iron Will (prereq)
4 Power Attack
6 Combat Casting (Bonus), Versatile Spellcaster (RotDragon)
9 Imp Bull Rush
12 Shocktrooper
15 Leap Attack
18 Arcane Strike

Alt Class Features should be Spirit Lion Totem for Barb1 in Complete Champion.

Use your Suel Arcanamach spells to greatly augement your melee prowass. You get Transmutation for offense and Abjuration and Illusion for defense. Greater Mighty Wallop(RotDragon) brings your already impressive 2d6 base damage up to 6d6 or so around mid game, and buffing Bite of the Werewolf or Bite of the Werebear (Both in SpC) will give you nearly unrivaled physical stats. You could even Polymorph yourself into something fat like a Wartroll, if you really wanted to. Your buffs will be nearly undispellable when you hit AbjChamp5, since your CL will be = your BAB, which will be nearly full (you lose 1 BAB at SA1), and then Suel gives you +8 to your CL to resist dispelling. You also get -20% reduction in Arcane Spell Failure from class levels, so with Twilight(PHBII) Mithril Githcraft(DMGII) Fullplate, you won't have a problem with spell failure. A little Greater Mirror Image (CMage) along with your +9 Shield spell and side of Greater Blinking and you'll be nearly unhittable without the aid of True Sight. Dragon Disc is mostly there as filler material, although the bonus spell slots they grant SA (who's casting is fully progressed) are nice, and you can't argue much with the stat increases. Loses you 1 BAB, but thats not the end of the world. About the only thing Dragon Disciple is useful for...lol!

Look good?

Keld Denar
2009-07-03, 01:18 PM
What good feats and prestige classes there are for bards.

Typical caster bards follow one of a few builds.

Bard5/Mindbender1/LyricThamaturge3/Virtuoso1/SubChord2/Virt+8

OR

Bard6/LyricThamaturge3/Virt1/SubChord2/Virt+8

That gets you really good sorcerous casting from Sublime Chord and a bunch of useful stuff, while keeping the normal bardic gig up.

Awesome feats include:
Melodic Casting (CMagE) almost a MUST HAVE for caster bards
Song of the Heart (ECS) Very nice boost to music
Dragonfire Inspiration (DragonMagic) converts +x Inspire Courage to +xd6
Mindsight (Lords of Madness) great for the Mindbender build above
Metamagic Song (CAdv?) Burn music to add free MM. DMM for Bards!
Words of Creation (BoED) take small amounts of subdual damage to increase the potency of your songs. Crappy wisdom reqs and you must be Exalted (BLAHHHHHHHHHHHHHHHHHHGGGGGGGGGGGG)
Subsonics (CAdv) Bad people can't hear your songs, great for Inspired Sneakage.

Everything else is just filler. Extra Song, Lyric Song, Requiem, Green Ear, Lingering Song, etc, are all OK, but not great. Take em if you want.

dspeyer
2009-07-03, 10:58 PM
Da Pwnzlord:

While focusing on magic is probably the most powerful route for a bard, it doesn't seem the best fit for your character. Virtuoso extends your bardic music powers, which are great for a leader.

Consider mixing in some Crusader levels. Focus on White Raven and those Devoted Spirit maneuvers that benefit your allies. Take Song of the White Raven so everything stacks. The occasional offensive maneuver may prove very handy, and White Raven, like Bardic Music, effects all allies in range.

In any case, take Song of the Heart and Melodic Casting.

Zain
2009-07-03, 11:39 PM
Hi
QX1
Can you please make me a 1st-10th level by level build humain fighter tank?

the stats, to be given are
14, 11, 12, 16, 13, 11

he's going to be the party tank, so class chages are ok so long as their only form the ok books the DM likes to be able to see what we see. Prcs OK

Alignment: LN/LG

house rules, almost all humans, very Xenophobic campaign evls are the antagonists dwarfs ok

PHB, PHB2 DMG, DMG2 MM, MM3, races of stone are all the ok books

thanks in advance

dspeyer
2009-07-04, 12:26 AM
Zain:

How about Goliaths, from Races of Stone? They're great for tanks.

You seem to be missing a stat.

It's a shame Tomb of Battle is excluded. Every melee character wants that.

Zain
2009-07-04, 01:04 AM
Zain:

How about Goliaths, from Races of Stone? They're great for tanks.

It's a shame Tomb of Battle is excluded. Every melee character wants that.

yes goliaths are in there, so sure fair game

i have never read T.O.B:smallfrown:

to e-bay

have added the missing stat

Murphyslabrat
2009-07-04, 11:21 AM
Hello all, this is my first post.

I am looking for help with a 9th level fighter or psionic warrior (depending on your preference). The stats rolled are 17 17 17 17 15 11 (3 sets rolled of 4d6, and we picked the best set. This one was clearly it). We're using DnD 3.5, and any source book is fair game.

The concept was to have a fighting style like Seung Mina or Kilik from the Soul Calibre series, with a personality more akin to that crazy pilot for Zaibach from escaflowne. I wanted to use polearms, but I don't know how to best leverage the feats. I am pretty new to DnD, and don't know equipment very well, so help with that would also be nice.

(Feel free to ignore) For reference, what I had before was a Githzerai fighter. Under the build I had, I spent three feats to negate the minimum range on reach weapons (dodge, mobility, and spring attack), combat reflexes (fed by the +6 dex for the Githzerai), expert tactician (to make my attacks of opportunity useful), power attack, leap attack, and the two weapon focus (glaive) feats along with the associated specialization feat. I like this build, so if you know of a template that would increase strength or something, I could take a hit to some of the weapon feats.

playswithfire
2009-07-04, 12:46 PM
Murphyslabrat, this might not be exactly what you're looking for, but it's what occurred to me when I read your post, so hear it is. Some of it may seem a little weird, but bear with me.

Race:Elan
{table=head]Lvl|Class|feats, etc
1|Cloistered Cleric*|lvl1[Power Attack]
2|Barbarian**|
3|Barbarian|Barb2[Improved Trip],lvl3[Extra Rage]
4|Fighter|fighter1[Short Haft]
5|Fighter|fighter2[Combat Reflexes]
6|War Mind|lvl6[open]
7|War Mind|
8|War Mind|
9|War Mind|lvl9[open; Practiced Manifester?]
[/table]
*Cleric Domains:Knowledge from being Cloistered which gives you all knowledge skills as class skills, then War Domain for Weapon Focus in whatever polearm you want and I'd probably pick Competition.
**Wolf totem variant

Cloistered Cleric is random, but it gives you Knowledge(psionics) as class skill, which War Mind needs, weapon focus, which Short Haft needs, a Will save boost and some good skill points. And you can get minimal healing out of it to boot.

BAB 8, Saves 8/4/3, average HP of 52+9*CON
Barbarian rage and War Mind chains to boost stats and defense
If someone somehow gets within 5 feet of you despite your combat reflexes and improved trip, you can still use Short Haft as a swift action to get them.
War Mind gives you two 1st level powers and one 2nd level power at this point. At 5th level, you get sweeping strike, which is pretty nice, too.

Keld Denar
2009-07-04, 01:08 PM
What? Cloister'd Cleric dip without Travel Devotion? BLASPHEMY!!!

Travel Devotion would ensure you could charge every round, since you can spend your swift action to move back from an enemy or around an obsticle and still have your full round action left to CHARGE!!!!!!!

Take that as your level 6 open feat, OR, more optimal would be to take War and Travel as your 2 domains (Kelanen in Greyhawk has both) and then swap out Travel for Travel Devotion using the rules in Complete Champion (where all the Devotion feats are). That 1 level of Cloistered Cleric is giving you 4 bonus feats! Thats pretty awesome.

Murphyslabrat
2009-07-04, 02:13 PM
Take that as your level 6 open feat, OR, more optimal would be to take War and Travel as your 2 domains (Kelanen in Greyhawk has both) and then swap out Travel for Travel Devotion using the rules in Complete Champion
The description I read (from page 52 of the Complete Champion book) described them as feats, but mentioned swapping out the feat for the Travel domain? What are you describing?

Keld Denar
2009-07-04, 04:46 PM
Annnnnnnnndddddddd, flip. Top of page 53, 2nd paragraph:

<snip>
In addition, you can choose to give up access to a domain in exchange for the corresponding domain feat. Doing so allows you to select up to three domain feats, but you cannot prepare domain spells or use the granted power of the sacrificed domain. In essence, you trade in a domain for an extra feat slot that you can spend only on a specific domain feat. For example, the above cleric of Pelor could choose to give up the granted power and spells of the Good domain for the Good Devotion feat.