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The Rabbler
2011-07-01, 09:57 AM
Due to the success of my last thread, I got quite a few ideas for characters I want to play in my upcoming E6 campaign. There were lots of interesting characters there, so I decided that instead of choosing between them, I'd play them all.

I worked out a system with my DM in which each of these characters is a part of a single elf's split personality disorder. They will all have the same stats and be the same race, but they will have completely different alignments, interests, values, and builds. The one that's active will be chosen by my DM.

The builds I've decided on are as follows:
Mystic Wildshape Ranger 6
Artificer 6
Cleric 3/Ordained Champion 2/Church Inquisitor 1
Incarnate 6
Barbarian 1/Fighter 1/Warblade 2/Fist of the Forest 2
Druid 6
Wizard 6

The purpose of this thread, however, is to get help with both the Incarnate and the Artificer, as I have absolutely no idea how to build/play either of them. So, for anyone who's still reading, how do I build the Artificer and the Incarnate?

EDIT: After reading a bit about the incarnate, it almost looks like incarnate 4/totemist 2 would work better. thoughts?

EDIT2: Rolled stats, I think I'll do fine.
18, 17, 16, 16, 14, 12, 5

Fire Snow Elf
Str 16 (16)
Dex 16 (14+2)
Con 18 (18)
Int 19 (17+2)
Wis 16 (16)
Cha 8 (12-4)

Biffoniacus_Furiou
2011-07-01, 01:02 PM
The Wizard 6 could instead go Beguiler 1/ Wizard 5, preferably with the feat Able Learner (just make that personality think it's human). Get Versatile Spellcaster from Races of the Dragon and you can spend Beguiler spell slots to spontaneously cast up to 2nd level Wizard spells for added utility, but at your Beguiler caster level so be sure to get Practiced Spellcaster.

Edit: With at least one flaw for Spell Focus and Versatile Spellcaster at 1st, and Practiced Spellcaster: Beguiler at 1st or 3rd, you could make it something like Beguiler 1/ Wizard 1/ Master Specialist 3/ Mindbender 1 (or Master Specialist 4), even if Enchantment is a prohibited school for Wizard. The Master Specialist spellcasting prerequisite is met by learning a 2nd level Wizard spell at Wizard 1 and using two 1st level Beguiler spell slots with Versatile Spellcaster to be able to cast it.

veven
2011-07-01, 01:10 PM
I don't know much about incarnum or the artificer but you are going to have some pretty severe MAD issues with all of that so I suggest you check out the X stat to Y bonus (http://www.giantitp.com/forums/showthread.php?t=125732) thread.

gorfnab
2011-07-01, 01:28 PM
Another option instead of Wizard is Beguiler 5/ Mage of the Arcane Order 1. For feats you would want to go with 1. Arcane Preparation, 3. Cooperative Spell, 6. Versatile Spellcaster.

The Rabbler
2011-07-01, 01:38 PM
The Wizard 6 could instead go Beguiler 1/ Wizard 5, preferably with the feat Able Learner (just make that personality think it's human). Get Versatile Spellcaster from Races of the Dragon and you can spend Beguiler spell slots to spontaneously cast up to 2nd level Wizard spells for added utility, but at your Beguiler caster level so be sure to get Practiced Spellcaster.

Edit: With at least one flaw for Spell Focus and Versatile Spellcaster at 1st, and Practiced Spellcaster: Beguiler at 1st or 3rd, you could make it something like Beguiler 1/ Wizard 1/ Master Specialist 3/ Mindbender 1 (or Master Specialist 4), even if Enchantment is a prohibited school for Wizard. The Master Specialist spellcasting prerequisite is met by learning a 2nd level Wizard spell at Wizard 1 and using two 1st level Beguiler spell slots with Versatile Spellcaster to be able to cast it.


Another option instead of Wizard is Beguiler 5/ Mage of the Arcane Order 1. For feats you would want to go with 1. Arcane Preparation, 3. Cooperative Spell, 6. Versatile Spellcaster.

Both noted, but I don't really need help building the wizard.

The point in this thread was to address the Incarnate and Artificer, both of which I have no experience with whatsoever.


I don't know much about incarnum or the artificer but you are going to have some pretty severe MAD issues with all of that so I suggest you check out the X stat to Y bonus (http://www.giantitp.com/forums/showthread.php?t=125732) thread.

Not as bad as you would think; I have absolutely no need for Charisma with any of the builds and none of them rely on Dexterity for anything more than reflex saves and as an AC boost. Right now I'm prioritizing Con > Str > Int = Wis >>>>> Dex > Cha

Glimbur
2011-07-01, 01:44 PM
EDIT: After reading a bit about the incarnate, it almost looks like incarnate 4/totemist 2 would work better. thoughts?

That's probably true. Note that the Incarnate's Expanded Soulmeld Capacity only applies to Incarnate soulmelds(see page 20, Multiclass Meldshapers). Having access to a broader pool of soulmelds is quite powerful. The other competitive option would be going more Totemist heavy for slightly more BAB, but then you want to get Totemist 6 for the improved essentia capacity for your totem chakra. That's also kind of viable... you could pick up the Incarnate soulmelds you want via Shape Soulmeld feats.

As you already know, don't take levels in Soulborn. Consider taking some of their soulmelds though: in e6 the Gloves of the Poisoned Soul might have a competitive DC, the Thunderstep Boots can make charging better, and the Fearsome Mask gives you a gaze attack with IFF(Identify Friend or Foe) which is nice because gaze attacks are like free action attacks.

The Rabbler
2011-07-01, 01:53 PM
That's probably true. Note that the Incarnate's Expanded Soulmeld Capacity only applies to Incarnate soulmelds(see page 20, Multiclass Meldshapers). Having access to a broader pool of soulmelds is quite powerful. The other competitive option would be going more Totemist heavy for slightly more BAB, but then you want to get Totemist 6 for the improved essentia capacity for your totem chakra. That's also kind of viable... you could pick up the Incarnate soulmelds you want via Shape Soulmeld feats.

As you already know, don't take levels in Soulborn. Consider taking some of their soulmelds though: in e6 the Gloves of the Poisoned Soul might have a competitive DC, the Thunderstep Boots can make charging better, and the Fearsome Mask gives you a gaze attack with IFF(Identify Friend or Foe) which is nice because gaze attacks are like free action attacks.

I think I'll stick with Totemist 2/Incarnate 4. It gets me the most shaped soulmelds, the same essentia, the same bound soulmelds, one extra bound soulmeld, and an extra chakra slot all in one nice +3 BaB package (+4 with fractional, I might be able to convince my DM).

As for the soulmelds themselves, thanks for the suggestions. Right now I have no real clue about which soulmelds are good and which are terrible besides the few that are mentioned in the Incarnate Handbook.

Baka Nikujaga
2011-07-01, 07:16 PM
http://i54.tinypic.com/2nsz4av.jpg
Just use a regular poison instead of Gloves of the Poisoned Soul.
The last thing you'd want is to get caught in melee in order to do Wisdom damage.


Lv.2 Totemist/Lv.4 Incarnate
Incarnate:
Crystal Helm (A Deflection Bonus to AC and force descriptor when bound)
Planar Ward (If you never need this, your DM is a nice person)
Spellward Shirt (Up to SR 21...I think?)

Melee:
Incarnate Avatar, Evil (Invest for Bonuses to Melee Damage Rolls!)
or
Incarnate Avatar, Law (Invest for Bonuses to Melee Attack Rolls!)

Ranged:
Incarnate Avatar, Chaos (Invest for Bonuses to Ranged Attack Rolls!)

Totemist:
Melee:
Dread Carapace (Power Attack of Sorts)
Landshark Boots* (Pounce!)
Not Sure
*Totem Bind

Ranged:
Manticore Belt* (3-4 Ranged Attacks with a 150 ft. Range)
Blink Shirt (Dimension Door!)
Not Sure.
*Totem Bind

Feats:
Expanded Soulmeld Capacity
Improved Natural Attack (Whatever Soulmeld)
Bonus Essentia (Maybe...Maybe)


http://i52.tinypic.com/qn1lqa.jpg
Because of the +3 BAB, you'll probably be better off with a set of ranged attack Soulmelds. But since Incarnum Users aren't tied into any specific niche, melee could always work out nicely.

E6 Artificers:
http://i54.tinypic.com/200whs1.jpg
As I mentioned before in the E6 Magic Item Guide, the Artificer is limited to a great degree in E6 (mostly in the form of particular items, skill ranks, and class features), but overall this probably won't throw you off too much (unless you're attempting to make a Zeroficer). Just remember that minor schema aren't available at all, wands and eternal wands will most likely have to be crafted personally, and you'll have to work especially hard to gain access to higher level items.

Anyhow...
Maximize UMD as much as possible (as in any low level campaign). If the campaign begins at level 1, I'd recommend making sure that your Charisma modifier is at least 0.

Skills:
Use Magic Device (It goes without saying to max this)
Spellcraft to at least rank 5 (Synergy Bonus for Scrolls)
A Few Ranks in Craft Skills (Poison and Stuff to Make Your Homunculi Not Look Horrid)

Feats to Consider:
General:
Shape Soulmeld (Mage's Spectacles)
Skill Focus (Use Magic Device)

Metamagic:
Fell Drain - A Negative Level to All Hit! Use This to Mess Around With Scrolls That Automatically Hit or a Wand Once Level 6 Has Been Obtained. Perfect for Fighting a BBEG.
Persist - And All of the Metamagic Feats That Apply to It.

Item Creation:
Enhance Item - This Only Applies to a Single Item Creation Feat, But a Higher DC is Always Better. However, This Feat Isn't of High Priority and Can Be Taken Post Level 6.

If Retraining is Allowed, Once You Have Obtained a Permanent Insight Bonus to UMD, Switch Out Mage's Spectacles for Another Feat (or Another Soulmeld).

General Reduction to Gold Cost:
{table=head]Feat or Option | Reduced to
Crafting it Yourself | 50%
Extraordinary Artisan | 75%
Apprentice (Craftsman) | 90%
Membership in Certain Guilds | 90%
Favored Member in Guild (Arcane Guild) | 95%
Item is Restricted By Skill or Race | 90%
Item is Restricted by Class or Alignment | 70%[/table]

With all of these it should equate to 20.2% of the Market Value? And it applies to essentially anything.

Glimbur
2011-07-01, 07:47 PM
Good point on the Gloves of the Poisoned Soul. It's not enough Wis damage to be worth using.

I'm also a fan of the Dissolving Spittle soulmeld that Incarnates get, though the 30' range is pretty painful.