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PanNarrans
2011-08-02, 05:44 PM
I'm planning to run a gladiatorial combat themed campaign at a gaming club. The idea is for people to be able to wander in, pick up a prewritten character sheet and join in, then wander off if they get killed/bored.

Assuming 3rd level, what fun builds could we come up with?

Silva Stormrage
2011-08-02, 07:18 PM
I do see a problem with 3rd level wizards with cross bows.

They can learn alter self turn into an avoral or another form with flight and peg the enemies to death.

Alter Self is actually a pretty big problem, just like normal... Since some forms can get a + 8 natural armor bonus.

A fun build imo would be this: (Assuming 32 point buy)

Human Dread Necromancer 2/ Marshal 1
Traits: Spell Gifted (Necromancy), Aggressive
Str: 8
Dex:16
Con: 14
Int: 8
Wis: 8
Cha: 18
Ac: 16
Hp: 23
Items: Chain Shirt,
Feats:
Human Bonus Feat: Improved Turning
1st Level: Improved Initiative
3rd Level: Weapon Finisee
Marshal Aura: Add Cha to Dex and Initiative
Initiative: +13
Spells: 6 1st Level Spells
DR: 2

Minions
3 Orc Skeletons created by a cleric with corpse crafter in a desecrated zone. Cost: 200gp for the animation.
All Undead have standing orders to charge anyone who the Dread Necromancer targets with cause fear.
HP: 11
Ac: 20
Str:21
Attack: +6 (2d4 + 7) 18-20
Items: Chain Shirt * 3, Masterwork Falchions * 3


Strategy: Win Initiative with his high Initiative cast cause fear on the target. With a DC 16 will save not many people will succeed on it. Then follow up with your minions and yourself using charnel touch with inflict light wounds to help damage. Use cause fear again if they are not killed before the first runs out.

Greenish
2011-08-02, 07:48 PM
Barbarian 1/Totemist 2. Let's say azurin. Pounce and claw.

Non-psionic Thri-Kreen with Multiweapon Fighting. Someone will want it.

Another bug. Diopsid Whirlipounce Barbarian 1/Fighter 1. Feats Extra Rage (1 HD) and TWF (Fighter).

Treblain
2011-08-02, 07:49 PM
Rogue 1/Warlock 1/Sneak Attack Fighter 1. Casts Darkness at-will, hides in it, can see through the darkness, and gets 2d6 sneak attack on his eldritch blasts. And he can dump everything but Dex and Con. Mostly a one-trick pony, but a very frustrating one to fight.

Net and trident fighter seems traditional. Some kind of axe-wielding barbarian seems in order, too. And if you want to make things interesting, you don't have to be afraid of throwing in monster races with level adjustment, because it's not the kind of campaign where it would matter much.

Beguiler would be a good way to give people a choice that's capable of being clever, but still in a combat-focused way. Dragonfire Adept would be good for multi-character melees. And Swashbuckler just so happens to peak at level 3.

SowZ
2011-08-02, 07:59 PM
I'm planning to run a gladiatorial combat themed campaign at a gaming club. The idea is for people to be able to wander in, pick up a prewritten character sheet and join in, then wander off if they get killed/bored.

Assuming 3rd level, what fun builds could we come up with?

So, 32 point buy, no flaws/traits? Wealth by Level? Simple builds? I can do that...

Name: Perianell, Wild Elf
Class/Level: 3rd Level Battle Sorcerer
Size: Medium
Age: Middle Aged
Gender: Male
Height: 5'10"
Weight: 145 lbs.

Str: 8 (-1)
Dex: 18 (4)
Con: 10
Int: 8 (-1)
Wis: 10
Cha: 18 (4)

HP: 20
AC: 18(22) 10+4 Dex+4 Armor+4 Shield
Speed: 30 ft.
Initiative: +4

Fort: 0
Ref: 5
Will: 3

Base Attack Bonus: +2

Attack: Rapier +7/1d6-1 18-20x2 Longbow +6/1d8x3 Throwing Axe +6/1d6-1x2

Grapple: +2

Feats: Weapon Finesse (Rapier,) Spell Focus (Illusion)

Skills: Spellcraft-5 ranks=4 Knowledge (Arcana)-1 rank=0

Spells: 0 Level Spells- Daze, Flare, Ghost Sound, Touch of Fatigue,
1st Level Spells- Color Spray, Shield

Spells per Day: 0 Level Spells-4 1st Level Spells-3

Spell Save DC: 14 (0 level,) 15 (1st level,) +1 for Ghost Sound and Color Spray

Familiar: Toad

Items: Chain Shirt, Masterwork Spell Storing Rapier, Longbow, Cure Light Woundsx6


(You may want to consider making the next one a boos character of some sort. Then again, it may help a player to keep up with some of the more exotic builds.)
Name: Dieora, Satyr
Class/Level: 1st Level Targetteer
Size: Medium
Age: Young
Gender: Male
Height: 5'8"
Weight: 141 lbs.

Str: 12 (2)
Dex: 22 (6)
Con: 18 (4)
Int: 10 (1)
Wis: 10 (1)
Cha: 14 (2)

HP: 51
AC: 21 10+5 Dex+4 Natural Armor+2 Armor
Speed: 40 ft.
Initiative: +6
Damage Reduction: 5 Cold/Iron

Fort: 7
Ref: 10
Will: 4

Base Attack Bonus: +3

Attack: Masterwork Heavy Repeating Crossbow +9
/1d10+6 19-20x2 or Head Butt +4/1d6+1

Full Attack: Masterwork Heavy Repeating Crossbow +7/1d10+6 19-20x2, Masterwork Light Repeating Crossbow +7/1d8+6 19-20x2

Grapple: +4

Feats: Alertness, Exotic Weapon Prof. Repeating Heavy Crossbow, Exotic Weapon Prof. Repeating Light Croosbow, One Handed Crossbow Shot, Two-Weapon Fighting, Quick Draw, Vital Aim

Skills:Hide-5 ranks=15 Knowledge (Nature)-5 ranks=5 Move Silently-5 ranks=15Listen-3 ranks+6=9 Spot-3 ranks+6=9
Craft (Bowyer)-9 ranks=9 Climb-7 ranks=8 Perform- 9 ranks+4=14

Items: Leather, Masterwork Repeating Heavy Crossbow, Masterwork Repeating Light Crossbow, Fire Boltsx28 (+2D6 Fire Damage,) Boltsx150, Cure Light Woundsx3, Pipes, Gloves of Dexterity+1

Pipes: All creatures within a 60-foot spread (except satyrs) must succeed on a DC 14 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect). A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours.

((The quick draw with a lanyard attaching the crossbow to your arm allows the crossbows to be fired and cocked as a free action as many times in a round as needed.))

Tvtyrant
2011-08-02, 08:09 PM
Totemist 2/Binder 1

Using Improved Binding to get Savnok (+8 AC and the ability to tele swap with friends in order to tank) as your bind and then Totemist 2 to get Girallion arms as a totem bind for lots of melee attacks. Now you have full plate and a full set of melee attacks for free, allowing you to use your wealth on useful magic items.

ericgrau
2011-08-02, 10:13 PM
Does the marshall bonus to dex-based checks affect initiative too? I thought it was only dex-based ability checks and skill checks.

Here's a simple one:
Elf Fighter 1 / Ranger 2
Toughness x 2, Rapid Shot, Weapon Focus
Favored enemy: human
+1 chain shirt (1150gp), MW composite (+2) longbow (600 gp), buckler, 6 +1 human bane arrows, silver/cold-iron/regular arrows
25 pb: dex 18 (10), con 10 (4), str 14 (10), int 8, cha 8, wis 9 (1)
Dump skill points into spot, listen & whatever

Initiative +4, 19 AC (14 touch, 16 FF, 20 when not shooting), 25 HP
Fort +5 / Ref +7 / Will -1, +2 vs. enchantments, immune to sleep
Attack +7/+7, 1d8+2 (6.5 avg), 110' range increment
vs humans: +9/+9 or +11 (to conserve arrows if opponent has 23+ AC), 1d8+6+2d6 (17.5 avg), 110' range increment

If it's a large arena then dip barbarian instead of fighter, lose weapon focus and swap 1x toughness for Run for speed, dash out of range of medium range spells and start plinking arrow towards humans. If it's a long fight or multiple 1v1 fights then oil of flame arrow for +1d6 fire to all arrows may be better than bane arrows.

Silva Stormrage
2011-08-02, 10:53 PM
Does the marshall bonus to dex-based checks affect initiative too? I thought it was only dex-based ability checks and skill checks.

Here's a simple one:
Elf Fighter 1 / Ranger 2
Toughness x 2, Rapid Shot, Weapon Focus
Favored enemy: human
+1 chain shirt (1150gp), MW composite (+2) longbow (600 gp), buckler, 6 +1 human bane arrows, silver/cold-iron/regular arrows
25 pb: dex 18 (10), con 10 (4), str 14 (10), int 8, cha 8, wis 9 (1)
Dump skill points into spot, listen & whatever

Initiative +4, 19 AC (14 touch, 16 FF, 20 when not shooting), 25 HP
Fort +5 / Ref +7 / Will -1, +2 vs. enchantments, immune to sleep
Attack +7/+7, 1d8+2 (6.5 avg), 110' range increment
vs humans: +9/+9 or +11 (to conserve arrows if opponent has 23+ AC), 1d8+6+2d6 (17.5 avg), 110' range increment

If it's a large arena then dip barbarian instead of fighter, lose weapon focus and swap 1x toughness for Run for speed, dash out of range of medium range spells and start plinking arrow towards humans. If it's a long fight or multiple 1v1 fights then oil of flame arrow for +1d6 fire to all arrows may be better than bane arrows.

Ya the aura does it is insane for any high cha character that can spare a level dip.

ericgrau
2011-08-02, 10:54 PM
<looks it up> Oh I see it calls out initiative explicity, unlike the 5 other abilities. It confused me b/c initiative isn't a "dex based check" EDIT: "dexterity check" or "dexterity based skill check" to be specific.

Keld Denar
2011-08-02, 10:58 PM
Actually, intiative is an OPPOSED Dex check. The aura would work on it with or without that clause. Moment of Prescience works on Init too, but thats a topic for another thread.

gorfnab
2011-08-02, 11:20 PM
Strongheart Halfling
Swordsage 3
1. Two Weapon Fighting, Shadowblade, B: Weapon Focus Shadow Hand
3. Weapon Finesse
If flaws are available add Twin Sword Style and Adaptive Style

Strongheart Halfling
1. Ranger (Arcane Hunter ACF, Solitary Hunting) - Twin Sword Style, Weapon Finesse, B: Track
2. Ranger - B: Two Weapon Fighting
3. Swordsage - Shadowblade, B: Weapon Focus Shadow Hand
If flaws are available add Nemesis: Arcanists, and either Wild Cohort, Dodge, Darkstalker, or Combat Reflexes at first level.

Biffoniacus_Furiou
2011-08-03, 12:45 AM
Druid 3 or Cleric 3 with the Winter domain, Snowsight + Obscuring Snow (Frostburn) will outright win. Spectators won't be able to see anything at all, but whatever.

A Half-Fey (http://www.wizards.com/default.asp?x=dnd/sp/20040213a) Gnome Warlock 1 with Magic in the Blood can Glitterdust 3/day and spam Eldritch Spear while flying well out of most opponents' reach.


Here's the ultimate endurance character, perfect for destroying melee opponents but weak against spellcasters. He can literally fight all day long without worrying about running out of anything:
Water Orc (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#racesOfWater), Dragonborn of Bahamut (http://www.wizards.com/default.asp?x=dnd/iw/20060105b), Mineral Warrior (http://www.wizards.com/default.asp?x=dnd/ex/20031003e) in that order; LA +1/ Crusader 2, 32-pointbuy:

Stony dragonborn water orc crusader 2; CR 3; Medium humanoid (orc, dragonblood, earth); HD 2d10+10; hp 26; Init +0; Spd 30 ft, swim 30 ft., burrow 15 ft. base, 20 ft., swim 20 ft., burrow 10 ft. armored; AC 22 (+3 natural, +2 shield, +7 armor), touch 10, flat-footed 22; Base Atk +2; Grp +9; Atk or Full Atk +10 melee (1d8+7 mwk trident) or +2 ranged (1d6+7 30 ft. increments javelin); SA martial maneuvers, furious counterstrike, breath attack, earth strike; SQ darkvision 60 ft., DR 8/Adamantine, dragonborn traits, steely resolve 5, indomitable soul; AL NG; SV Fort +9, Ref +1, Will +1; Str 24, Dex 10, Con 20, Int 6, Wis 10, Cha 6.

Skills and Feats: Bravado (flaw, DR 328, cannot benefit from Dodge bonuses to AC, cannot use the withdraw action); Extra granted maneuver, entangling exhalation; Balance -4, knowledge (religion) +3, swim +6.

Maneuvers Known/Readied: Crusader's strike, vanguard strike, charging minotaur, douse the flames, leading the attack.
Stances Known: Martial spirit, stonefoot stance.

Breath Attack (Su): 10 ft. line of either acid, cold, electricity, or fire, changing on each use as he chooses, usable every 1d4 rounds. 1d8 damage, Reflex DC 16 half, or Entangling (1d8)/2 damage, Reflex DC 16 half, anyone damaged becomes Entangled (http://www.d20srd.org/srd/conditionSummary.htm#entangled) for 1d4 rounds, taking an additional 1d6 damage of the same energy type each round of the duration at the start of his turn.

Earth Strike (Ex): Once per day, the mineral warrior can make an exceptionally vicious attack against any foe that stands on stone or earth. The mineral warrior adds its Constitution bonus (+5) to its attack roll and deals 1 extra point of damage per racial Hit Die (+0).

Possessions: Half-Plate, Heavy Steel Shield, Masterwork Trident, four Javelins, Amber Amulet of Vermin: Giant Praying Mantis (MIC), Cloak of Resistance +1, 41 gp.

Tactics: Use Martial Spirit stance, use Entangling Breath Attack as often as possible, use Crusader Strike if he's hurt or just melee attack. Against flying opponents, try to hit them with Entangling Exhalation, summon the Giant Praying Mantis and ride it close enough to entangle them, and have it grapple them so he can melee attack them.

Gwendol
2011-08-03, 06:32 AM
Druid 3 or Cleric 3 with the Winter domain, Snowsight + Obscuring Snow (Frostburn) will outright win. Spectators won't be able to see anything at all, but whatever.


I was about to suggest the same, as I recently fought one in an arena battle. If they can gain flight (through Alter self, for example) there is no easy way to beat that opponent.

Duskblade 3 will get channeling, at that level it's a viable option.

Thespianus
2011-08-03, 09:09 AM
This build might not have the greatest durability, but it uses a seemingly fun trick that would serve in a 3 level character 1-on-1 scenario:

Strongheart Halfling Enchanter, INT 16 at least:
Immediate Magic ACF (PHB2): Instant Daze, DC 14
- When attacked , cause attacker to become dazed. INT-mod times per day.
Fighter Feat ACT, UA - Weapon Focus(touch spell attack)
Feats level 1: Spell Thematics, Elemental Spellcasting(fire)
Feat level 2: Fiery Burst

The effective caster level for [Fire] spells is 5, with Spell Thematics, one spell of each level gains 1 caster level.

Spells level 1: 3+1
Sleep, Lesser Orb of Fire(3D8), Alter Self
Spells level 2: 2+1
2 x Combust (6D8 fire damage), Hideous Laughter

Basically:
- If you win initiative:

Cast Hideous Laughter or Sleep. Win


- If you lose initiative:

Use Instant Daze (Will save, DC14) to avoid melee attack
If you fail, you probably die (kind of a bad scenario)
If you succeed, you hit the dazed attacker with 6D8 of Fire damage from Combust, which ought to really hurt a level 3 character.


And, for funsies, use Fiery Burst.

SowZ
2011-08-03, 10:45 AM
I'm planning to run a gladiatorial combat themed campaign at a gaming club. The idea is for people to be able to wander in, pick up a prewritten character sheet and join in, then wander off if they get killed/bored.

Assuming 3rd level, what fun builds could we come up with?

Adjusted to 32 point buy and a Dual Crossbow Wielder thrown in.

Name: Perianell, Wild Elf
Class/Level: 3rd Level Battle Sorcerer
Size: Medium
Age: Middle Aged
Gender: Male
Height: 5'10"
Weight: 145 lbs.

Str: 8 (-1)
Dex: 18 (4)
Con: 10
Int: 8 (-1)
Wis: 10
Cha: 18 (4)

HP: 20
AC: 18(22) 10+4 Dex+4 Armor+4 Shield
Speed: 30 ft.
Initiative: +4

Fort: 0
Ref: 5
Will: 3

Base Attack Bonus: +2

Attack: Rapier +7/1d6-1 18-20x2 Longbow +6/1d8x3 Throwing Axe +6/1d6-1x2

Grapple: +2

Feats: Weapon Finesse (Rapier,) Spell Focus (Illusion)

Skills: Spellcraft-5 ranks=4 Knowledge (Arcana)-1 rank=0

Spells: 0 Level Spells- Daze, Flare, Ghost Sound, Touch of Fatigue,
1st Level Spells- Color Spray, Shield

Spells per Day: 0 Level Spells-4 1st Level Spells-3

Spell Save DC: 14 (0 level,) 15 (1st level,) +1 for Ghost Sound and Color Spray

Familiar: Toad

Items: Chain Shirt, Masterwork Spell Storing Rapier, Longbow, Cure Light Woundsx6


(You may want to consider making the next one a boos character of some sort. Then again, it may help a player to keep up with some of the more exotic builds.)
Name: Dieora, Satyr
Class/Level: 1st Level Targetteer
Size: Medium
Age: Young
Gender: Male
Height: 5'8"
Weight: 141 lbs.

Str: 12 (2)
Dex: 22 (6)
Con: 18 (4)
Int: 10 (1)
Wis: 10 (1)
Cha: 14 (2)

HP: 51
AC: 21 10+5 Dex+4 Natural Armor+2 Armor
Speed: 40 ft.
Initiative: +6
Damage Reduction: 5 Cold/Iron

Fort: 7
Ref: 10
Will: 4

Base Attack Bonus: +3

Attack: Masterwork Heavy Repeating Crossbow +9
/1d10+6 19-20x2 or Head Butt +4/1d6+1

Full Attack: Masterwork Heavy Repeating Crossbow +7/1d10+6 19-20x2, Masterwork Light Repeating Crossbow +7/1d8+6 19-20x2

Grapple: +4

Feats: Alertness, Exotic Weapon Prof. Repeating Heavy Crossbow, Exotic Weapon Prof. Repeating Light Croosbow, One Handed Crossbow Shot, Two-Weapon Fighting, Quick Draw, Vital Aim

Skills:Hide-5 ranks=15 Knowledge (Nature)-5 ranks=5 Move Silently-5 ranks=15Listen-3 ranks+6=9 Spot-3 ranks+6=9
Craft (Bowyer)-9 ranks=9 Climb-7 ranks=8 Perform- 9 ranks+4=14

Items: Leather, Masterwork Repeating Heavy Crossbow, Masterwork Repeating Light Crossbow, Fire Boltsx28 (+2D6 Fire Damage,) Boltsx150, Cure Light Woundsx3, Pipes, Gloves of Dexterity+1

Pipes: All creatures within a 60-foot spread (except satyrs) must succeed on a DC 14 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect). A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours.

((The quick draw with a lanyard attaching the crossbow to your arm allows the crossbows to be fired and cocked as a free action as many times in a round as needed.))

ericgrau
2011-08-03, 10:57 AM
The OP should start clarifying things like point buy number, any restrictions on single use things (expendables like arrows or potions, undead, etc.) and anything else that could affect the builds and force him to spend time fixing them. Other details like arena size might be nice too, but those won't make the OP fix as much later.

Elboxo
2011-08-03, 12:10 PM
Whirling frenzy totem bear Barbarian ( Unearthed Arcana )

Water Orc ( +4 str +2 con -2 all mental stats )
Barbarian 1
Fighter 2

Feats:
Power attack
Leap attack
Extra rage/Weapon Focus Greatsword/whatever

With a base rolled str of 16 Orc gets it up to 20 ( +5 )
Bear totem gets you toughness for free
Whirling frenzy improves your str and ac and let's you make an extra attack every round you are in rage, all attacks with -2 to hit

with W.F greatsword, charge, power attack, leap, whirling frenzy for:
+8/+8 2d6 + 10 ( str ) + 12 ( leap
attack, 2d6 + 22 twice per turn as long as you are in rage and leap attack

Greenish
2011-08-03, 12:41 PM
attack, 2d6 + 22 twice per turn as long as you are in rage and leap attackLeap Attack requires 8 ranks in Jump.

PanNarrans
2011-08-03, 07:04 PM
Thanks guys!

32 point buy and standard wealth by level. No restrictions for single use things bar what it'd be reasonable for an adventurer to have on him at that WBL. I'd rather not deal with a load of minions etc, but for something like a Dread Necromancer it might be appropriate and good fun.

The players will mainly be fighting both groups of monsters and each other, according to the whims of the crowd. There WILL be plot going on for those players who pay attention for long enough, but that's mostly irrelevant right now.

Biffoniacus_Furiou
2011-08-03, 08:55 PM
A bit unfair:
Spellhoarding Venerable Dragonwrought Desert Kobold Loredrake, Martial Wizard (Focused Conjurer) 1/ Stalwart Battle Sorcerer 2, Draconic Rite of Passage (Nerveskitter), Abrupt Jaunt ACF, Animal Companion (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sorcererWizard) ACF for Sorcerer, Fell Drain, Improved Initiative, Draconic Reserve, Martial Weapon Proficiency: Glaive, Weapon Focus: Glaive, Martial Weapon Proficiency: Armor Spikes, Scribe Scroll, Eschew Materials.

Spellcasting as a 5th level Wizard (Focused Conjurer), prohibited schools Enchantment, Evocation, and Necromancy:
1st- Mage Armor x2, Benign Transposition, Shield, Protection From Law, Protection From Chaos
2nd- Invisibility, Mirror Image, Glitterdust x2, Web
3rd- Fell Drain Hail of Stone x3, Fell Drain Power Word: Pain

Animal Companion: Wolf
Pre-buffs: Mage Armor on himself and the wolf, Shield on himself, Protection from Law and Chaos on himself, Invisibility on the wolf, Mirror Image.
Tactics: The wolf is trained to guard him, it always stands between him and any perceived opponents unless he orders it to move away. Foes will likely provoke an AoO as they bump into it in an attempt to reach the kobold. He'll use Nerveskitter, open up with Fell Drain Power Word: Pain, and then cast Web and/or Glitterdust while using Abrupt Jaunt to avoid attacks, or he can Benign Transposition with the wolf if it's far from the opponent.

Possessions: Hail of Stone components, Spell Component Pouch, Masterwork Glaive, leather harness with Armor Spikes, Anklet of Translocation, Healing Belt, Spellhoard spells.