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Dari
2012-02-18, 06:16 PM
Hey guys. I have a erased character and all i have is im human. Level six average stats. Core only. All magic allowed. Help me out

Manateee
2012-02-18, 07:03 PM
You're going to have to give us more than that if you want a useful reply.

Gandariel
2012-02-18, 07:10 PM
Druid 6 with Natural spell?

Eldariel
2012-02-18, 07:17 PM
Easiest way? Play a Druid. Natural Spell on your level 6 feat, focus the rest on stuff along the lines of:
- Augment Summoning
- Extend Spell
- Quicken Spell
- Spell Penetration
- Multiattack [Monster Manual Feat, makes Wildshape much more scary]
- Combat Expertise > Improved Trip
- Improved Unarmed Strike > Improved Grapple
- Craft Wondrous Items
- Craft Magic Arms & Armor

Prepare useful spells (Entangle, Obscuring Mist, Soften Earth and Stone, Barkskin, Lesser Restoration, Resist Energy, Fog Cloud, Greater Magic Fang, Sleet Storm and perhaps even a Call Lightning) and focus your skill points on Concentration and Knowledge (Nature) primarily with secondary focus on Handle Animal, Spellcraft & Spot/Listen, and potential cross-class Balance and/or Tumble ranks as necessary.


Find out if you can wear a Monk's Belt in Wildshape form by simply having an ally put it on you after shifting; if not, start saving your money for a Wild Armor (+1 Wild Dragonhide Fullplate is a massive AC boost giving you +8 AC in your Wildshape forms and then you can have a Wild-or-Animated Shield to go with it later), get most stat boosters and such as Ioun Stones or something else that won't meld when you Wildshape, and don't forget to use Greater Magic Fang and Barkskin at least on yourself and your companion.

Master the spontaneous Summon Nature's Ally lists (of note, IV has Unicorn which is a wonderful healer and has some other great abilities) and Wildshape forms (once you get Large forms it gets better; currently Deinonychus is your best combat form) and get some good companion (Bears, Wolves, Cats and Dinosaurs, and especially Dire versions of the aforementioned, tend to be good - on level 6 Dire Bat is up there for you) for which you get a Barding Armor and eventually some magic gear, and you're set.


EDIT: Wis > Con > Dex = Int = Cha > Str; Wildshape mostly covers Str and Dex but Con is still needed for HP. Wis just through the roof.

Randomguy
2012-02-18, 07:50 PM
conjurer specialist 6, banned evocation and enchantment? Alternatively, specialist diviner or transmuter.

Augment summoning, spell penetration, quicken spell, extend spell and craft wondrous item would all be good feats.

Go into loremaster as soon as possible.

CIDE
2012-02-18, 10:52 PM
I second the druid. Not my choice layout but you need it to be core.

ericgrau
2012-02-19, 12:11 AM
Whatever your prefer? At leats give everyone a starting point so you can get something good that you like.

Eh if the campaign isn't going long I'd do dwarf barbarian 1 / fighter 4 / ranger 1. Favored enemy: undead, human, or whatever else is the most common. 6 feats so weapon focus, weapon spec, combat expertise, improved trip, combat reflexes, power attack. Carry a MW cold iron guisarme, MW silver guisarme and silver armor spikes. +2 gauntlets of ogre power, +1 full plate. If you have money leftover get a +1 guisarme too and a dose or two of silversheen. Carry potions of protection from evil in case you get a buffing round, potions of enlarge person for when you really need to block an area (note that it makes you more vulnerable otherwise), plus 1 or 2 cure moderate wounds, CSW or invisibility to get you out of jams. As a ranger you can use a wand of CLW, get it half charged (x25) if allowed. Carry a MW composite bow as a backup weapon or if money is tight get a MW sling instead.

For future levels you should be saving for a +1 spell storing or +1 shocking or etc. guisarme. Then a cloak of resistance +1, +2 armor and an amulet of natural armor +1 (not deflection b/c of your potions). I'd dip sorcerer 1-2 and go dragon disciple 4 or 7 for just about the strongest melee possible in core and a high str bonus on your trips. This will also give arcane wand and staff use on top of your divine, making you akin to a UMD rogue. Wands, staffs, feather fall and true strike have no arcane spell failure in armor.

Ability score priority: str, con, dex, wis, int, cha. Minimum 13 int and 12 dex. Don't forget 11 cha minimum if planning on dragon disciple.

Position yourself in a good spot to keep foes away from the back line. Power attack for -2/+4, and then only on single attacks not full attacks unless enemy AC is really low. In which case you might go -4/+8 on single attacks (but not on full attacks). Remember that you can use attacks of opportunity to trip but that foes only provoke once per movement even if they pass through multiple threatened squares. Also remember your decision on power attack stays the same on your attacks of opportunity until your next turn.

Max out survival, spot and listen. Maybe less of the last two if your DM isn't spot crazy. Now you can be the party tracker too, besides the between battle healer. Hmm beyond that you might want a good swim and at least a +4 in jump if not +9 (total not ranks). A +4 or maybe +9 (total) in ride (http://www.d20srd.org/srd/skills/ride.htm) and a warhorse is handy even without the mounted combat feats. Spend a little on barding but not too much; maybe banded mail or chain mail.

EDIT: I'll explain this build a bit to help the OP decide. The goal is to do a large chunk of damage while simultaneously tripping while focusing on short term power rather than future utility. The skills, warhorse and healing are nice but they are on the side with minimal investment. Instead the goal here is to hit hard and lock down foes.

Gavinfoxx
2012-02-19, 12:18 AM
I always like playing one of these if you are a core character:

www.giantitp.com/forums/showthread.php?t=80415

That is, if you don't want to be a spellcaster...

erikun
2012-02-19, 12:19 AM
Depends on what you want to do.

Druid 6 with Natural Spell feat is a good choice. It will allow you to turn into a songbird (or any other small creature) and keep out of range of most of combat. Entangle, Soften Earth and Stone, Plant Growth, Sleet Storm, and summons in general are good choices for spells. Oh, and you can heal too.

Druid can also step into melee, using Shillelagh/Flame Blade/Magic Fang on offense and Barkskin + armor for defense. Remember that said buffs affect your animal companion, as well. Note that the same character could do both.

Cleric 6 would have some nice buffs available at that point. Mostly defensive, but Shield of Faith or Protection from Evil give a nice AC bonus (they stack, so no using both) while a couple of offensive buffs, such as Divine Favor + Aid, will give you some nice attack bonuses. You also have spells like Bestow Curse and Animate Dead to play around with.

Wizard 6 will work, with everything from Enlarge Person and Silent Image to Stinking Cloud and Sleet Storm being available, but you're not quite at the point where you can fly around invisible.

Melee is still relevant for another level or two, so a Barbarian/Fighter/Rogue mix could work well. You could easily have Improved Trip or a charging build at this point, or a TWF Rogue. You would be getting your first level of Horizon Walker (http://www.giantitp.com/forums/showthread.php?t=80415) at 6th level.

I'm sure you could find something to do with Bard 6 and their fresh Suggestion ability, if you like bards.

Dari
2012-02-19, 03:25 PM
Thanks guys. Im pretty new at this so i didnt know how exactly to ask. Thank you for the tips