Bakkan
2012-04-28, 07:51 PM
I'm starting a new 3.5 campaign in which Tier 1,2, and 6 classes are banned. Assume all 3.5 material is allowed, but no Dragon Magazine. Fractional BAB and saves are in effect, together with the rule that you may only gain the +2 for a good save once. We start with 150,000 GP and 72,000 XP, LA buyoff is in effect. Stats are 34-pt buy. No flaws or traits. No Chaotic or Evil alignments. Finally, the DM has let us know that the world we will be in is high-magic.
My concept for this character is to fill the "healer" role in an interesting way: namely by absorbing the damage into myself and then letting my fast healing and other healing abilities take care of things. The is sometimes done preemptively, by making enemies attack me, especially given my long list of immunities and resistances.
The overall optimization level in my group is medium-low to medium-high, with me being on the higher end. Hence I try to make characters that are good at support and defense rather than offense so as not to outshine anyone else. We will (probably) have 4 other people in the party: A Psychic Warrior (unknown beyond that), a DFI bard going into Sublime Chord, a Rogue/Shadowdancer I am introducing to Swordsage with great success, and an unknown melee glass cannon type, likely a barbarian.
Here's the current state of the build and a summary of its qualities:
Race/Template: SaintedBoED DragonbornRotD WarforgedMM3
Type/Subtype: Outsider (Native, DragonbloodMM3, Living ConstructMM3)
Classes: ArdentCPsi 3/Dragon ShamanPHB2 1/IncarnateMoI 3/CrusaderToB 4 (XP total: 56,000)
Hit Dice: 6d8+5d10 (Average: 57)
BAB: +8 = 0.75 + 1.5 + 2.25 + 4.0
Base Saves: +7.00/+3.67/+7.33 = 2.50/0.33/2.50 + 1.50/1.00/1.50 + 1.00/1.00/1.50 + 2.00/1.33/1.33
Racial Features
Save DCs of all effects increased by 2
+1d6 damage to evil creatures (+1d8 evi outsider), same to evil creatures striking with natural weapon
Spell-Like Abilities: At will -- guidance, resistance, virtue, bless
DR 5/evil (10/evil next level)
Fast healing 5
Low-light vision
Darkvision 60 ft
Protective Aura (+4 deflection to AC and +4 resistance to saves vs evil creatures, nongood summoned creatures can't come within 20 feet, protected from mental control or possession, spell effects of 3rd-level or lower excluded, raise or lower as a free action)
Constant tongues effect
Wings (30 ft speed flight, average maneuverability)
No need to eat, sleep, or breathe
Immune to acid, cold, electricity, petrification, dragon frihtful presence, poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain
Resistance to fire 10
+2 AC versus dragons
+Wisdom modifier insight bonus to AC
Class Features
Dragon Shaman: Draconic Totem: Silver
Draconic Auras: Energy Shield (2 cold damage to enemies striking with nonreach or natural weapons), Senses (+1 Spot, Listen, Initiative), Vigor (fast healing 1 to half health)
Ardent: Good, Guardian, Life mantles
Granted Abilities: Expend psionic focus to deal +1d6 damage to an evil creature, expend psionic focus as immediate action to absorb melee damage on an attack against an adjacent ally, expend psionic focus as a swift action to increase ML by 1 when manifesting a Life mantle power.
Known Powers: body purification, deaden blowCpsi, empathic transfer, stygian wardCPsi
Incarnate: Good Incarnate
Good aura, detect evil at will, incarnum radiance 1/day (free action, +1 AC for 3 + Con mod rounds)
Soulmelds: 3 shaped, 1 bind, crown chakra open, 3 essentia, expanded soulmeld capacity +1
Typically Shaped Soulmelds: Enigma Helm (bound to crown chakra, as nondetection, caster of divination must make DC 14 caster level check, +essentia enhancement bonus to Will saves, immunity to enchantment(charm) effects), Lifebond Vestments (heal ally for 3+5*essentia points of damage, take half healed as damage, limit once per hour per creature), Therapeutic Mantle (Additional 2*effect level + 2*essentia points of incoming healing)
Crusader:
Furious Counterstrike (+attack and damage when have damage in delayed damage pool), Steely resolve 10 (delayed damage pool), indomitable soul (Cha to Will saves), Zealous surge (reroll a save 1/day),
Maneuvers Known: (Initiator level 7)
1st Level: Crusader's Strike (on hit, heal self or ally within 10 feet for 1d6+5 points of damage)
2nd Level: Foehammer (+2d6 damage, ignore DR and hardness), Shield Block (Immediate action, grant ally my shield bonus +4 to AC), Tactical Strike (+2d6 damage, allies adjacent to target move 5 feet)
3rd Level: Revitalizing Strike (on hit, heal self or ally within 10 feet for 3d6+7 points of damage), White Raven Tactics (swift action, ally within 10 feet gets initiative moved to after me)
Stances Known: Martial Spirit, Thicket of Blades
Stats (no items):
STR 16 (16 base)
DEX 12 (14 base - 2 dragonborn)
CON 22 (14 base + 2 warforged + 2 dragonborn + 2 saint + 2 levels)
INT 10 (10 base)
WIS 16 (16 base - 2 warforged + 2 saint)
CHA 10 (8 base - 2 warforged + 4 saint)
Planned Ability Enhancers: +4 Strength, +4 Con, +4 Wis (48,000 gp)
Planned Defensive Items: +4 Full Plate, +1 Animated Heavy Shield, +2 Amulet of Natural Armor, Minor Cloak of Displacement
Stats after items:
STR 20, DEX 12, CON 26, INT 10, WIS 20, CHA 10
HP: 145 (57 + 8*11)
AC: 33 (+12 armor, +1 Dex, +3 shield, +2 natural, +5 insight), T 16 FF 32
AC vs Dragons: 35, T 18, FF 32
AC vs Evil: 37, T 20, FF 36
AC vs Evil Dragons: 39, T 22, FF 38
Miss Chance: 20%
Saves: Fort +15 (+19 vs evil), Ref +4 (+9 vs evil), Will +14 (+18 vs evil)
Feats:
1 - Practised Manifester (Adept)CPsi
3 - Expanded Soulmeld CapacityMoI
6 - Psionic Meditation
9 - Bonus EssentiaMoI
12 (planned) - Extra Granted ManeuverToB
Bonus: Iron Will (Otyugh Hole)
Sources: Anything not cited is from the SRD
BoED: Book of Exalted Deeds
CPsi: Complete Psionic
MoI: Magic of Incarnum
ToB: Tome of Battle
I'm looking for critique and opinions regarding this build. In particular, what ways are there for me to absorb status effects, diseases, curses, ability damage, and such into myself? I would like to basically be the guy from the Green Mile who absorbed bad stuff into himself and then got rid of it. Am I overfocused on one aspect to the point of being less than useful? No part of the build is set in stone, so I welcome all suggestions. Thanks in advance!
My concept for this character is to fill the "healer" role in an interesting way: namely by absorbing the damage into myself and then letting my fast healing and other healing abilities take care of things. The is sometimes done preemptively, by making enemies attack me, especially given my long list of immunities and resistances.
The overall optimization level in my group is medium-low to medium-high, with me being on the higher end. Hence I try to make characters that are good at support and defense rather than offense so as not to outshine anyone else. We will (probably) have 4 other people in the party: A Psychic Warrior (unknown beyond that), a DFI bard going into Sublime Chord, a Rogue/Shadowdancer I am introducing to Swordsage with great success, and an unknown melee glass cannon type, likely a barbarian.
Here's the current state of the build and a summary of its qualities:
Race/Template: SaintedBoED DragonbornRotD WarforgedMM3
Type/Subtype: Outsider (Native, DragonbloodMM3, Living ConstructMM3)
Classes: ArdentCPsi 3/Dragon ShamanPHB2 1/IncarnateMoI 3/CrusaderToB 4 (XP total: 56,000)
Hit Dice: 6d8+5d10 (Average: 57)
BAB: +8 = 0.75 + 1.5 + 2.25 + 4.0
Base Saves: +7.00/+3.67/+7.33 = 2.50/0.33/2.50 + 1.50/1.00/1.50 + 1.00/1.00/1.50 + 2.00/1.33/1.33
Racial Features
Save DCs of all effects increased by 2
+1d6 damage to evil creatures (+1d8 evi outsider), same to evil creatures striking with natural weapon
Spell-Like Abilities: At will -- guidance, resistance, virtue, bless
DR 5/evil (10/evil next level)
Fast healing 5
Low-light vision
Darkvision 60 ft
Protective Aura (+4 deflection to AC and +4 resistance to saves vs evil creatures, nongood summoned creatures can't come within 20 feet, protected from mental control or possession, spell effects of 3rd-level or lower excluded, raise or lower as a free action)
Constant tongues effect
Wings (30 ft speed flight, average maneuverability)
No need to eat, sleep, or breathe
Immune to acid, cold, electricity, petrification, dragon frihtful presence, poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain
Resistance to fire 10
+2 AC versus dragons
+Wisdom modifier insight bonus to AC
Class Features
Dragon Shaman: Draconic Totem: Silver
Draconic Auras: Energy Shield (2 cold damage to enemies striking with nonreach or natural weapons), Senses (+1 Spot, Listen, Initiative), Vigor (fast healing 1 to half health)
Ardent: Good, Guardian, Life mantles
Granted Abilities: Expend psionic focus to deal +1d6 damage to an evil creature, expend psionic focus as immediate action to absorb melee damage on an attack against an adjacent ally, expend psionic focus as a swift action to increase ML by 1 when manifesting a Life mantle power.
Known Powers: body purification, deaden blowCpsi, empathic transfer, stygian wardCPsi
Incarnate: Good Incarnate
Good aura, detect evil at will, incarnum radiance 1/day (free action, +1 AC for 3 + Con mod rounds)
Soulmelds: 3 shaped, 1 bind, crown chakra open, 3 essentia, expanded soulmeld capacity +1
Typically Shaped Soulmelds: Enigma Helm (bound to crown chakra, as nondetection, caster of divination must make DC 14 caster level check, +essentia enhancement bonus to Will saves, immunity to enchantment(charm) effects), Lifebond Vestments (heal ally for 3+5*essentia points of damage, take half healed as damage, limit once per hour per creature), Therapeutic Mantle (Additional 2*effect level + 2*essentia points of incoming healing)
Crusader:
Furious Counterstrike (+attack and damage when have damage in delayed damage pool), Steely resolve 10 (delayed damage pool), indomitable soul (Cha to Will saves), Zealous surge (reroll a save 1/day),
Maneuvers Known: (Initiator level 7)
1st Level: Crusader's Strike (on hit, heal self or ally within 10 feet for 1d6+5 points of damage)
2nd Level: Foehammer (+2d6 damage, ignore DR and hardness), Shield Block (Immediate action, grant ally my shield bonus +4 to AC), Tactical Strike (+2d6 damage, allies adjacent to target move 5 feet)
3rd Level: Revitalizing Strike (on hit, heal self or ally within 10 feet for 3d6+7 points of damage), White Raven Tactics (swift action, ally within 10 feet gets initiative moved to after me)
Stances Known: Martial Spirit, Thicket of Blades
Stats (no items):
STR 16 (16 base)
DEX 12 (14 base - 2 dragonborn)
CON 22 (14 base + 2 warforged + 2 dragonborn + 2 saint + 2 levels)
INT 10 (10 base)
WIS 16 (16 base - 2 warforged + 2 saint)
CHA 10 (8 base - 2 warforged + 4 saint)
Planned Ability Enhancers: +4 Strength, +4 Con, +4 Wis (48,000 gp)
Planned Defensive Items: +4 Full Plate, +1 Animated Heavy Shield, +2 Amulet of Natural Armor, Minor Cloak of Displacement
Stats after items:
STR 20, DEX 12, CON 26, INT 10, WIS 20, CHA 10
HP: 145 (57 + 8*11)
AC: 33 (+12 armor, +1 Dex, +3 shield, +2 natural, +5 insight), T 16 FF 32
AC vs Dragons: 35, T 18, FF 32
AC vs Evil: 37, T 20, FF 36
AC vs Evil Dragons: 39, T 22, FF 38
Miss Chance: 20%
Saves: Fort +15 (+19 vs evil), Ref +4 (+9 vs evil), Will +14 (+18 vs evil)
Feats:
1 - Practised Manifester (Adept)CPsi
3 - Expanded Soulmeld CapacityMoI
6 - Psionic Meditation
9 - Bonus EssentiaMoI
12 (planned) - Extra Granted ManeuverToB
Bonus: Iron Will (Otyugh Hole)
Sources: Anything not cited is from the SRD
BoED: Book of Exalted Deeds
CPsi: Complete Psionic
MoI: Magic of Incarnum
ToB: Tome of Battle
I'm looking for critique and opinions regarding this build. In particular, what ways are there for me to absorb status effects, diseases, curses, ability damage, and such into myself? I would like to basically be the guy from the Green Mile who absorbed bad stuff into himself and then got rid of it. Am I overfocused on one aspect to the point of being less than useful? No part of the build is set in stone, so I welcome all suggestions. Thanks in advance!