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babus
2013-08-07, 09:58 PM
While there are certainly more options available in 20 level builds, low level builds are something I've always found enjoyable in that it's more of a challenge to pull the elements of any given concept together, and all things considered, not all games last very long, so it's never a bad thing to get what you want going early on. I've seen this (http://community.wizards.com/go/thread/view/75882/19861106/Compilation_of_Low_Level_builds) page already, but a few of my personal favorites weren't on it, and I'm willing to bet there are people here who have other fun concepts they wouldn't mind a stage for, so let's have us a low-level build thread.

It's worth noting that the goal of this thread is not necessarily to post terribly broken things, or even just exceptionally optimal things, but also builds that manage to do something unique or interesting with just a few levels.

I'll start with a few.

The 3 Level Dragoon

Basic Premise: A build that can consistently activate battle jump at level 3. Dragoons tend to take a while to get going, so we need big bonuses to jump. We also need a method to continue taking the 20 foot runup each turn, and without taking Attacks of Opportunity from moving outside their threat range to do so.
Recommended Race: Nezumi (40 foot move speed), Longstrider/Junglerunner Shifter (40 and 50 foot bonus to move speed respectively while shifted, Human (Bonus Feat to get Run or Fleet of Foot), or Desert-Half Orc (receives Run as a Feat)
For every 10 feet you can move over 30, you receive a +4 bonus to your Jump check, and, so long as you have your 20 foot Run-up, having the Run feat also provides a +4 to your jump check.
Level Breakdown:
1. Barbarian: +10 to Movement Speed, Strength Bonus while Raging, Whirling Frenzy Rage Variant will give you some much needed AC and an extra attack
Feats: Battle Jump, [If Human] Fleet of Foot (+10 Movement Speed) or Run
2. Druid: The Druidic Avenger Variant provides +10 Movement Speed, and an additional charge of Rage to help you more consistently benefit from your Strength Bonus. It can be combined with the Deadly Hunter variant which provides another +10 to movement, though it's as Monk, which means you won't be wearing armor. You also get the Jump Spell, which should make hitting Large enemies easier if it comes to that, but you mostly won't be wasting a turn casting spells.
3. Wizard: The Combat Wizard Variant provides a Fighter Feat, the Conjuration Specialist Wizard gets you Abrupt Jaunt (a 10 foot immediate action teleport Int mod times a day), and Wizard itself provides Mage Armor.
Feats: Vault (High Jump DCs become 3x instead of 4x while wielding a Polearm), Travel Devotion (Expend Swift action to move your speed)

Adding this all up, a Human that took Run gets a +16 to their Jump check, assuming they get the 20 foot Run-Up. Assuming their strength is at 18, that becomes a +20. With maxed skill ranks in Jump, that puts you at a +26, and if you're Raging, that goes up to 28. The Standard DC for jumping 10 feet in the air is DC 40 (Target Height x4), but with the Vault Feat, and while using a polearm, that DC is reduced to 30. You may now execute Battle Jump at level 3 on a roll of anything besides a 2. A Junglerunner Shifter can exceed the DC 30 check by 3 on a roll of 1, assuming they're both Shifted and Raging. Even if you are out of Rages and not a Junglerunner, I feel rolling a 4 or higher is entirely reasonable.

Now, in regards to those Attacks of Opportunity. Obviously backing up to take another run at an enemy is both dangerous (especially as you're now depending on Mage Armor for your AC and have very meh hit points) and potentially pointless, given that it takes two turns to do it, which means they might just charge after you, even with your impressive movespeed. This is where Travel Devotion and Abrupt Jaunt come in.

During your turn on the first round of combat, you activate Rage as a Free action, activate Travel Devotion as a Swift action, then do your Jump, which will require you to move at least 20 feet. Make the check with ease, fall 5 feet to activate Battle Jump, deal that wonderful double damage, attack again because Whirling Frenzy is great, and then end your turn. If they're dead, then great, but if they aren't, survive their retribution. Abrupt Jaunt ten feet away as an Immediate action out of their threat range, then spend your Swift action to move another ten feet away. Now back where you started, you may use your still unspent Move action to do the Battle Jump once more with the same 30 DC you enjoyed last round.

Notes for Advancement: Martial Monk at level 4 will let you take Power Attack, and Fighter at level 5 will let you take Leap Attack. As a warning, combining Leap Attack and Battle Jump requires a DC 35 check (DC 40 Long Jump Check, but the Vault feat decreases the DC by 5) and quite a bit more room as a 40 foot long jump will only reach 10 feet of height at the very middle of its flight, meaning you're looking at 20 feet on both sides and a 20 foot Run-Up. Lot of damage if you can pull it off, though, and more importantly, the physics involved will boggle the DM's mind as he tries to picture it.

Downer
Basic Premise: Passive Debuffer. While a bit stronger as a Companion than an outright PC, Downer is fun in that he/she need not deviate from his/her standard attack pattern to obliterate the opponent's capacity to resist the magic from your party's casters.
Recommended Race: Human.
It's needed to take Dreadful Wrath, though if your DM is fine with waving the Racial Prereqs, other options become available.
Level Breakdown:
1. Paladin of Tyranny: Improved Bind Vestige gives you access to Aura of Sadness
Feats: Bind Vestige, Improved Bind Vestige
2. Paladin of Tyranny
3. Paladin of Tyranny: At this level the Paladin gains Aura of Despair
Feats: Dreadful Wrath
4. Hexblade: Gain the ability to Curse an opponent as a Free Action.

This one is a bit simpler than the first build. At first level, everything that attacks you is getting a -2 to hit, so long as they're in melee (which amounts to bonus AC, really), and any saves they make against the Wizard's spells receive a -2 as well. At level 3 you gain Aura of Despair which does not penalize attack, but gives a -2 to the saving throws of all Enemies with 10 feet. What will give them another penalty to hit you is Dreadfull Wrath, which activates on a Charge/Full attack, hits everyone in a 20 foot radius, lasts a full minute and requires a will save they'll be making at a -4. If that lands, they'll be at -6 to saves, and at a -4 to hit you. After that, a level of Hexblade will give you an ability that, while only targeting a single individual, apply another -2 to their saves/attacks, as well as reduce by two the amount of damage they deal, though it, like Dreadful Wrath, also requires a Charisma based Will save. This can be cast as a free action from as far as 60 feat away (though obviously you'd want to avoid being that far if possible), meaning you can utilize it the same round you use that you activate Dreadful wrath. I do, however, recommend asking if the DM will allow you to use Mike Mearls' suggestions (http://community.wizards.com/go/thread/view/75882/19547530/Contacting_Wizards_of_the_Coast_about_Hex_Blades?p ost_num=11#332210466) regarding the Hexblade class, however, as it means more uses per day, and not losing the charge if the Curse fails. Does make it a swift action instead of a free one, but well worth it.

In full this amounts to everyone in melee range receiving a -4 to hit you, a -6 on their saves, and select individuals being at a -6 to hit you (and hitting softer if they do) while getting -8 to all their saves, while you simply Full Attack and/or Charge each turn while this stuff goes off on its own.

Notes for Advancement: Well, if you take another 3 levels of Hexblade, you can pick up the Dark Familiar, which gives your enemies another -2 to saves (yes, a potential -10), and a -2 to AC. This isn't actually the worst idea, as Hexblade actually synergizes with Paladin fairly well, but your mileage may vary as, even with full BAB, a Paladin is going to fall behind in damage without putting at least a few feats into combat, so it may be wiser to just start dipping things that let you hitharder. It's nice and all that the Wizard is probably legally married to your character in-game by this point, but there's nothing wrong with having a bit more variety to your combat.

Biffoniacus_Furiou
2013-08-07, 10:20 PM
Most practical builds are playable/strong at any level, even the lowest ones. For example, the DFI Bard:

Silverbrow Human, (Savage) Bard 8/ X 2/ Sublime Chord 2/ X 8
1st: Dragonfire Inspiration, Wild Cohort; +1d6 fire damage to the whole party, including yourself (shortbow) and your animal companion.
2nd: Inspirational Boost spell: +2d6 fire damage now.
2nd-3rd: Get a Badge of Valor somewhere in here, +3d6 fire damage.
3rd or 6th: Song of the Heart feat (take at 3rd or trade Suggestion for it at 6th) which brings you to +4d6 fire damage.
6th: Words of Creation doubles your inspire courage bonus, though the Badge of Valor gets added on after the song starts. This brings you up to +7d6 fire damage.
8th: Inspire Courage goes up to +2, bringing you to +9d6 fire damage.
If you can use flaws, take Melodic Casting at 1st level and whatever else you want. Point-Blank Shot and then Precise Shot at 3rd are decent choices. Dragontouched and Draconic Heritage (or dip Sorcerer 1 with the Dragonblood sub level to get Draconic Heritage) to change the damage type to sonic. Cast Creaking Cacophony and every opponent gains vulnerability to sonic, taking +50% more damage from it. Later on you get 9th level spells.

babus
2013-08-08, 12:53 PM
Most yes, though sometimes getting a particular result does require some setup, especially if the goal is something the designers of the game likely didn't intend. The Downer build, for instance, does its thing at level 1 and advances the potency of that thing as it levels up, whereas the 3 Level Dragoon can't reliably Battle Jump (well, not without a wall, at least) until about level 3 (at least not without magical items, spell use, or LA/HD).

In the case of the Downer, you have a layering of feats utilizing their intended effect, and with the Dragoon, the designers were not likely expecting people to jump ten feet in the air (which is weird, given that the feat is called Battle Jump, but hey), given the high DCs involved, so it takes a bit more time to "get off the ground", if you'll excuse the pun.

Phaederkiel
2013-08-08, 03:28 PM
I personally love this simple build for people with simple tastes:



in the low cr, there is a sweet spot where AC does matter. So here we have a guy who can easily bump up the ac for a whole group, as long as everyone stays close to him.

feats:

Shieldmate (human)
combat expertise ( lvl 1)
Allied defense (fighter 1)

shield specialisation (flaw or lvl 3)
shield ward (flaw or fighter 4)


fighter lvl 2 and 6 are for beeing a dungeoncrasher.

if you can take flaws, it is a good idea to be a warblade after the first 2 lvls of fighter. Uncanny dodge can save your bacon and the maneuvers are tasty.

Or you want either to dip into crusader for Iron guards glare.

This guy gives 2 AC shield and 4 AC dodge to anyone adjacent to him at lvl 4. With Iron guards glare, he also gives every enemy he threatens a -4 for attacking anyone but himself.