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View Full Version : CHALLENGE - best front line fighter/tank/dmg dealer Lvl 15



Yuric the Bold
2013-09-04, 03:12 AM
So I've been throwing around a few ideas for character concepts on the boards for my next campaign I'll be playing in and since it's been a while making a character (or playing even) I thought it would be cool to tap the wellspring of knowledge that is GITP for some ideas and possibly find something I would enjoy playing.

Background; Forgotten Realms, Level 15, group is all friends who were kidnapped as children by slavers and forced to fight in gladiatorial pits to survive, now in Waterdeep (or similarly large city in FR)

EDIT: We as a group have obviously escaped our pasts and have sought out the relative comforts of a major metropolis in FR standards.

Other characters in group so far include Scout/Dread Commando as well as a Dread Necro/True Necro combination of some sort. Both were rather vague descriptions on our gaming groups FB page.

SO... here's the question. What front line warrior would deal the most damage and provide the most support AC wise to this party? A combination of damage dealing, survivability and battle field control are essential.

EDIT: Yes, a nice balanced mix would be ideal. Although I know it would be difficult to achieve without a nice hefty pile of cheese.

SolioFebalas
2013-09-04, 03:18 AM
There are hundreds of builds, but the race + template:

Go for Arctic FrostBlooded Orc Half-Minotaur (miracle of selection :smallbiggrin:), for just +1 LA you get so much stuff for frontline fighter.

Cleric covers all three roles: Fighter (Divine Power) / Tank (Righteous Might) / Damage dealer (hundreds of stuff, just dont forget Power Attack) and also Support (Protection devotion feat, support spells) and even Healer.
5 roles in 1 class.

Raendyn
2013-09-04, 04:23 AM
Forgotten Realms, Level 15,

What front line warrior would deal the most damage and provide the most support AC wise to this party? A combination of damage dealing, survivability and battle field control are essential.

Those thigns you said will point ppl to post OP builds, and most of them will have a great deal of cheese and TO.

You can't ask from a frontliner to be tanky deal tons of dmg and provide battlefield control at the same time, while being best at each of those.

I assume that you just want a nice combination of those, or else you will have to look at things like, Incantatrix'es that persist the whole spellbook, while boosting Caster level to undispellable lvls and cherry pick buffs, and then go attack with their small club that deals dmg as a Colossal+++ greataxe, crit at 15-20 x4 and attacking like invisible, touch attacks, treats enemies as flat footed AND has 4-5 uber utility/solution/BControl spells for CC between attacks.... And yes such things exist, and someone will post them sooner or later.

Also I find it difficult to be in Waterdeep with the slave traders forcing you to duel, the city isnt fond of such things, maybe at Thesk or Thay, or the Hordlands in the far east, or the frozen Dalara or dirty Amn, is a more suitable place.

Races: Humans with their bonus feat, Dwarves for the saves and no slow for heavy armor, Illumians for sigil abuse... maybe, cause I am not sure they exist in FR.

As for builds:
Duskblade 13 + 7 of anything (duskblade, Abjurant champion or so) They tend to do great dmg and have some aces in their sleeves at the same time, without any real effort, they dont even require much experience as a player.Handbook (http://dictummortuum.blogspot.gr/2011/08/duskblade-handbook.html)

Tome of battle classes: They tent to dominate melee combat, unfortunatelly I am not very familiar with them at high levels, but someone will post a build sooner of later.

Chargers also do great, they tend to end the combat at -200 hp, but a revivify is a must anyways.
Something likeThe term Ubercharger, has been used to describe the entire continuum of builds which are designed to destroy a single opponent with a charge attack. I agree that the origin of the term lies within the theoretical exercise, but the evolution of usage has expanded its definition into any charger build that begins to outstrip the kinds of damage with which RAW D&D was designed to deal.

In answer to the OP, the easiest entry point to Uberchargerdom lies in the following Feats and ACFs:

Power Attack/Cleave/Improved Bull Rush/Leap Attack/Shock Trooper/Destructive Rage/Intimidating Rage

ACF: Spirit Lion Totem (Complete Champion)

I'll give you a human build, since it gets you in earlier. Pick a race with a Str bonus, and you're going to delay your entry to full goodness. I say the trade-off isn't worth it, unless you're playing at a high enough level that the later entry won't bother you. If you are, then pick a race with a large Str bonus and the Powerful Build feature (might I recommend goliath: worth the +1 LA if you're starting at level 12 or higher).

Anyhow, without further ado, here's the basic framework.

Barbarian 1: Power Attack, Cleave; ACF: Spirit Lion Totem (trades fast movement for pounce)
Bbn 1/Fighter 1: Extra Rage
Bbn 1/Ftr 2: Destructive Rage, Improved Bull Rush
Bbn 1/Ftr 3:
Bbn 1/Ftr 4: Intimidating Rage
Bbn 1/Ftr 5: Leap Attack
Bbn 1/Ftr 6: Shock Trooper
Bbn 1/Ftr 6/Frenzied Berserker 1: Diehard (bonus feat)

So at Level 8, you're off to the races. Assuming a beginning Str of 18 and some gauntlets of ogre power, you're looking at a Str of 22. That's 32 in a frenzied rage.

With a greatsword, you're looking at a heedless leaping charge with full Power Attack to get three strikes at +21//+21/+16 for 2d6+40 damage per hit (2d6+48 if you believe that Leap Attack gives you 4-for-1 on a two-handed weapon), before taking any weapon enhancements or other buffs into account. That's putting you in the vicinity of 150 points of damage on a successful charge at level 8.

Oh, one other thing. You might want to consider some means of getting yourself out of that frenzy before the time expires. If you've got a cleric or bard in your party, you may wish to talk them into keeping a calm emotions on hand to mellow you out. If not, might I suggest a quick dip into Warblade to pick up Iron Heart Surge?
Also Runescarred berserkers are a nice choice and ppl like them could be in slave trader's Arena, they have some issues cause some feats from their requirment dont exist any more but your DM could replace them.Reagional feats from FR campaign setting were replaces by those on Player's Guide to Faerun, and the prereqs require atm 2 feats from different regions

I used to play a wizard conjurer with a lvl of fighter, then Runesmith from Races of stone and then Knight phantom, but since Knight Phantom is from Eberron, you can swap it with Eldritch Knight from DMG.

If any of your friends is playing a Red Wizard(Quite Unlikely), there is the Thayan Knight from Complete Warrior that has some flavorfull thingys:smalltongue:

Also Cleric4 -Ordained Champion10- MorningLord 6 would be nice for huge Burst and nice utility.

If you like mounted combat there quite a few options for insane dmg builds.
And in FR there is also the Aglarondan Griffonrider for extra awesomeness(Unaproachable East).

Also the good old Druid, summoning sick frontliners while being one himself, and as if this wasnt enough he has one more as a companion at the same time. Handbook (http://brilliantgameologists.com/boards/index.php?topic=1354.0)

Nor really tanky, but they dont get hit much with a lvl of conjurer and abrupt jaunt
If you are a sneaky type, check rogue builds with Craven, 1 lvl each of druid/wizard/cleric for swift action spells to bypass sneak immunity and also dont forget to be halfling throwing spash weapons, so you make only touch attacks. The PrC WHISPERKNIFE from Races of stone is an almost cheesy choice, and ofc Teflammar Shadowlords exist in FR.

I CBA to post full builds, but you can google any of the above with the words "dnd 3.5 build" next to it and many many options will appear.

gooddragon1
2013-09-04, 04:28 AM
So I've been throwing around a few ideas for character concepts on the boards for my next campaign I'll be playing in and since it's been a while making a character (or playing even) I thought it would be cool to tap the wellspring of knowledge that is GITP for some ideas and possibly find something I would enjoy playing.

Background; Forgotten Realms, Level 15, group is all friends who were kidnapped as children by slavers and forced to fight in gladiatorial pits to survive, now in Waterdeep (or similarly large city in FR)

Other characters in group so far include Scout/Dread Commando as well as a Dread Necro/True Necro combination of some sort. Both were rather vague descriptions on our gaming groups FB page.

SO... here's the question. What front line warrior would deal the most damage and provide the most support AC wise to this party? A combination of damage dealing, survivability and battle field control are essential.

A glaivelock (warlock with eldritch glaive) who invests in armor...

20d6+ (chausible of fell power, greater) of damage over 3 touch attacks. Chilling tentacles for battlefield control. AC is... AC. DR? What's that... AC of enemies? Hope they've got good touch AC.

Raendyn
2013-09-04, 04:36 AM
A glaivelock (warlock with eldritch glaive) who invests in armor...

20d6+ (chausible of fell power, greater) of damage over 3 touch attacks. Chilling tentacles for battlefield control. AC is... AC. DR? What's that... AC of enemies? Hope they've got good touch AC.

How could I forget this?
Nice choice and at these lvls he can spam wands of divine power and such cheesy things too XD.

There is also a nice essence evocation from incanrum that forces fort save or daze vs anything that has Con Score.

Vaz
2013-09-04, 04:38 AM
Druid 5/Planar Shepherd 10

Raendyn
2013-09-04, 04:51 AM
Druid 5/Planar Shepherd 10

There are 2 possitive things here:

1)PS doesn't exist in FR, nor does Dream place with x10 time trait.

2)You can't get hurt by flying DMG's in the face, when you ask for the abovementioned.:smalltongue:

Biffoniacus_Furiou
2013-09-04, 06:41 AM
Forgotten Realms, level 15.....

Go with a good-aligned Human who worships Tyr, start out Human Paragon (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#humanParagon) 1/ Fighter 1/ Wizard 2/ Human Paragon 2/ Spellsword 1/ Incantatrix 3/ Abjurant Champion 5, future levels are Incantatrix 1/ Eldritch Knight 4, more Incantatrix into epic Incantatrix after 20.

Specialize in Conjuration with Enchantment and Necromancy prohibited. Trade your familiar for Abrupt Jaunt in PH2. Trade Scribe Scroll for a Fighter bonus feat (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizard). Get Tumble instead of Ride as a class skill (http://www.wizards.com/default.asp?x=dnd/we/20070228a). Your Human Paragon always-a-class-skill is Use Magic Device.

Ability scores: Int > Con > all else, Str minimum 13, start out middle-age if it gets you a higher Int score. Your Human Paragon bonus and all level-up bonuses should go toward Int.

Skills: Concentration max, Spellcraft max, Kn: Arcana max, Tumble and Balance as high as possible whenever they're class skills.

Feats: Gain Iron Will via the Otyugh Hole in CS for 3,000 gp. Take two flaws (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm), they must be taken at any level as long as it's during character creation, pick City Slicker and Bravado (http://www.giantitp.com/forums/showthread.php?t=258440#30).
Mercantile Background (H), Combat Casting (1), Power Attack (F1), Combat Reflexes (W1), Item Familiar (http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm) (3), Extend Spell (HP), Practiced Spellcaster: Wizard (6), Persistent Spell (Icx), Minor Shapeshift (9), Arcane Strike (12), Arcane Disciple: Destiny (15), Kung-Fu Genius (flaw), Fell Drain Spell (flaw).
Future feats: Invisible Spell or Quicken Spell at Incantatrix 4, Improved Initiative or Improved Toughness at Eldritch Knight 1, Defensive Sweep at 18.

Equipment (all purchased at 75% of value per Mercantile Background), assuming standard ECL 15 WBL of 200k:
Otyugh Hole: Iron Will (3,000 gp)
Mercantile Background (+300 gp)
Item Familiar (see below; 19,312 gp 5 sp at 75%, 1,900 xp)
Lesser Metamagic Rod of Extend Spell (2,250 gp at 75%)
Monk's Belt (9,750 gp at 75%)
^ +Belt of Battle (13,500 gp at +50% for additional effect and then at 75%)
Hat of Anonymity at caster level 20 (21,562 gp 5 sp at 75%)
^ +6 Enhancement bonus to Intelligence per MIC p234 (27,000 gp at 75%)
Banner of the Storm's Eye + back mount (11,255 at 75%)
Hathran Mask of True Seeing (56,250 gp at 75%)
Anklet of Translocation (1,050 gp at 75%)
Leather belts and straps enchanted as armor, +1 Soulfire (18,750 gp at 75%)
^ +Armor Spikes enchanted +1 Spellblade: Greater Dispel Magic (6,262 gp 5 sp at 75%)
Ring of Enduring Arcana (4,500 gp at 75%)
Rod of Bodily Restoration (2,325 gp at 75%)
Spell Focus: Greater Anticipate Teleportation (750 gp at 75%)
Custom Runestaff containing Magic Vestment usable 2/day, Death Armor usable 1/day, and Delay Poison (Ranger) usable 1/day (2,400 gp at 75%)
382 gp 5 sp remaining.

You can UMD the Runestaff to cast the spells it contains using your own spell slots, despite them not appearing on your class list or being from a prohibited school.

Item Familiar: It started as a Ring of Protection +1, which you acquired at 75% cost (1,500 gp). You upgraded it yourself to a Ring of Freedom of Movement with a +1 Deflection bonus to AC per MIC p234, paying 75% of the cost of the raw materials to do so (15,000 gp, 1,600 xp). You also added the effects of a Ring of Sustenance yourself (1,406 gp 2 sp 5 cp, 150 xp, at +50% for additional effect). It also has a +5 Competence bonus to Spellcraft added (1,406 gp 2 sp 5 cp, 150 xp, at +50% for additional effect). You've invested every skill point you've gained from 4th level up into this for the greatest return. That's one Wizard level, two Human Paragon levels, and everything after, though the number of skill points invested depends on your Int score. Put as much as possible toward Spellcraft, and the rest into UMD. Note that as an intelligent item, an item familiar is regarded as a construct. Constructs cannot be disabled or destroyed by dispelling or disjoining and they continue to function in antimagic and dead magic areas. Wear a gauntlet over it and opponents will never have line of sight/effect and cannot sunder or slight of hand it. The 10% XP bonus it gives you will more than make up for upgrading it yourself.

Spells: You can use Cooperative Metamagic and Metamagic Effect each 3+Int/day. Cooperative Metamagic can be used on your own spells outside of combat as the action economy system only exists during initiative. If your DM disagrees, you can still use it with our own spells while under Arcane Spellsurge. You can take ten on the Spellcraft checks. Spells to modify with these abilities:
Arcane Spellsurge: Persistent Spell (7th, one metamagic)
Fire Shield twice: Fell Drain Spell and Persistent Spell (two 4th, four metamagic uses)
Death Armor: Fell Drain Spell and Persistent Spell (2nd, two metamagic uses)
Wraithstrike: Persistent Spell (2nd, one metamagic)
Shield: Persistent Spell (1st, one metamagic)
Expeditious Retreat: Persistent Spell (1st, one metamagic)
Swift Fly: Persistent Spell (2nd, one metamagic)
Displacement: Persistent Spell (3rd, one metamagic)
Ray Deflection: Persistent Spell (4th, one metamagic)
Greater Mirror Image: Persistent Spell (4th, one metamagic)
Greater Invisibility: Persistent Spell (4th, one metamagic)
Thunderlance: Fell Drain Spell and Persistent Spell (4th, two metamagic uses)
Cloud of Knives: Fell Drain Spell and Persistent Spell (2nd two metamagic uses)
Draconic Polymorph: War Troll: Persistent Spell (5th, one metamagic)
Bite of the Werebear (if Int 24+, otherwise Weretiger) (7th, one metamagic)
Optional: Ruin Delver's Fortune three times: Persistent Spell (three 4th, three metamagic uses)

Hour/level and 24-hour duration buffs (level, duration)
Heart of Air (2nd, 15 hours)
Heart of Water (3rd, 15 hours)
Heart of Earth (4th, 15 hours)
Heart of Fire (5th, 15 hours)
Lesser Rod of Extended Greater Magic Weapon: Thunderlance (3rd, 30 hours)
Extended Greater Luminous Armor (5th, 30 hours)
Superior Resistance (6th, 24 hours)
Greater Anticipate Teleportation (6th, 24 hours)
Lesser Rod of Extended Magic Vestment twice: Luminous Armor and Shield (two 3rd, 30 hours)
Extended Delay Poison (3rd, 30 hours)

Note that Monk's Belt + Kung Fu Genius allows you to add your Int bonus to your AC. Arcane Disciple is there so at level 19 you can use Persistent Choose Destiny, plus Warp Destiny is an amazing spell. Note you may prepare one Arcane Disciple spell per spell level per day, so you can prepare Warp Destiny in a 6th, 7th, and 8th level spell slot.

Draconic Polymorph: War Troll gives you large size, Str 39, Dex 16, Con 31, +14 natural armor, and the Dazing Blow ability. Bite of the Werebear/Weretiger adds Enhancement bonuses to all of those. Your Thunderlance has a natural reach of 20 ft., and a large creature gets +5 ft. reach over a medium creature so you should have a 25 ft. natural reach. Note that with Fell Drain Spell your Thunderlance will inflict a negative level per hit, but no more than once per round on a single opponent. Every opponent who strikes you will take damage from Fire Shield: Fire, Fire Shield: Cold, and Death Armor, and gain three negative levels. You may consider swapping out a feat (Arcane Strike or Minor Shapeshift) for Fell Frighten Spell and add that to those three defensive buffs, so an opponent who hits you once will be panicked for ten rounds, no save. Note that you'll always be invisible but your Mirror Images will still appear to be the source of your attacks, and each image should benefit from your Displacement miss chance. Opponents who strike an image won't suffer the Fire Shield or Death Armor effects, but if they can't see invisible creatures (and beat a DC 35 Nondetection) then they'll only ever be striking mirror images. Arcane Spellsurge allows you to throw crowd control and debuffs spells as though quickened, such as Wall of Smoke, Grease, Web, Glitterdust, Bands of Steel, Stinking Cloud, (Fell Drain) Black Tentacles, (Fell Drain) Freezing Fog, etc.

Hamste
2013-09-04, 08:04 AM
Go straight Psion... use vigor right before a battle to buff up your health and your psicrytals health followed by share pain. Choose buffs, field control and damage powers to your liking and tank it up.

dspeyer
2013-09-04, 08:11 AM
I'd start with druid. Wild Shape plus Bite of the Were X makes a powerful creature. And there's some decent battlefield control on the spell llst. Better than cleric, IIRC.

If you go Druid 12 / Master of Many Forms 3 you can be a War Troll (MM3) with BotWBear.

If you go Druid 11 / Contemplative(competition) 1 / MoMF 3 you can be a War Troll (MM3) with BotWBear, Divine Power and Righteous Might. The strength bonus from DP is wasted, but full BAB is very nice.

If you go Druid 10 / Contemplative(competition) 1 / MoMF 3 / Crusader 1 you can be a War Troll (MM3) with BotWBear, Divine Power, Righteous Might and 4th level manoeuvres.

It feels natural to want Ruby Knight Vindicator, but Turn Undead is hard to add to this build without sacrificing too much Wild Shape. If Initiate of Nature qualifies, you can do it. Even so, it doesn't slot into this build, but:

If you go Druid 8 / Contemplative(competition) 1 / Crusader 1 / RKV 5 you can be a Cave Ankylosaurus with BotWBear, Divine Power, Righteous Might and 5th level manoeuvres, plus you can dmm(persist) those spells (if nightsticks work with IoN).

Cave Ankylosauruses aren't as good as War Trolls, though. Str 21, Dex 6, NA 17 and a single tail attack vs. Str 31, Dex 16, NA 14 and manufactered weapons. Bite of the Werebear helps a bit on the natural weapons front.

Snowbluff
2013-09-04, 08:28 AM
Someone posted a Gish build. It was not Swiftblade.

Elf (or other race with weapon prof) MartialWizard6/Swiftblade8/Spelldancer1

1: Combat Casting
Wiz1: Dodge
3: Endurance
Wizard5: Mobility
6: Extend Spell
9: Persistent Spell
12: Occular Spell
15: Practiced Spellcaster... or something.

Spelldancer to Persist Occular Haste. 24 hour absolutely undispellable (Ex) buff. You can buff others with your personal spells for 24 hours as well. No flaws or extra traits are needed, but you can pick up power attack with a flaw or the Heroics spell.

Also, Swiftblades are OP.

John Longarrow
2013-09-04, 12:01 PM
For something fun that has a lot of staying power, especially in repetative gladiatorial fights, go Mongrelfolk 1/2 troll. Starting stats of S14 D14 C14 I14 W10 X 14. Your mental stuff is all 10's and an 8 in charisma, but your physical stats are fantastic.

First 4 levels in rogue so you have something you can do besides just hitting things. Doesn't affect your HP total too much since you get a monster bonus to HPs and fast healing.

After the first 4, go up in Warblade (possibly dip into Dragonslayer to avoid fear) and get some hitty maneuvers.

If you want a lot more staying power, go crusader instead.

Yes, its a LA +4, but it should be pretty fun. At ECL 15 you should have a 22 Strength and a 24 con before gear, so you won't be far off from everyone else. Plus you get a bite attack... :smallbiggrin:

Not the most optimized character, but a solid build that can pull of some nasty trick. Anything that lets you use a concentration check instead of X is your friend, especially when you can easily max Concentration and you get a +7 from stats.

Raendyn
2013-09-04, 01:00 PM
Forgotten Realms, level 15.....

Go with a good-aligned Human who worships Tyr, start out Human Paragon (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#humanParagon) 1/ Fighter 1/ Wizard 2/ Human Paragon 2/ Spellsword 1/ Incantatrix 3/ Abjurant Champion 5, future levels are Incantatrix 1/ Eldritch Knight 4, more Incantatrix into epic Incantatrix after 20.

Specialize in Conjuration with Enchantment and Necromancy prohibited. Trade your familiar for Abrupt Jaunt in PH2. Trade Scribe Scroll for a Fighter bonus feat (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizard). Get Tumble instead of Ride as a class skill (http://www.wizards.com/default.asp?x=dnd/we/20070228a). Your Human Paragon always-a-class-skill is Use Magic Device.

Ability scores: Int > Con > all else, Str minimum 13, start out middle-age if it gets you a higher Int score. Your Human Paragon bonus and all level-up bonuses should go toward Int.

Skills: Concentration max, Spellcraft max, Kn: Arcana max, Tumble and Balance as high as possible whenever they're class skills.

Feats: Gain Iron Will via the Otyugh Hole in CS for 3,000 gp. Take two flaws (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm), they must be taken at any level as long as it's during character creation, pick City Slicker and Bravado (http://www.giantitp.com/forums/showthread.php?t=258440#30).
Mercantile Background (H), Combat Casting (1), Power Attack (F1), Combat Reflexes (W1), Item Familiar (http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm) (3), Extend Spell (HP), Practiced Spellcaster: Wizard (6), Persistent Spell (Icx), Minor Shapeshift (9), Arcane Strike (12), Arcane Disciple: Destiny (15), Kung-Fu Genius (flaw), Fell Drain Spell (flaw).
Future feats: Invisible Spell or Quicken Spell at Incantatrix 4, Improved Initiative or Improved Toughness at Eldritch Knight 1, Defensive Sweep at 18.

Equipment (all purchased at 75% of value per Mercantile Background), assuming standard ECL 15 WBL of 200k:
Otyugh Hole: Iron Will (3,000 gp)
Mercantile Background (+300 gp)
Item Familiar (see below; 19,312 gp 5 sp at 75%, 1,900 xp)
Lesser Metamagic Rod of Extend Spell (2,250 gp at 75%)
Monk's Belt (9,750 gp at 75%)
^ +Belt of Battle (13,500 gp at +50% for additional effect and then at 75%)
Hat of Anonymity at caster level 20 (21,562 gp 5 sp at 75%)
^ +6 Enhancement bonus to Intelligence per MIC p234 (27,000 gp at 75%)
Banner of the Storm's Eye + back mount (11,255 at 75%)
Hathran Mask of True Seeing (56,250 gp at 75%)
Anklet of Translocation (1,050 gp at 75%)
Leather belts and straps enchanted as armor, +1 Soulfire (18,750 gp at 75%)
^ +Armor Spikes enchanted +1 Spellblade: Greater Dispel Magic (6,262 gp 5 sp at 75%)
Ring of Enduring Arcana (4,500 gp at 75%)
Rod of Bodily Restoration (2,325 gp at 75%)
Spell Focus: Greater Anticipate Teleportation (750 gp at 75%)
Custom Runestaff containing Magic Vestment usable 2/day, Death Armor usable 1/day, and Delay Poison (Ranger) usable 1/day (2,400 gp at 75%)
382 gp 5 sp remaining.

You can UMD the Runestaff to cast the spells it contains using your own spell slots, despite them not appearing on your class list or being from a prohibited school.

Item Familiar: It started as a Ring of Protection +1, which you acquired at 75% cost (1,500 gp). You upgraded it yourself to a Ring of Freedom of Movement with a +1 Deflection bonus to AC per MIC p234, paying 75% of the cost of the raw materials to do so (15,000 gp, 1,600 xp). You also added the effects of a Ring of Sustenance yourself (1,406 gp 2 sp 5 cp, 150 xp, at +50% for additional effect). It also has a +5 Competence bonus to Spellcraft added (1,406 gp 2 sp 5 cp, 150 xp, at +50% for additional effect). You've invested every skill point you've gained from 4th level up into this for the greatest return. That's one Wizard level, two Human Paragon levels, and everything after, though the number of skill points invested depends on your Int score. Put as much as possible toward Spellcraft, and the rest into UMD. Note that as an intelligent item, an item familiar is regarded as a construct. Constructs cannot be disabled or destroyed by dispelling or disjoining and they continue to function in antimagic and dead magic areas. Wear a gauntlet over it and opponents will never have line of sight/effect and cannot sunder or slight of hand it. The 10% XP bonus it gives you will more than make up for upgrading it yourself.

Spells: You can use Cooperative Metamagic and Metamagic Effect each 3+Int/day. Cooperative Metamagic can be used on your own spells outside of combat as the action economy system only exists during initiative. If your DM disagrees, you can still use it with our own spells while under Arcane Spellsurge. You can take ten on the Spellcraft checks. Spells to modify with these abilities:
Arcane Spellsurge: Persistent Spell (7th, one metamagic)
Fire Shield twice: Fell Drain Spell and Persistent Spell (two 4th, four metamagic uses)
Death Armor: Fell Drain Spell and Persistent Spell (2nd, two metamagic uses)
Wraithstrike: Persistent Spell (2nd, one metamagic)
Shield: Persistent Spell (1st, one metamagic)
Expeditious Retreat: Persistent Spell (1st, one metamagic)
Swift Fly: Persistent Spell (2nd, one metamagic)
Displacement: Persistent Spell (3rd, one metamagic)
Ray Deflection: Persistent Spell (4th, one metamagic)
Greater Mirror Image: Persistent Spell (4th, one metamagic)
Greater Invisibility: Persistent Spell (4th, one metamagic)
Thunderlance: Fell Drain Spell and Persistent Spell (4th, two metamagic uses)
Cloud of Knives: Fell Drain Spell and Persistent Spell (2nd two metamagic uses)
Draconic Polymorph: War Troll: Persistent Spell (5th, one metamagic)
Bite of the Werebear (if Int 24+, otherwise Weretiger) (7th, one metamagic)
Optional: Ruin Delver's Fortune three times: Persistent Spell (three 4th, three metamagic uses)

Hour/level and 24-hour duration buffs (level, duration)
Heart of Air (2nd, 15 hours)
Heart of Water (3rd, 15 hours)
Heart of Earth (4th, 15 hours)
Heart of Fire (5th, 15 hours)
Lesser Rod of Extended Greater Magic Weapon: Thunderlance (3rd, 30 hours)
Extended Greater Luminous Armor (5th, 30 hours)
Superior Resistance (6th, 24 hours)
Greater Anticipate Teleportation (6th, 24 hours)
Lesser Rod of Extended Magic Vestment twice: Luminous Armor and Shield (two 3rd, 30 hours)
Extended Delay Poison (3rd, 30 hours)

Note that Monk's Belt + Kung Fu Genius allows you to add your Int bonus to your AC. Arcane Disciple is there so at level 19 you can use Persistent Choose Destiny, plus Warp Destiny is an amazing spell. Note you may prepare one Arcane Disciple spell per spell level per day, so you can prepare Warp Destiny in a 6th, 7th, and 8th level spell slot.

Draconic Polymorph: War Troll gives you large size, Str 39, Dex 16, Con 31, +14 natural armor, and the Dazing Blow ability. Bite of the Werebear/Weretiger adds Enhancement bonuses to all of those. Your Thunderlance has a natural reach of 20 ft., and a large creature gets +5 ft. reach over a medium creature so you should have a 25 ft. natural reach. Note that with Fell Drain Spell your Thunderlance will inflict a negative level per hit, but no more than once per round on a single opponent. Every opponent who strikes you will take damage from Fire Shield: Fire, Fire Shield: Cold, and Death Armor, and gain three negative levels. You may consider swapping out a feat (Arcane Strike or Minor Shapeshift) for Fell Frighten Spell and add that to those three defensive buffs, so an opponent who hits you once will be panicked for ten rounds, no save. Note that you'll always be invisible but your Mirror Images will still appear to be the source of your attacks, and each image should benefit from your Displacement miss chance. Opponents who strike an image won't suffer the Fire Shield or Death Armor effects, but if they can't see invisible creatures (and beat a DC 35 Nondetection) then they'll only ever be striking mirror images. Arcane Spellsurge allows you to throw crowd control and debuffs spells as though quickened, such as Wall of Smoke, Grease, Web, Glitterdust, Bands of Steel, Stinking Cloud, (Fell Drain) Black Tentacles, (Fell Drain) Freezing Fog, etc.

Didn't I tell you, that someone will post this build sooner or later?:smallbiggrin:

Well, adding spelldancer, can help for easier and more persists, nice build Biffo:smallcool:

If anyone of you knows a DM that would play with players having this or similar builds pls tell me his name, I wanna play with him :smalltongue:.

Immabozo
2013-09-04, 03:03 PM
If anyone of you knows a DM that would play with players having this or similar builds pls tell me his name, I wanna play with him :smalltongue:.

My players want me to put together the silly campaign. So OP builds like this would be only a slight overshot of what they are asking for (I think, muahahaha)

If you live in the Hollywood area, you are welcome to game with us

Back to the OP.

I am personally quite fond of wildshaping druids. Druid 5/Master of Many Forms 2/Warshaper 5/Druid 3 (in that order) with a wildshaping necklace (the one that lets you shift at +4 effective HD) you can take the form of a storm giant, at level 22 (effective HD 26) you can take the shape of a Gerivar, immune to a massive list of things, regen 8/cold and acid (a 24 hour low level druid buff gives you immunity to cold for vulnurability to fire, but you have immunity to fire as a Gerivar!) and then pile acid resist on your armor. It has high NA, DR and 4 arms, with Blessing of the Grillon, 6 arms. High str, high con, and a extraordinary ability to throw naturally growing (on your back) grenade like weapons, throwing 2 per turn dealing 5D6 fire and 5D6 piercing per grenade. Speed of 50, with the run action giving you x6 speed, not x4.

OH yeah, you're also huge, so reach. Throw power attack, shock trooper, imp. bullrush and knockback onto that beast and you have insane battlefield control, by doing what you are good at, hitting things, hard.

Also, feats are extraordinary abilities, so enjoy free feats! I think you might have to level MMoF up to 7 instead of more druid levels.

Although another VERY good option is to take the War Troll. High Str, high con, DR, SR, Stunning blow (every hit, con based DC or stunned for 1 round) regen, and a bunch of other goodies. Going into Warshaper, giving you immunity to crits, +5' reach (on bite attack too!), +4 str and con, ability to grow natural weapons that are unnatural to the form, and a few other goodies.

Another of my favorites, the War Hulk (book of miniatures) can hit 3 squares per swing, culminating in hitting all squares you threaten. Getting +2 str per level instead of BAB could make for some fun, it did for me. Power attack, shock trooper, knockback, combat reflexes (with good dex) and reach play very nicely with each other. Once my character put it all together, almost every time someone charged me (and it was so juicy for the DM, with -10 AC!) I just hit them with AoO and bullrushed them back with my +50 bull rush and then, if they had enough speed to make it back, I just did it again!

Another one who has some battlefield control via attacking. Points if your high bullrush and shock trooper lets you throw them off clifffs! Dungeoncrasher fighter works well with this build. High str and a 2 hander for 1.5 str damage and then hitting a wall for x3 str damage... wow, haha. I had my dungeoncrahing giving me +150 damage! IIRC

Raendyn
2013-09-04, 06:18 PM
My players want me to put together the silly campaign. So OP builds like this would be only a slight overshot of what they are asking for (I think, muahahaha)

If you live in the Hollywood area, you are welcome to game with us

Thanks for the invitations bro, But I live in Greece, wouldn't be too much to say that I'm on the opposite side of the planet:smallbiggrin:.

Immabozo
2013-09-04, 06:28 PM
Thanks for the invitations bro, But I live in Greece, wouldn't be too much to say that I'm on the opposite side of the planet:smallbiggrin:.

You mean you cant make that commute weekly? Hard to imagine why!

You're welcome

DR27
2013-09-04, 08:26 PM
A combination of damage dealing, survivability and battle field control are essential.For those three things, I think that tome of battle is a must have. Crusader allows you to be able to tank, giving AC bonuses to your allies and drawing aggro. The tough bit is getting the damage dealing in a form other than charging, strikes can only get you numbers so high. I can see a Duskblade/Crusader/JPM Gish as an option, even though it would reduce your survivability through steely resolve.

Since you are starting out at such high level, it is probably worth going Duskblade 13/ Crusader 2/ JPM X.
Feats - 1st: Power Attack, H: Improved Bull Rush, 3: Knowledge Devotion, 6: Shock Trooper, 9: Arcane Strike, 12: Stand Still, 15: Combat Reflexes
Spells
0 level: Ray of Frost, Touch of Fatigue
1st level: Chill Touch, Blade of Blood, True Strike, Shocking Grasp
2nd level: Scorching Ray, Dimension Hop, Animalistic Power, Swift Fly
3rd level: Vampiric Touch, Greater Magic Weapon, Regroup, Ray of Exhaustion
4th level: Dimension Door, Dispel Magic, Enervation
Maneuvers: Charging Minotaur, Douse The Flames, Defensive Rebuke, Revitalizing Strike, Entangling Blade
Stances: Iron Guard's Glare, Thicket of Blades

A typical combat would start with you deciding to either charge using Charging Minotaur to activate all of the Shock Trooper options at once or fire off a Enervation/Scorching Ray at an intimidating opponent. After that, you are going to likely be in melee, using a combination of Stand Still/Thicket of Blades/Entangling Blade to keep opponents from getting near your allies. If they do, you have maneuvers like Defensive Rebuke and Iron Guard's Glare to prevent opponents from targeting anybody but yourself. When you want to heal yourself/deal a lot of damage, full attack channel Vampiric Touch or use Revitalizing Strike. Use your teleportation to rearrange the battlefield to your team's advantage.

Out of combat, you aren't 100% useless (just mostly so), things like swift fly and dispel magic can help with skill challenges or whatnot. Point is, you have a lot of options at your disposal, all focused on directing the attacks of your opponents towards yourself, hitting back hard, and shrugging off any punishment you get in return. Grab Devoted Spirit polearm and some armor spikes, then go to town. Gear in the Duskblade Handbook (http://dictummortuum.blogspot.com/2011/08/duskblade-handbook.html) and list of necessary magic items (http://www.giantitp.com/forums/showthread.php?t=187851) would be useful as well.

John Longarrow
2013-09-04, 09:01 PM
Didn't I tell you, that someone will post this build sooner or later?:smallbiggrin:

Well, adding spelldancer, can help for easier and more persists, nice build Biffo:smallcool:

If anyone of you knows a DM that would play with players having this or similar builds pls tell me his name, I wanna play with him :smalltongue:.

His name is Rick and he lives in Southern Cali. Up until I had to move I was in one of his games. We had a guy who put together builds like that for fun, and we found out what we needed to fill in to help make sure he stayed alive. :smallsmile: