badgerman
2015-05-30, 04:45 PM
Hey there,
I tried to create a mole.
Rulebooks not allowed in my group: Dragon Magazine, Players Handbook 2, Tome of Battle, Tome of Magic, campaign specific rulebooks other than forgotten realms such as dragonlance, ravenloft etc.
Races allowed: This is a tough one since one of the best races for creating moles in my opinion is from the Oriental Adventures rulebook and this s not a Faerun race so not allowed in our group
I am looking forward for more builds.
Since the rules noted above are specific for me an my friends feel free to ignore them.
Race: Ghostwise Halfling
Important because of the racial telepathy which qualifies for the "Mindsight" feat in my opinion. Only 20 ft. but much more flavor than dipping Mindbender in my opinion.
Abilities 32 Buy-Points:
Str 13 +3 when leveling
Dex 14 +2 when leveling
Con 14
Int 10
Wis 14
Cha 15
Classes:
Barbarian 2 - fast movement +10 is the most noteable ability gained besides that this is the ghostwise halflings favored class so no xp-penalty for this one
Scout 9 - 3d6 skirmish, fast movement +10, 2 bonus feats and improved uncanny dodge due to synergy with barbarian class
Spirit Shaman 9 - most important is the ability to cast Burrow, Rapid Burrow and Soften Earth and stone. Having a nice set of abilities against hostile spirits (for example earth elementals) is a nice bonus + spirit form
Feats:
1 hd: Expeditious Dodge (RotW p.150)
3 hd: Mobility
6 hd: Mindsight (LoM p.126) - due to this feat you know the exact positions of intelligent beings in a 20 ft. radius. priceless when moving underground.
9 hd: Mobile Spellcasting
12 hd: Practiced Spellcaster
15 hd: Point Blank Shot
18 hd: Quick Reconnoiter (could be good if reaching surface and not knowing the situation on the grid because mindsight didn't help for example)
Scout 4: Spring Attack
Scout 8: Shot on the Run
The regional-feat "Fleet of Foot"(PGtF p.38) would fit very nicely but since it's not for halfling-regions I dumped it.
Equipment:
Spiked Gauntlet and Skiprocks: Ok this is a matter of opinions. In my opinion a mole can't wield a weapon when burrowing so he either has to take the "Quick Draw" feat (which is no solution for dropping the weapon when burrowing again in the same round) or use weapons like the spiked gauntlet you don't have to draw, or the skiprocks which can be drawn like ammunition as a free action. I have to admit that I am not sure if a halfling has to take the Exotic Weapon Proficiency [skiprock] Feat. If, he has to skip Quick Reconnoiter, add this one or maybe the "Quick Draw" feat and change the feat-order.
A magic item with Burrow and Rapid Burrow would be very nice maybe the gauntlets, but I am not much into the create item rules so I don't know if possible.
Boots of Tremorsense - for not burrowing into an ooze :smallwink:
So basically thats it.
Other options I thought about were:
Paladin 15 Knight of the Underdark variant (CC p.49) race maybe Gold Dwarf
and
Cleric 4 / Fighter 3 / Earth Dreamer 5 (RoS p.110) race maybe Lesser Earth Genasi
I tried to create a mole.
Rulebooks not allowed in my group: Dragon Magazine, Players Handbook 2, Tome of Battle, Tome of Magic, campaign specific rulebooks other than forgotten realms such as dragonlance, ravenloft etc.
Races allowed: This is a tough one since one of the best races for creating moles in my opinion is from the Oriental Adventures rulebook and this s not a Faerun race so not allowed in our group
I am looking forward for more builds.
Since the rules noted above are specific for me an my friends feel free to ignore them.
Race: Ghostwise Halfling
Important because of the racial telepathy which qualifies for the "Mindsight" feat in my opinion. Only 20 ft. but much more flavor than dipping Mindbender in my opinion.
Abilities 32 Buy-Points:
Str 13 +3 when leveling
Dex 14 +2 when leveling
Con 14
Int 10
Wis 14
Cha 15
Classes:
Barbarian 2 - fast movement +10 is the most noteable ability gained besides that this is the ghostwise halflings favored class so no xp-penalty for this one
Scout 9 - 3d6 skirmish, fast movement +10, 2 bonus feats and improved uncanny dodge due to synergy with barbarian class
Spirit Shaman 9 - most important is the ability to cast Burrow, Rapid Burrow and Soften Earth and stone. Having a nice set of abilities against hostile spirits (for example earth elementals) is a nice bonus + spirit form
Feats:
1 hd: Expeditious Dodge (RotW p.150)
3 hd: Mobility
6 hd: Mindsight (LoM p.126) - due to this feat you know the exact positions of intelligent beings in a 20 ft. radius. priceless when moving underground.
9 hd: Mobile Spellcasting
12 hd: Practiced Spellcaster
15 hd: Point Blank Shot
18 hd: Quick Reconnoiter (could be good if reaching surface and not knowing the situation on the grid because mindsight didn't help for example)
Scout 4: Spring Attack
Scout 8: Shot on the Run
The regional-feat "Fleet of Foot"(PGtF p.38) would fit very nicely but since it's not for halfling-regions I dumped it.
Equipment:
Spiked Gauntlet and Skiprocks: Ok this is a matter of opinions. In my opinion a mole can't wield a weapon when burrowing so he either has to take the "Quick Draw" feat (which is no solution for dropping the weapon when burrowing again in the same round) or use weapons like the spiked gauntlet you don't have to draw, or the skiprocks which can be drawn like ammunition as a free action. I have to admit that I am not sure if a halfling has to take the Exotic Weapon Proficiency [skiprock] Feat. If, he has to skip Quick Reconnoiter, add this one or maybe the "Quick Draw" feat and change the feat-order.
A magic item with Burrow and Rapid Burrow would be very nice maybe the gauntlets, but I am not much into the create item rules so I don't know if possible.
Boots of Tremorsense - for not burrowing into an ooze :smallwink:
So basically thats it.
Other options I thought about were:
Paladin 15 Knight of the Underdark variant (CC p.49) race maybe Gold Dwarf
and
Cleric 4 / Fighter 3 / Earth Dreamer 5 (RoS p.110) race maybe Lesser Earth Genasi