marphod
2015-06-15, 02:00 AM
Build Notes:
This Character will be played in a 2-player game, where the other PC is a Cleric with Undead Leadership, specializing in Summoning and Controlling Undead. Thus, I'm using several questionable methods to improve my character that I would not use in most games. These include Bloodline Levels (using this interpretation of Bloodlines[1] (http://brilliantgameologists.com/boards/index.php?topic=7167.0 )), an item familiar, retrained a feat, and flaws. I feel kind of dirty about all of these, but I'll get over it.
(This isn't a new game, so I do know how powerful the other PC is -- I was playing a home-brewed Spellthief[2], until in character personality problems made the Spellthief get the hell out of Dodge.)
Starting Attributes: (4d6-lowest, arrange to choice)
12 Str
18 Dex (+1 @ 4th, +1 @ 8th) = 20
15 Con
14 Int
12 Wis
8 Cha (+1 For Bloodline @ 3rd) = 9
Human, Devil Bloodline (Technically a home brew, but the substantive differences are instead of Darkness 1/day, Smite Good 1/day and Energy Resistance 5/Fire by 8th level, Charm Person 1/day, Poison Use, and Combat Expertise)
Level
Class
BAB
Fort
Reflex
Will
Feat(s)
Skirmish
Fav'd Enemy
Initiator Level
Other Highlights
1
Scout 1
+0
+0(+2)
+2(+6)
+0(+1)
Combat Expertise, Combat Reflexes (Human), Dodge (Flaw), Karmic Strike (Flaw)
1d6
-
-
trapfinding
2
Ranger 1 (Solitary Hunter-DR 347)
+1
+2(+4)
+4(+8)
+0(+1)
Track (Ranger); Weapon Finesse (Bloodline; replaces Dodge)
1d6
1st@+2
-
Wild Empathy
n/a
Bloodline 1
+1
+2(+4)
+4(+8)
+0(+1)
-
1d6
1st@+2
-
-
3
Scout 2
+2
+2(+5)
+5(+9)
+0(+1)
Item Familiar; Alertness (when w/n 5' of Item Familiar)
1d6
1st@+2
-
Battle Fort +1, uncanny dodge; +1 Charisma (Bloodline)
4
Barbarian 1 (Sp.l Totem - Lion; CChamp)
+3
+4(+7)
+5(+9)
+0(+1)
-
1d6
1st@+2
-
Rage 1/day, Pounce, Forgets how to read; +1 to Dex
5
Scout 3
+4
+5(+8)
+5(+9)
+1(+2)
-
1d6/+1AC
1st@+2
-
+10' fast move; trackless step
n/a
Bloodline 2
+4
+5(+8)
+5(+9)
+1(+2)
-
1d6/+1AC
1st@+2
-
-
6
Ranger 2
+5
+6(+9)
+6(+10)
+1(+2)
Swift Hunter, Combat Style: TWF (Ranger), Mobility (Bloodline, replaces Combat Expertise)
2d6/+2AC (Eff 7th level = 3 Sc + (2 Rng + 2 Bld)
1@+4, 1@+2 (Eff 7th level = 2 Rng + (3 Sc + 2 Bld)
-
-
7
Swordsage (1; Unarmed Combat Variant)
+5
+6(+9)
+8(+12)
+3(+4)
Weapon Focus(Desert Wind Weapons; Swordsage), Imp. Unarmed Combat (Swordsage), Retrain Dodge to Desert Dodge
2d6/+2AC(+1 Fire/+1 AC from Desert Dodge)
1@+4, 1@+2
5 (1 Swordsage + (6 Class Levels + 2 Bloodline Levels)/2
Quick to act; Burning Blade (DW1), Moment of Perfect Mind (Diam1), Cloak of Deception(Shadow 2), Mountain Hammer (Stone 2), Sudden Leap[3] (TClaw 2), Flashing Sun (DW2); Leaping Dragon (TClaw 3 Stance)
8
Dervish (1)
+6
+6(+9)
+10(+15)
+5(+6)
-
2d6+1/+3AC
1@+4, 1@+2
5
+1 AC, Dance (+2 to attack and damage w/ slashing weapons), Movement Mastery, Slashing Blades, Poison Use; +1 Dex
Equipment: (27000 gp)
2x Scimitars +1; Crystal of Return (Least) on each - ~5k gp
Mithral Chain Shirt +1 (Item Familiar); Ironward Diamond (Lesser) - ~4k gp
Masterwork Long Spear - ~350gp
Skirmisher Boots - 3200gp
Gloves fof the Balanced Hand - 8k gp
Healing Belt - 750gp
Chronocharms of the Horizon Walker and Fateweaver (1k gp)
Travel Cloak - 1200gp
Handy Haversack - 2000gp
Selections from Shax's Haversack type 1 (http://www.giantitp.com/forums/showthread.php?148101-3-x-Shax-s-Indispensible-Haversack-(Equipment-Handbook) ) - Every last remaining copper (the actual accounting is on a spreadsheet, but I figured that's probably overkill to post).
Mechanically, before ally buffs, this works out to Scimitars +11/+11/+6/+6, doing 3d6+4+1 Fire and +3 to AC with Skirmish (garnered via Pounce, Leaping Strike, or Horizon Walker), plus up to 6 more each round with Karmic Strike. twice a day an additional attack from the Skirmish Boots, a round with a flurry attack each encounter from Flashing Sun, and a round with an additional +1d6+5 fire per attack from Burning Blade. When using Dervish Dance, add an additional +2 to hit and damage, as well. Once a day, add bonuses from Rage (but not when Dancing).
Skills include Balance +12(5 ranks), Concentration +12(5 ranks, +5 from item Familiar), Escape Artist +10(5 ranks), Perform(Dance)+15(10 ranks). Tumble +20 (8 ranks, +5 from item Familiar), and Jump +30 (6 ranks, +5 from item Familiar, +4 synergies, +4 from base speed, +10 from Leaping Dragon stance & always considered a running jump; can always take 10), a smattering of points into Spot, Listen, Search, Disable Device, and various Knowledge skills.
Skill Tricks Twisted Charge and Nimble Stand
----
I know I didn't take the Travel Devotion feat -- it doesn't fit in with the character's background, and I remain unconvinced of its superiority compared to a single level dip into Dervish, having Pounce, and the ability to make a standing jump of 40 feet once per encounter as a swift action without needing to roll. (Especially since I don't intend to dip into (Cloistered) Cleric.)
My DM is letting me treat Scout and Ranger as favored classes, due to Swift Hunter, which means my next 2 levels will be probably be Scout 4 (Bonus Feat) and maybe Swordsage 2 (a Maneuver and a Stance, and +Wisdom to AC -- which will increase to +2 at level 12 between stat bonus and Bloodline); I'm not sure which order, though. My next feat will be Improved Skirmish, and either Deft Opportunist or Double Hit. After that? I don't know -- sometime around 15, I'll pick up Rolibar's Gambit (need to hit +12 BAB). I also need to decide if I want to go with one of the non-casting Ranger variants or not; the character is going to cap out at 3rd level Ranger spells with a Caster Level of 7, at best. However, the Champion of the Wild's bonus feat list sucks and the Complete Warrior variant doesn't get much for their spellcasting ability (Fast Movement and possibly an ability that is marginally better than the ability to cast one of Owls Wisdom/Bear's Endurance/Cat's Grace 1/day).
In the end, the build will probably be either 8 Scout/9 Ranger/1 Barbarian/1 Dervish/1 Swordsage (which picks up Flawless stride, another Scout bonus feat, Camouflage, Improved TWF, Evasion, 3 more Favored Enemies, Swift Tracker, and an effective 20th level Skirmish, plus potentially Alternate Class Features for Woodland Stride and the second instance of evasion and ends up at a +17BAB) or 4 Scout/1 Barbarian/2 Swordsage/1 Dervish/11 Ranger/1 ? (Improved and Greater TWF, Evasion, Woodland Stride, Swift Tracker, 2 more Favored Enemies, 18th level Skirmish, the aforementioned stuff from Swordsage 2, and whatever I get from the remaining undecided level, and ends up at a +18 BAB)
[1] TL;dr version:
Bloodline levels are taken right before the required level. They do not increase XP cost for taking the actual level (so after taking your first bloodline level after level 2, you effectively reset your XP back to the minimum for level 2, and earn 3rd level a second time). Bloodline levels add to anything that is a numerical calculation in the feature's description; if it is calculable, but explicitly defined, bloodline levels to not help. So yes to caster level, no to spells per level, yes to overcoming uncanny dodge, no to sneak attack, yes to most save DCs, no to favored enemy progression, etc.). The interpretation of how this interacts with Swift Hunter is inconclusive, but my DM and I agreed that it did add to Scout levels for determining Favored Enemy and Ranger for determining Skirmish, but not the base class.
[2] I should post the full home brew at some point, but long story short:
Caster progression changed: Spell Knowledge as per Bard, casting slots as per Wizard. Could gain semi-permanent spell knowledge of up to 2*class levels of spells from any spell list, but only could do so on a critical hit or a lethal coup de grace -- never from a undamaged volunteer. D4 melee-only progression instead of sneak attack, but can combine with melee attack or hit as a touch attack; however targets with nothing to steal get a Fort save for half damage for the extra damage (while the touch attack is considered armed, the spellthief does not threaten unless they have natural weapons, improved unarmed, or are actually armed). Modified Mage-Slayer feat progression. Eschew Material Components for Stolen spells, could use spell trigger and completion items with stolen spells, but cannot craft items with them. Improved skill list and rogue weapons. Eventually gets to steal Metamagic effects and apply them to different spells. Altered stealing progression. Some bonus skill points after first level to represent ability/knowledge that was stolen along with spells. Can steal spells with target: Personal. The aim was low-tier 2, but I'm not sure if it is really tier 2 or 3.
[3] Not sure if this is legal -- Can the Stance and a Maneuver be used as Co-requisites, or do I need to replace Cloak of Deception with a Tiger Claw Maneuver that has no prerequisite?
This Character will be played in a 2-player game, where the other PC is a Cleric with Undead Leadership, specializing in Summoning and Controlling Undead. Thus, I'm using several questionable methods to improve my character that I would not use in most games. These include Bloodline Levels (using this interpretation of Bloodlines[1] (http://brilliantgameologists.com/boards/index.php?topic=7167.0 )), an item familiar, retrained a feat, and flaws. I feel kind of dirty about all of these, but I'll get over it.
(This isn't a new game, so I do know how powerful the other PC is -- I was playing a home-brewed Spellthief[2], until in character personality problems made the Spellthief get the hell out of Dodge.)
Starting Attributes: (4d6-lowest, arrange to choice)
12 Str
18 Dex (+1 @ 4th, +1 @ 8th) = 20
15 Con
14 Int
12 Wis
8 Cha (+1 For Bloodline @ 3rd) = 9
Human, Devil Bloodline (Technically a home brew, but the substantive differences are instead of Darkness 1/day, Smite Good 1/day and Energy Resistance 5/Fire by 8th level, Charm Person 1/day, Poison Use, and Combat Expertise)
Level
Class
BAB
Fort
Reflex
Will
Feat(s)
Skirmish
Fav'd Enemy
Initiator Level
Other Highlights
1
Scout 1
+0
+0(+2)
+2(+6)
+0(+1)
Combat Expertise, Combat Reflexes (Human), Dodge (Flaw), Karmic Strike (Flaw)
1d6
-
-
trapfinding
2
Ranger 1 (Solitary Hunter-DR 347)
+1
+2(+4)
+4(+8)
+0(+1)
Track (Ranger); Weapon Finesse (Bloodline; replaces Dodge)
1d6
1st@+2
-
Wild Empathy
n/a
Bloodline 1
+1
+2(+4)
+4(+8)
+0(+1)
-
1d6
1st@+2
-
-
3
Scout 2
+2
+2(+5)
+5(+9)
+0(+1)
Item Familiar; Alertness (when w/n 5' of Item Familiar)
1d6
1st@+2
-
Battle Fort +1, uncanny dodge; +1 Charisma (Bloodline)
4
Barbarian 1 (Sp.l Totem - Lion; CChamp)
+3
+4(+7)
+5(+9)
+0(+1)
-
1d6
1st@+2
-
Rage 1/day, Pounce, Forgets how to read; +1 to Dex
5
Scout 3
+4
+5(+8)
+5(+9)
+1(+2)
-
1d6/+1AC
1st@+2
-
+10' fast move; trackless step
n/a
Bloodline 2
+4
+5(+8)
+5(+9)
+1(+2)
-
1d6/+1AC
1st@+2
-
-
6
Ranger 2
+5
+6(+9)
+6(+10)
+1(+2)
Swift Hunter, Combat Style: TWF (Ranger), Mobility (Bloodline, replaces Combat Expertise)
2d6/+2AC (Eff 7th level = 3 Sc + (2 Rng + 2 Bld)
1@+4, 1@+2 (Eff 7th level = 2 Rng + (3 Sc + 2 Bld)
-
-
7
Swordsage (1; Unarmed Combat Variant)
+5
+6(+9)
+8(+12)
+3(+4)
Weapon Focus(Desert Wind Weapons; Swordsage), Imp. Unarmed Combat (Swordsage), Retrain Dodge to Desert Dodge
2d6/+2AC(+1 Fire/+1 AC from Desert Dodge)
1@+4, 1@+2
5 (1 Swordsage + (6 Class Levels + 2 Bloodline Levels)/2
Quick to act; Burning Blade (DW1), Moment of Perfect Mind (Diam1), Cloak of Deception(Shadow 2), Mountain Hammer (Stone 2), Sudden Leap[3] (TClaw 2), Flashing Sun (DW2); Leaping Dragon (TClaw 3 Stance)
8
Dervish (1)
+6
+6(+9)
+10(+15)
+5(+6)
-
2d6+1/+3AC
1@+4, 1@+2
5
+1 AC, Dance (+2 to attack and damage w/ slashing weapons), Movement Mastery, Slashing Blades, Poison Use; +1 Dex
Equipment: (27000 gp)
2x Scimitars +1; Crystal of Return (Least) on each - ~5k gp
Mithral Chain Shirt +1 (Item Familiar); Ironward Diamond (Lesser) - ~4k gp
Masterwork Long Spear - ~350gp
Skirmisher Boots - 3200gp
Gloves fof the Balanced Hand - 8k gp
Healing Belt - 750gp
Chronocharms of the Horizon Walker and Fateweaver (1k gp)
Travel Cloak - 1200gp
Handy Haversack - 2000gp
Selections from Shax's Haversack type 1 (http://www.giantitp.com/forums/showthread.php?148101-3-x-Shax-s-Indispensible-Haversack-(Equipment-Handbook) ) - Every last remaining copper (the actual accounting is on a spreadsheet, but I figured that's probably overkill to post).
Mechanically, before ally buffs, this works out to Scimitars +11/+11/+6/+6, doing 3d6+4+1 Fire and +3 to AC with Skirmish (garnered via Pounce, Leaping Strike, or Horizon Walker), plus up to 6 more each round with Karmic Strike. twice a day an additional attack from the Skirmish Boots, a round with a flurry attack each encounter from Flashing Sun, and a round with an additional +1d6+5 fire per attack from Burning Blade. When using Dervish Dance, add an additional +2 to hit and damage, as well. Once a day, add bonuses from Rage (but not when Dancing).
Skills include Balance +12(5 ranks), Concentration +12(5 ranks, +5 from item Familiar), Escape Artist +10(5 ranks), Perform(Dance)+15(10 ranks). Tumble +20 (8 ranks, +5 from item Familiar), and Jump +30 (6 ranks, +5 from item Familiar, +4 synergies, +4 from base speed, +10 from Leaping Dragon stance & always considered a running jump; can always take 10), a smattering of points into Spot, Listen, Search, Disable Device, and various Knowledge skills.
Skill Tricks Twisted Charge and Nimble Stand
----
I know I didn't take the Travel Devotion feat -- it doesn't fit in with the character's background, and I remain unconvinced of its superiority compared to a single level dip into Dervish, having Pounce, and the ability to make a standing jump of 40 feet once per encounter as a swift action without needing to roll. (Especially since I don't intend to dip into (Cloistered) Cleric.)
My DM is letting me treat Scout and Ranger as favored classes, due to Swift Hunter, which means my next 2 levels will be probably be Scout 4 (Bonus Feat) and maybe Swordsage 2 (a Maneuver and a Stance, and +Wisdom to AC -- which will increase to +2 at level 12 between stat bonus and Bloodline); I'm not sure which order, though. My next feat will be Improved Skirmish, and either Deft Opportunist or Double Hit. After that? I don't know -- sometime around 15, I'll pick up Rolibar's Gambit (need to hit +12 BAB). I also need to decide if I want to go with one of the non-casting Ranger variants or not; the character is going to cap out at 3rd level Ranger spells with a Caster Level of 7, at best. However, the Champion of the Wild's bonus feat list sucks and the Complete Warrior variant doesn't get much for their spellcasting ability (Fast Movement and possibly an ability that is marginally better than the ability to cast one of Owls Wisdom/Bear's Endurance/Cat's Grace 1/day).
In the end, the build will probably be either 8 Scout/9 Ranger/1 Barbarian/1 Dervish/1 Swordsage (which picks up Flawless stride, another Scout bonus feat, Camouflage, Improved TWF, Evasion, 3 more Favored Enemies, Swift Tracker, and an effective 20th level Skirmish, plus potentially Alternate Class Features for Woodland Stride and the second instance of evasion and ends up at a +17BAB) or 4 Scout/1 Barbarian/2 Swordsage/1 Dervish/11 Ranger/1 ? (Improved and Greater TWF, Evasion, Woodland Stride, Swift Tracker, 2 more Favored Enemies, 18th level Skirmish, the aforementioned stuff from Swordsage 2, and whatever I get from the remaining undecided level, and ends up at a +18 BAB)
[1] TL;dr version:
Bloodline levels are taken right before the required level. They do not increase XP cost for taking the actual level (so after taking your first bloodline level after level 2, you effectively reset your XP back to the minimum for level 2, and earn 3rd level a second time). Bloodline levels add to anything that is a numerical calculation in the feature's description; if it is calculable, but explicitly defined, bloodline levels to not help. So yes to caster level, no to spells per level, yes to overcoming uncanny dodge, no to sneak attack, yes to most save DCs, no to favored enemy progression, etc.). The interpretation of how this interacts with Swift Hunter is inconclusive, but my DM and I agreed that it did add to Scout levels for determining Favored Enemy and Ranger for determining Skirmish, but not the base class.
[2] I should post the full home brew at some point, but long story short:
Caster progression changed: Spell Knowledge as per Bard, casting slots as per Wizard. Could gain semi-permanent spell knowledge of up to 2*class levels of spells from any spell list, but only could do so on a critical hit or a lethal coup de grace -- never from a undamaged volunteer. D4 melee-only progression instead of sneak attack, but can combine with melee attack or hit as a touch attack; however targets with nothing to steal get a Fort save for half damage for the extra damage (while the touch attack is considered armed, the spellthief does not threaten unless they have natural weapons, improved unarmed, or are actually armed). Modified Mage-Slayer feat progression. Eschew Material Components for Stolen spells, could use spell trigger and completion items with stolen spells, but cannot craft items with them. Improved skill list and rogue weapons. Eventually gets to steal Metamagic effects and apply them to different spells. Altered stealing progression. Some bonus skill points after first level to represent ability/knowledge that was stolen along with spells. Can steal spells with target: Personal. The aim was low-tier 2, but I'm not sure if it is really tier 2 or 3.
[3] Not sure if this is legal -- Can the Stance and a Maneuver be used as Co-requisites, or do I need to replace Cloak of Deception with a Tiger Claw Maneuver that has no prerequisite?