jenotus
2016-08-11, 02:36 PM
https://s-media-cache-ak0.pinimg.com/564x/f2/b9/22/f2b922c6569a61a04d23d92fc2d1930f.jpg
The Commoner Challenge
Dear friends,
here is an interesting idea, which I wanted to share and discuss with you.
Situation:
My DM is currently thinking about how to establish a low level group. Our main heroes are approaching their retirement levels as the majority of the group does want to play in the lower levels.
Complication:
In the current group, my character starts to overshadow other teammates, which is a combination of the following effects:
- Caster vs. non-caster in the endgame
- Highly optimized build vs. midly optimized companions
- More indepth strategic knowledge & optimized action economy
As a result, I am often receiving the soft/hard version of a ban-hammer.
Solution:
My DM is a great guy and we are all grown up, so we have a good resolution for most of these topics. However, in the low-level party, which is coming up, I wanted to reduce my starting position as much as possible to make the optimization challenge harder.
Personally, I like optimizing characters. It is one of the vital parts for me when playing DND. So I was thinking about creating a really tough challenge and still being able to survive.
The campaign-world of my DM is harsh, but fair. Above everything else, he values consistency and fairness. The monsters and the enemies are fairly optimized tho, just to give you an understanding that fights are not a walk in the park.
Challenge:
Survive an optimized campaign with an Average Joe Character. Literally someone, who started his life as a farmer and just doesn't have the means to do anything else.
Also, be meaningful in an moderately optimized Tier3 campaign setting. (In other words you have to carry your own weight)
All material is allowed (Dnd 3.5). Some 3rd-party (if DM is cool with it). We are playing with mild houserules, the most important of which is the pathfinder feat progression.
Details:
- PHB Races only
- No Templates
- No Buyoff, bloodlines
- 10 on every stat (12pt. buy)
- Must take 4 flaws & gains only 2 feats
- No Class allowed (this includes all NPC classes except the commoner, I also excluded racial progressions to be strict)
- No Prestige classes allowed
- No companions whatsoever (Leaderships, Cohorts, purchased familiars, pets, familiars/psi-crystals)
Task:
- No one-trick pony build (i.e. diplomancer / handle animal)
- Shall only use items found in the game (no purchasing)
- Starting Gold 0!gp
Player can decide:
- Feats
- How to distribute Attribute Points
- How to survive with the tools at hand
- How to interact within and outside of the combat
Currently Standing build (if you want to provide your own build, please feel free to do so):
Idea of the Build:
The most viable race appeared Half-Elfs, because they a) are the only ones that received a buff (extra feat), but also because I tried to use the paragon to get at least partially around the commoner only rule. Was thinking about savage species racial progressions as well, but I only have the PHB races at hand, so prolly this is out of reach.
In terms of build, I took highly flexible feats and alot from the MoI as it makes me independent from what I am going to find in the game.
Here we go:
Race: Half-Elf*
Half-Elf Commoner 20
The most viable race appeared Half-Elfs, because they a) are the only ones that received a buff (extra feat).
In terms of build, I took highly flexible feats and alot from the MoI as it makes me independent from what I am going to find in the game. Additionally I went down the Dragonmarks route to gain special abilities and Quicken them in order to be effective in the action economy.
STATs:
Stats 12pt (no score lower than 10)
STR 10 (8)
DEX 10
CON 10 (5 level) (6item)
INT 10
WIS 10
CHA 10
AC: 10 (+ 0NA) + 2 Shield + 4 armor + 0 dex - 1 flaw = 15AC
BAB: +0.33
RACIAL ABILITIES:
- Bonus Feat (Houseruled): My DM gives Half-Elfs the human bonus feat
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
FLAWs:
- Noncombatant (-2 melee att)
- Inattentive (-4 Listen/Spot)
- Pathetic (STR)
- Vulnerable (-1AC)
Feat Progression (extended):
1: Aberrant Dragonmark (Shield 1/day)
1 (bonus): Master of Poisons (swift action poison, poison training) --> Retrained later: Mark of Stars (never surprised, +2AC, +2refl)
1 (Flaw): Aberrant Dragonmark Gift (Shield -> 3/day)
1 (Flaw): Flexible Mind (Iaiujitsu Focus and Use Magic Device as class skills)
3: Quicken Dragonmark (Least Dragonmarks as swift)
5: Quicken Dragonmark (Lesser Dragonmarks as swift)
7: Lesser Aberrant Dragonmark (Sleet Storm 3/day, Shield 4/day)
9: Greater Aberrant Dragonmark (Cloudkill 3/day, Sleet Storm 4/day, Shield 5/day)
11: Quicken Dragonmark (Greater Dragonmarks as swift)
13: Toughness* (reworked, gives way more HP)
15: Steadfast Determination
17: Toughness* (reworked, gives way more HP)
19: Toughness* (reworked, gives way more HP)
Skills:
Iaiujitsu Focus
Use Magic Device
+ (if possible)
Craft (Basket Weaving)
Craft (Poisonmaking)
Craft (Bowmaking)
Equipment:
Shapesand (Sandstorm - for mundane items) 100gp
Wand Champer (DS, p34) x2 200gp
Weapon Capsule Container, Triple (CA) 450gp
Chronocharm of the Grand MAster (MIC) 500gp
Chronocharm of the Horizonwarlker (MIC) 500gp
Lesser Crystal of Return 600gp
Amber Amulet of Vermin (MIC) 700gp
Belt of Healing (MIC) 750gp
Hand of the Mage (DMG) 900gp
Quiver of Ehlonna (DMG) 1.800gp
Heward's Handy Haversack (MIC) 2.000gp
Bracers of Entangling Blast (MIC) 2.000gp
Cloak of the Elvenkind (DMG) 2.000gp
Lesser Shadow Hands (TOB) 3.000gp
Lesser Rod of Sculpt Spell (MIC) 3.000gp
Crown of Charisma (+2) 4.000gp
Gauntlets of War (CC, +3 dmg) 4.000gp
Chain Shirt (+1, Ghost ward) (DR crystal) 4.500gp
Buckler (+1, Fearsome armor) (Arrow Defl) 4.500gp
Ring of Forcewall (MIC) 5.100gp
Eversmoking Bottle (MIC) 5.400gp
Bag of Tricks (TAN) (DMG) 6.300gp
Ring of Arming (MIC) + Mountain Plate/Tower S 6.600gp
Ring of Mystic Defiance (CHa/2 to Fort&3/day 10) 7.500gp
Blue Ice Short Sword (+1, Stunning Surge) 8.500gp
Contineous Alter Self Item 18.000gp
Poisons:
- 4gp: Sleep-Smoke (Waterdeep, City of Splendors Pg. 152. Unconsciousness)
- 6,6gp: Stun Gas (A&EG 37, Stuns)
- 8,3gp: Darkeye (Sharn, City of Towers; Paralysis)
- 12,5gp: Drow poison (Core; Unconsciousness)
- (free): Yew Poison (DC 13, 1d2 Con damage/2d6 Con damage.)
Scrolls / Wands (2-3/50 charges):
0 (xgp):
1 (xgp): Alarm, expeditious retreat, Featherfall, Protection from Evil,Resurgence, Remove Paralysis, silent image, Stand, Spymaster's Coin, wall of Smoke
2 (xgp): Command Undead, Ghost Candle, Fire Trap, Glitterdust, Lesser Restauration, Invisibility, See Invisibility, Silence
3 (xgp): Greater Mirror Image, Mass Resist Energy, Neutralize Poison
Wands:
0 (325gp):
1 (750gp): Enlarge Person, Grease, Blockade, Ray of Enfeeblement
2 (4500gp): Whirling Attack
3 (10.850gp):
Ethernal Wands:
0 (360gp): Detect Magic, Deathwatch
1 (720gp): Benign Transposition, Fell Weakened Acid Splash, Swift Invisibility,
2 (4320gp): Web, Wings of Cover
3 (10.800gp):
Level by Level analysis of the build:
HP: 4 AC: 10+4(shield)+2-4(armor if you can find some)-1(flaw)= 15-17
Situation: You are fragile, positioning will be key. The only noticable skills are IF and UMD, both of which are not going to be used.
Put at least 1 point into Craft (poisonmaking) and craft (bowmaking), this way we get a weapon for free and some solid poisons.
Combat Tactic: Stay in the backline, use your Poison Master + whatever poison you have available (prolly just Yew Poison). 1 attack per round, hopefully on targets, which are not engaged in melee combat with 1d8 + poison is not too bad.
If you can loot a melee weapon, get it (preferably a dagger/short-sword). Stay away from melee, except for ambushes maybe, where IF could come handy (from level 3 onwards, because you need 1 BAB to draw the weapon as part of your movement).
Level 5:
Items: -depending on DM loot, but prolly some magic scrolls/wands, which are usable-, first stat item should be +2con to improve surviability, additionally some of the cheaper items in the list could be yours (belt of healing, chronocharms, shapesand), maybe it is worthwhile investing into an amulet of tears to improve early game survivability. Also, try to gain your hands on a reduce Person wand.
Feats: Retrained the Poison master, as its usefulness is slowly falling off now
Skills Ranks:
Craft (Poisonmaking) 1
Craft (Basketweaving) 1
Craft (Bowmaking) 0 (reskilled)
UMD 8
IF 6
HP: 19(31) AC: 10 + 4(shield) + 4(armor) + 2mark +1 size +1 dex -1flaw = 21
Situation: The build is developing good into the defensive direction, the offense is prolly at their weakest point. The bitter truth is, that the 1d8 + poison fall off quiet fast. So we will need to get some more damage.
Combat Tactic: Depending on the group setup, try using daggers to throw them. Arguably, since daggers are also melee weapons, they qualify for IF. At this level we will get +2-3d6, so the result would be 1d4+3d6+poison, which is not great compared to optimzed builds, but also not horrible.
The major other focus should be battlefield control. Benign Transposition, Grease, Silent Image as well as Debuffing (ray of Enfeeblement) spring to mind.
Level 10:
Items: the build should now have most of the loot pointed out. Assumption is a +4 con item, focus in constitution with the attribute points and at least some of the spells on wands.
Skills Ranks:
Craft (Poisonmaking) 1
Craft (Basketweaving) 1
Craft (Bowmaking) 0 (reskilled)
UMD 13
IF 11
HP: 57(69) AC: 10 + 4(shield) + 9(armor) + 2mark + 1 size + 2 dex + 8(NA) + 1dodge -1flaw = 36 (assuming +1 full-plate, reduce person, alter self)
HP with toughness*x2: 87(99)
Situation: This is where the main part of the build should play out. The levels past 5 have developped a stronger offense potential (see tactics) and the commoner should now be able to meet both the UMD and IF skill check quiet regularely. With the low amount of hit points, it is still pretty fragile - if you have a houseruling for toughness like we do, I think its worthwhile trading out some of the mark / quickness feats for 1-2x toughness.
Combat Tactic: The build relies on Whirling blade + IF to deal damage to a larger group of enemies. The damage with an average roll of IF should be in the order of magnitude +4-6d6 and with shadow stance another 2d6 would be applicable. So normal attacks with the Whirling Blade should be +6-8d8 multiple times per day.
The core of the build however is the usage of Quickened Sleet storm + Cloud kill, which can be applied multiple times per day and hence should be the main focus in most of the combats. Combining both aspects together, the build should do reasonably well. Also Battlefield control through the Eternal Wands should help further.
Idea of the Build:
Update: The build uses acquired templates to accumulate further power. It starts as a normal commoner and will then try to become undead as well as using spell-stiched and sculpt self feats to accumulate additional resources/ skills. This build will have an inherant xp-disadvantage during the play-time, hence I think it will require some good game-knowledge in terms of how far can you fall behind and still be useful. The xp-difference will shrink over time, but it will take some "risk-vs-reward" calculations.
Race: Half-Elf*
Half-Elf Commoner 20
The most viable race appeared Half-Elfs, because they a) are the only ones that received a buff (extra feat).
STATs:
Stats 12pt (no score lower than 10)
STR 10 (+1 ScultS) (+4 graft) (+4 corpsecraft)
DEX 10
CON 10 (8)(- later)
INT 10
WIS 10 (5 level) (6item) (+2 SculptSelf)
CHA 10 (+2 SculptSelf)
AC: 10 (+ 0NA) + 2 Shield + 4 armor + 0 dex - 1 flaw = 15AC
BAB: +0.33
RACIAL ABILITIES:
- Bonus Feat (Houseruled): My DM gives Half-Elfs the human bonus feat
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
FLAWs:
- Noncombatant (-2 melee att)
- Inattentive (-4 Listen/Spot)
- Pathetic (CON)
- Vulnerable (-1AC)
Feat Progression (extended):
1: Aberrant Dragonmark (Shield 1/day)
1 (bonus): Master of Poisons (swift action poison, poison training) --> Retrained later: Sculpt Self Feat
1 (Flaw): Aberrant Dragonmark Gift (Shield -> 3/day)
1 (Flaw): Flexible Mind (Iaiujitsu Focus and Use Magic Device as class skills)
3: Quicken Dragonmark (Least Dragonmarks as swift)
5: Quicken Dragonmark (Lesser Dragonmarks as swift)
7: Lesser Aberrant Dragonmark (Sleet Storm 3/day, Shield 4/day)
9: Greater Aberrant Dragonmark (Cloudkill 3/day, Sleet Storm 4/day, Shield 5/day)
11: Graft Flesh --> Retrained later into: Quicken Dragonmark (Greater Dragonmarks as swift)
13: Mark of Stars (never surprised, +2AC, +2refl)
15: Zen Archery (Ranged attack via WIS)
17: Toughness* (reworked, gives way more HP)
19: Toughness* (reworked, gives way more HP)
Skills:
Iaiujitsu Focus
Use Magic Device
+ (if possible)
Craft (Basket Weaving)
Craft (Poisonmaking)
Craft (Bowmaking)
Template Progression:
a) Movement towards undead:
- Level 3-4 become a necropolitan (-3.000gp, -1 level, -1.000xp)
(gain: D12 hitdice, undead immunities, darkvision 60ft., +2 turn resist)
- Corpsecrafter benefits (+4 str, +2HP/HD) (costs probably extra GP)
- Desecration benefits (+2 HP/HD) (scroll cost 200gp)
b) Sculpt Self (improvements throughout the game, in order of importance):
Prior to spell-stitching
- Flame Focus (Kindled Creature, +60ft low light, 5 fire resist) [1.600 xp]
- Gear Focus (Gadget Creature, +1 WIS, +4 knowledge) [5.628 xp]
- Flame Focus (Ember Creature, Produce Flame at/will) [7.520 xp]
After spell-stitching:
- Flame Focus (Fiery Creature, +1 Charisma, 1/day wall of fire) [7.516 xp]
- Flame Focus (Inferno Creature, 1/day Fire Shield) [4.480 xp]
- Gear Focus (Clockwork Creature, +1 CHa, +2 Natural Armor) [8.700 xp]
- Soul Focus (Blessed Creature, +1 CHA, +4 sense mot/listen/spot) [5.884 xp]
- Soul Focus (Sacred Creature, +1 STR, +4 Will saves) [7.631 xp]
- Soul Focus (Hallowed Creature, +1 WIS, 3/day Searing Light) [11.980xp]
- Wind Focus (Stirred Creature, 1/day Wind wall) [4.032 xp]
- Wind Focus (Zephyr Creature, Elec resist 5, whisp wind 3/day) [3.391 xp]
- Wind Focus (Gale Creautre, Wind walk 1/day) [9.504 xp]
c) Stitch when you have 19wisdom
- 19 wis can be acquired by level 8 (+6 item, +2 level, +1 sculpt self)
- Acquire the Spellstitched template (will cost 1.000gp and 9.500xp)
- Additional costs through scrolls, which you might need to provide (~5-10k gp, depending on what the caster has at hand)
- Benefits (DR 10/magic, Spell resist 16, Turn resist +2, +2 all saves)
- Potential Spells:
1 (4/day) (2known): Grease x2 (PHB), Ray of Enfeeblement x2 (PHB)
2 (4/day) (2known): Ghoul Glyph x2 (LM), Wings of Cover x2 (RotD)
3 (2/day) (2known): Dimension Step (PHB2), Bands of Steel (SC)
4 (2/day) (2known): Dimension Door (PHB), Otiluke's Resilient Sphere (PHB)
5 (2/day) (2known): Teleport (PHB), Magic Jar (PHB)
6 (1/day) (1known): Animate Dread Warrior (UE)
d) Gaining Undead Grafts
- Additionally spend Gold to gain improvements as undead grafts
- If possible via Graft Flesh Feat + a later retraining to free up the feat slot
Grafts:
- Bonemail (+2 Natural Armor) [ 8.000gp, 640xp]
- Bodak's Eye (1/day death gaze) [12.500gp,1000xp]
- Eye of Flame (1/day fireball) [ 5.400gp, 432xp]
- Mgrg's Tongue (paralyzing sec. attack) [12.000gp, 960xp]
- Enervating Arm (+4str, 2/day enerv touch) [20.000gp,1600xp]
+ Ghostly arm (ranged touch attacks) [ 3.000gp, 240xp]
Equipment:
Shapesand (Sandstorm - for mundane items) 100gp
Wand Champer (DS, p34) x2 200gp
Weapon Capsule Container, Triple (CA) 450gp
Chronocharm of the Grand MAster (MIC) 500gp
Chronocharm of the Horizonwarlker (MIC) 500gp
Lesser Crystal of Return 600gp
Amber Amulet of Vermin (MIC) 700gp
Belt of Healing (MIC) 750gp
Hand of the Mage (DMG) 900gp
Quiver of Ehlonna (DMG) 1.800gp
Heward's Handy Haversack (MIC) 2.000gp
Bracers of Entangling Blast (MIC) 2.000gp
Cloak of the Elvenkind (DMG) 2.000gp
Lesser Shadow Hands (TOB) 3.000gp
Lesser Rod of Sculpt Spell (MIC) 3.000gp
Crown of Wisdom (+6) 36.000gp
Gauntlets of War (CC, +3 dmg) 4.000gp
Chain Shirt (+1, Ghost ward) (DR crystal) 4.500gp
Buckler (+1, Fearsome armor) (Arrow Defl) 4.500gp
Ring of Forcewall (MIC) 5.100gp
Eversmoking Bottle (MIC) 5.400gp
Bag of Tricks (TAN) (DMG) 6.300gp
Ring of Arming (MIC) + Mountain Plate/Tower S 6.600gp
Ring of Mystic Defiance (CHa/2 to Fort&3/day 10) 7.500gp
Blue Ice Short Sword (+1, Stunning Surge) 8.500gp
Contineous Alter Self Item 18.000gp
Poisons:
- 4gp: Sleep-Smoke (Waterdeep, City of Splendors Pg. 152. Unconsciousness)
- 6,6gp: Stun Gas (A&EG 37, Stuns)
- 8,3gp: Darkeye (Sharn, City of Towers; Paralysis)
- 12,5gp: Drow poison (Core; Unconsciousness)
- (free): Yew Poison (DC 13, 1d2 Con damage/2d6 Con damage.)
Scrolls / Wands (2-3/50 charges):
0 (xgp):
1 (xgp): Alarm, expeditious retreat, Featherfall, Protection from Evil,Resurgence, Remove Paralysis, silent image, Stand, Spymaster's Coin, wall of Smoke
2 (xgp): Command Undead, Ghost Candle, Fire Trap, Glitterdust, Lesser Restauration, Invisibility, See Invisibility, Silence
3 (xgp): Greater Mirror Image, Mass Resist Energy, Neutralize Poison
Wands:
0 (325gp):
1 (750gp): Enlarge Person, Grease, Blockade, Ray of Enfeeblement
2 (4500gp): Whirling Attack
3 (10.850gp):
Ethernal Wands:
0 (360gp): Detect Magic, Deathwatch
1 (720gp): Benign Transposition, Fell Weakened Acid Splash, Swift Invisibility,
2 (4320gp): Web, Wings of Cover
3 (10.800gp):
Spells at the disposal within this build:
Standard Action:
1 (4/day) (2known): Grease x2 (PHB), Ray of Enfeeblement x2 (PHB)
2 (4/day) (2known): Ghoul Glyph x2 (LM), Wings of Cover x2 (RotD)
3 (2/day) (2known): Dimension Step (PHB2), Bands of Steel (SC)
4 (2/day) (2known): Dimension Door (PHB), Otiluke's Resilient Sphere (PHB)
5 (2/day) (2known): Teleport (PHB), Magic Jar (PHB)
6 (1/day) (1known): Animate Dread Warrior (UE)
(at will) Produce Flame, Paralyzing Attack (Tongue)
(1/day) Wall of Fire, Fire Shield, Wind Wall, Wind Walk, Death Gaze, Fireball
(2/day) Enervating Attack (ranged ghost att)
(3/day) Searing Light, Whispering Wind
Swift Action:
(Cloudkill 3/day, Sleet Storm 4/day, Shield 5/day)
Level by Level analysis of the build:
HP: 4 AC: 10+4(shield)+2-4(armor if you can find some)-1(flaw)= 15-17
Situation: You are fragile, positioning will be key. The only noticable skills are IF and UMD, both of which are not going to be used.
Put at least 1 point into Craft (poisonmaking) and craft (bowmaking), this way we get a weapon for free and some solid poisons.
Combat Tactic: Stay in the backline, use your Poison Master + whatever poison you have available (prolly just Yew Poison). 1 attack per round, hopefully on targets, which are not engaged in melee combat with 1d8 + poison is not too bad.
If you can loot a melee weapon, get it (preferably a dagger/short-sword). Stay away from melee, except for ambushes maybe, where IF could come handy (from level 3 onwards, because you need 1 BAB to draw the weapon as part of your movement).
Level 5:
Items: Your first major transformation should be done by this point. You invested the first money into becoming a Necropolitan, gaining a significant boost in survivability. Make sure to get the corpsecrafter and desecration benefits as well. With this, many of the low-level problems should be solved due to undead immunities and the significant higher surviability.
Feats: Retrained the Poison master, gain sculpt self and start getting the first sculpts (+wis is important)
Skills Ranks:
Craft (Poisonmaking) 1
Craft (Basketweaving) 1
Craft (Bowmaking) 0 (reskilled)
UMD 8
IF 6
HP: 12(level 1)+26(lvl 2-5)+20(4hp/hd)+12(temp)=58(70) AC: 10 + 4(shield) + 4(armor) + 2mark +1 size +1 dex -1flaw = 21
Situation: The build is developing good into the defensive direction, the offense is prolly at their weakest point. The bitter truth is, that the 1d8 + poison fall off quiet fast. So we will need to get some more damage. One way to counter this situation is to gain the Flame Focus (Ember Creature) for an at/will Produce Flame ability, also the Eye of Flame Graft for a 1/day 10d6 fireball can help. The next big investment should be the +6WIS item to ensure that you can get spell-stitched asap. You should be able to achieve this between level 7-9. Afterwards you can stay there (xp-wise) and apply more Grafts / Sculpts.
Combat Tactic: Depending on the group setup, try using daggers to throw them. Arguably, since daggers are also melee weapons, they qualify for IF. At this level we will get +2-3d6, so the result would be 1d4+3d6+poison, which is not great compared to optimzed builds, but also not horrible.
The major other focus should be battlefield control. Benign Transposition, Grease, Silent Image as well as Debuffing (ray of Enfeeblement) spring to mind.
Level 10:
Please note: This point will probably be a bit later in the game. Due to the xp disadvantage, it is likely that some of the other PCs are already at level 12.
Items: the build should now have most of the loot pointed out. Also you will have some of the major Undead Grafts as well as some of the Sculpt Self improvements (talk to the DM if you can get a thought bottle or something alike to reduce the XP costs)
Skills Ranks:
Craft (Poisonmaking) 1
Craft (Basketweaving) 1
Craft (Bowmaking) 0 (reskilled)
UMD 13
IF 11
HP: 12(level 1)+59(lvl 2-10)+40(4hp/hd)+12(temp)=121(132) AC: 10 + 4(shield) + 9(armor) + 2mark + 1 size + 2 dex + 4(NA) + 1 dodge +5 wis -1flaw = 37 (assuming +1 full-plate, reduce person, monks belt)
Situation: This is where the main part of the build should play out. With most of the parts of this build coming together, you should be a the peak of your power. Having alot of spells from level 1-6 at the disposal as well as the quickened dragonmarks will give you enough firepower for 2-3 encounters per day. On top of that, the options for addtiaional grafts as well as sculpt-selfs will add to the resists, the available spells and thus the versatility. The build has a kit for mainly battle-field control, damage as well as debuffing, which should work for nearly every encounter.
Combat Tactic:
a) Spells & Combos: The build is set-up for a nice array of spell combinations (i.e. Cloudkill + Resilient Sphere, Ghoul Glyph + Sleet Storm), good battlefield control (Grease, Ghoul Glyph, Bands of Steel, Resilient Sphere, Sleet Storm) as well as individually strong spells (Magic Jar, Animate Dread Warrior) plus defensive Spells (Wings of Cover, Shield, Wind Wall) and high mobility/replacment spells (i.e. Benign Transposition(UMD), Dimension Step, Dimension Door, Teleport)
b) The build can also rely on Whirling blade + IF to deal damage to a larger group of enemies. The damage with an average roll of IF should be in the order of magnitude +6d6 and with shadow stance another 2d6 would be applicable. So normal attacks with the Whirling Blade should be +8d8 multiple times per day. Further noticable damaging attacks would be the Wall of Fire, Fireball, Death Gaze, Searing Light as well as UMD'able spells to deal damage.
Idea: Basically becoming a "divine caster" and then using Nightsticks and Extra Turning plus the Divine Feats to gain one-time effects
Issue: It is very feat intensive and the effects are mediocre due to the low effective level, but it is a great idea nevertheless
God Touched (Dragon 305) - patron deity
Divine Channeler (Dragon 305) - God Touched, patron deity
Minor Divine Spellcaster (Dragon 305) - Charisma 13, Divine Channeler, patron deity
Divine Feats
Domain Feats
Idea: Basically become a very basic arcane caster and then get higher level casting through feats and a theoretical optimization
Issue: My DM wouldn't allow it, so I was not following this path. Elsewise an excellent idea.
1 - Magical Training (Player's Guide to Faerun) - 1st level only, regional feat.
Gaining higher Spell slots (see here (http://www.minmaxboards.com/index.php?topic=135.0) at reply #3)
Extra Slot (Complete Arcane) - caster level 4
Extra Spell (Complete Arcane) - caster level 3
Practiced Spellcaster (Complete Arcane) - Spellcraft 4
Idea: Basically copy the standard ranged attack build of the MoI. This is equipment independent and the attack vs. Touch-AC is great, because our offense is not on par with what we would normally see.
Issue: It is feat intensive and the damage falls off quiet quick. In the early levels, this is definitely still a viable strategy, the question arises around the mid- and late-game, where the damage is no longer on-par.
Shape Soulmeld (Dissolving Spittle) CON13
Expand Soulmeld Capacity (Dissolving Spittle) CON15, level2
Bonus Essentia CON13, level 6
Open Greater Chakra (Throat) for Dissolving Spittle CON16, level 18
+
Hidden Talent (Any power)
Point Blank Shot
Psionic Shot
Greater Psionic Shot
Idea: This route includes the dragonmark feat chains and gives you a limited set of SLAs to work with. The storm route fits the purpose of what a "storm-based" character could do pretty well.
Issue: not much, it is amongst the strongest routes that I have found, specifically since the abilities can be quickened and are quiet impactful. The build lacks versitility unfortunately (UMD is needed).
Least Dragonmark (Storm - Gust of Wind 1/day)
Lesser Dragonmark (Storm - Sleet Storm 1/day, Gust of Wind 2/day) 9 ranks in any two skills
Greater Dragonmark (Storm - Control Wind 1/day, Sleet Storm 2/day, Gust of Wind 3/day) 12 ranks in any two skills
Dragonmark Visionary (Storm - Storm touch* 2/day, Control Wind 2/day, Sleet Storm 2/day, Gust of Wind 3/day)
Mark of the Dauntless (Immunity stun/daze + removal)
Mark of Stars (never surprised, +2AC, +2refl)
Quicken Dragonmark x3
Idea: Get higher level casting through the usage of Extra slot and Extra Spell feats.
Problem: Will work out in the VERY late game / maybe epic game. Will cause discussions with the DM. Defeats the purpose of "being useful" during the campaign, as I would be a slacker for 12-15 levels.
1 Magical Training
h Practiced Spellcaster
t eldritch corruption
3 heighten spell
6 sanctum spell
9 earth sense
12 earth spell
15 extra slot
18 extra spell
Feedback and Improvements / Suggestions are highly welcome.
How would you approach this challenge with the commoner?
Best regards,
jeno
The Commoner Challenge
Dear friends,
here is an interesting idea, which I wanted to share and discuss with you.
Situation:
My DM is currently thinking about how to establish a low level group. Our main heroes are approaching their retirement levels as the majority of the group does want to play in the lower levels.
Complication:
In the current group, my character starts to overshadow other teammates, which is a combination of the following effects:
- Caster vs. non-caster in the endgame
- Highly optimized build vs. midly optimized companions
- More indepth strategic knowledge & optimized action economy
As a result, I am often receiving the soft/hard version of a ban-hammer.
Solution:
My DM is a great guy and we are all grown up, so we have a good resolution for most of these topics. However, in the low-level party, which is coming up, I wanted to reduce my starting position as much as possible to make the optimization challenge harder.
Personally, I like optimizing characters. It is one of the vital parts for me when playing DND. So I was thinking about creating a really tough challenge and still being able to survive.
The campaign-world of my DM is harsh, but fair. Above everything else, he values consistency and fairness. The monsters and the enemies are fairly optimized tho, just to give you an understanding that fights are not a walk in the park.
Challenge:
Survive an optimized campaign with an Average Joe Character. Literally someone, who started his life as a farmer and just doesn't have the means to do anything else.
Also, be meaningful in an moderately optimized Tier3 campaign setting. (In other words you have to carry your own weight)
All material is allowed (Dnd 3.5). Some 3rd-party (if DM is cool with it). We are playing with mild houserules, the most important of which is the pathfinder feat progression.
Details:
- PHB Races only
- No Templates
- No Buyoff, bloodlines
- 10 on every stat (12pt. buy)
- Must take 4 flaws & gains only 2 feats
- No Class allowed (this includes all NPC classes except the commoner, I also excluded racial progressions to be strict)
- No Prestige classes allowed
- No companions whatsoever (Leaderships, Cohorts, purchased familiars, pets, familiars/psi-crystals)
Task:
- No one-trick pony build (i.e. diplomancer / handle animal)
- Shall only use items found in the game (no purchasing)
- Starting Gold 0!gp
Player can decide:
- Feats
- How to distribute Attribute Points
- How to survive with the tools at hand
- How to interact within and outside of the combat
Currently Standing build (if you want to provide your own build, please feel free to do so):
Idea of the Build:
The most viable race appeared Half-Elfs, because they a) are the only ones that received a buff (extra feat), but also because I tried to use the paragon to get at least partially around the commoner only rule. Was thinking about savage species racial progressions as well, but I only have the PHB races at hand, so prolly this is out of reach.
In terms of build, I took highly flexible feats and alot from the MoI as it makes me independent from what I am going to find in the game.
Here we go:
Race: Half-Elf*
Half-Elf Commoner 20
The most viable race appeared Half-Elfs, because they a) are the only ones that received a buff (extra feat).
In terms of build, I took highly flexible feats and alot from the MoI as it makes me independent from what I am going to find in the game. Additionally I went down the Dragonmarks route to gain special abilities and Quicken them in order to be effective in the action economy.
STATs:
Stats 12pt (no score lower than 10)
STR 10 (8)
DEX 10
CON 10 (5 level) (6item)
INT 10
WIS 10
CHA 10
AC: 10 (+ 0NA) + 2 Shield + 4 armor + 0 dex - 1 flaw = 15AC
BAB: +0.33
RACIAL ABILITIES:
- Bonus Feat (Houseruled): My DM gives Half-Elfs the human bonus feat
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
FLAWs:
- Noncombatant (-2 melee att)
- Inattentive (-4 Listen/Spot)
- Pathetic (STR)
- Vulnerable (-1AC)
Feat Progression (extended):
1: Aberrant Dragonmark (Shield 1/day)
1 (bonus): Master of Poisons (swift action poison, poison training) --> Retrained later: Mark of Stars (never surprised, +2AC, +2refl)
1 (Flaw): Aberrant Dragonmark Gift (Shield -> 3/day)
1 (Flaw): Flexible Mind (Iaiujitsu Focus and Use Magic Device as class skills)
3: Quicken Dragonmark (Least Dragonmarks as swift)
5: Quicken Dragonmark (Lesser Dragonmarks as swift)
7: Lesser Aberrant Dragonmark (Sleet Storm 3/day, Shield 4/day)
9: Greater Aberrant Dragonmark (Cloudkill 3/day, Sleet Storm 4/day, Shield 5/day)
11: Quicken Dragonmark (Greater Dragonmarks as swift)
13: Toughness* (reworked, gives way more HP)
15: Steadfast Determination
17: Toughness* (reworked, gives way more HP)
19: Toughness* (reworked, gives way more HP)
Skills:
Iaiujitsu Focus
Use Magic Device
+ (if possible)
Craft (Basket Weaving)
Craft (Poisonmaking)
Craft (Bowmaking)
Equipment:
Shapesand (Sandstorm - for mundane items) 100gp
Wand Champer (DS, p34) x2 200gp
Weapon Capsule Container, Triple (CA) 450gp
Chronocharm of the Grand MAster (MIC) 500gp
Chronocharm of the Horizonwarlker (MIC) 500gp
Lesser Crystal of Return 600gp
Amber Amulet of Vermin (MIC) 700gp
Belt of Healing (MIC) 750gp
Hand of the Mage (DMG) 900gp
Quiver of Ehlonna (DMG) 1.800gp
Heward's Handy Haversack (MIC) 2.000gp
Bracers of Entangling Blast (MIC) 2.000gp
Cloak of the Elvenkind (DMG) 2.000gp
Lesser Shadow Hands (TOB) 3.000gp
Lesser Rod of Sculpt Spell (MIC) 3.000gp
Crown of Charisma (+2) 4.000gp
Gauntlets of War (CC, +3 dmg) 4.000gp
Chain Shirt (+1, Ghost ward) (DR crystal) 4.500gp
Buckler (+1, Fearsome armor) (Arrow Defl) 4.500gp
Ring of Forcewall (MIC) 5.100gp
Eversmoking Bottle (MIC) 5.400gp
Bag of Tricks (TAN) (DMG) 6.300gp
Ring of Arming (MIC) + Mountain Plate/Tower S 6.600gp
Ring of Mystic Defiance (CHa/2 to Fort&3/day 10) 7.500gp
Blue Ice Short Sword (+1, Stunning Surge) 8.500gp
Contineous Alter Self Item 18.000gp
Poisons:
- 4gp: Sleep-Smoke (Waterdeep, City of Splendors Pg. 152. Unconsciousness)
- 6,6gp: Stun Gas (A&EG 37, Stuns)
- 8,3gp: Darkeye (Sharn, City of Towers; Paralysis)
- 12,5gp: Drow poison (Core; Unconsciousness)
- (free): Yew Poison (DC 13, 1d2 Con damage/2d6 Con damage.)
Scrolls / Wands (2-3/50 charges):
0 (xgp):
1 (xgp): Alarm, expeditious retreat, Featherfall, Protection from Evil,Resurgence, Remove Paralysis, silent image, Stand, Spymaster's Coin, wall of Smoke
2 (xgp): Command Undead, Ghost Candle, Fire Trap, Glitterdust, Lesser Restauration, Invisibility, See Invisibility, Silence
3 (xgp): Greater Mirror Image, Mass Resist Energy, Neutralize Poison
Wands:
0 (325gp):
1 (750gp): Enlarge Person, Grease, Blockade, Ray of Enfeeblement
2 (4500gp): Whirling Attack
3 (10.850gp):
Ethernal Wands:
0 (360gp): Detect Magic, Deathwatch
1 (720gp): Benign Transposition, Fell Weakened Acid Splash, Swift Invisibility,
2 (4320gp): Web, Wings of Cover
3 (10.800gp):
Level by Level analysis of the build:
HP: 4 AC: 10+4(shield)+2-4(armor if you can find some)-1(flaw)= 15-17
Situation: You are fragile, positioning will be key. The only noticable skills are IF and UMD, both of which are not going to be used.
Put at least 1 point into Craft (poisonmaking) and craft (bowmaking), this way we get a weapon for free and some solid poisons.
Combat Tactic: Stay in the backline, use your Poison Master + whatever poison you have available (prolly just Yew Poison). 1 attack per round, hopefully on targets, which are not engaged in melee combat with 1d8 + poison is not too bad.
If you can loot a melee weapon, get it (preferably a dagger/short-sword). Stay away from melee, except for ambushes maybe, where IF could come handy (from level 3 onwards, because you need 1 BAB to draw the weapon as part of your movement).
Level 5:
Items: -depending on DM loot, but prolly some magic scrolls/wands, which are usable-, first stat item should be +2con to improve surviability, additionally some of the cheaper items in the list could be yours (belt of healing, chronocharms, shapesand), maybe it is worthwhile investing into an amulet of tears to improve early game survivability. Also, try to gain your hands on a reduce Person wand.
Feats: Retrained the Poison master, as its usefulness is slowly falling off now
Skills Ranks:
Craft (Poisonmaking) 1
Craft (Basketweaving) 1
Craft (Bowmaking) 0 (reskilled)
UMD 8
IF 6
HP: 19(31) AC: 10 + 4(shield) + 4(armor) + 2mark +1 size +1 dex -1flaw = 21
Situation: The build is developing good into the defensive direction, the offense is prolly at their weakest point. The bitter truth is, that the 1d8 + poison fall off quiet fast. So we will need to get some more damage.
Combat Tactic: Depending on the group setup, try using daggers to throw them. Arguably, since daggers are also melee weapons, they qualify for IF. At this level we will get +2-3d6, so the result would be 1d4+3d6+poison, which is not great compared to optimzed builds, but also not horrible.
The major other focus should be battlefield control. Benign Transposition, Grease, Silent Image as well as Debuffing (ray of Enfeeblement) spring to mind.
Level 10:
Items: the build should now have most of the loot pointed out. Assumption is a +4 con item, focus in constitution with the attribute points and at least some of the spells on wands.
Skills Ranks:
Craft (Poisonmaking) 1
Craft (Basketweaving) 1
Craft (Bowmaking) 0 (reskilled)
UMD 13
IF 11
HP: 57(69) AC: 10 + 4(shield) + 9(armor) + 2mark + 1 size + 2 dex + 8(NA) + 1dodge -1flaw = 36 (assuming +1 full-plate, reduce person, alter self)
HP with toughness*x2: 87(99)
Situation: This is where the main part of the build should play out. The levels past 5 have developped a stronger offense potential (see tactics) and the commoner should now be able to meet both the UMD and IF skill check quiet regularely. With the low amount of hit points, it is still pretty fragile - if you have a houseruling for toughness like we do, I think its worthwhile trading out some of the mark / quickness feats for 1-2x toughness.
Combat Tactic: The build relies on Whirling blade + IF to deal damage to a larger group of enemies. The damage with an average roll of IF should be in the order of magnitude +4-6d6 and with shadow stance another 2d6 would be applicable. So normal attacks with the Whirling Blade should be +6-8d8 multiple times per day.
The core of the build however is the usage of Quickened Sleet storm + Cloud kill, which can be applied multiple times per day and hence should be the main focus in most of the combats. Combining both aspects together, the build should do reasonably well. Also Battlefield control through the Eternal Wands should help further.
Idea of the Build:
Update: The build uses acquired templates to accumulate further power. It starts as a normal commoner and will then try to become undead as well as using spell-stiched and sculpt self feats to accumulate additional resources/ skills. This build will have an inherant xp-disadvantage during the play-time, hence I think it will require some good game-knowledge in terms of how far can you fall behind and still be useful. The xp-difference will shrink over time, but it will take some "risk-vs-reward" calculations.
Race: Half-Elf*
Half-Elf Commoner 20
The most viable race appeared Half-Elfs, because they a) are the only ones that received a buff (extra feat).
STATs:
Stats 12pt (no score lower than 10)
STR 10 (+1 ScultS) (+4 graft) (+4 corpsecraft)
DEX 10
CON 10 (8)(- later)
INT 10
WIS 10 (5 level) (6item) (+2 SculptSelf)
CHA 10 (+2 SculptSelf)
AC: 10 (+ 0NA) + 2 Shield + 4 armor + 0 dex - 1 flaw = 15AC
BAB: +0.33
RACIAL ABILITIES:
- Bonus Feat (Houseruled): My DM gives Half-Elfs the human bonus feat
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
FLAWs:
- Noncombatant (-2 melee att)
- Inattentive (-4 Listen/Spot)
- Pathetic (CON)
- Vulnerable (-1AC)
Feat Progression (extended):
1: Aberrant Dragonmark (Shield 1/day)
1 (bonus): Master of Poisons (swift action poison, poison training) --> Retrained later: Sculpt Self Feat
1 (Flaw): Aberrant Dragonmark Gift (Shield -> 3/day)
1 (Flaw): Flexible Mind (Iaiujitsu Focus and Use Magic Device as class skills)
3: Quicken Dragonmark (Least Dragonmarks as swift)
5: Quicken Dragonmark (Lesser Dragonmarks as swift)
7: Lesser Aberrant Dragonmark (Sleet Storm 3/day, Shield 4/day)
9: Greater Aberrant Dragonmark (Cloudkill 3/day, Sleet Storm 4/day, Shield 5/day)
11: Graft Flesh --> Retrained later into: Quicken Dragonmark (Greater Dragonmarks as swift)
13: Mark of Stars (never surprised, +2AC, +2refl)
15: Zen Archery (Ranged attack via WIS)
17: Toughness* (reworked, gives way more HP)
19: Toughness* (reworked, gives way more HP)
Skills:
Iaiujitsu Focus
Use Magic Device
+ (if possible)
Craft (Basket Weaving)
Craft (Poisonmaking)
Craft (Bowmaking)
Template Progression:
a) Movement towards undead:
- Level 3-4 become a necropolitan (-3.000gp, -1 level, -1.000xp)
(gain: D12 hitdice, undead immunities, darkvision 60ft., +2 turn resist)
- Corpsecrafter benefits (+4 str, +2HP/HD) (costs probably extra GP)
- Desecration benefits (+2 HP/HD) (scroll cost 200gp)
b) Sculpt Self (improvements throughout the game, in order of importance):
Prior to spell-stitching
- Flame Focus (Kindled Creature, +60ft low light, 5 fire resist) [1.600 xp]
- Gear Focus (Gadget Creature, +1 WIS, +4 knowledge) [5.628 xp]
- Flame Focus (Ember Creature, Produce Flame at/will) [7.520 xp]
After spell-stitching:
- Flame Focus (Fiery Creature, +1 Charisma, 1/day wall of fire) [7.516 xp]
- Flame Focus (Inferno Creature, 1/day Fire Shield) [4.480 xp]
- Gear Focus (Clockwork Creature, +1 CHa, +2 Natural Armor) [8.700 xp]
- Soul Focus (Blessed Creature, +1 CHA, +4 sense mot/listen/spot) [5.884 xp]
- Soul Focus (Sacred Creature, +1 STR, +4 Will saves) [7.631 xp]
- Soul Focus (Hallowed Creature, +1 WIS, 3/day Searing Light) [11.980xp]
- Wind Focus (Stirred Creature, 1/day Wind wall) [4.032 xp]
- Wind Focus (Zephyr Creature, Elec resist 5, whisp wind 3/day) [3.391 xp]
- Wind Focus (Gale Creautre, Wind walk 1/day) [9.504 xp]
c) Stitch when you have 19wisdom
- 19 wis can be acquired by level 8 (+6 item, +2 level, +1 sculpt self)
- Acquire the Spellstitched template (will cost 1.000gp and 9.500xp)
- Additional costs through scrolls, which you might need to provide (~5-10k gp, depending on what the caster has at hand)
- Benefits (DR 10/magic, Spell resist 16, Turn resist +2, +2 all saves)
- Potential Spells:
1 (4/day) (2known): Grease x2 (PHB), Ray of Enfeeblement x2 (PHB)
2 (4/day) (2known): Ghoul Glyph x2 (LM), Wings of Cover x2 (RotD)
3 (2/day) (2known): Dimension Step (PHB2), Bands of Steel (SC)
4 (2/day) (2known): Dimension Door (PHB), Otiluke's Resilient Sphere (PHB)
5 (2/day) (2known): Teleport (PHB), Magic Jar (PHB)
6 (1/day) (1known): Animate Dread Warrior (UE)
d) Gaining Undead Grafts
- Additionally spend Gold to gain improvements as undead grafts
- If possible via Graft Flesh Feat + a later retraining to free up the feat slot
Grafts:
- Bonemail (+2 Natural Armor) [ 8.000gp, 640xp]
- Bodak's Eye (1/day death gaze) [12.500gp,1000xp]
- Eye of Flame (1/day fireball) [ 5.400gp, 432xp]
- Mgrg's Tongue (paralyzing sec. attack) [12.000gp, 960xp]
- Enervating Arm (+4str, 2/day enerv touch) [20.000gp,1600xp]
+ Ghostly arm (ranged touch attacks) [ 3.000gp, 240xp]
Equipment:
Shapesand (Sandstorm - for mundane items) 100gp
Wand Champer (DS, p34) x2 200gp
Weapon Capsule Container, Triple (CA) 450gp
Chronocharm of the Grand MAster (MIC) 500gp
Chronocharm of the Horizonwarlker (MIC) 500gp
Lesser Crystal of Return 600gp
Amber Amulet of Vermin (MIC) 700gp
Belt of Healing (MIC) 750gp
Hand of the Mage (DMG) 900gp
Quiver of Ehlonna (DMG) 1.800gp
Heward's Handy Haversack (MIC) 2.000gp
Bracers of Entangling Blast (MIC) 2.000gp
Cloak of the Elvenkind (DMG) 2.000gp
Lesser Shadow Hands (TOB) 3.000gp
Lesser Rod of Sculpt Spell (MIC) 3.000gp
Crown of Wisdom (+6) 36.000gp
Gauntlets of War (CC, +3 dmg) 4.000gp
Chain Shirt (+1, Ghost ward) (DR crystal) 4.500gp
Buckler (+1, Fearsome armor) (Arrow Defl) 4.500gp
Ring of Forcewall (MIC) 5.100gp
Eversmoking Bottle (MIC) 5.400gp
Bag of Tricks (TAN) (DMG) 6.300gp
Ring of Arming (MIC) + Mountain Plate/Tower S 6.600gp
Ring of Mystic Defiance (CHa/2 to Fort&3/day 10) 7.500gp
Blue Ice Short Sword (+1, Stunning Surge) 8.500gp
Contineous Alter Self Item 18.000gp
Poisons:
- 4gp: Sleep-Smoke (Waterdeep, City of Splendors Pg. 152. Unconsciousness)
- 6,6gp: Stun Gas (A&EG 37, Stuns)
- 8,3gp: Darkeye (Sharn, City of Towers; Paralysis)
- 12,5gp: Drow poison (Core; Unconsciousness)
- (free): Yew Poison (DC 13, 1d2 Con damage/2d6 Con damage.)
Scrolls / Wands (2-3/50 charges):
0 (xgp):
1 (xgp): Alarm, expeditious retreat, Featherfall, Protection from Evil,Resurgence, Remove Paralysis, silent image, Stand, Spymaster's Coin, wall of Smoke
2 (xgp): Command Undead, Ghost Candle, Fire Trap, Glitterdust, Lesser Restauration, Invisibility, See Invisibility, Silence
3 (xgp): Greater Mirror Image, Mass Resist Energy, Neutralize Poison
Wands:
0 (325gp):
1 (750gp): Enlarge Person, Grease, Blockade, Ray of Enfeeblement
2 (4500gp): Whirling Attack
3 (10.850gp):
Ethernal Wands:
0 (360gp): Detect Magic, Deathwatch
1 (720gp): Benign Transposition, Fell Weakened Acid Splash, Swift Invisibility,
2 (4320gp): Web, Wings of Cover
3 (10.800gp):
Spells at the disposal within this build:
Standard Action:
1 (4/day) (2known): Grease x2 (PHB), Ray of Enfeeblement x2 (PHB)
2 (4/day) (2known): Ghoul Glyph x2 (LM), Wings of Cover x2 (RotD)
3 (2/day) (2known): Dimension Step (PHB2), Bands of Steel (SC)
4 (2/day) (2known): Dimension Door (PHB), Otiluke's Resilient Sphere (PHB)
5 (2/day) (2known): Teleport (PHB), Magic Jar (PHB)
6 (1/day) (1known): Animate Dread Warrior (UE)
(at will) Produce Flame, Paralyzing Attack (Tongue)
(1/day) Wall of Fire, Fire Shield, Wind Wall, Wind Walk, Death Gaze, Fireball
(2/day) Enervating Attack (ranged ghost att)
(3/day) Searing Light, Whispering Wind
Swift Action:
(Cloudkill 3/day, Sleet Storm 4/day, Shield 5/day)
Level by Level analysis of the build:
HP: 4 AC: 10+4(shield)+2-4(armor if you can find some)-1(flaw)= 15-17
Situation: You are fragile, positioning will be key. The only noticable skills are IF and UMD, both of which are not going to be used.
Put at least 1 point into Craft (poisonmaking) and craft (bowmaking), this way we get a weapon for free and some solid poisons.
Combat Tactic: Stay in the backline, use your Poison Master + whatever poison you have available (prolly just Yew Poison). 1 attack per round, hopefully on targets, which are not engaged in melee combat with 1d8 + poison is not too bad.
If you can loot a melee weapon, get it (preferably a dagger/short-sword). Stay away from melee, except for ambushes maybe, where IF could come handy (from level 3 onwards, because you need 1 BAB to draw the weapon as part of your movement).
Level 5:
Items: Your first major transformation should be done by this point. You invested the first money into becoming a Necropolitan, gaining a significant boost in survivability. Make sure to get the corpsecrafter and desecration benefits as well. With this, many of the low-level problems should be solved due to undead immunities and the significant higher surviability.
Feats: Retrained the Poison master, gain sculpt self and start getting the first sculpts (+wis is important)
Skills Ranks:
Craft (Poisonmaking) 1
Craft (Basketweaving) 1
Craft (Bowmaking) 0 (reskilled)
UMD 8
IF 6
HP: 12(level 1)+26(lvl 2-5)+20(4hp/hd)+12(temp)=58(70) AC: 10 + 4(shield) + 4(armor) + 2mark +1 size +1 dex -1flaw = 21
Situation: The build is developing good into the defensive direction, the offense is prolly at their weakest point. The bitter truth is, that the 1d8 + poison fall off quiet fast. So we will need to get some more damage. One way to counter this situation is to gain the Flame Focus (Ember Creature) for an at/will Produce Flame ability, also the Eye of Flame Graft for a 1/day 10d6 fireball can help. The next big investment should be the +6WIS item to ensure that you can get spell-stitched asap. You should be able to achieve this between level 7-9. Afterwards you can stay there (xp-wise) and apply more Grafts / Sculpts.
Combat Tactic: Depending on the group setup, try using daggers to throw them. Arguably, since daggers are also melee weapons, they qualify for IF. At this level we will get +2-3d6, so the result would be 1d4+3d6+poison, which is not great compared to optimzed builds, but also not horrible.
The major other focus should be battlefield control. Benign Transposition, Grease, Silent Image as well as Debuffing (ray of Enfeeblement) spring to mind.
Level 10:
Please note: This point will probably be a bit later in the game. Due to the xp disadvantage, it is likely that some of the other PCs are already at level 12.
Items: the build should now have most of the loot pointed out. Also you will have some of the major Undead Grafts as well as some of the Sculpt Self improvements (talk to the DM if you can get a thought bottle or something alike to reduce the XP costs)
Skills Ranks:
Craft (Poisonmaking) 1
Craft (Basketweaving) 1
Craft (Bowmaking) 0 (reskilled)
UMD 13
IF 11
HP: 12(level 1)+59(lvl 2-10)+40(4hp/hd)+12(temp)=121(132) AC: 10 + 4(shield) + 9(armor) + 2mark + 1 size + 2 dex + 4(NA) + 1 dodge +5 wis -1flaw = 37 (assuming +1 full-plate, reduce person, monks belt)
Situation: This is where the main part of the build should play out. With most of the parts of this build coming together, you should be a the peak of your power. Having alot of spells from level 1-6 at the disposal as well as the quickened dragonmarks will give you enough firepower for 2-3 encounters per day. On top of that, the options for addtiaional grafts as well as sculpt-selfs will add to the resists, the available spells and thus the versatility. The build has a kit for mainly battle-field control, damage as well as debuffing, which should work for nearly every encounter.
Combat Tactic:
a) Spells & Combos: The build is set-up for a nice array of spell combinations (i.e. Cloudkill + Resilient Sphere, Ghoul Glyph + Sleet Storm), good battlefield control (Grease, Ghoul Glyph, Bands of Steel, Resilient Sphere, Sleet Storm) as well as individually strong spells (Magic Jar, Animate Dread Warrior) plus defensive Spells (Wings of Cover, Shield, Wind Wall) and high mobility/replacment spells (i.e. Benign Transposition(UMD), Dimension Step, Dimension Door, Teleport)
b) The build can also rely on Whirling blade + IF to deal damage to a larger group of enemies. The damage with an average roll of IF should be in the order of magnitude +6d6 and with shadow stance another 2d6 would be applicable. So normal attacks with the Whirling Blade should be +8d8 multiple times per day. Further noticable damaging attacks would be the Wall of Fire, Fireball, Death Gaze, Searing Light as well as UMD'able spells to deal damage.
Idea: Basically becoming a "divine caster" and then using Nightsticks and Extra Turning plus the Divine Feats to gain one-time effects
Issue: It is very feat intensive and the effects are mediocre due to the low effective level, but it is a great idea nevertheless
God Touched (Dragon 305) - patron deity
Divine Channeler (Dragon 305) - God Touched, patron deity
Minor Divine Spellcaster (Dragon 305) - Charisma 13, Divine Channeler, patron deity
Divine Feats
Domain Feats
Idea: Basically become a very basic arcane caster and then get higher level casting through feats and a theoretical optimization
Issue: My DM wouldn't allow it, so I was not following this path. Elsewise an excellent idea.
1 - Magical Training (Player's Guide to Faerun) - 1st level only, regional feat.
Gaining higher Spell slots (see here (http://www.minmaxboards.com/index.php?topic=135.0) at reply #3)
Extra Slot (Complete Arcane) - caster level 4
Extra Spell (Complete Arcane) - caster level 3
Practiced Spellcaster (Complete Arcane) - Spellcraft 4
Idea: Basically copy the standard ranged attack build of the MoI. This is equipment independent and the attack vs. Touch-AC is great, because our offense is not on par with what we would normally see.
Issue: It is feat intensive and the damage falls off quiet quick. In the early levels, this is definitely still a viable strategy, the question arises around the mid- and late-game, where the damage is no longer on-par.
Shape Soulmeld (Dissolving Spittle) CON13
Expand Soulmeld Capacity (Dissolving Spittle) CON15, level2
Bonus Essentia CON13, level 6
Open Greater Chakra (Throat) for Dissolving Spittle CON16, level 18
+
Hidden Talent (Any power)
Point Blank Shot
Psionic Shot
Greater Psionic Shot
Idea: This route includes the dragonmark feat chains and gives you a limited set of SLAs to work with. The storm route fits the purpose of what a "storm-based" character could do pretty well.
Issue: not much, it is amongst the strongest routes that I have found, specifically since the abilities can be quickened and are quiet impactful. The build lacks versitility unfortunately (UMD is needed).
Least Dragonmark (Storm - Gust of Wind 1/day)
Lesser Dragonmark (Storm - Sleet Storm 1/day, Gust of Wind 2/day) 9 ranks in any two skills
Greater Dragonmark (Storm - Control Wind 1/day, Sleet Storm 2/day, Gust of Wind 3/day) 12 ranks in any two skills
Dragonmark Visionary (Storm - Storm touch* 2/day, Control Wind 2/day, Sleet Storm 2/day, Gust of Wind 3/day)
Mark of the Dauntless (Immunity stun/daze + removal)
Mark of Stars (never surprised, +2AC, +2refl)
Quicken Dragonmark x3
Idea: Get higher level casting through the usage of Extra slot and Extra Spell feats.
Problem: Will work out in the VERY late game / maybe epic game. Will cause discussions with the DM. Defeats the purpose of "being useful" during the campaign, as I would be a slacker for 12-15 levels.
1 Magical Training
h Practiced Spellcaster
t eldritch corruption
3 heighten spell
6 sanctum spell
9 earth sense
12 earth spell
15 extra slot
18 extra spell
Feedback and Improvements / Suggestions are highly welcome.
How would you approach this challenge with the commoner?
Best regards,
jeno