plinths
2016-11-22, 11:10 PM
Bart is a jack of all trades, a Robin Hood, and either a lucky fool or Batman.
Bart likes to wear bandoliers of darts, and throw lots of them with bonus damage from Dragonfire Inspiration.
This is a build that's designed to be more effective than people expect when you tell them you're multiclassing Bard/Fighter/Paladin. Also, thrown weapons are something not seen too often.
Bart does, however, have some disadvantages:
- a reliance on expensive wands
- weak damage against enemies with damage reduction and fire resistance
- multiple attribute dependence
- poor Spot and Listen skills
- requires stuff from various books
------
race: Silverbrow Human
classes: Bard 1 / Fighter 1 / Paladin of Freedom 3 / Fighter 2 / Master Thrower 5 / Occult Slayer 2
typical 32-point buy stats: 10 Str, 16 Dex, 14 Con, 12 Int, 8 Wis, 16 Cha
------
level 1: Bard 1
flaw: Noncombatant
feats: Dragonfire Inspiration, Point Blank Shot, Rapid Shot
class ability: Inspire Courage
items: Masterwork Tool for Tumble (50 gp, +2 Circumstance to Tumble from something like elbow and knee pads)
weapons: shortbow, some backup melee weapon
armor: studded leather (25 gp)
animals: pack mule (8 gp)
mount: light warhorse (150 gp + 30 gp saddle)
some skills to get while they're cheap:
3 in Perform
4 in Use Magic Device
4 in Sleight of Hand (for Master Thrower)
4 in Balance (you'll want 5 ranks of this eventually)
4 in Knowledge: arcana (for Knowledge Devotion)
1 each in Knowledge: dungeoneering, local, nature, the planes
at least 1 in Tumble
Any extra points can go to Diplomacy and Tumble.
level 2: Fighter 1
bonus feat: Precise Shot
weapon: masterwork composite longbow (with wand chamber, which is +100 gp)
wands: Inspirational Boost (750 gp), Cure Light Wounds (750 gp)
Get a (cross-class) rank in Knowledge: arcana.
Maybe get 1 rank in Ride for mounted archery.
level 3: Paladin of Freedom 1
feat: Knowledge Devotion
items: Badge of Valor (1400 gp)
You want Collector of Stories (skill trick) and a point in Knowledge (religion) for Knowledge Devotion.
You'll also want 5 ranks in Bluff for the synergies.
Badge of Valor can't be activated in the same round as Inspirational Boost, but it uses mental activation so it can be used the next round.
level 4: Paladin of Freedom 2
class ability: add Charisma mod to saves, a little bit of healing
attributes: +1 Dexterity (for Dead Eye)
level 5: Paladin of Freedom 3
class ability: immunity to Compulsion effects
items: Amulet of Tears (2300 gp, uses the same slot as Badge of Valor), Anklet of Translocation (1400 gp), Healing Belt (750 gp), Talisman of the Disk (500 gp)
armor: +1 Mithralmist Shirt (3400 gp)
Going by the magic item creation rules, combining Amulet of Tears with Badge of Valor is only 700 gp extra, and adding +Constitution to it later has no extra cost.
level 6: Fighter 2
feat: Dead Eye (Dragon Compendium)
bonus feat: Weapon Focus (darts)
level 7: Master Thrower 1
6 BAB -> extra attack
bonus feat: Quick Draw
class ability: Palm Throw (double attacks with light thrown weapons, but no strength bonus)
weapons: darts on bandoliers, harpoons (good but heavy, non-proficient exotic weapons)
items: daggers with wand chambers (if needed), Hat of Disguise (1800 gp)
wands: Resurgence (750 gp), Alter Self (4500 gp)
armor: least Iron Ward Diamond (500 gp)
Because throwing weapons only uses one hand, you can get the armor bonus from a buckler. So, you'll probably want a +1 buckler (1165 gp).
Tie your wand-daggers to a bandolier or belt with cords so you don't lose them when you drop them. If your DM says that you might injure yourself tumbling, you can get them in light hammers or Monk's canes instead. (Or you can just ask if Quick Draw can apply to wands. In fact, it should apply: "Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands.")
Max out Tumble now that it's a class skill again.
Alter Self forms:
Troglodytes have 6 natural armor and Weapon Focus (javelin)
Varags have 60 ft movement
Locathah have 60 ft swimming
level 8: Master Thrower 2
class ability: reflex saves for half damage become full saves
attributes: +1 Dexterity (to 18)
A full attack with darts now does
(2 + 1 (Rapid Shot)) * (1d4 + 3d6 (Dragonfire Inspiration) + 4 (Dead Eye)) * 2 (Palm Throw)
which is 102 average damage.
level 9: Master Thrower 3
feat: Improved Initiative (for Occult Slayer)
class ability: Trip Shot (trip with thrown weapons)
Tumble backwards, trip the enemy, and then they can't hit you with a melee attack on their turn.
items: +2 Dexterity (on bracers), +2 Cloak of Charisma, +2 Constitution (added to amulet)
custom items: continuous Ray of Hope (8000 gp), 1/day command word Tyche's Touch (2160 gp)
Because Ray of Hope gives a saving throw, you can choose not to be immune to it. ("Voluntarily Giving up a Saving Throw")
armor: +2 Mithralmist Shirt of Easy Travel (3400 -> 7900 gp) with +1 natural armor (+2000 gp) and +1 deflection AC (+2000 gp)
weapon: +1 composite longbow (+2000 gp) with lesser Crystal of Energy Assault (3000 gp)
wands:
level 1 (750 gp) -> Inspirational Boost, Resurgence, Feather Fall, Friendly Face, Swift Expeditious Retreat, Protection from Evil
level 2 (4500 gp) -> Alter Self, Divine Insight, See Invisibility, Dimension Leap at CL 4 (6000 gp), Lesser Restoration, Mirror Image
level 2 eternal wands (4420 gp) -> Heroics, Alter Self
level 3 eternal wands (10900 gp) -> Heart of Water, Stinking Cloud
Heroics can give you Martial Study for Child of Shadow or Shadow Jaunt.
level 10: Master Thrower 4
bonus feat: Snatch Arrows
12 ranks in Tumble is probably enough. That lets you get Back on Your Feet (skill trick).
level 11: Master Thrower 5
class ability: Weak Spot (ranged touch attacks with thrown weapons, but no strength bonus)
By my reading, you can use Weak Spot with Palm Throw, but Trip Shot requires a "normal" attack.
level 12-13: Occult Slayer 1-2
class ability: 1/day spell turning
For feats, I'd suggest Endurance -> Steadfast Determination for better saves. You could get Woodland Archer for better hit chances, or Martial Study: Child of Shadow, but you can also get those from the Heroics spell.
weapon: +1 binding, corrosive, dispelling, or magebane composite longbow (+6000 gp)
When you have the money, you might want some special-purpose composite longbows:
- greater dispelling (+2)
- binding (+1)
0 to 10k gp items: Handy Haversack (2000 gp), Bag of Holding I (2500 gp), Rod of Escape (3500 gp, provides Knock), Ring of Shrinking (3600 gp), Circlet of Persuasion (4500 gp), Gloves of Endless Javelins (7000 gp), Bag of Holding III (7400 gp), Horizon Goggles (8000 gp), Necklace of Adaptation (9000 gp)
custom items: +5 Competence to Tumble (2500 gp), continuous Summon Nature's Ally 2: Hippogriff (6700 gp, price based on Bowl of Commanding Water Elementals and Bag of Tricks)
If the Hippogriff-summoning item isn't allowed, you can instead get an item of continuous Summon Monster 1 or Summon Desert Ally 1 (8000 gp). (As written, Desert Ally summons do get the construct HP bonus.)
10k to 20k gp items: Ring of Invisibility (10000 gp), Belt of Battle (12000 gp), Boots of Speed (12000 gp), Vest of Free Movement (12000 gp), Cloak of Mysterious Emergence (13000 gp)
custom items: 1/day command word Polymorph (10080 gp), 1/day command word CL 14 Phantom Steed (15120 gp), 1/day command word Teleport (16200 gp)
If you have Inspire Courage active, then Polymorph into a Darktentacles, you can throw 24 darts in a turn, all with bonus damage. You could attach darts along a long cord that's in a Bag of Holding or on a Floating Disk, and use it like a belt of machine gun ammo.
Or, you can just turn into a War Troll and use a greatsword with Wraithstrike in a wand chamber.
My rules for custom magic items are:
- "self only" spells can't be items
- "1 round" duration spells can't be continuous because they don't have a pricing rule
- unlimited use items of a spell with a persistent effect can only maintain one of that effect at a time
wands requiring Use Magic Device:
level 1 (750 gp) -> Lesser Vigor, Guided Shot, Shield at CL 3 (2250 gp), Nerveskitter, Obscuring Mist, Entangle, Arrow Mind, Blockade
level 2 (4500 gp) -> Wings of Cover, Tyche's Touch, Web, Heroics, Wraithstrike (in a greatsword wand chamber)
level 3 (11250 gp) -> Heart of Water, Stinking Cloud
level 4 (21000 gp) -> Polymorph, Heart of Earth
With 18 Charisma (+4), Circlet of Persuasion (+3), and continuous Ray of Hope (+2), you only need 10 ranks in Use Magic Device to always succeed using a wand.
------
items for higher levels:
weapons: +1 Warning dagger (8320 gp, holds a Nerveskitter wand), lesser Crystal of Truedeath (ghost touch, 5000 gp), +1 Spellblade (Dispel Magic) dagger (8320 gp, holds Wings of Cover)
items: Ring of Negative Protection (36000 gp)
wands: Plane Shift (33750 gp), Resist Energy at CL 11 (16500 gp)
armor: Aporter (20000 gp) armor, +1 Soulfire buckler (25000 gp) with a lesser Clasp of Energy Protection (fire) (1500 gp)
------
At level 13, Bart could potentially win a fight vs a level 13 Wizard.
- Binding longbow stops teleportation
- Greater Dispelling longbow removes buffs
- Paladin levels give good saves and compulsion immunity
- Wings of Cover blocks targeted attacks
- Dimension Leap teleports you out of a forcecage
- Occult Slayer lets you reflect a spell
- See Invisibility counters invisibility
- Guided Shot and Horizon Goggles allow for long-range attacks
- Heart of Water for freedom of movement
As for melee enemies:
- tumble prevents full attacks and attacks of opportunity
- a horse or Hippogriff or Phantom Steed lets you kite enemies
- Anklet of Translocation lets you escape grapples
- Alter Self gives you +6 AC as a Troglodyte, or lets you outrun enemies as a Locathah
- Blockade stops charges
- Wings of Cover can block an attack
- Back on Your Feet stops tripping
Bart likes to wear bandoliers of darts, and throw lots of them with bonus damage from Dragonfire Inspiration.
This is a build that's designed to be more effective than people expect when you tell them you're multiclassing Bard/Fighter/Paladin. Also, thrown weapons are something not seen too often.
Bart does, however, have some disadvantages:
- a reliance on expensive wands
- weak damage against enemies with damage reduction and fire resistance
- multiple attribute dependence
- poor Spot and Listen skills
- requires stuff from various books
------
race: Silverbrow Human
classes: Bard 1 / Fighter 1 / Paladin of Freedom 3 / Fighter 2 / Master Thrower 5 / Occult Slayer 2
typical 32-point buy stats: 10 Str, 16 Dex, 14 Con, 12 Int, 8 Wis, 16 Cha
------
level 1: Bard 1
flaw: Noncombatant
feats: Dragonfire Inspiration, Point Blank Shot, Rapid Shot
class ability: Inspire Courage
items: Masterwork Tool for Tumble (50 gp, +2 Circumstance to Tumble from something like elbow and knee pads)
weapons: shortbow, some backup melee weapon
armor: studded leather (25 gp)
animals: pack mule (8 gp)
mount: light warhorse (150 gp + 30 gp saddle)
some skills to get while they're cheap:
3 in Perform
4 in Use Magic Device
4 in Sleight of Hand (for Master Thrower)
4 in Balance (you'll want 5 ranks of this eventually)
4 in Knowledge: arcana (for Knowledge Devotion)
1 each in Knowledge: dungeoneering, local, nature, the planes
at least 1 in Tumble
Any extra points can go to Diplomacy and Tumble.
level 2: Fighter 1
bonus feat: Precise Shot
weapon: masterwork composite longbow (with wand chamber, which is +100 gp)
wands: Inspirational Boost (750 gp), Cure Light Wounds (750 gp)
Get a (cross-class) rank in Knowledge: arcana.
Maybe get 1 rank in Ride for mounted archery.
level 3: Paladin of Freedom 1
feat: Knowledge Devotion
items: Badge of Valor (1400 gp)
You want Collector of Stories (skill trick) and a point in Knowledge (religion) for Knowledge Devotion.
You'll also want 5 ranks in Bluff for the synergies.
Badge of Valor can't be activated in the same round as Inspirational Boost, but it uses mental activation so it can be used the next round.
level 4: Paladin of Freedom 2
class ability: add Charisma mod to saves, a little bit of healing
attributes: +1 Dexterity (for Dead Eye)
level 5: Paladin of Freedom 3
class ability: immunity to Compulsion effects
items: Amulet of Tears (2300 gp, uses the same slot as Badge of Valor), Anklet of Translocation (1400 gp), Healing Belt (750 gp), Talisman of the Disk (500 gp)
armor: +1 Mithralmist Shirt (3400 gp)
Going by the magic item creation rules, combining Amulet of Tears with Badge of Valor is only 700 gp extra, and adding +Constitution to it later has no extra cost.
level 6: Fighter 2
feat: Dead Eye (Dragon Compendium)
bonus feat: Weapon Focus (darts)
level 7: Master Thrower 1
6 BAB -> extra attack
bonus feat: Quick Draw
class ability: Palm Throw (double attacks with light thrown weapons, but no strength bonus)
weapons: darts on bandoliers, harpoons (good but heavy, non-proficient exotic weapons)
items: daggers with wand chambers (if needed), Hat of Disguise (1800 gp)
wands: Resurgence (750 gp), Alter Self (4500 gp)
armor: least Iron Ward Diamond (500 gp)
Because throwing weapons only uses one hand, you can get the armor bonus from a buckler. So, you'll probably want a +1 buckler (1165 gp).
Tie your wand-daggers to a bandolier or belt with cords so you don't lose them when you drop them. If your DM says that you might injure yourself tumbling, you can get them in light hammers or Monk's canes instead. (Or you can just ask if Quick Draw can apply to wands. In fact, it should apply: "Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands.")
Max out Tumble now that it's a class skill again.
Alter Self forms:
Troglodytes have 6 natural armor and Weapon Focus (javelin)
Varags have 60 ft movement
Locathah have 60 ft swimming
level 8: Master Thrower 2
class ability: reflex saves for half damage become full saves
attributes: +1 Dexterity (to 18)
A full attack with darts now does
(2 + 1 (Rapid Shot)) * (1d4 + 3d6 (Dragonfire Inspiration) + 4 (Dead Eye)) * 2 (Palm Throw)
which is 102 average damage.
level 9: Master Thrower 3
feat: Improved Initiative (for Occult Slayer)
class ability: Trip Shot (trip with thrown weapons)
Tumble backwards, trip the enemy, and then they can't hit you with a melee attack on their turn.
items: +2 Dexterity (on bracers), +2 Cloak of Charisma, +2 Constitution (added to amulet)
custom items: continuous Ray of Hope (8000 gp), 1/day command word Tyche's Touch (2160 gp)
Because Ray of Hope gives a saving throw, you can choose not to be immune to it. ("Voluntarily Giving up a Saving Throw")
armor: +2 Mithralmist Shirt of Easy Travel (3400 -> 7900 gp) with +1 natural armor (+2000 gp) and +1 deflection AC (+2000 gp)
weapon: +1 composite longbow (+2000 gp) with lesser Crystal of Energy Assault (3000 gp)
wands:
level 1 (750 gp) -> Inspirational Boost, Resurgence, Feather Fall, Friendly Face, Swift Expeditious Retreat, Protection from Evil
level 2 (4500 gp) -> Alter Self, Divine Insight, See Invisibility, Dimension Leap at CL 4 (6000 gp), Lesser Restoration, Mirror Image
level 2 eternal wands (4420 gp) -> Heroics, Alter Self
level 3 eternal wands (10900 gp) -> Heart of Water, Stinking Cloud
Heroics can give you Martial Study for Child of Shadow or Shadow Jaunt.
level 10: Master Thrower 4
bonus feat: Snatch Arrows
12 ranks in Tumble is probably enough. That lets you get Back on Your Feet (skill trick).
level 11: Master Thrower 5
class ability: Weak Spot (ranged touch attacks with thrown weapons, but no strength bonus)
By my reading, you can use Weak Spot with Palm Throw, but Trip Shot requires a "normal" attack.
level 12-13: Occult Slayer 1-2
class ability: 1/day spell turning
For feats, I'd suggest Endurance -> Steadfast Determination for better saves. You could get Woodland Archer for better hit chances, or Martial Study: Child of Shadow, but you can also get those from the Heroics spell.
weapon: +1 binding, corrosive, dispelling, or magebane composite longbow (+6000 gp)
When you have the money, you might want some special-purpose composite longbows:
- greater dispelling (+2)
- binding (+1)
0 to 10k gp items: Handy Haversack (2000 gp), Bag of Holding I (2500 gp), Rod of Escape (3500 gp, provides Knock), Ring of Shrinking (3600 gp), Circlet of Persuasion (4500 gp), Gloves of Endless Javelins (7000 gp), Bag of Holding III (7400 gp), Horizon Goggles (8000 gp), Necklace of Adaptation (9000 gp)
custom items: +5 Competence to Tumble (2500 gp), continuous Summon Nature's Ally 2: Hippogriff (6700 gp, price based on Bowl of Commanding Water Elementals and Bag of Tricks)
If the Hippogriff-summoning item isn't allowed, you can instead get an item of continuous Summon Monster 1 or Summon Desert Ally 1 (8000 gp). (As written, Desert Ally summons do get the construct HP bonus.)
10k to 20k gp items: Ring of Invisibility (10000 gp), Belt of Battle (12000 gp), Boots of Speed (12000 gp), Vest of Free Movement (12000 gp), Cloak of Mysterious Emergence (13000 gp)
custom items: 1/day command word Polymorph (10080 gp), 1/day command word CL 14 Phantom Steed (15120 gp), 1/day command word Teleport (16200 gp)
If you have Inspire Courage active, then Polymorph into a Darktentacles, you can throw 24 darts in a turn, all with bonus damage. You could attach darts along a long cord that's in a Bag of Holding or on a Floating Disk, and use it like a belt of machine gun ammo.
Or, you can just turn into a War Troll and use a greatsword with Wraithstrike in a wand chamber.
My rules for custom magic items are:
- "self only" spells can't be items
- "1 round" duration spells can't be continuous because they don't have a pricing rule
- unlimited use items of a spell with a persistent effect can only maintain one of that effect at a time
wands requiring Use Magic Device:
level 1 (750 gp) -> Lesser Vigor, Guided Shot, Shield at CL 3 (2250 gp), Nerveskitter, Obscuring Mist, Entangle, Arrow Mind, Blockade
level 2 (4500 gp) -> Wings of Cover, Tyche's Touch, Web, Heroics, Wraithstrike (in a greatsword wand chamber)
level 3 (11250 gp) -> Heart of Water, Stinking Cloud
level 4 (21000 gp) -> Polymorph, Heart of Earth
With 18 Charisma (+4), Circlet of Persuasion (+3), and continuous Ray of Hope (+2), you only need 10 ranks in Use Magic Device to always succeed using a wand.
------
items for higher levels:
weapons: +1 Warning dagger (8320 gp, holds a Nerveskitter wand), lesser Crystal of Truedeath (ghost touch, 5000 gp), +1 Spellblade (Dispel Magic) dagger (8320 gp, holds Wings of Cover)
items: Ring of Negative Protection (36000 gp)
wands: Plane Shift (33750 gp), Resist Energy at CL 11 (16500 gp)
armor: Aporter (20000 gp) armor, +1 Soulfire buckler (25000 gp) with a lesser Clasp of Energy Protection (fire) (1500 gp)
------
At level 13, Bart could potentially win a fight vs a level 13 Wizard.
- Binding longbow stops teleportation
- Greater Dispelling longbow removes buffs
- Paladin levels give good saves and compulsion immunity
- Wings of Cover blocks targeted attacks
- Dimension Leap teleports you out of a forcecage
- Occult Slayer lets you reflect a spell
- See Invisibility counters invisibility
- Guided Shot and Horizon Goggles allow for long-range attacks
- Heart of Water for freedom of movement
As for melee enemies:
- tumble prevents full attacks and attacks of opportunity
- a horse or Hippogriff or Phantom Steed lets you kite enemies
- Anklet of Translocation lets you escape grapples
- Alter Self gives you +6 AC as a Troglodyte, or lets you outrun enemies as a Locathah
- Blockade stops charges
- Wings of Cover can block an attack
- Back on Your Feet stops tripping