PDA

View Full Version : [3.5] Frontline Character Suggestions Please



Chronikoce
2017-02-18, 02:05 AM
So I am a player in an Age of Worms Campaign and we have had a death (should be more but, due to new players, the DM was lenient on night 1 when we should have had a tpk but we'll ignore that :smallbiggrin:).

Looking for suggested builds to fill the hole in the party at the moment.


Druid: Uses mostly summons and sounds like they eventually will wildshape and fight alongside it's summons
Sorcerer: Knows Mage Armor, Obscuring Mist, Burning Hands. Not interested in blasting but I don't know their long term plans (or if they have any)
Cloistered Cleric of Wee Jas: Buffing and casting focus. Rolled terrible for HD so is pretty squishy.
Deceased Warblade: was our primary form of damage (though the druids summoned bear is pretty effective it seems)
Ranger: Seems like the player has dropped the game. Hasn't made it to the last 4 sessions

I am trying to figure out a build for a front line character that is going to retain its usefulness for the long haul since Age of Worms is not a swift campaign. I know eventually the druid is going to make anything like a fighter/barbarian etc irrelevant since once we hit 4 and he can use both summons and wildshape there is little point to having the BSF standing around trying to smack stuff with a greatsword. He doesn't need to hog the splotlight but preferably something that can help frontline until the druid and his summons can frontline with ease.

Party just completed Book 1

TL;DR Any suggestions on a build that can act as the primary frontline combatant for levels 3-6 and then transition to casting or something that lets them remain relevant in the same party as a Druid?

Uncle Pine
2017-02-18, 04:45 AM
You could play a gish. Here (http://www.giantitp.com/forums/showsinglepost.php?p=16674510&postcount=9) are a few standard gish builds from the gish handbook.

Chronikoce
2017-02-18, 11:01 AM
I've been doing some research and I'm considering a crusader/paladin /rkv or maybe cleric/crusader/rkv. The second is clearly better and would hold their own in the party but that would mean 2 clerics of wee jas in the same group. Seems a bit redundant.

Maybe a sorcadin. Has anyone played them starting from level 3? When can you actually go into melee without dieing?

razorback
2017-02-18, 11:58 AM
What books do you have access to?

denthor
2017-02-18, 12:04 PM
if you need support help go thief/bard combo and let it ride since they are missing and needing support and extra damage.

If this for you wizard slower advance but more powerful and useful in the long run

Particle_Man
2017-02-18, 12:37 PM
Cleric/Incarnate/Sapphire Hierarch or Cleric/Totemist/Sapphire Hierarch, perhaps?

Chronikoce
2017-02-18, 12:54 PM
What books do you have access to?

All sources are open except psionics because none of us have read the books. Dragon mag content is allowable upon request depending if it's broken or not.


Cleric/Incarnate/Sapphire Hierarch or Cleric/Totemist/Sapphire Hierarch, perhaps?

I'm familiar with Totemist for natural attack stacking but what does the Incarnate build do?


if you need support help go thief/bard combo and let it ride since they are missing and needing support and extra damage.


I've never really had fun playing bard based character, especially at low levels. Maybe I'll have to go diving around and see if I can find a build that sounds fun.

Eldariel
2017-02-18, 02:02 PM
Bard with Song of the Heart and Inspirational Boost (1st level spell) can throw around +3/+3 Inspire Courage on these levels which is pretty darn decent. And they have the road to Sublime Chord laid bare ensuring continued relevance even towards the end (the default Bard 9/Virtuoso 1/Sublime Chord 2/Virtuoso -> weak spot falls at around levels 7-10).

Arcane Gish could be pretty nice. On these levels, a Swiftblade (http://archive.wizards.com/default.asp?x=dnd/prc/20070327) can have just Wizard-levels and be a solid all-rounder caster/warrior. Between Alter Self, Mage Armor, Wraithstrike, False Life & Enlarge Person, your combat prowess is far from terrible as well. To be clear, on this level you would simply be Wizard 3 and you'd be at your most effective for 30 mins each day but you can do at least 3 hours. Much depends on your stats; low level Gishes are quite stat hungry before spells like Polymorph make that a non-issue. And you could be a Conjurer with Abrupt Jaunt, giving you Int/day ability to teleport as an immediate (that's right, immediate; on enemy turn) action to avoid attacks or spells or break line of effect or escape grapple or whatever. You'd be heading towards Wizard 6/Swiftblade 9/Abjurant Champion 5 (not necessarily in that order). Racial proficiencies handle qualifications sparing you the non-caster levels allowing you to operate at full power already.


To paint you a picture of what you could be doing, assuming 14 Str/Dex/Con and 18 Int, you'd have 4+2.5*2+2*3 = 15 HP, but with False Life you'd get 1d10+3 more. Your base AC would be 12 but then you could add Mage Armor and Alter Self (Crucian [Miniatures Handbook]/Tren [Serpent Kingdoms]) and be looking at very respectable 24 for 30 mins, 16 for 3 hours. If you picked an Outsider base race (Neraphim [Planar Handbook] has LA+0), you could use Ravid (http://www.d20srd.org/srd/monsters/ravid.htm) and their +15 Natural Armor to be nigh' untouchable while Alter Self is up - Minor Xorn (http://www.d20srd.org/srd/monsters/xorn.htm) offers +12 NA and 3 Claws + Bite. Ravids might or might not get flight, but they definitely get the Tail-attack. Two levels from now you can use Dwarf Ancestor [MM4] for its +18 Natural Armor. Added bonus of Outsider type (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType) granting all Martial Weapon Proficiencies. Your basic attacks with a two-hander are +3 for XdX+3, but you do have the option of Enlarging yourself for significant damage and area control bonuses for 1 minute per level and Wraithstriking one turn's attacks. In Tren-form you can also do secondary Bites at -2 (the form comes with Multiattack).

Glimmerfolk is another +0 LA Outsider [DR321] if you want alternatives, but they have Strength-penalty which is counterproductive for what you're trying to do here. Note that Outsiders can't be affected by Enlarge Person so you'll have to use different buffs instead (not to worry, with all sources level 1 buff spells include a nice variety of options). This only matters up until Polymorph becomes available though - Outsider Polymorph forms are incredible. And there are large Alter Self forms available too - Dwarf Ancestor being one of them. This allows you to gain the benefits without having to deal with a second spell. Refer this document for more details on Outsider Alter Self beauties (http://www.minmaxboards.com/index.php?topic=2811).

You can also blind enemies with Glitterdust/Pyrotechnics, make them flat-footed with Grease, block them out entirely with Web and so on to control the amount of things you have to face and gain vast bonuses (blind, prone, etc. are all qualities with massive defensive penalties). And if anyone is actually threatening you, you can always use your Abrupt Jaunt to protect yourself. You can also prepare Benign Transposition to ensure the right thing is fighting the right thing, though lacking a familiar restricts its use somewhat (though you're able to pick up Obtain Familiar on this level). Still a useful addition.


In short: I genuinely recommend a melee Wizard. Because you're worth it and they can be a lot of fun and surprisingly functional. I can't emphasize Abrupt Jaunt enough - it makes all the difference on these levels. Having an immediate action defense before they usually come online is just huge, and it has utility/offensive uses as well.

If you're interested in this path, I can give you more pointers on the feats, the spell selection and in general on how to pull this off successfully.

Biffoniacus_Furiou
2017-02-18, 02:20 PM
Sorcadin

Start out Paladin 2/ Sorcerer 1, plan on going Paladin 2/ Sorcerer 4/ Spellsword 1/ Abjurant Champion 5/ Sacred Exorcist 8. You won't have the damage output of a Warblade for quite some time, but you'll at least be able to hold your own. I'd go with an Illumian (Naenhoon) and get that first Sacred Exorcist level asap to persist two spells each day. I just recently gave someone else advice on this type of build. (http://www.giantitp.com/forums/showthread.php?513502-Help-with-Sorcadin-build&p=21673212#post21673212)

Crusader

Make a Dragonborn Warforged Crusader. When you add Dragonborn you lose your original racial traits but keep your original type and subtypes, so you'll still keep all the living construct traits since you still have that subtype. You'll (arguably) keep your natural slam attack (that adds 1.5x Str to damage if it's the only weapon you're using) because it's a physical quality. You'll still be able to take Warforged feats like Adamantine Body. Use the Heart aspect of Dragonborn for a breath attack, this is important.

Take two flaws (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm) (Insomniac in Dragon magazine has no drawbacks for you, Shaky is another good one) for two extra feats. Get Adamantine Body, Dragon Wings, Entangling Exhalation, and Stone Power, and take the Quick trait (http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm#quick). At 6th level get Improved Dragon Wings to gain a fly speed, and at 9th+ consider taking Improved Fortification, Improved Maneuverability (RotW), etc.

For your build go Crusader 5/ Binder 1/ Hellreaver 5/ Crusader 9, Binder is in Tome of Magic and Hellreaver is in Fiendish Codex II. Have an odd number for your Con score, every day you'll want to bind Naberius for fast ability healing, and you'll still have 9th level maneuvers by 20th level. Use your breath attack with Entangling Exhalation as often as possible so you keep the opponents debuffed and their attention on you, and this build allows you to heal through anything they try to use while still being able to make attacks and use maneuvers.

You can use Divine Succor from Hellreaver to heal yourself or an ally within 20 feet for 10 damage as a swift action, so you're not sacrificing any attacks to do it. This is usable (Hellreaver level + Cha bonus) times per encounter. At Hellreaver 5 you instead heal 20 points, and you basically have an unlimited number of uses per encounter due to Heroic Sacrifice. Heal for 20 per round until you're out of Holy Fury, then spend your next swift action on Heroic Sacrifice to take 2 Con damage and replenish your Holy Fury. You heal 1 ability damage per round, so you'll only be down one point of Con at the end of your turn and it's fully healed the next round, so with an odd number Con score it won't even make any difference.

Doctor Awkward
2017-02-18, 02:49 PM
I will take this moment to plug the first contest entry in my signature, Conrad Vayne

The full build is Bard 4/Warblade 16 and it focuses on buffing the party with Dragonfire Inspiration and White Raven maneuvers to increase combat effectiveness.

It's perfectly playable from level 3 onward. See the link for full details.

Particle_Man
2017-02-18, 07:37 PM
I'm familiar with Totemist for natural attack stacking but what does the Incarnate build do?

Well off the top of my head in combat you have Incarnate Avatar to add to your attack rolls (lawful) and that plus divine power/divine might/etc. plus power attack can do a lot of daka. Bluesteel bracers also adds weapon damage. At low levels a lightning touch attack ain't bad either. There is also a soulmeld that later in the game is tons of free hp.

Other soulmelds can help with skills (silvertongue mask, for example) so that you can do things out of combat. And you can switch out souldmelds each day.

Plus if you don't mind using feats or spells for binding your soulmelds, you can get into SH with cleric 3/incarnate 1 (for example, take law and incarnate domains, human race (azurin if your DM gives you a break on favoured class), midnight metamagic feat (and extend spell - hey you can summon a lawful critter for 4 rounds at level 1!), shape soulmeld (blink shirt?) at level 3), so you only lose one level of cleric spellcasting. So at 14th character level you have 13th level cleric and 11th level incarnate spellcasting/incarnating abilities.

Chronikoce
2017-02-19, 04:56 AM
These sound like some awesome ideas. I've got some down time before we play again since the DM is reading through book 2 still.



In short: I genuinely recommend a melee Wizard. Because you're worth it and they can be a lot of fun and surprisingly functional. I can't emphasize Abrupt Jaunt enough - it makes all the difference on these levels. Having an immediate action defense before they usually come online is just huge, and it has utility/offensive uses as well.

If you're interested in this path, I can give you more pointers on the feats, the spell selection and in general on how to pull this off successfully.

I'd be interested in more details (spells, feats, etc.) for the melee wizard build. We start with 32 point buy. The cleric is a lesser plaintouched aasimar so the DM is open to stronger races as long as they don't get too crazy.


I will take this moment to plug the first contest entry in my signature, Conrad Vayne

The full build is Bard 4/Warblade 16 and it focuses on buffing the party with Dragonfire Inspiration and White Raven maneuvers to increase combat effectiveness.

It's perfectly playable from level 3 onward. See the link for full details.

I'll have to read through your build tomorrow. I glanced through the quick description and it does sound like it could be quite effective. Especially if the Druid does start summoning a lot because I'd be giving tons of extra d6's to his summons.

As for Incarnate, I'll have to take the time to reread magic of incarnum. This sounds like it could be fun though.

Eldariel
2017-02-19, 06:56 AM
I'd be interested in more details (spells, feats, etc.) for the melee wizard build. We start with 32 point buy. The cleric is a lesser plaintouched aasimar so the DM is open to stronger races as long as they don't get too crazy.

32pb, you could do hmm, 16 (10)/14 (6)/14 (6)/16 (10)/8/8. This sort of stat spread isn't necessarily optimal in the long run; once you start using Polymorph more your Str/Dex cease to matter that much while Con is always important and mental stats are always nice. Not having 18 Int is a bit of a downer particularly since that's also one less use of Abrupt Jaunt. High Str makes hitting somewhat more doable though particularly since it's harder to find bonuses to on these levels than defense. However, you can use Polymorph Any Object (I'll mention it at the end of this post) to bypass this issue and acquire more appropriate stats down the line. All your level-up points should go towards Int and it's at least worth considering 14/12/14/18/8/8 instead as well.

Far as races go, Neraph is a cool but a strange race. Native to Limbo, they look a bit like slaadi. So frog-like red bipeds. Of course, as a Wizard you have plenty of ways to manipulate your looks for social interaction - thus that's less likely ot be a problem. They have no stat adjustments but biggest selling point is certainly the Outsider-type. Between all the martial weapon proficiencies and the various Alter Self/Polymorph-forms, it's a superb addition to your repertoire as a Gish. They also have some minor bonuses like denying opponent Dex-bonus to AC on a charge once per encounter per opponent, +2 natural armor, and having Jump bonuses (mind, Alter Self negates these benefits but you tend to get better ones). The other option is playing some Elf/Deep Imaskari [Underdark] and picking the Otherworldly-feat [Player's Guide to Faerun], which grants the Outsider type. This would have the advantage of enabling you to play an Int-bonus race like Sun/Fire Elf (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#fireElves) (+2 Dex, -2 Con, +2 Int, -2 Cha) or Deep Imaskari (-2 Dex, +2 Int) but with the downside of costing you a feat. Deep Imaskari further can recall a 1st level spell daily which is significant on these levels.

Like I said, I recommend being a Conjurer for the Abrupt Jaunt. You can easily give up Evocation and Enchantment. It's actually worth considering being a Focused Specialist: Conjurer giving up Abjuration. Mage Armor and its ilk is Conjuration so you still have those - however, you couldn't enter Abjurant Champion if you did this. Otherwise, the cost is not huge; other casters in your party can easily cover the Dispelling/Magic Circle needs so the first spell you'll really be missing is Mind Blank and hopefully you'll figure something out over the next ~15 levels. This would help you with your daily spell allotment though it would of course pinch you on your buff slots for a while. But much of the stuff you want to use is Conjuration anyways. One of the big advantages of this would be the ability to fuel the Arcane Strike [Complete Warrior] feat relatively easily. Sadly you don't qualify for a while yet - it requires +4 BAB so you'd be looking at level 8 or higher - but having 3 Conjuration-slots each level gives you as many slots as an equal level Sorcerer so you'd be really well off.

Do you have access to flaws? Bonus feats would be pretty convenient. In any case, you can at least take the Martial Wizard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizard) substitution level to gain one bonus warrior feat instead of the Scribe Scroll (and another on level 5 though you might want Spontaneous Divination [Complete Champion] instead to never have to prepare Divination-spells again).

Feats I recommend looking at:

Knowledge Devotion [Complete Champion]: You'll probably invest in Knowledges anyways. Pick the 6 used to identify creatures (Arcane, The Planes, Local, Nature, Religion, Dungeoneering) at least on the base level, and you should be able to get reliable hit/damage bonuses vs. everything. Something you need on these levels. You can further get the "Collector of Stories"-skill trick [Complete Scoundrel] at the cost of 2 skill points for +5 on an identification check per encounter. Though mind your skill points - you still need Concentration and Spellcraft.
(Combat Expertise >) Improved Trip: You are proficient with the Guisarme and Tripping is a Strength-check. Particularly if you have a 16+ Strength, getting the +4 from this feat makes you quite adept at Tripping, let alone when Alter Selfed into a Large form (another +4). Tripped enemies are pretty screwed in a multitude of ways.
Dodge + Mobility: Required for Swiftblade entry. Expeditious Dodge [Races of the Wild] is probably better than standard Dodge - it says if you move 40' in a round (pretty easy for you with no effort once you get 3rd level spells in Phantom Steed), you get +2 AC (vs. everything). Mobility is actually available as an armor special ability from Mobility-armor (you can get it on Bracers of Armor or something like +1 Twilight [MiC] Mithril Shirt or Gith/Feycraft [PHBII] Thistledown [Races of the Wild] Mithril Shirt as armor with no arcane spell failure and no armor check penalty). This would save you a feat slot.
Faerie Mysteries Initiate [Dragon #319]: This has 3 options but the only one that interests you is the one that gives you Int-based bonus HP. Basically you dance a sensual dance with a partner and both you gain the benefits until you repeat the process. This would allow you to max out your Int and enjoy your massive bonus HP. I'm usually more a fan of not getting hit though.
Keen Intellect [Dragon #318]: You get to use Int for Will-saves and all Wis-based skills. If you want stuff like Spot/Listen/Sense Motive/etc. to be actually decent for you and if you want great Will-saves. Basically this enables you to cover some defensive skill monkey functions, though with two Wis-based casters it's probably less necessary.
Obtain Familiar [Complete Arcane]: Scales with your caster level. Convenient since you prestige class out. You can share spells with it and let it take Magical Beast forms. It can also give you Alertness and various Aid Another bonuses. It prepares you for Improved Familiar [DMG] later to get some convenient Outsider pal that can use Wands and such. On these levels you can get the Hummingbird for +4 Initiative (+8 if you take the Elf Wizard ACF on level 3), Rat for +2 Fort or e.g. Owl or Raven for observation and utility.
Extend Spell: Good for Extending your buffs down the line. Also for Extended Rope Trick on level 5 for safe resting and spell preparation. Also prerequisite for...
Persistent Spell [Complete Arcane]: There are two ways to go about this feat. Either you take it when you have access to level 7+ spells and Persist some swift action 1 round duration spells and get a lot of nice all-day bonuses, or you take levels in Spelldancer [Magic of Faerun], Incantatrix [Player's Guide to Faerun] or such and use it to persist all your buffs. Pick whichever is more appropriate for the optimization level of your game.
Arcane Disciple [Complete Divine]: This would require Wisdom, a difficult proposition with this point buy. However, if you do plan on getting Polymorph Any Objected eventually, you can afford slightly lower Int. Getting 14 Wis would allow you to take Arcane Disciple in War/Competition/Pride Domain and get access to Divine Power which gives you full BAB (among other things) for its duration.
(Spell Mastery >) Uncanny Forethought [Exemplars of Evil]: Int times per day, you can cast any spell you know spontaneously from empty slots. Absolutely incredible if you have a good selection of spells.
Power Attack: You'll want this eventually. Doubly so if you get some way to get full BAB (e.g. Divine Power), but even if you just enter full BAB PRCs, this will eventually be nice. Some spells (Bite of the Werex most relevantly) provide you with the feat though so you're fine never picking it.



For spells, you have the usual Wizard-spells like:
Grease
Color Spray
Wall of Smoke [Spell Compendium]
Web
Glitterdust
Pyrotechnics

On these levels you can make enemies prone, blind, stuck and so on while you beat them senseless. Don't forget to carry a bow adjusted for your strength for hitting disabled targets from a safe distance. These amount to a lot of nice bonuses for hitting the enemies.

Then you have the buffs:
Mage Armor
Protection from Enemy Alignment
False Life
Alter Self
Create Magic Tattoo [Spell Compendium] (+1 luck to hit isn't the worst, nor +1 deflection to AC and you can get Resistance-bonuses too; gets better later on, and it lasts 24 hours)
(short duration stuff like Mirror Image, Invisibility, etc.)
Heroics [Spell Compendium]: Gets you Fighter bonus feats for 10 min/level. Real nice down the line.

The crux of your competence, enable you to fight on even footing with things.

Then short duration combat buffs:
Blades of Fire [Spell Compendium]: +1d8 fire damage on your attacks for 1 turn. Nice if you have multiple attacks (e.g. from Alter Self for natural attack form) and one of the better 1st level buffs.
Blade of Blood [PHBII]: Worse than Blades of Fire except if you take 5 points of damage. Then it does +3d6 damage, which is quite nice. If you have the temporary HP to burn, this is something to consider.
Nerveskitter [Spell Compendium]: It boosts your Initiative, rather key considering you can only take Immediate Actions while not flat-footed.
Bladeweave [Spell Compendium]: Swift action to cast 1 round/level (!!), one of the enemies you hit each round must save vs. Daze for 1 round. Pretty sweet, particularly since Daze-immunity is superrare.
Fist of Stone [Spell Compendium]: +6 enhancement for Strength for attack rolls and grapple checks and a Slam-attack. Pretty nice particularly if you already have a form with Multiattack. A nice 1st level buff.
Wraithstrike [Spell Compendium]: One turn of attacking as touch attacks. Hard to miss.
Whirling Blade [Spell Compendium]: Attack all enemies in a line using your Int for bonuses. It's not terrible.


Then Benign/Baleful Transposition [Spell Compendium] for mobility and that's more than enough far as options go. There's more out there but it's not like you have infinite slots anyways.

EDIT: I realize I didn't give you a build. Here's an example build:
Deep Imaskari Wizard 3
14 Str
10 (-2 racial) Dex
14 Con
20 (+2 racial) Int
8 Wis
8 Cha

Class decisions:
- Conjurer banning Evocation and Enchantment. The important Evocations can be accessed via. Shadow Evocation and Enchantments can be mostly replicated by summons or such. Could consider adding Abjuration, but Illusion and Necromancy are too useful to pass up on, and Abjuration is required for Abjurant Champion down the line.
- Abrupt Jaunt [Player's Handbook II] alternative class feature. Lose familiar, gain ability to teleport 10' as an immediate action Int bonus (5) times per day.
- Martial Wizard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizard) [SRD] losing Scribe Scroll and bonus feats for Fighter bonus feats.
- Spontaneous Divination [Complete Champion] as your level 5 bonus feat (arguable if you plan to pick up Uncanny Forethought, which you should consider; otherwise definitely do this).

Feats:
1. Otherworldly
B. Combat Expertise
F. Improved Trip (Flaw: Inattentive, Shaky or something more interesting - suit yourself)
F. Spell Mastery/Expeditious Dodge/Extend Spell/Faerie Mysteries Initiate/Keen Intellect/etc. (Flaw: See above) - mostly an investment for the future.
3. Knowledge Devotion - remember to pick one Knowledge that's always a class skill for you. Keep an eye out for your multiclassing intentions here.

Skill ranks:
7 Concentration
7 Spellcraft
5 Knowledge: Arcana
5 Knowledge: the Planes
5 Knowledge: Religion
5 Knowledge: Dungeoneering
5 Knowledge: Nature
5 Knowledge: Local
1 Knowledge: Geography
1 Knowledge: History
1 Knowledge: Architecture and Engineering
2 Collector of Stories Skill Trick

Equipment:
Mw. Guisarme
Greatsword
Spiked Gauntlets
Composite Longbow (+2 Str)
Some kind of a hammer (for beating things with DR/Bludgeoning)
Scrolls, and the usual backpack + mundane and alchemical equipment (Alchemist's Fire is a reasonable ranged attack, being a touch attack; Tanglefoot Bags are a stopgap for when you lack spells), skill bonus items and such (you could put 1 rank into Craft: Alchemy to save a bit on those)

Spells prepared:
1. Mage Armor (B), Grease, Wall of Smoke, Nerveskitter, Benign Transposition [Deep Imaskari can recall and recast one 1st level spell each day]
2. Glitterdust (B), Alter Self, False Life

This is a relatively defensive and utility-based spell load out to be certain, but it's a good way to keep the party and yourself alive and to take encounters down a peg so you can beat them senseless. Not to mention, your combat prowess quite benefits of blind enemies (they lose dex bonus to AC and get further -2), prone enemies (-4 AC), nauseated enemies (they can't hit back), etc. You could switch some slots to offense but I'd stick with the first principles and beat things dead with a stick, investing more spell slots into boosting your beating once you don't need slots of this level for control spells anymore.


Knowledge Devotion:
+15 with Collector of Stories (one type per encounter). In effect, you get 1-10 (50%) = +2/+2, 11-15 (25%) = +3/+3, 16-20 = +4/+4 (25%). If your DM approves a Masterwork Tool (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#toolMasterwork) (reference tome or whatever), you actually have a 10% chance of +5/+5.

HP: 15 + 1d10+3 Temporary (average 8)
Init +0
AC: 10 naked, 14 under Mage Armor, 26 under Mage Armor and Alter Self [Minor Xorn], 29 under Mage Armor and Alter Self [Ravid].
To Hit: 1 BAB+2 Str+1 Mw.+(2-4) KD = +(6-8)
Guisarme: 2d4+3 Str+(2-4) KD = 2d4+(5-7)

Note, Minor Xorn is small which gives you +1 to hit, but lowers damage dice from 2d4 to 1d6. Makes tripping hard, as small creatures have -4 to it.

With Ravid, check if you can wield two-handed weapons with that claw. It does feature an opposable thumb (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG214a.jpg); there aren't many instances of one-armed creatures in the game. It's Medium so you could use it to trip (you have +6 on Trip-checks which is respectable) if you can wield reach weapons.

The Trip-feats aren't at their best yet but next level and particularly level 5 open up some great Large Outsider forms when Tripping suddenly becomes very efficient. You can spend those feats on other stuff too though; Uncanny Forethought is always nice as is Extend Spell looking at level 5 safe rests (though lesser Rod of Extend Spell would function too), or things of that nature. Few things actually add meaningfully to your combat prowess on these levels - +1 here or there isn't gonna make that big of a difference. The Int-to-stuff feats can be quite convenient though.
Little Outsider trick:
You can actually purchase either a Scroll or a casting (whichever you can find, a friendly caster capable of casting 8th level spells or some place where you can acquire the item) of Polymorph Any Object (http://www.d20srd.org/srd/spells/polymorphAnyObject.htm) for relatively cheap. Scroll costs 3000gp, casting costs into 1200gp. As an Outsider you could transform into shapes like Gelugon (http://www.d20srd.org/srd/monsters/devil.htm#iceDevilGelugon) or Planetar (http://www.d20srd.org/srd/monsters/angel.htm#angelPlanetar) - it could be a permanent shift (+5 same kingdom, +2 same class, relatedness of energy-based beings can be argued) but if it's not, you can either acquire two castings of the spell making the second one permanent, or first Alter Self into a larger outsider form and then take the Polymorph Any Object trip with the +2 from "same size". Though even +7 grants you 1 week duration, but you want it to be permanent. The spell states it can transform a Lizard (http://www.d20srd.org/srd/monsters/lizard.htm) into a Manticore (http://www.d20srd.org/srd/monsters/manticore.htm) so it doesn't care about HD.

Both forms give you base 22 Int (and pretty solid physical stats), which you can start applying your level-ups to. This is quite convenient if you play a lower starting Int character, particularly one without a racial Int-bonus (such as Neraph) - and frees up the points for Wisdom to pick up e.g. Divine Power through Arcane Disciple. A starting Int 20 character hits base Int 22 on level 8, so provided you get the spell applied to you before level 12, you'll be on pace with that even if your starting stats are something much lower (e.g. the classic 14/12/14/14/14/12). However, low starting Int is still quite challenging, since on one hand you rely on Abrupt Jaunt a lot to get you by on the low levels and 5 daily uses is way more than 2, and on the other you can't use spells like Glitterdust, Web and company to as much effect with the significantly lower save DCs. Third, you'll be hurting for spell slots without the bonus spells on each level. But certainly, if you made it to up until where you get Polymorph Any Object cast on you, you'd reap the benefits (could even do something rather extreme like start 16 Con at the expense of physicals).

Wealth-wise this would be doable around level 4-5 but practically speaking it's probably something of a hurdle to locate someone for the task, and paying them is much easier to do with 4th/5th level spells at your disposal; perhaps level 7-9. Level 9 with 5th level spells opening strategic versatility like Teleportation, Scrying (and Cleric's Plane Shift) should make this task relatively easy already.

Chronikoce
2017-02-19, 12:08 PM
Wow thank you. You've sold me on that wizard. When it comes to gish builds I've now realized I've been a total beginner and only done stuff like duskblade/battle sorcerer and powered up with arcane strike.

This sounds like a lot of fun.

DM approved Neraph for use so it looks like I've got a character to build! He is usually on board with Flaws though typically only allows 1. I'll have to ask if he will allow 2 this time around.