Skrzynek
2017-10-01, 09:29 AM
[I'm not a native speaker, sorry for any misspellings in advance]
So recently my pal hit me with an idea of making a fun little experiment of a campaign. You know how min/maxing characters in D&D 3.5 could break the game balance completely, melee fighters are useless next to spellcasters, etc? Well, he thought it'll be fun to try min/maxing EVERY character while he, as a DM, does the same to the encounters. I decided to play the muscle of the group, made the character, came up with a backstory and so did others, so far so good.
But I'm here to ask you, dear GitP'ians if this build is done well mechanically. If it's too weak, too strong, or maybe I did a horrible mistake somewhere?
First off, a warning: the DM is a terrifyingly good powergamer himself, so while I'm worried about group balance, I'm mostly concerned in SURVIVING LONG ENOUGH.
Also, few important notes:
1. As a house rule, LEVEL ADJUSTMENT AND RACIAL HD COUNT AS HALF NORMAL (rounded down). So while my cute little beast by RAW has ECL 11 (+5LA, 4HD, 2 class levels) she is actually ECL 6 in this session.
2. DM is absolutely not above being persuaded into new house rules, but he notes that EVERYTHING WE DO, HE CAN DO AS WELL to the enemies. So yeah... We're screwed
3. One of the other characters is a Dragonwrought Kobold with Loredrake (Dragons of Eberron) and Spellhoarding (psychosis from Dragon Magazine) templates, and it's multiclassing into Ultimate Magus, so it should have access to 9-th level spells at 12-th level with Effective Caster Level of 17, and at 15-th character level this thing will cast like 23-th level wizard with ECL 28-th. And did I mention it makes magic items? So yeah, THE PRIME OBJECTIVE FOR ME IS TO NOT LAG BEHIND... too much. Or at least, to be able to do some moments of awesome next to THAT.
4. DM sometimes (intentionally or not) mixes rules between 3.0 and 3.5, but like 90% is from 3.5. He also allowed using 2 third-party equipment books (Ultimate Equipment Guide, Arms & Armor) next to official content and even Dragon Magazine Stuff - within reason, of course, and he doesn't like illogical stuff (and allows powerful stuff if logical, but no ****ing pun-pun).
So, to the character sheet!
Name: Tanni.
Gender: Female
Race(and templates): Arctic Feral Half-Minotaur Shapechanger(Natural, custom Werebat) Raptoran.
Levels: LA+4, Totemist 2 (in plans: Warshaper 2)
Appearance: LARGE MONSTROUS HUMANOID (3m tall). I would post a reference picture, but I'm not sure if I could post nude woman here, even if drawn. In Base Form she looks like a human teenager but with slightly furred body, big ears, hawk-like feet and talons, black claws, black feathered wings, and weird cow-like tail with feathers at the end. he hybrid werebat form and totemist soulmelds (especially Trifold Chimera Mask bound to totem) makes her into an abomination that REQUIRES Hat of disguise.
Alignment: CHAOTIC EVIL. She's not concerned with how strangers feel and cares only about her flock and close friends. But she craves belonging and love, so she'll do a lot to please others and feel at home. She has been recently exiled because of aggressive impulses and lack of morals, though, so the alignment is rather justified... I think. If discussions arise, she's leaning strongly towards CHAOTIC NEUTRAL and might end up as that.
ABILITIES:
(Some change when she's in her hybrid werebat form (based on Desmodu Guard Bat from Monster Manual II), which is pretty much always thanks to the hat of disguise. That's why I'm going to list her hybrid form stats everywhere,)
STR: 29+6=35
DEX: 11+12=23
CON:24+6=30
INT: 6
WIS: 17
CHA: 8 (+2 circumstance bonus on all checks - Nymph's Kiss)
HP: 100
DAMAGE REDUCTION: 10/silver (when in hybrid/animal form)
AC (for hybrid): 8(base)+ 8(Natural)+6(Dex)+8(Armor)+1(enhancement)=31
Speed: 50ft land/ 50ft fly (good)
Carrying Capacity: 2132 lb is the limit of LIGHT LOAD (she can fly with that)
FORT:13
REF: 12
WILL: 11 (+1 bonus on all saving throws against spells and spell-like abilities- Nymph's Kiss)
INITIATIVE: +8 = +6(DEX)+2(Belt of Battle)
BAB: 5
Melee: +16 (+20 when doing a dive attack, since it's +2 from Dive and +2 from higher ground)
Ranged: +8
Grapple: +21
Languages: Common, Tuilvilanuue (Raptoran tongue)
Skill points: 20 (next 2 levels will gain only 2/level because Warshaper)
Noteworthy Skill Bonuses:
Spot: +24 (racial, +9 RANKS)
Jump: +30 (bunch of racial stuff and strength)
Listen: +15 (racial, +2 RANKS)
Intimidate: +12 (based on STR, will be more if dealing with smaller creatures)
Survival: +14 (+3WIS, +2racial, +9 RANKS)
Move Silently: +6 (only Dex, but a class skill thanks to Werebat. Should I invest?)
FEATS:
Racial: Scent, Track, Glide, Flying, Illiteracy, Darkvision:60ft, Low-light Vision, Fast Healing 3, Improved Grab, Pounce, Blindsight, Mobility, Iron Will, Spring Attack(which DM might count as Fly-by Attack because it's just airbourne Spring Attack anyway).
From levels and flaws: Improved Flight (Good Maneuverability), Multiattack, Nymph's Kiss (for ANY skill points ;_;)
Flaws: Vulnerable (-1AC, already counted above), Shaky (-2 ranged attack roll),
Traits: Detatched(+1 Will, -1 Reflex), Plucky (-1 Fort, +1 Will)
Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
EQUIPMENT:
First of, a note- the kobold has item creation feats, and due to some shenanigans with Spellhording template and burning the spell runes it scribes on it's scales to gain 100gp/50gp per spell level, and then copying the spells for 50gp into the scales (repeat) it has ridiculously low creation costs AND NO EXP COST FOR CREATING ITEMS. This means I could get those incredibly cheap. To top that, she has a druid able to cast 4-th level spells to aid her in case she doesn't have something on her wiz/sorc spell list. I won't bother you with exact math, just know it's more than a little complicated and DM accepted it (after a long, long laugh...)
- Makeshift Armor that I compiled of few stackable armor pieces found in the two aforementioned equipment books:
+8 armor to AC, +1enhancement to AC, +7 Max Dex, 0 check penalty, 5% Arcane Failure Chance, 49 lbs. ~2600gp
- Ring of Freedom of Movement (for chaotic totemists with at least 4 ranks in Spot - limitations that lower the cost of the item even further, as with next magic items) - 6172 gp (yes, the market price is 40000gp. DM already told me it's so great villians will use my methods as well)
- Hat of Disguise - 286,65 gp
- Belt of Battle - 1852,2gp
- Amulet of Mighty Fists - 926.1 gp
ATTACKS:
My full attack during a dive (with Threefold Mask of the Chimera) should look more or less like that:
+20 Bite(2d6+12)/+20 Bite (1d8+12)/+20 Gore (1d8+12)/+18 Gore(2d6+6)/+18 Bite (1d8+6)/+18 claw (2d6+6)/+18 Claw (2d6+6)/+18 Claw (1d8+6)/ +18 Claw (1d8+6).
=162+(26 ~ 176) with 45% chance for scoring at least one crit.
All of the above also have enhancement bonus +1 from the Amulet of Mighty Fists, and ALL OF THIS DAMAGE GETS DOUBLED ON A DIVE ATTACK (because all of those NW do piercing damage). Which means that if all attacks hit, I deal =162+(26 ~ 176) with 45% chance for scoring at least one crit. With Dread Carapace soulmeld and 1 essencia invested into it, I deal additional +48 damage.
In two levels and with Tail of the Dragon soulmeld, I could easily jump to 11/13 attacks, depending on if the DM will allow me to grow only third pair of horns or that + pair of tentacles, and with +2 enhancement on strength from a magic item all those secondary attacks will do +8 instead of +6.
Overall, I think I could sucessfully be relevant in combat up to when that damned Kobold gets to casting wish at 12 level (she could make the 5000EXP cost be 12500gp cost instead). I'll have 40 strength (and 34 constitution for totemist DC) at 8 ECL not counting enhencement bonuses and spells, so with that I could easily reach 50, my current damage doubling or even trippling. Adding immunities (+1 buckler of soulfire), getting some stealth-enhancing items (like Skin of the Chameleon in MIC that adds +10 competence on Hide) and getting even more mobile should help as well.
But do I even have a chance to provide reasonable aid next to that powrful caster?
Is it enough?
Is it overdoing it?
Or should I just stop worrying and be done with that character sheet tinkering? :P
So recently my pal hit me with an idea of making a fun little experiment of a campaign. You know how min/maxing characters in D&D 3.5 could break the game balance completely, melee fighters are useless next to spellcasters, etc? Well, he thought it'll be fun to try min/maxing EVERY character while he, as a DM, does the same to the encounters. I decided to play the muscle of the group, made the character, came up with a backstory and so did others, so far so good.
But I'm here to ask you, dear GitP'ians if this build is done well mechanically. If it's too weak, too strong, or maybe I did a horrible mistake somewhere?
First off, a warning: the DM is a terrifyingly good powergamer himself, so while I'm worried about group balance, I'm mostly concerned in SURVIVING LONG ENOUGH.
Also, few important notes:
1. As a house rule, LEVEL ADJUSTMENT AND RACIAL HD COUNT AS HALF NORMAL (rounded down). So while my cute little beast by RAW has ECL 11 (+5LA, 4HD, 2 class levels) she is actually ECL 6 in this session.
2. DM is absolutely not above being persuaded into new house rules, but he notes that EVERYTHING WE DO, HE CAN DO AS WELL to the enemies. So yeah... We're screwed
3. One of the other characters is a Dragonwrought Kobold with Loredrake (Dragons of Eberron) and Spellhoarding (psychosis from Dragon Magazine) templates, and it's multiclassing into Ultimate Magus, so it should have access to 9-th level spells at 12-th level with Effective Caster Level of 17, and at 15-th character level this thing will cast like 23-th level wizard with ECL 28-th. And did I mention it makes magic items? So yeah, THE PRIME OBJECTIVE FOR ME IS TO NOT LAG BEHIND... too much. Or at least, to be able to do some moments of awesome next to THAT.
4. DM sometimes (intentionally or not) mixes rules between 3.0 and 3.5, but like 90% is from 3.5. He also allowed using 2 third-party equipment books (Ultimate Equipment Guide, Arms & Armor) next to official content and even Dragon Magazine Stuff - within reason, of course, and he doesn't like illogical stuff (and allows powerful stuff if logical, but no ****ing pun-pun).
So, to the character sheet!
Name: Tanni.
Gender: Female
Race(and templates): Arctic Feral Half-Minotaur Shapechanger(Natural, custom Werebat) Raptoran.
Levels: LA+4, Totemist 2 (in plans: Warshaper 2)
Appearance: LARGE MONSTROUS HUMANOID (3m tall). I would post a reference picture, but I'm not sure if I could post nude woman here, even if drawn. In Base Form she looks like a human teenager but with slightly furred body, big ears, hawk-like feet and talons, black claws, black feathered wings, and weird cow-like tail with feathers at the end. he hybrid werebat form and totemist soulmelds (especially Trifold Chimera Mask bound to totem) makes her into an abomination that REQUIRES Hat of disguise.
Alignment: CHAOTIC EVIL. She's not concerned with how strangers feel and cares only about her flock and close friends. But she craves belonging and love, so she'll do a lot to please others and feel at home. She has been recently exiled because of aggressive impulses and lack of morals, though, so the alignment is rather justified... I think. If discussions arise, she's leaning strongly towards CHAOTIC NEUTRAL and might end up as that.
ABILITIES:
(Some change when she's in her hybrid werebat form (based on Desmodu Guard Bat from Monster Manual II), which is pretty much always thanks to the hat of disguise. That's why I'm going to list her hybrid form stats everywhere,)
STR: 29+6=35
DEX: 11+12=23
CON:24+6=30
INT: 6
WIS: 17
CHA: 8 (+2 circumstance bonus on all checks - Nymph's Kiss)
HP: 100
DAMAGE REDUCTION: 10/silver (when in hybrid/animal form)
AC (for hybrid): 8(base)+ 8(Natural)+6(Dex)+8(Armor)+1(enhancement)=31
Speed: 50ft land/ 50ft fly (good)
Carrying Capacity: 2132 lb is the limit of LIGHT LOAD (she can fly with that)
FORT:13
REF: 12
WILL: 11 (+1 bonus on all saving throws against spells and spell-like abilities- Nymph's Kiss)
INITIATIVE: +8 = +6(DEX)+2(Belt of Battle)
BAB: 5
Melee: +16 (+20 when doing a dive attack, since it's +2 from Dive and +2 from higher ground)
Ranged: +8
Grapple: +21
Languages: Common, Tuilvilanuue (Raptoran tongue)
Skill points: 20 (next 2 levels will gain only 2/level because Warshaper)
Noteworthy Skill Bonuses:
Spot: +24 (racial, +9 RANKS)
Jump: +30 (bunch of racial stuff and strength)
Listen: +15 (racial, +2 RANKS)
Intimidate: +12 (based on STR, will be more if dealing with smaller creatures)
Survival: +14 (+3WIS, +2racial, +9 RANKS)
Move Silently: +6 (only Dex, but a class skill thanks to Werebat. Should I invest?)
FEATS:
Racial: Scent, Track, Glide, Flying, Illiteracy, Darkvision:60ft, Low-light Vision, Fast Healing 3, Improved Grab, Pounce, Blindsight, Mobility, Iron Will, Spring Attack(which DM might count as Fly-by Attack because it's just airbourne Spring Attack anyway).
From levels and flaws: Improved Flight (Good Maneuverability), Multiattack, Nymph's Kiss (for ANY skill points ;_;)
Flaws: Vulnerable (-1AC, already counted above), Shaky (-2 ranged attack roll),
Traits: Detatched(+1 Will, -1 Reflex), Plucky (-1 Fort, +1 Will)
Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
EQUIPMENT:
First of, a note- the kobold has item creation feats, and due to some shenanigans with Spellhording template and burning the spell runes it scribes on it's scales to gain 100gp/50gp per spell level, and then copying the spells for 50gp into the scales (repeat) it has ridiculously low creation costs AND NO EXP COST FOR CREATING ITEMS. This means I could get those incredibly cheap. To top that, she has a druid able to cast 4-th level spells to aid her in case she doesn't have something on her wiz/sorc spell list. I won't bother you with exact math, just know it's more than a little complicated and DM accepted it (after a long, long laugh...)
- Makeshift Armor that I compiled of few stackable armor pieces found in the two aforementioned equipment books:
+8 armor to AC, +1enhancement to AC, +7 Max Dex, 0 check penalty, 5% Arcane Failure Chance, 49 lbs. ~2600gp
- Ring of Freedom of Movement (for chaotic totemists with at least 4 ranks in Spot - limitations that lower the cost of the item even further, as with next magic items) - 6172 gp (yes, the market price is 40000gp. DM already told me it's so great villians will use my methods as well)
- Hat of Disguise - 286,65 gp
- Belt of Battle - 1852,2gp
- Amulet of Mighty Fists - 926.1 gp
ATTACKS:
My full attack during a dive (with Threefold Mask of the Chimera) should look more or less like that:
+20 Bite(2d6+12)/+20 Bite (1d8+12)/+20 Gore (1d8+12)/+18 Gore(2d6+6)/+18 Bite (1d8+6)/+18 claw (2d6+6)/+18 Claw (2d6+6)/+18 Claw (1d8+6)/ +18 Claw (1d8+6).
=162+(26 ~ 176) with 45% chance for scoring at least one crit.
All of the above also have enhancement bonus +1 from the Amulet of Mighty Fists, and ALL OF THIS DAMAGE GETS DOUBLED ON A DIVE ATTACK (because all of those NW do piercing damage). Which means that if all attacks hit, I deal =162+(26 ~ 176) with 45% chance for scoring at least one crit. With Dread Carapace soulmeld and 1 essencia invested into it, I deal additional +48 damage.
In two levels and with Tail of the Dragon soulmeld, I could easily jump to 11/13 attacks, depending on if the DM will allow me to grow only third pair of horns or that + pair of tentacles, and with +2 enhancement on strength from a magic item all those secondary attacks will do +8 instead of +6.
Overall, I think I could sucessfully be relevant in combat up to when that damned Kobold gets to casting wish at 12 level (she could make the 5000EXP cost be 12500gp cost instead). I'll have 40 strength (and 34 constitution for totemist DC) at 8 ECL not counting enhencement bonuses and spells, so with that I could easily reach 50, my current damage doubling or even trippling. Adding immunities (+1 buckler of soulfire), getting some stealth-enhancing items (like Skin of the Chameleon in MIC that adds +10 competence on Hide) and getting even more mobile should help as well.
But do I even have a chance to provide reasonable aid next to that powrful caster?
Is it enough?
Is it overdoing it?
Or should I just stop worrying and be done with that character sheet tinkering? :P