Falontani
2018-05-15, 06:56 PM
Not going to lie, you have chosen 3 prestige classes that I hardly ever use/read up on. With that said I will offer my own idea of what I would do with a tristalt evil overlord: while using alternate summoning tables (construct your own from unearthed arcana)
Human: 32 Point Buy
Str: 8
Dex: 8
Con: 12
Int: 16
Wis: 15
Cha: 16
Demonbinder
Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features
1st
Conjurer Wizard 1/ Cloistered Cleric 1/ Warlock 1
+0
+2
+0
+2
Concentration +4, Knowledge Arcana +4, Knowledge The Planes +4, Knowledge Religion +4, Spellcraft +4, Use Magic Device +4, Sleight of Hand +2, +3 more skills
Spell Focus: Conjuration, Malign Spell Focus, Flaw: Noncombatant,
Sacrificial Mastery
Flaw: Murky Eyed, Evil Brand
Lore, Knowledge Domain, Rapid Summoning, Enhanced Summoning, Spontaneous Summoning, Eldritch Blast +1d6, 1 Least Invocation, Abrupt Jaunt, Summoner Domain, Planning Domain, Rebuke Undead
2nd
Conjurer Wizard 2/ Cloistered Cleric 2/ Warlock 2
+1
+3
+0
+3
Concentration +5, Knowledge Arcana +5, Knowledge The Planes +5, Knowledge Religion +5, Spellcraft +5, Use Magic Device +5, Sleight of Hand +2.5, +3 more skills
Detect Magic, 2 Least Invocations
3rd
Conjurer Wizard 3/ Cloistered Cleric 3/ Warlock 3
+2
+3
+1
+3
Concentration +6, Knowledge Arcana +6, Knowledge The Planes +6, Knowledge Religion +6, Spellcraft +6, Use Magic Device +6, Sleight of Hand +3, Collector of Stories, +1 more skill
Iron Will
DR 1/Cold Iron, +2d6 Eldritch Blast
4th
Conjurer Wizard 4/Cloistered Cleric 4/Warlock 4
+3
+4
+1
+4
Concentration +7, Knowledge Arcana +7, Knowledge The Planes +7, Knowledge Religion +7, Spellcraft +7, Use Magic Device +7, Sleight of Hand +3.5, Collector of Stories, +3 more skill
Deceive Item, 3 Least Invocations
5th
Conjurer Wizard 5/ Cloistered Cleric 5/ Warlock 5
+3
+4
+1
+4
Concentration +8, Knowledge Arcana +8, Knowledge The Planes +8, Knowledge Religion +8, Spellcraft +8, Use Magic Device +8, Sleight of Hand +4, Collector of Stories, +3 more skills
Eldritch Blast +3d6
6th
Conjurer Wizard 6/Eldritch Disciple 1/Demonologist 1
+4
+6
+2
+6
Concentration +9, Knowledge Arcana +9, Knowledge The Planes +9, Knowledge Religion +9, Spellcraft +9, Use Magic Device +9, Sleight of Hand +4.5, Collector of Stories, +1 more skill
Persistent Spell
Corrupting Blast, Rebuke Undead, Charm Demon, 1 Lesser Invocation
7th
Conjurer Wizard 7/Eldritch Disciple 2/Demonologist 2
+5
+7
+2
+7
Concentration +10, Knowledge Arcana +10, Knowledge The Planes +10, Knowledge Religion +10, Spellcraft +10, Use Magic Device +10, Sleight of Hand +5, Collector of Stories, +1 more skill
Quasit Familiar, 4d6 Eldritch Blast
8th
Nar Demonbinder 1/Eldritch Disciple 3/Demonologist 3
+6
+8
+3
+9
Concentration +11, Knowledge Arcana +11, Knowledge The Planes +11, Knowledge Religion +11, Spellcraft +11, Use Magic Device +11, Sleight of Hand +5, Collector of Stories, Conceal Spellcasting
2 Lesser Invocation, Summoning Mastery +2, Inimical Casting, Fiendish Familiar
9th
Eldritch Disciple 4/Demonologist 4/Ultimate Magus 1
+7
+9
+3
+11
Concentration +12, Knowledge Arcana +12, Knowledge The Planes +12, Knowledge Religion +12, Spellcraft +12, Use Magic Device +12, Sleight of Hand +5, Collector of Stories, Conceal Spellcasting, Swift Concentration
Divine Metamagic: Persistent Spell
Arcane Spell Power +1, Wild Frenzy, Eldritch Blast +5d6, Resistances
10th
Eldritch Disciple 5, Demonologist 5, Ultimate Magus 2
+8
+9
+3
+12
Concentration +13, Knowledge Arcana +13, Knowledge The Planes +13, Knowledge Religion +13, Spellcraft +13, Use Magic Device +13, Sleight of Hand +6, Collector of Stories, Conceal Spellcasting, Swift Concentration
Poison Immunity, 3 Lesser Invocations, Eldritch Spellweave, Expanded Spell Knowledge
11th
Eldritch Disciple 6, Demonologist 6, Ultimate Magus 3
+9
+10
+4
+13
Concentration +14, Knowledge Arcana +14, Knowledge The Planes +14, Knowledge Religion +14, Spellcraft +14, Use Magic Device +14, Sleight of Hand +7, Collector of Stories, Conceal Spellcasting, Swift Concentration
Augmented Casting, Summoning Mastery +3, Eldritch Blast +6d6, 1 Greater Invocation
12th
Eldritch Disciple 7, Demonologist 7, Ultimate Magus 4
+10
+10
+4
+14
Concentration +15, Knowledge Arcana +15, Knowledge The Planes +15, Knowledge Religion +15, Spellcraft +15, Use Magic Device +15, Sleight of Hand +7.5, Collector of Stories, Conceal Spellcasting, Swift Concentration, +1 extra
Extra Turning
Hold Demon, Fearful Glare, Arcane Spell Power+2, Expanded Spell Knowledge
13th
Eldritch Disciple 8, Demonologist 8, Ultimate Magus 5
+11
+11
+4
+15
Concentration +16, Knowledge Arcana +16, Knowledge The Planes +16, Knowledge Religion +16, Spellcraft +16, Use Magic Device +16, Sleight of Hand +8, Collector of Stories, Conceal Spellcasting, Swift Concentration, +1 extra
Quicken Spell(B)
2 Greater Invocations, Telepathy
14th
Eldritch Disciple 9, Demonologist 9, Ultimate Magus 6
+12
+12
+5
+15
Concentration +17, Knowledge Arcana +17, Knowledge The Planes +17, Knowledge Religion +17, Spellcraft +17, Use Magic Device +17, Sleight of Hand +8, Collector of Stories, Conceal Spellcasting, Swift Concentration, False Theurgy
Eldritch Blast +7d6, Summoning Mastery +4, Expanded Spell Knowledge
15th
Eldritch Disciple 10, Demonologist 10, Incantrix 1
+13
+13
+5
+17
Concentration +18, Knowledge Arcana +18, Knowledge The Planes +18, Knowledge Religion +18, Spellcraft +18, Use Magic Device +18, Sleight of Hand +8, Collector of Stories, Conceal Spellcasting, Swift Concentration, False Theurgy, +2 extra
Mindsight, Sculpt Spell(B)
Timeless Body, Damage Reduction, Dominate Demon, Focus Studies, Prohibited School: Evocation, 3 Greater Invocations
16th
Divine Disciple 1, Incantrix 2, Hellfire Warlock 1
+14
+15
+5
+19
Concentration +19, Knowledge Arcana +19, Knowledge The Planes +19, Knowledge Religion +19, Spellcraft +19, Use Magic Device +19, Sleight of Hand +8, Collector of Stories, Conceal Spellcasting, Swift Concentration, False Theurgy
Cooperative Metamagic, Divine Emissary, Hellfire Blast +2d6, 1 Dark Invocation
17th
Divine Disciple 2, Incantrix 3, Hellfire Warlock 2
+15
+16
+6
+20
Concentration +20, Knowledge Arcana +20, Knowledge The Planes +20, Knowledge Religion +20, Spellcraft +20, Use Magic Device +20, Sleight of Hand +8, Collector of Stories, Conceal Spellcasting, Swift Concentration, False Theurgy
Metamagic Effect, Sacred Defense +1, Hellfire Blast +4d6, Hellfire Infusion, Resistance to Fire 10, Eldritch Blast +8d6
18th
Divine Disciple 3, Incantrix 4, Hellfire Warlock 3
+16
+16
+7
+21
Concentration +21, Knowledge Arcana +21, Knowledge The Planes +21, Knowledge Religion +21, Spellcraft +20, Use Magic Device +21, Sleight of Hand +8, Collector of Stories, Conceal Spellcasting, Swift Concentration, False Theurgy
Divine Metamagic: Quicken Spell, Corrupt Spell(B)
Imbue with Spell Ability, Hellfire Blast +6d6, Hellfire Shield, 2 Dark Invocations
19th
Divine Disciple 4, Incantrix 5, Uncanny Trickster 1
+17
+17
+9
+22
Concentration +22, Knowledge Arcana +22, Knowledge The Planes +22, Knowledge Religion +22, Spellcraft +22, Use Magic Device +22, Sleight of Hand +8, Collector of Stories, Conceal Spellcasting, Swift Concentration, False Theurgy, +6 extra
Metamagic Spell Trigger, Sacred Defense +2, Bonus Domain, Bonus Trick, Favorite Trick
20th
Divine Disciple 5, Incantrix 6, Uncanny Trickster 2
+18
+18
+10
+23
Concentration +23, Knowledge Arcana +23, Knowledge The Planes +23, Knowledge Religion +23, Spellcraft +23, Use Magic Device +23, Sleight of Hand +8, Collector of Stories, Conceal Spellcasting, Swift Concentration, False Theurgy, +6 extra
Seize Concentration, Transcendence, Hellfire Blast +8d6, Bonus Trick, Favorite Trick
Jack_Simth
2018-05-15, 09:28 PM
As a solo campaign, max OP?
Pun-Pun.
Oh, not what you want. OK....
OK, so ground-rules questions:
1) What's the starting level?
2) How does the DM handle Level Adjustment and Racial Hit Dice?
3) What optimization level do you actually want? With enough sources, 3.5 has no optimization ceiling (quite literally; Pun-Pun can get arbitrarily large on most numbers, and straight-up infinite on a lot of them ... and the TO folks got the build all the way down to level 1).
Now then...
Action economy will be a serious problem. You've only got one of you. Which means you'll need to figure out how to break the action economy into little itty bitty pieces. There's a few general categories of ways to go about that:
1) Minions (Animate Dead, Summon Monster, Planar Binding, et cetera)
2) Action multiplication effects (e.g., Celerity, Time Stop, Synchronicity, et cetera)
3) More of you (Simulacrum, Ice Assasin, Body Outside Body, et cetera)
Fortunately, with three tracks, that's VERY feasible.
First, if you can swing it: Be a Phaerimm from Lost Empires of Faerun (age is irrelevant). One of the nifties of the race - which applies even to a Hatchling - is that they cast as sorcerers of their hit dice as spell like abilities. Not their Racial hit dice, just their hit dice. A Hatchling has a single hit die and +2 LA. And with everything being spell-like abilities, there's no XP, Material, or Focus costs (also no verbal or somatic components). And single hit dice go away on the first class level, which means for just LA+2 you can gestalt in Sorcerer+ in addition to whatever else you're doing (at the cost of a race pick). It's gold, really. Template it up if you've got more options. I'm fond of Ghost at higher levels (auto-res), but it has some serious drawbacks, so consider carefully. Phrenic (Expanded Psionic Handbook) and Half-Fey (Feind Folio) are very flexible +2 LA picks (each). If you put enough templates in, you can pretend to be a full caster just from that (the Ghost of a (Half-Dragon(Half-Celestial(Half-Fiendish(Half-Fey(Phaerimm Hatchling))))) has LA +20, but if you've got two tracks of 20 levels to go with it... well, you've got three tracks of spell-likes, plus Sorcerer casting as spell-likes, and come back from the dead if killed ... with a few exceptions)
Second: Don't do Leadership. Go Thrallherd (http://www.d20srd.org/srd/psionic/prestigeClasses/thrallherd.htm). It's got Leadership+, in that they're replaced automatically for free. A one-level dip will do you if you've got a lot of Charisma, but only the first and 10th levels lose manifesting progression, so if you want to Psion it up, take nine levels.
Third: Pack in a track with a lot of dipping for passives. A Hexblade-3 gets Charisma to saves vs. spells and spell-like abilities plus Mettle (fort partial becomes fort negates). A Monk-2 gets Evasion and Wisdom to AC (which can be traded for Int or Charisma with a feat). A Paladin of Tyrrany-2 gets Charisma to saves. A Cleric-1 dip for the Pride Domain lets you reroll 1's on saves. An Arcane Duellist-2 gets Charisma to AC. And all of that fits in just ten levels (although you may wish to go Cleric-2 to keep that 'side' all within one level of each other. You're going to make a LOT of saves, and there's going to be a lot of attack rolls against you. Make sure they don't land.
Some useful resources:
Psionic Tricks and Tactics (http://www.giantitp.com/forums/showthread.php?177889-Brainstorm-for-Psionic-Tricks-Tactics-and-Combos-Handbook)
X-Stat to Y-Bonus (http://www.giantitp.com/forums/showthread.php?125732-3-x-X-stat-to-Y-bonus)
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