Biffoniacus_Furiou
2019-12-21, 07:10 PM
Druid 10, pick any race you want, feats are Greenbound Summoning, Natural Bond, Natural Spell, and Ashbound. Animal companion is a fleshraker dinosaur, count all ten Druid levels toward its benefits thanks to Natural Bond. Prepared spells include Kelpstrand, Sleet Storm, and Call Avalanche. Him and his animal companion have Permanency + Greater Magic Fang (+1 to all). He has a Monk's Belt with a wilding clasp, wild armor and shield, a Ring of the Beast, and otherwise be sure most of the necessary items (http://www.giantitp.com/forums/showthread.php?187851-3-5-Lists-of-Necessary-Magic-Items) that he can't do with spells or wild shapes are covered. This character can just about everything the party needs, including Summon Nature's Ally for a Unicorn when healing is needed.
Illumian (Krau/anything), Beguiler 1/ Wizard 4/ Ultimate Magus 5, use flaws to get Able Learner, Versatile Spellcaster, Practiced Spellcaster: Beguiler, and any metamagic feat before 6th level. Specialize in Conjuration, get Abrupt Jaunt and trade Scribe Scroll for Improved Initiative (https://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizard). Between Practiced Spellcaster and the Krau sigil, he'll be able to increase his Wizard spellcasting at every level of Ultimate Magus, so he has Wizard 9 and Beguiler 4 spellcasting, both at a caster level of 12. This character fills the role of skillmonkey without really sacrificing any Wizard capabilities. He'll have one bonus metamagic feat and the 6th and 9th level feats, consider Obtain Familiar and Improved Familiar for an Imp or Quasit.
The last character should probably be something that uses charisma, maybe a Silverbrow Human, Savage Bard 8/ Dragonblood Sorcerer 1/ Dragon Devotee 1, with all the prerequisites to start taking Sublime Chord at his next level. Take Melodic Casting, Dragonfire Inspiration, Wild Cohort (http://archive.wizards.com/default.asp?x=dnd/re/20031118a), trade some songs out for alternate class features (Healing Hymn, Countersong), and trade the Suggestion song for Song of the Heart. The Dragonblood Sorcerer substitution level gives him Draconic Heritage for anything with sonic as the energy type. With a Badge of Valor and casting Inspirational Boost, he'll add +5d6 sonic damage to everyone's attacks including natural weapons and his own bow shots, and he can cast Creaking Cacophony to give opponents vulnerability to sonic damage. He should have an Elvencraft shortbow that's masterwork twice and has two wand chambers, one of those should hold a Wand of Wings of Cover.
Biffoniacus_Furiou
2019-12-26, 01:37 AM
Thanks! I love your builds but I'm having a bit of trouble keeping track of everything. Is there any way you could maybe write up stats for the three characters please? Doesn't have to be very in depth, just attack bonuses and such. It would be a huge help!
Druid
NPC Druid 10, Smilodon Form
N Water Halfling Druid 10 (large size), Level 10, Init 2, HP 85/85, Speed 40
AC 24 (+4 Mage Armor, +2 Dex, -1 Size, +4 Natural, +5 Monk), Touch 16, Flat-footed 22
Base Attack Bonus +7, Grapple +19
Unarmed Strike +15/+10 (2d6+9)
Bite (secondary) +13 (2d6+5, 20/x3)
2 Claws (secondar) +13 (1d6+5)
2 Rakes (pounce) +13 (1d6+5)
SA Spells, Pounce, Rake
SQ Nature Sense, Wild Empathy +13, Woodland Stride, Trackless Step, Resist Nature's Lure, Venom Immunity
Fort 13, Ref 8, Will 14,
Abilities Str 26, Dex 14, Con 16, Int 14, Wis 18, Cha 12
Balance +6, Concentration +16, Handle Animal +14, Heal +9, Hide +2, Knowledge (Nature) +7, Listen +17, Move Silently +6, Spot +17, Survival +21, Spellcraft +5
Greenbound Summoning, Natural Bond, Natural Spell, Ashbound, Improved Toughness, Multiattack (flaws: Love of Nature, Bestial Instinct)
Condition Wild Shape: Smilodon; (spells) Enhance Wild Shape, Greater Magic Fang (+1 all, Permanency), Extended Snowsight, Greater Resistance, Heart of Water, Mage Armor.
Gear Lesser Metamagic Rod of Extend x2 (one use remaining), 1st level Pearl of Power x4 (expended), Monk's Belt + Wilding Clasp
Available Spells (CL 10):
1st (DC 15): Wall of Smoke x2, Entangle, Produce Flame
2nd (DC 16): Blood Snow, Obscuring Snow, Mass Snake's Swiftness, Mass Camouflage, Kelpstrand (+21)
3rd (DC 17): Mass Resist Energy, Sleet Storm
4th (DC 18): Friendly Fire, Dispel Magic
5th (DC 19): Bite of the Weretiger, Call Avalanche
Spells prepared but already cast: Snowsight, Heart of Water, Venomfire x2, Enhance Wild Shape, Greater Resistance
With Bite of the Weretiger cast:
Str 38, Dex 18, Con 22, +30 hp, Grapple +25, Initiative +4
AC 31, Touch 18, Flat-Footed 27, Fort 16, Reflex 10
Gain Blind Fight, Power Attack (attacks are for power attacking at -5)
Unarmed Strike +16/+11 (2d6+20)
Bite (secondary) +14 (2d6+16, 20/x3)
2 Claws (secondar) +14 (1d8+16)
2 Rakes (pounce) +14 (1d6+16)
Druid's companion
Fleshraker Animal Companion (Druid 10 benefits)
Size/Type: Medium Animal
Hit Dice: 10d8+20 (65 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 28 (+6 Dex, +12 natural), touch 16, flat-footed 22
Base Attack/Grapple: +7/+12
Attack: Claw +13 melee (1d6+6 plus poison plus 10d6 acid)
Full Attack: 2 Claws +13 melee (1d6+6 plus poison plus 10d6 acid) and bite +11 melee (1d6+3) and tail +11 melee (1d6+3 plus poison plus 10d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Leaping Pounce, Poison DC 17 (1d6 Dex initial and secondary), Rake +11 melee (1d6+3)
Special Qualities: Low-light vision, scent, evasion, devotion, share spells
Saves: Fort +9, Ref +13, Will +6
Abilities: Str 20, Dex 22, Con 15, Int 2, Wis 14, Cha 12
Skills: Hide +14*, Jump +26, Spellcraft -1
Feats: Improved Natural Attack (claw), Track, Mage Slayer, Pierce Magical Protection, Multiattack
Spell Effects: Venomfire (CL 10), Extended Snowsight
With Bite of the Weretiger cast:
Str 32, Dex 26, Con 21, +30 hp, Grapple +18, Initiative +8
AC 35, touch 18, flat-footed +27, Fort +12, Reflex +15
Gain Blind Fight, Power Attack (attacks are not accounting for power attack)
Full Attack: 2 Claws +19 melee (1d6+12 plus poison plus 10d6 acid) and bite +17 melee (1d6+9) and tail +17 melee (1d6+9 plus poison plus 10d6 acid); Rake +17 (1d6+9)
Bard
DFI Bard, Level 10
Silverbrow Human Savage Bard 8/ Sorcerer 1/ Dragon Devotee 1, Level 10, Init 2, HP 65/65, Speed 30
AC 18 (+5 Armor, +2 Dex, +1 Natural), Touch 12, Flat-footed 16
Base Attack Bonus 6
+1 Shortbow +9/+4 (1d6+1)
Masterwork Club +9/+4 (1d6)
Fort 10, Ref 4, Will 7
Abilities Str 10, Dex 14, Con 14, Int 12, Wis 8, Cha 18
Feats: Melodic Casting, Dragonfire Inspiration, Wild Cohort, Song of the Heart (B), Point-Blank Shot, Precise Shot, Draconic Heritage: Howling (B), Flaw: Love of Nature
Special: Bardic Music 8/day, Bardic Knowledge, Inspire Courage +3 (+5 buffed), Spellbreaker Song, Healing Hymn, Inspire Competence
Bluff +17, Concentration +15, Perform +17, etc.
Current Spell Effects: Extended Snowsight, See Invisibility (Permanency)
Gear +1 Chain Shirt, +1 Shortbow, Elvencraft (Masterwork), Wand Chamber x2, Wand of Wings of Cover (20 charges), Wand of Nerveskitter (20 charges), Badge of Valor
Bard Spells/day (CL 8): 3/4/4/2
Sorcerer Spells/day (CL 1): 5/4
Bard Spells Known:
1st (DC 15): Improvisation, Obscuring Mist, Silent Image, Inspirational Boost
2nd (DC 16): Glitterdust, Mirror Image, Silence, Alter Self
3rd (DC 17): Creaking Cacophony, Dispel Magic, Glibness
Sorcerer Spells Known (arcane spell failure 20% if there's a somatic component):
1st (DC 15): Feather Fall, Benign Transposition
Bard's companion
Fleshraker Wild Cohort (Character level 7 (10-3) benefits)
Size/Type: Medium Animal
Hit Dice: 7d8+14 (46 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 24 (+5 Dex, +9 natural), touch 15, flat-footed 19
Base Attack/Grapple: +5/+9
Attack: Claw +10 melee (1d6+5 plus poison plus 10d6 acid)
Full Attack: 2 Claws +10 melee (1d6+5 plus poison plus 10d6 acid) and bite +8 melee (1d6+2) and tail +8 melee (1d6+2 plus poison plus 10d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Leaping Pounce, Poison DC 15 (1d6 Dex initial and secondary), Rake +8 melee (1d6+2)
Special Qualities: Low-light vision, scent, evasion
Saves: Fort +7, Ref +10, Will +4
Abilities: Str 18, Dex 20, Con 15, Int 2, Wis 14, Cha 12
Skills: Hide +13*, Jump +25, Spellcraft -4
Feats: Improved Natural Attack (claw), Track, Multiattack
Spell Effects: Venomfire (CL 10), Extended Snowsight
Wizard
Wizard UM, Level 10
Illumian Beguiler 1/ Wizard 4/ Ultimate Magus 5, Level 10, Init 6, HP 49/49, Speed
AC 20 (+4 Armor, +2 Shield, +2 Dex, +1 Deflect, +1 Natural), Touch 13, Flat-footed 18
Base Attack Bonus 4
Ranged Touch +6 (Spell)
Melee Touch +4 (Spell)
Fort 7, Ref 7, Will 12
Abilities Str 10, Dex 14, Con 14, Int 18, Wis 8, Cha 12
Concentration +15, Spellcraft +17, Use Magic Device +18, etc.
Feats: Able Learner, Practiced Spellcaster: Beguiler, Versatile Spellcaster, Extend Spell, Quick Recovery, Improved Initiative (B), Sculpt Spell (B), Fell Frighten Spell
Spell Effects Mage Armor, Heart of Water, Greater Resistance, See Invisibility (Permanency), Extended Snowsight.
Special: Augmented Casting 5/day (on 2nd level and lower spells), Arcane Spell Power +2, Benign Transposition 4/day, Vaulkrau (+2 caster level, +2 Cha checks, immediate action save bonus), Trapfinding
Gear: +1 Mithral Buckler, Gloves of the Starry Sky, Goggles of the Golden Sun, Headband of Intellect +2, Ring of Protection +1, Amulet of Natural Armor +1
Beguiler spells/day (CL 12): 6/7/4
Spells added to his Beguiler list via UM: Nerveskitter (1st), Web (2nd).
Spells available to either class via items, cast by expending spell slots/prepared spells: Magic Missile 3/day, Fireball 3/day.
Wizard Spells Prepared (CL 12):
1st (DC 15): Grease, Wall of Smoke, Jet of Steam x2
2nd (DC 16): Kelgore's Grave Mist x2, Arcane Turmoil, Cloud of Bewilderment x2, Obscuring Snow
3rd (DC 17): Dispel Magic, Shrink Item, Sleet Storm, Haste
4th (DC 18): Heart of Water, Black Tentacles, Celerity
5th (DC 19): Teleport, Wall of Stone
Wizard spells already cast: Mage Armor x2, Heart of Water, Greater Resistance.
Tactics:
Prior to combat (optional): Druid puts Mass Camouflage on everyone, they all sneak in. Each round, the Fleshrakers will either ready an action to partial charge the first opponent that emerges from the avalanche, or full attack if already in melee range, or do a normal charge as appropriate. They know to avoid stepping in Blood Snow.
1st round Wizard: Casts Nerveskitter on himself (immediate, consumes first round's swift action), casts Fell Frighten Fireball (consuming a 2nd level Beguiler and 3rd level Wizard spell). If everyone or mostly everyone was damaged by that, immediately after his turn he casts Celerity (immediate, consumes second round's swift action), then casts another Fell Frighten Fireball (consuming a 2nd level Beguiler and 3rd level Wizard spell). Sticks close to the Bard to be within a Wings of Cover if needed.
1st round Bard: Casts Nerveskitter on the Druid (immediate, consumes his first round's swift action), casts Silence centered on a point in space in the middle of everyone, if it can't hit everyone he hits as many spellcasters (visible divine focus and/or spell component pouches) as possible. Sticks close to the Wizard to have him within a Wings of Cover if needed.
1st round Druid: Casts Call Avalanche on all the opponents, moves in.
2nd round Wizard: Uses Quick Recovery to shake off the Dazed condition from Celerity as a move action. Casts Obscuring Snow, or casts Haste on the party.
2nd round Bard: Casts Inspirational Boost (swift), starts inspiring courage with Dragonfire Inspiration (standard), immediately after his turn activate Badge of Valor (immediate, consumes third round's swift action), so inspire courage is at +5d6 Sonic damage.
2nd round Druid: Cast Blood Snow on the avalanche. Get into position, avoid stepping on Blood Snow.
3rd round Wizard: Cast Black Tentacles where the opponents are located, assuming most are still buried in snow.
3rd round Bard: Cast Creaking Cacophony where the enemies are located and where they'll likely reposition to once they escape the snow, continue inspiring courage.
3rd round Druid: Cast Summon Nature's Ally II or higher for one or more Greenbound Dire Bats if no opponents have escaped the avalanche and moved off the blood snow, otherwise charge the most injured looking opponent. If they're not escaping the avalanche quickly, cast Obscuring Snow and then Bite of the Weretiger and share that with his companion.
4th+ round Wizard: Cast whatever spell seems most effective for defeating the opponents.
4th+ round Bard: Continue inspiring courage, if opponents are casting spells with verbal components then ready an action to cast Silence on a point in space near one as they're casting, preferably on the opposite side of them from the blood snow. Cast Glitterdust or similar if it can hit multiple opponents who are able to act.
4th+ round Druid: Cast Bite of the Weretiger and share it with his companion, or continue full attacking, or cast Kelpstrand if several opponents are able to act freely.
If they're losing: Bard casts Glibness and pulls a "Wait, you're not with Thanos? We're the Avengers, man!" They then try to escape using Teleport to reset and try again later.
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