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dspeyer
2008-12-09, 02:23 AM
RETURN OF THE GESTALT BUILD CHALLENGE XIV: UNPRESTIGIOUS

Tequila Sunrise raised the question of whether prestige classes are needed for optimization. I thought I'd answer it with a build challenge. For this challenge, create a powerful character who does not use any prestige classes at all: just base classes, la and rhd.

"Gestalt Build Challenge" General Rules

We'll follow Duke of URL's old rules plus with a few minor changes.

For numeric attributes with progressions (such as BAB and saves) first determine at each level which progression the attribute follows, then count how many levels of each progression you have, then index into the progressions, then add them together. This means that a fighter 1 / sorceror 19 // wizard 20 has 1 level of good BAB and 19 of bad, giving +1 and +9 respectively for a total BAB of +10. Similarly, a character with 20 different marshal classes gets a base fort save of +12, not +40. It's not addressed in the gestalt or multiclassing rules, but this tends to make the most reasonable builds.

Disregard the clause about multiclassing penalties. We could never figure out how to apply it anyway.

If you are using multiple templates, you may only do so in a way which makes sense with what the template means. For example, you may only use one template that represents one parent being of a different race unless your base race is one where more-than-two parent reproduction is normal.

Well known cheese (pun-pun, omnificer, etc.) is banned.

Here are Duke of URL's old rules, for those who have forgotten them. Spoilered because they're long


Unless otherwise specified in the specific challenge, the following rules and guidelines are always in effect:
Gestalt builds; 28-point buy; use any WOTC 3.5 product (including Dragon magazine) except where noted (only 3.0 products with an official upgrade to 3.5 are allowed)
Make all builds to ECL 20. However, indicate the minimum ECL the build is playable at (the level at which all LA and/or racial HD, if applicable, are accounted for) and label any level that indicates a "power break" where the build has a significant jump in power level. Provide a detailed description of how the build operates.
Any race with a listed level adjustment is allowed (no racial progressions from Savage Species, please). LA and HD each apply to one side of the gestalt; you may include LA and HD on the same side as each other, or on other sides. No LA buyoff. LA is applied before racial HD, which must be paid off before class levels on that side. Examples: LA X / RHD Y / class Z / ... // class A / ... -OR- LA X / class Y / ... // RHD A / class B / ...
Multiclass at will, but see "voting".
Up to two flaws are allowed, but see "voting".
Templates are allowed, but see "voting".
Voting: Upon the close of entries for each challenge, members of the forum may vote in-thread for the build that best represents the goals set out by the challenge. The voting criteria should consist of: Functionality: How well does the build do in its primary role as specified in the challenge? Weaknesses: Does the build have any glaring weaknesses that can be exploited? Playability: How much of the 1-20 level range can the build be played at and be effective? Creativity: Clever use of races, classes, and/or feats that may not be "typical" choices Cheese: Minimizing the number of cheese points Using flaws (1 point each) Ignoring mutliclassing penalties -- some DMs actually do enforce this in gestalt (1 point each) Single-level dips that would require several pages of justification to RP properly (1 point each) Templates that would require several pages of justification to RP properly (1 point per +1 LA) Attempting to use more than one PrC at any given level (1 point each) Attempting to use "dual progression" PrCs (1,000,000 points each) Over-dependence on items (1 point per indispensable item) Over-dependence on Diplomacy or Use Magic Device skills (1,000,000 points each)

Celeres
2008-12-09, 03:41 AM
assuming two weapon fighting works for unarmed strikes...

monk19/barbarian1/ranger20

barbarian - lion totem variant, whirling frenzy variant

ranger - two weapon fighting, favored enemies: human (+6), undead (+2), animal(+2), monstrous humanoid (+4), Giant (+2), animal companion dire wolf

monk - stunning fist, fiery fist, water splitting stone

race: Orc

stats: 18 str, 10 Dex, 12 con, 8 Int, 16 wis, 4 cha.

stat bonus - 5 str. (4th level abilities), 4 str. (racial), -2 Int, Wis, Cha (racial), +5 Str. (tome of strength), +4 Wis (tome of wisdom), +6 str. (belt of giant Strength), +6 Con (amulet of Health) +6 Dex (gloves of dex)

final stats - 38 str., 16 dex, 18 con, 8 int, 20 wis, 4 cha

Feats : Power attack, Improved Bullrush, Shock Trooper, Improved Initiative, Offensive Metered Foot, roundabout Kick, snap kick

skills: maxed out spot, listen, jump, 6 ranks concentration, the rest don't matter

Ranger spells:
1st- Rhino's Rush x3, surefooted stride, Ram's Might
2nd - Hold Animal, wind Wall, Nature's favor x2
3rd - Greater Magic Fang, find the gap, Water walk, Mark of the hunter
4th - Cure Serious wounds x3

equipment: tome of strength, tome of wisdom, belt of giant strength, gloves of dex, amulet of health, Amulet of Natural armor +5, boots of speed, cloak of Resistance +5, Lavender green Ioun stone (absorbs 8th level or lower spells), 3 staffs of fiendish darkness

Ac -26

the idea is... 4 attacks from BAB, 2 from flurry of blows, 3 from TWF, 1 from snap kick, 1 from haste.

11 attacks. all of which can be done on a charge, thanks to lion totem. with shock trooper, you can power attack and have full BAB (albeit having about -100 AC)

so, that comes to... assuming you used greater Magic fang first round... 36/36/36/36/36/36/31/31/26/26/21

Offensive Metered foot improves your chance to hit with each succesful attack.

damage comes to... 22d10+11d6+55+154+225 assuming every attack hits.

at max, that's... 720 damage.

minimum is... 467

slap a rhino's rush on it, and you double that. water splitting stone reduces some damage reduction if need be. Favored enemies add even more.


staff of fiendish darkness has 2 charges of dispel magic each to deal with pesky spellcasters who fly.

and with the enhanced land speed, you can back away from melee fighters so far they can't charge you, and will have a hard time being too far away for you to use your full attack.

seems like a reasonable build to me. if anyone finds anything illegal or whatever in this, let me know. i'm open to critique.

jcsw
2008-12-09, 05:09 AM
Sunny, the Real Theurge

Sylph, SylphLA 5/Crusader 15/Sylph HD 3/Cleric 17.

Sorceror Casting 24, Cleric Casting 17, Crusader Initiating 15 (But with access to all 9 levels of maneuvers).

Explanation: Uh, do I really need to explain? This combines the brokeness of arcane casting with the brokeness of divine casting and also gets maneuvers. Take the Dynamic Priest feat from Dragonlance(Legend of the Twins) to reduce MAD by swapping the cleric's casting stat.

Keld Denar
2008-12-09, 10:40 AM
Win-Nova
Grey Elf Factotum20//Elven Generalist 20

Feats
1 Scribe Scroll, Font
3 Font
5 Split Ray
6 Font
9 Font
10 Empower Spell
12 Font
15 Font, Twin Spell
18 Arcane Thesis: Enervation
20 ???

Nets 21 bonus Inspiration from 7 fonts, plus base Factotum Inspiration. Opening round of combat, burns 1 Insp to add into to Init one top of improved Humming Bird familiar and Nerve Skitter for almost garunteed going first. Burns all remaining Inpiration to gain additional standard actions. Casts as many Twinned Empowered Split Enervations (9th level spell) as possible (6d4 neg levels each), then Twined Split Enervations (8th) (4d4 neg levels each), then Split Empowered Enervations (6th) (3d4), then Split Enervations (5th) (2d4), then finally Enervations if any spell slots are left. Can also burn scrolls of Enervation if needed, since they are no-save and non-CL dependant.

If foe is immune to negative levels, apply Twin Spell and and Empower Spell to Orb of Acid. No Arcane Thesis, but meh, enough standard actions and amount of damage per action doesn't matter as much.

2 Flaws (Non-combative, Vulnerable) would net 2 extra Fonts, for 17 more Inspiration at level 20, for a couple extra standard actions, but adds cheeze points.

So, moral of the story is: Here today, wight tomorrow!

RMS Oceanic
2008-12-09, 10:48 AM
Sunny, the Real Theurge

Sylph, SylphLA 5/Crusader 15/Sylph HD 3/Cleric 17.

Sorceror Casting 24, Cleric Casting 17, Crusader Initiating 15 (But with access to all 9 levels of maneuvers).

Explanation: Uh, do I really need to explain? This combines the brokeness of arcane casting with the brokeness of divine casting and also gets maneuvers. Take the Dynamic Priest feat from Dragonlance(Legend of the Twins) to reduce MAD by swapping the cleric's casting stat.

Uh, I thought Sylphs only get Sorceror powers equal to their racial hit dice + 4, as well as any real sorceror HD they had lying around.

Kurald Galain
2008-12-09, 10:49 AM
Sneaky Dude

Wizard 20 // Rogue 1, sneak attack fighter 1, scout 1, ninja 1, lurk 1, psychic rogue 1, whatever other classes you can think of that boost sneak attack 1, rogue X

Strategy: cast (improved) invisibility or somesuch to gain combat advantage, then cast lots 'n lots of ray spells with SA dice.

jcsw
2008-12-09, 11:17 AM
Uh, I thought Sylphs only get Sorceror powers equal to their racial hit dice + 4, as well as any real sorceror HD they had lying around.

That might be what was intended, but it does not specify what kind of hit dice, so it is assumed all hit dice count.

Mr.Bookworm
2008-12-09, 11:28 AM
Wherein A Penguin Uses Cloudkill On You

Lesser Tiefling Wizard 20//Druid 20.

Starting ability scores-

Str: 8
Dex: 10
Con: 8
Int: 18
Wis: 18
Cha: 6

Boost up Int and Wis, alternating, so you end up with a base of Int 21, Wis 20 at level 20.

Feats:

1st: ?
3rd: ?
6th: Natural Spell
9th: ?
12th: ?
15th: ?
18th: ?

Nothing but Natural Spell matters, so fill in the feats with whatever suits you.

Standard Batman spells, and Druid spells to fill them out.

This build is viable from 6th level on.

BobVosh
2008-12-09, 01:23 PM
That might be what was intended, but it does not specify what kind of hit dice, so it is assumed all hit dice count.

Major cheese points then? Espically since you are then a 24 level sorcerer....

jcsw
2008-12-09, 01:29 PM
Probably. Cheese points are fun, I seek to maximize them whenever there is a gestalt challenge.

monty
2008-12-09, 02:55 PM
Kobold time again!

Venerable Half-Celestial Half-Ogre Half-Minotaur Kobold
Swordsage 20 // LA 6 / Barbarian 1 / Fighter 10 / Scout 3
Variant: Spirit Lion Totem Barbarian
Str 36 (16) Dex 8 Con 26 (16) Int 9 (8) Wis 24 (15) Cha 13 (8)
Power Breaks: 7, 9

{table]Level | Class 1 | Class 2 | Feat(s)
1 | Swordsage 1 | LA 1 | Dragonwrought
2 | Swordsage 2 | LA 2
3 | Swordsage 3 | LA 3 | Power Attack
4 | Swordsage 4 | LA 4
5 | Swordsage 5 | LA 5
6 | Swordsage 6 | LA 6 | Leap Attack
7 | Swordsage 7 | Barbarian 1
8 | Swordsage 8 | Fighter 1 | Improved Bullrush
9 | Swordsage 9 | Fighter 2 | Shock Trooper, Improved Unarmed Strike
10 | Swordsage 10 | Scout 1
11 | Swordsage 11 | Scout 2
12 | Swordsage 12 | Scout 3 | Snap Kick
13 | Swordsage 13 | Fighter 3
14 | Swordsage 14 | Fighter 4 | Reckless Charge
15 | Swordsage 15 | Fighter 5 | Diving Charge
16 | Swordsage 16 | Fighter 6 | Brutal Strike
17 | Swordsage 17 | Fighter 7
18 | Swordsage 18 | Fighter 8 | Skill Focus: Craft (Basketweaving)
19 | Swordsage 19 | Fighter 9
20 | Swordsage 20 | Fighter 10[/table]
Level 20 numbers:
HP 9d8+10d10+1d12+160
BAB +17/+12/+7/+2
Base saves: Fort +10 Ref +12 Will +12

Six attacks per round, more if you add grafts. Full attack on a charge, with lots of Power Attack goodness. 9th level maneuvers - focus on boosts and stuff for situations where you can't charge. Scout gives fast movement and a bit of extra damage. Good saves, lots of hit points, and a decent AC when he isn't attacking and dropping it into negatives.

DownwardSpiral
2008-12-09, 05:02 PM
monk19/barbarian1/ranger20




Alignment conflict?

theterran
2008-12-09, 05:19 PM
Race: Human
Classes: Bard 3/Warblade 17//Ranger 11/Scout 9
Base Stats: Str 10 Dex 16 Con 10 Int 13 Wis 12 Cha 13
Power Breaks: 9, 15

{table]Level|Class 1|Class 2|Feat(s)
1|Bard|Ranger|Dragontouched(Human), Dragonfire Inspiration
2|Bard|Ranger|Rapid Shot (Ranger)
3|Bard|Ranger|Song of the Heart
4|Warblade|Ranger| -
5|Warblade|Ranger| -
6|Warblade|Ranger|Song of the White Raven, Manyshot (Ranger)
7|Warblade|Ranger| -
8|Warblade|Ranger|(Warblade)
9|Warblade|Ranger|Words of Creation
10|Warblade|Ranger| -
11|Warblade|Ranger|Improved Precise Shot (Ranger)
12|Warblade|Scout|Point Blank Shot, (Warblade)
13|Warblade|Scout| -
14|Warblade|Scout| -
15|Warblade|Scout|Improved Rapid Shot, Swift Hunter (Scout)
16|Warblade|Scout|(Warblade)
17|Warblade|Scout|
18|Warblade|Scout|Draconic Heritage (Emerald)
19|Warblade|Scout|Improved Skirmish(Scout)
20|Warblade|Scout|(Warblade)[/table]

Note: All Warblade feats have been left out as they do not greatly effect the build.

BAB: 20/15/10/5
Bonus Stat Points: All into Dex
Skills to Max: Spot, Listen, Hide, Move Silently
Must have skills: Perform (sing): 3 ranks.
HP:3d8+17d12
Base Saves: Fort: 12 Ref: 12 Will: 8
Have to have gear: Both Int and Cha need to be at 15 by level 9 in order to take the Words of Creation Feat, so any items that will accomplish this are musts.
Gear you'll want to have: Badge of Valor - +1 Inspire Courage 3/day (which is how many Bardic Music usages you have as well), Boots of Speed (who doesn't like Haste?)
Spells to use: Inspirational Boost - +1 Inspire Courage
Maneuvers to use: Raging Mongoose, Dancing Mongoose (they don't specify melee!)
Stances to use: Press the Advantage (ability to take two 5ft steps to activate skirmish and still get a full attack, yes please)
Other Feats: If I were to throw a flaw, it would be to fit in Greater Manyshot and Travel Devotion.
Favored Enemy: Choose these carefully, as swift hunter allows for skirmish to work on favored enemies, even if they would normally be immune to it.

The Gist: 8 attacks (5 at full BAB) w/ a Full-Round Action with Raging Mongoose, Boots of Speed, and Rapid Shot after taking 2 5ft steps w/ Press the Advantage. Each arrow does weapon damage + 5d6 Skirmish + 11d6 Sonic Damage.

Other Variations: Using Silverbrow Human will free up a feat and allow for Greater Manyshot, but Silverbrow Humans are decendant from Silver dragons, so you're stuck with [fire] (w/o Draconic Heritage) or [cold] (w/ Draconic Heritage) damage instead of [sonic] that is gained from the Emerald Dragon in the build above.

Going for broke: The Dvati race (Dragon Compendium) can be absolutely nasty with this, though you take a serious hit to your HP (halves it), and you now have to buy double the equipment, one for each twin, but in return, you double your attacks in a round! Dvati are LA+1, so take 1 level out of Scout to make up for the LA. This will drop your BAB to 19, and your Fort Save will Drop.

Eloel
2008-12-09, 05:29 PM
1- 20 Dragon Shaman
2- 20 Druid (assuming aura works in wildshape)
3- Profit

or

1- 20 Dragon Shaman
2- 20 Evil Cleric
3- Profit with powerful, possibly underwater-breathing (buffed to high heavens[or low graves, as might be the case with them]) undead army

DownwardSpiral
2008-12-09, 05:48 PM
cleric20//warblade20


Max cha, absue DMM persist, And travel devotion. (ab)use tiger claw, time stand still, etc

Kill people in melee. Hope they don't run away.

Celeres
2008-12-12, 01:51 AM
Alignment conflict?

damnit, totally forgot that XP