What's that? Entries being posted on time for once? Who am I and what have I done with Heliomance?
Originally Posted by Horace the UnwantedHorace the Unwanted
This build was 90% done before I realized that Dragon Mag isnít allowed. There are 2 classes representing 14 of 20 lvls of the build drawn from Dragon, as well as a Bloodline that is ďdiscouragedĒ.. Obviously this makes the character not fit for the competition, but Iíve submitted it anyways as it was a lot of work putting it together, and I think itíd actually be fun to play. I give you Horace the Unwanted in his entire splendor.
If possible, even though Iím not in the running for placement, would any judges please rate this build as if the Dragon material was ok, and post your result separate from the other cooks. Iíd like to know what you think of the concept.
Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features 1st Mystic Ranger 1 +1 +2 +2 +0 Balance 2, Climb 2, Conc 2, Hide 4, Know Nature 4, Listen 4, Spot 4, Survival 4 Track, Wild Empathy, Plunging Shot, Point Blank Shot +2 to Hide 2nd Fey Bloodline 1 (Major) +1 +2 +2 +0 - Iron Will - 3rd Mystic Ranger 2 +2 +3 +3 +0 Balance 2.5, Climb 3, Conc 3, Hide 5, Know Nature 5, Listen 5, Spot 5, Survival 5 Green Bond CHA +1, 1st Favored Enemy (Outsider-Ghost) 4th Mystic Ranger 3 +3 +3 +3 +1 Balance 3, Climb 4, Conc 4, Hide 6, Know Nature 6, Listen 6, Spot 6, Survival 6 Rapid Shot Combat Style Ė Archery, Charm Person 1/day 5th Mystic Ranger 4 +4 +4 +4 +1 Balance 3.5, Climb 5, Conc 5, Hide 7, Know Nature 7, Listen 7, Spot 7, Survival 7 Endurance Fey Affinity +2 6th Fey Bloodline 2 (Major) +4 +4 +4 +1 - Great Fortitude Lowlight Vision 7th Mystic Ranger 5 +5 +4 +4 +1 Balance 4, Conc 6, Hide 8, Know Nature 8, Listen 8, Spot 8, Survival 8 - Move Silent +2 8th Mystic Ranger 6 +6 +5 +5 +2 Balance 4.5, Conc 7, Hide 9, Know Nature 9, Listen 9, Spot 9, Survival 9 Alertness New Class Abilities 9th Arboreal Guardian 1 +6/+1 +5 +7 +2 Balance 5, Hide 10, Know Nature 10, Listen 10, Spot 10, Survival 10 Precise Shot Bondís Call, Forestwalk, DEX +1 10th Arboreal Guardian 2 +7/+2 +5 +8 +2 Conc 8, Hide 11, Know Nature 11, Listen 11, Spot 11 - Natureís Water, Nat Armor +1, Speak w/ Animals 1/day 11th Arboreal Guardian 3 +8/+3 +6 +8 +3 Conc 9, Hide 12, Know Nature 12, Listen 12, Spot 12 - Unhindered Charge, Wood Speech, Fey Affinity +4 12th Fey Bloodline 3 (Major) +8/+3 +6 +8 +3 - Full Manifestation Invisibility 1/day 13th Branch Dancer 1 +9/+4 +6 +10 +3 Conc 10, Hide 13, Know Nature 13, Listen 13, Spot 13 - Branch Fighting, Perform (Moaning) +2 14th Branch Dancer 2 +10/+5 +6 +11 +3 Balance 8, Listen 14, Spot 14 - Speak to Trees, Instant Fletching, Damage Reduction 1/Cold Iron 15th Branch Dancer 3 +11/+6 +7 +11 +4 Balance 10, Listen 15, Spot 15 Woodland Archer Moss Foot, Skill Mastery, WIS +1 16th Branch Dancer 4 +12/+7/+2 +7 +12 +4 Balance 11, Hide 15, Listen 15, Spot 15 - Improved Branch Fighting, Instant Fletching +1, Deep Slumber 1/day 17th Branch Dancer 5 +13/+8/+3 +7 +12 +4 Hide 16, Listen 16, Spot 16, Survival 11 - Tree Stride, Fey Affinity +6 18th Mystic Ranger 7 +14/+9/+4 +7 +12 +4 Hide 20, Listen 17, Spot 17, Survival 12 Manyshot, Wise to your Ways (Outsider-Ghost) Woodland Stride, Improved Combat Style, Speak w/ Plants 1/day 19th Mystic Ranger 8 +15/+10/+5 +8 +13 +4 Listen 20, Spot 20, Survival 13 - 2nd Favored Enemy (Yuan-ti), Swift Tracker, Bluff +2 20th Mystic Ranger 9 +16/+11/+6/+1 +8 +13 +5 Survival 20 Evasion Damage Reduction 5/Cold Iron
Spells per Day/Spells Known
Spells per Day/Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 - - - - - - - - - 2nd 2 - - - - - - - - - 3rd 2 2 - - - - - - - - 4th 2 3 - - - - - - - - 5th 3 3 2 - - - - - - - 6th 3 3 2 - - - - - - - 7th 3 3 2 - - - - - - - 8th 3 4 3 2 - - - - - - 9th 3 4 3 2 - - - - - - 10th 4 4 3 3 - - - - - - 11th 4 4 3 3 - - - - - - 12th 4 4 3 3 - - - - - - 13th 4 4 3 3 - - - - - - 14th 4 4 3 3 - - - - - - 15th 4 4 3 3 - - - - - - 16th 4 4 3 3 - - - - - - 17th 4 4 3 3 - - - - - - 18th 4 4 3 3 - - - - - - 19th 4 4 4 3 2 - - - - - 20th 4 5 4 3 2 - - - - -
Horace the Unwanted
Race: Human Ghost (Ghost Template from Ghostwalk)(Outsider/Incorporeal) Ė Path of the Traveler
(Variant: Flexible Ghost Advancement, Ghostwalk p12)
Class: Mystic Ranger 6/Arboreal Guardian 3/Branch Dancer 5/Fey Bloodline 3 (Major)/Mystic Ranger 9
(( MR: Dragon #336 p105, AG: Ghostwalk p19, BD: Dragon #310 p70, FB: UA p26 ))
Racial Modifiers (Disturbing Visage: Ghostwalk p11): -2 to Bluff, Diplomacy, Gather Info, Perform, CHA checks to influence NPCís. +2 to Intimidate
32 pt buy: STR 8 DEX 14 CON 12 INT 10 WIS 16 CHA 16
Fey Bloodline: STR 8 DEX 15 CON 12 INT 10 WIS 17 CHA 17
All pts into DEX
Final scores: STR 8 DEX 20 CON 12 INT 10 WIS 17 CHA 17
Hit Points: d8x20/2 = 80 +20 = 100
Speed: 30 Fly, Good
Incorporeal: DMG p295: Such creatures are insubstantial and canít be touched by nonmagical matter or energy. However, incorporeal beings have a tangible presence that sometimes seems like a physical attack (such as the touch of a spectre) against a corporeal creature. Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them. Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids. Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal sourceóexcept for a force effect, such as magic missile, or damage dealt by a ghost touch weapon. Incorporeal creatures are immune to critical hits, extra damage from being favored enemies, and from sneak attacks. They move in any direction (including up or down) at will. They can pass through solid objects at will, although they cannot see when their eyes are within solid matter. Incorporeal creatures hiding inside solid objects get a +2 circumstance bonus on Listen checks. Incorporeal creatures are inaudible unless they decide to make noise. The physical attacks of incorporeal creatures ignore material armor, even magic armor, unless it is made of force (such as mage armor or bracers of armor) or has the ghost touch ability.
Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Corporeal creatures cannot trip or grapple incorporeal creatures. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally.
This build does require a ghost touched bow (+1 enhancement) to function in combat beyond the limited spells available.
LVL 5: Enter Horace, a lvl 4 Mystic Ranger with his Fey Ancestry just starting to peek through. As a ghost, many of the class requirements and feat taxes donít really apply, however some of the abilities from those classes are needed. Just because Horace is undead now, doesnít mean he canít still follow the path his feet set him on when he began. It was another Ghost who killed him the first time, itís now Horaceís turn to return the favor.
LVL 10: Our spellcasting has nearly reached the point where it will plateau for a while. Our in combat power when combining feats and our ghost abilities is progressing nicely. While the intent is to be an Arboreal Guardian for the tree/s, we do this by keeping the bad ghosts away as well as the bad people. Using our Ghost Touched weapon, allows us to add our Favíd Enemy bonus back into the mix. The SI states a requirement for Race as Elf or Half-Elf, but then contradicts that immediately by stating a great service done will grant entry.
LVL 15: *the sweet spot is lvl 12* Finishing the SI brings us to the whole reason this class exists, Natureís Water. If you carefully read the entry for the Spirit Tree, you see that it can create potions that mimic any lvl 3 spell or SLA that it can cast. The Spirit Tree progresses in levels by class! This means that the Spirit Tree can create a potion based off any LVL 3 spell or SLA in the entire game! While it states that most Trees prefer to have a AG only bonded to one Tree at a time, it doesnít specifically state that itís forbidden, so there is no reason you canít be bonded to all of them. Especially when you donít need rest, or sleep, or food, or downtime other than to refresh your spells. There are plenty of spells in that restriction that will stay useful throughout the entire character progression, but being able to buff yourself or a party member to infinity at this lvl is quite beneficial. Level 12 brings us the feat Full Manifestation so we no longer need to have a party member mule for us, or to convince the tree to give the potions to them. Manifest, drink a potion, go incorporeal again.
LVL 20: We come back full circle to Mystic Ranger and now have access to a few Lvl 4 spells. We gain another favored enemy and apply our now higher first favored bonuses to saves against ghosts as well. The final level of Branch Dancer gives us the ability to teleport between trees. WBL would provide for a far better ghost touch weapon, and possibly even adding the Splitting enhancement onto it to double all our attacks, you would then be a ghost machine gun with a slew of situational bonuses to apply. Our Hide skill tops out at +33 with bonuses applied before adding any ghost touch enhanced +x items, go go gadget disappear.
By now you likely have some ghost touch armor as well, maybe a belt of many pockets or a handy haversack or the like to hold your vast hoard of potions.
His parents told him stories as a boy of a great Ancestor in the family line, but he never believed it. It was just the type of story told the world over to little boys to get them to go to sleep at night.
Horace was in the spirit wood one day on patrol and came upon a Spirit Tree that was under attack. Itís Guardian lay dying at the base of the Tree. A gruesome spectre was attacking the Tree. Not seeing any other aid forthcoming, Horace threw everything he had at the Ghost. He was able to hold it off just long enough for reinforcements to arrive. The Ghost slew him as the Guardians arrived, and then ran off before justice could be done.
His spirit hit Limbo, and immediately he came back to finish the fight. Having discovered the apparition had made good itís escape, Horace chose to stay, and continue the hunt. For his sacrifice, the Tree welcomed him into itís fold, and the Guardians began mentoring him in the ways of the Wood. Horace became the first known Ghost to join the Guardians and fight by their side. . He became a Great Guardian, and a defender of the Tree as well as the Wood.
It is here his Legend begins.
Ghostwalk pgs 11, 12, 19, 33, 35, 39, 163, 170
Dragon #310 pg 70 #336 pg 105
Races of the Wild pgs 152, 154
Unearthed Arcana pg 26
Players Handbook pg 46, 90, 91
Dungeon Masterís Guide pg 295