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  1. - Top - End - #1
    Orc in the Playground
     
    Daemon

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    Default [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    I'm drawing a total blank on what character to play. I rolled up some crazy stats, but I really have no idea what to do with them. My rolls: 10, 18, 15, 14, 16, 16

    The character starts at 10th level and all books available. My party seems to be straight sorcerers and some melee gish, so I don't want anything too powerful that everyone feels bad, and certainly nothing campaign breaking. I'm staying away from straight druid / wizard for that reason.

    Any cool or unique classes / combos that benefit in particular from MAD-friendly rolls? I was thinking a factotum or something but I'm open to any ideas. Seriously, brain fart.

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Your party seems to lack pure melee, so a warblade or crusader can work out nicely. A beguiler or factotum are nice for skill-monkeying if you want to go that route. I've heard binders can also be fun, if a bit confusing due to their mechanic.
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    Bugbear in the Playground
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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Paladin starts to become pretty decent with all good rolls, but I'd second the recommendation for something like Warblade or Crusader. Any of the classes PId6 recommended would probably be on a rough power level with what's already in your campaign. You could also consider a tricked-out Bard.

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    As Mysh and PId6 have said, a warblade or crusader would be an excellent idea.

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    Daemon

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    I've never played crusader / warblade. Time for me to actually read my ToB eh?

    From core I know paladin / monk benefit from sweet MAD rolls but not too interested in playing them.

    Thanks for the suggestions guys!
    Last edited by Delandel; 2009-08-22 at 07:47 PM.

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    *ahem*

    Chameleon Homebrew 1 (FMArthur's)
    Chameleon Homebrew 2 (Djinn_in_Tonic's)

    It's my class of choice when I have a good array. See if your DM will allow either of these.

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    HalflingRangerGuy

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Myself, I'd go for something with some healing, from the party you describe. Some creative multiclassing with Paladin, Cleric, and/or Bard seems in order, possibly with a PrC or two rounding things out. If you can get the Paladin's tanking with a better spell list, that would work out well. Granted, you can pretty much just get that from Cleric, but you mentioned wanting to keep the cheese level more around gouda than limburger.
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    Barbarian in the Playground
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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Sacred Fist?
    16 str, 14 dex, 16 con, 10 int, 18 wis, 15 cha

    I'd think its power level would fit in well with the sorcs and the gish.

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    Titan in the Playground
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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Hexblade 3/Rogue 2/Knight 5. Highest in Charisma, Dexterity, and Constitution (in that order). You have Charisma to saves against spells, Mettle, Evasion, and can force your opponents to attack you instead of your allies. Squares you threaten are difficult terrain, so wield a reach weapon with spiked gauntlets. Take Combat Expertise and Deadly Defense and use them every round. You are the ultimate aggro-puller and can survive massive numbers of effects.

    Alternatively, Dwarf Knight 3/Crusader 7, next level go into Deepstone Sentinel. Same shtick, different mechanics.
    Last edited by Fax Celestis; 2009-08-22 at 08:43 PM.

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    Bugbear in the Playground
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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    I would say Cleric, but healing and damage spells should be covered by the Sorcerers...

    Perhaps a Wilder/Monk/Psionic Fist? That could do some melee damage. Or maybe A Rogue/Psion, to back skills with visions. Setting up traps and ambushes would be very easy if you could feel the enemies coming, and Autohypnosis would make you more durable.

    Or, a Dwarven Fighter/Dwarven Defender. Hard to get much more tankish than a being designed to work like an emplaced hammer machine...

    Back on Psionics, though... Psychics can become Thrallherds, Pyrokineticists, and Warminds. So, a Psychic Warrior/Thrallherd/Warmind would basically result in a supergeneral with complete fanatics following him (just... Thinking about it... Wow).

    Huh. That was pretty Psion-heavy... Which reminds me that I should actually play as one. But, I can see the benefits, and those builds look fairly solid...

    In a totally unrelated topic, I know what I'm going to do this week
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    HalfOrcPirate

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Why not have a go at a Duskblade? Good Strength Con and Dex, with a 15 Int to start should make for a good duskblade. Another cool one would be a Hexblade, which is pretty decent, if MAD class.

    Finally, check out the Totemist and Binder, both of which are very versatile and benefit from high stat rolls.

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Favored Soul 4/Crusader 1/Prestige Paladin 2/Ruby Knight Vindicator 3.
    Quote Originally Posted by Doc Roc View Post
    Ring of Evasion means never playing a monk with monk levels again. There is just no reason to dip that stuff. I know we're all about using every part of the buffalo here, but can we just admit that it's inedible?

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    Flumph

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Dwarven Variant Druid 5 (the one that gives you +X to various stats and various natural attacks according to the shape you are using)

    str 18
    dex 14
    con 16 (+2 =18)
    int 15
    wis 16
    cha 10(-2=8)

    Go warshaper 1 to be able to enchance your natural attacks damage and create newe natural attacks forms (tail, wings, tentacles... be creative!)
    Go Deepwarden ASAP for 2 levels (now your CON mod is used for AC instead of DEX, and your "wild shape" adds lots of con, so go figure)
    Go Warshaper 2,3,4 to: immune to criticals,+4 to str, +4 to con, +5ft reach, fast healing 2

    You have a lot of AC and HP
    You can make additional natural weapons according to the power level of the party (so, start with 2 claws and a bite, and when they star getting better, start using tails/wings, etc)
    Remember the wild flask from MIC
    And if you are looking for more fun, some levels of swordsage can get you a lot of fun stuff, butt will be really weird (if it is kindda weird now, try to think how is it going to be then).
    Last edited by Thorin; 2009-08-22 at 09:25 PM.
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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Quote Originally Posted by Mongoose87 View Post
    Favored Soul 4/Crusader 1/Prestige Paladin 2/Ruby Knight Vindicator 3.
    Ruby Knight Vindicator is cheating.
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  15. - Top - End - #15
    Ogre in the Playground
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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Warblade! Warblade! :D

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    that would be an awesome warblade:

    18 in str (Hit things much?)3
    16 dex (medium Armour much?)
    16 int (class abiltiies much?)
    15 con
    14 Wis (to make up for ther poor Will saves0
    10 Cha
    +++++++++++++++++++++++++++++++++
    Currently I'm considering a soulbow.
    Soulblade 2/Ranger 2/ fighter 1 (feat: precise shot)/soulbow x
    I don't know how that would workout, (Maybe swap the ranger and fighter lvls around, IDK the prereqs for precise shot)
    I don't think MAD stats are required.

    Favoured soul suffers from MAD Wis&Cha, and archivist from INT&WIS for casting/bonus spells>
    and Both want some STR/CON if theyre pretending to be clerics, and hititng things...

    +++++++++++++++++++++++++++++++++
    Also the Extra Flex class, i've been throwing around latly.
    Factotum 5/Chameleon 10/ factotum 5.
    Chameleon has terrible MAD IIRC.
    and factoum is the logical base class
    Last edited by oxinabox; 2009-08-23 at 05:52 AM.
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    Orc in the Playground
     
    Daemon

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Spoke to the DM more. Facto got ruled out, DM arbitrarily doesn't like the class. It was my top pick but I don't really mind, there's alot of other classes out there. Also, highly preferable if the character has even a drop of magical capabilities due to campaign reasons.

    I asked the DM about the warblade and offered to dip into a spellcasting class or get a minor LA race to get that magic-RP down. There's so many neat ideas in this thread though, so even if warblade is shot down too I won't mind much.

    The DM also mentioned that shadowcaster would be especially flavorful to the campaign. Sadly, I never read through my ToM either, but is there sexy things I can do with such a class?
    Last edited by Delandel; 2009-08-23 at 05:13 PM.

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    PId6's Avatar

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Err, from everything I've heard about the Shadowcaster, it's not that great. It's about on par with fighters and paladins I believe, so probably a bit weak for your group. It's not quite Truenamer, but it's certainly way below sorcerer-level.

    A binder certainly has the magical aspect down, if you want to try that. A swordsage can take supernatural maneuvers like turning his blade into fire, so that may be worthwhile to look into. A warblade can do similar if you just take the Martial Study feat a few times to take supernatural maneuvers.

    Alternatively, you could try an invoking class like warlock or dragonfire adept. Warlock is a bit weak, so you'd need to do some tinkering with the build, but it's a very fun class in my opinion. My favorite is to have a warlock/ur priest/eldritch disciple build, possibly with some hellfire warlock stacked on top.
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    Daemon

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Well the group is fleshing out more and it seems it's a winged paladin, spiked chain fighter, melee cleric, straight sorcerer, master specialist wizard, scout, .... +2 STR gnoll (no LA) warblade with fighter 1 / lion totem barbarian 1 for shock trooping leaping pouncing death, which was allowed. Ya, so I think most of the combat, especially melee, has been taken. Group seems to need a skillmonkey.

    Beguiler 7 / Mindbender 1 / Shadowcraft Mage 2 is what I'm shooting for. Seems like it's potent and also the shadow bit is flavorful for the campaign. I'll be party face and try to creatively use spells in combat, shame I'm not shadowcraft 3 right off the bat though.

    I feel very bad for the fighter in our group, he's gonna be trumped hard. At least the other damage dealers will be a little useful doing other things too. Kinda.
    Last edited by Delandel; 2009-08-24 at 02:43 PM.

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    Bugbear in the Playground
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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    You're in the same group as Faulty, huh? Beguiler is pretty decent, you might end up outclassed by the Cleric & Wizard though.
    Last edited by Myshlaevsky; 2009-08-24 at 02:50 PM.

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    Superglucose's Avatar

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Um, you're all going to be trumped hard I see a wizard AND a cleric in there

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    Daemon

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Quote Originally Posted by Superglucose View Post
    Um, you're all going to be trumped hard I see a wizard AND a cleric in there
    Different roles. Looking at the Beguiler class, it seems I'll be the trapfinder, face, and skillmonkey. Sure, assuming the wizard / cleric are optimizing themselves (the cleric is going melee, I don't think he's going to be twinking out), they can walk up to all of the DM's hard-worked encounters and say "save or lose." But the social aspect is where I think I'll shine. I'm fine with that, especially if that's the last thing no one has really taken either.

    I'm predicting that the cleric / sorc will be strong but not insane, the wizard will be nutty combat control, and the warblade will 1shot a creature per round while the other damage dealers will begin searching for the nearest razor blade.

    EDIT: How'd you know it was Faulty?
    Last edited by Delandel; 2009-08-24 at 03:18 PM.

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    Bugbear in the Playground
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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Quote Originally Posted by Delandel View Post
    Different roles. Looking at the Beguiler class, it seems I'll be the trapfinder, face, and skillmonkey. Sure, assuming the wizard / cleric are optimizing themselves (the cleric is going melee, I don't think he's going to be twinking out), they can walk up to all of the DM's hard-worked encounters and say "save or lose." But the social aspect is where I think I'll shine. I'm fine with that, especially if that's the last thing no one has really taken either.

    I'm predicting that the cleric / sorc will be strong but not insane, the wizard will be nutty combat control, and the warblade will 1shot a creature per round while the other damage dealers will begin searching for the nearest razor blade.

    EDIT: How'd you know it was Faulty?
    Look for the forum thread called 'Warblade Stances'. Talks about a Gnoll Warblade, gets advised to go Fi1/Bar1/Warblade for crazy pounce stuff.
    Last edited by Myshlaevsky; 2009-08-24 at 03:26 PM.

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    PId6's Avatar

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Hmm, I'm almost a little disappointed I didn't apply for that game. Oh well, not a big fan of Anne Bishop anyway.

    For a beguiler, you should take a level of Mindbender for the telepathy, then get Mindsight. The Mindbender level really helps for pushing your Advanced Learning back a level so you get it when you get a new spell level. You should also generally take Eclectic Learning rather than Advanced Learning, except for the Shadow spells of course. Oh, and don't bother with feinting; it's a trap!

    Abilities probably Int > Con > Dex > Cha > Wis > Str.
    Last edited by PId6; 2009-08-24 at 03:27 PM.
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    Daemon

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Oops, apparently everyone gets functional telepathy for free. And the DM doesn't want to allow shadowcraft mage because she doesn't have the book. I'm getting a sour taste in my mouth. Putting away the sour patch kids.

    I guess straight beguiler...

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    WhiteWizardGirl

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    There's nothing functionally wrong with a straight Beguiler 20. It works, just like Druid 20. . . well maybe not quite that good.

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    PId6's Avatar

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Huh, well I guess Mindsight still works. You really should take some kind of PrC though, if just to straighten out the Advanced Learning progression. Fatespinner is nice, though it comes a bit late. Geometer works, but it costs a feat. Mage of the Arcane Order can do wonders for your versatility, but requires a useless metamagic as well as Arcane Preparation. Wild Mage would be awesome (if a bit cheesy) if you take it with Practiced Spellcaster.

    There's also Unseen Seer, which doesn't cost anything but doesn't do much for your besides delay Advanced Learning.
    Last edited by PId6; 2009-08-24 at 04:06 PM.
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    Deepblue706's Avatar

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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Be a Doppleganger Paladin 2.

    Or in other words, a Mind-Reading and Shape-Changing Cop.

    Then go Mindspy to get more CHA-related and Mind-Reading benefits.

    Not powerful at all, but I think it's neato.
    Last edited by Deepblue706; 2009-08-24 at 04:29 PM.

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    Bugbear in the Playground
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    Default Re: [3.5] 10th lvl Crazy Rolls, Build Suggestions?

    Quote Originally Posted by Deepblue706 View Post
    Be a Doppleganger Paladin 2.

    Or in other words, a Mind-Reading and Shape-Changing Cop.

    Then go Mindspy to get more CHA-related and Mind-Reading benefits.

    Not powerful at all, but I think it's neato.
    That may just be one of the best 'crooked cop' type NPC builds ever

    And, yes, it would work for PCs as well, I believe.

    It's the thought police!

    If you can trick convince your DM into letting you have a bloodline, you might want to go that route. Semi-free abilities at the cost of being slightly less skilled than your allies. Okay, maybe I'm underestimating that difference, but it could amp you up to increase the skills some.

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    Celestial or Demon, and especially Devil, would be a boon (Sense Motive, Move Silently and Bluff, respectively), and all of those grant Charisma (except Demon, which gives physical abilities). I think Devil might work best if said skillmonkey has some Outsider in 'em.

    Doppelganger would work for any stealthy character (I mean, Alter Self and Detect Thoughts from a Minor Bloodline!?!)

    Dragon Bloodlines might help some, but the only one I can see working properly is Green, or maybe Red.

    And then there are Elemental lines. Intermediate Air would allow flight eventually, and Water would allow the conjuration of a Fog Cloud. Neat ways to move and hide, there.

    A Fey bloodline would work excellently. Oh, yes, that pretty much lines up perfectly.

    Djinni can give Invisibility, but that's about it...

    Stone Giant might help combat, if you're ranged.

    Intermediate Ogre (Ogre Magus is just fun to say ) would grant a nice list of spell-likes that would supplement stealth.

    Major Vampire might work well enough...


    Wow, can I type
    I think Fey might work best in the list, although it lacks the sheer 'oomph' of Plot from the Devil line...
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