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  1. - Top - End - #1
    Barbarian in the Playground
     
    Sequinox's Avatar

    Join Date
    Aug 2007
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    Maine, may it do ya fine!
    Gender
    Male

    Default Non-Magic Core Builds

    This thread is for "builds" of characters for both melee and ranged to optomize them. By non-magic I mean no druids, clerics, wizards, sorcerers. Rangers and Paladins are allowed. Everything in here is core only.

    To start: I have none!

    And: First post! Yeah! (I should hope this is the first post!)


    Spoiler
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    Founder of the Oracle fanclub. To join put this into your sig and give yourself a title.

    Court sorcerer of House Kato.

    Tuna-preparer of the Mr. Scruffy fanclub

    78% of DM's started their first campaign in a tavern. I didn't.

    Magioth made my avatar!

    The SECOND member of the fanclub!!!

    Sequinox

    And the Dark Lord on his Dark Throneitp, where the shadows lie.


  2. - Top - End - #2
    Titan in the Playground
    Join Date
    May 2007
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    The Land of Cleves
    Gender
    Male

    Default Re: Non-Magic Core Builds

    I put together a core-only rogue build I'm rather fond of some time back. Basically, the idea is that he can go anywhere on the Material Plane (or the Ethereal, but there's not much interesting there) and steal anything, without anyone ever knowing he was there. Wizard causing a problem? Sneak into his stronghold, steal his components, steal his magic items, steal his spellbook, and leave. If you're really worried about him, after you've left and stashed away all the stuff you stole from him, sneak back in, UMD an anti-magic field, and attack him before he notices all his stuff's gone.

    He does have his weaknesses, though: He can't reach any plane other than the Material or Ethereal, and dragons more than 2 CR above him or so have a chance to spot him.
    Time travels in divers paces with divers persons.
    As You Like It, III:ii:328

    Chronos's Unalliterative Skillmonkey Guide
    Current Homebrew: 5th edition psionics

  3. - Top - End - #3
    Ogre in the Playground
     
    AlterForm's Avatar

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    Default Re: Non-Magic Core Builds

    Archer Build, using Manyshot + Fell Shot to hit their weak spot for MASSIVE DAMAGE.

    Warning, a wee bit large
    Spoiler
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    Name: Archer
    Race: Elf (Wood) (Psionic)
    Player:
    Classes: Ranger15 Psychic Warrior3 Monk2
    Hit Points: 113
    Experience: 190000 / 210000
    Alignment: Lawful Neutral
    Vision: Low-light
    Speed: Walk 30 ft.
    Languages: Common, Elven

    Stat Score Mod
    STR 24 (+7)
    DEX 26 (+8)
    CON 12 (+1)
    INT 8 (-1)
    WIS 14 (+2)
    CHA 8 (-1)

    -------------------------- Skills --------------------------
    Skill Total Rnk Stat Msc
    Appraise -1 0.0 -1 0
    Balance 10 0.0 8 2
    Bluff -1 0.0 -1 0
    Climb 7 0.0 7 0
    Concentration 24 23.0 1 0
    Craft (Untrained) -1 0.0 -1 0
    Diplomacy -1 0.0 -1 0
    Disguise -1 0.0 -1 0
    Escape Artist 8 0.0 8 0
    Forgery -1 0.0 -1 0
    Gather Information -1 0.0 -1 0
    Heal 2 0.0 2 0
    Hide 36 18.0 8 10
    Intimidate -1 0.0 -1 0
    Jump 27 18.0 7 2
    Listen 6 0.0 2 4
    Move Silently 36 18.0 8 10
    Ride 8 0.0 8 0
    Search 1 0.0 -1 2
    Sense Motive 2 0.0 2 0
    Spot 6 0.0 2 4
    Survival 2 0.0 2 0
    Swim 7 0.0 7 0
    Tumble 23 13.0 8 2
    Use Rope 8 0.0 8 0


    -------------------------- Feats ---------------------------
    Combat Reflexes
    You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

    Fell Shot
    See Text,You can strike your foe with a ranged weapon as if making a touch attack.

    Greater Manyshot
    See Text,You are skilled at firing many arrows at once, even at different opponents.

    Point Blank Shot
    You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

    Precise Shot
    You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

    Psicrystal Affinity
    See Text,You have created a psicrystal.

    Psicrystal Containment
    See Text,Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.

    Psionic Meditation
    See Text,You can focus your mind faster than normal, even under duress.

    Psionic Shot
    See Text,You can charge your ranged attacks with additional damage potential.

    Up the Walls
    Armor Proficiency (Heavy)
    When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

    Armor Proficiency (Light)
    When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

    Armor Proficiency (Medium)
    When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

    Endurance
    You gain a +4 bonus on checks relating to stamina or extended physical activity. Also, you may sleep in light or medium armor without becoming fatigued.

    Improved Unarmed Strike
    You are considered to be armed even when unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

    Martial Weapon Proficiency
    Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.

    Shield Proficiency
    You can use a shield and take only the standard penalties.

    Simple Weapon Proficiency
    You make attack rolls with simple weapons normally.

    Track
    Alertness
    You get a +2 bonus on all Listen checks and Spot checks.

    Combat Reflexes
    You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

    Improved Precise Shot
    Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment.

    Manyshot
    As a standard action, you may fire many arrows at a single opponent within 30 feet.

    Rapid Shot
    You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.

    Stunning Fist

    -------------------- Special Abilities ---------------------
    +2 racial saving throw bonus against enchantment spells or effects.
    AC Bonus (Ex)
    An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
    Animal Companion (Ex)
    Archery Combat Style
    Base Power Points (3)
    Bonus Power Points (3)
    Camouflage (Ex)
    Evasion (Ex)
    Fast Movement (Ex)
    Favored Enemy (Dragon) +4
    Favored Enemy (Magical Beast) +2
    Favored Enemy (Outsider (Chaotic)) +2
    Favored Enemy (Outsider (Evil)) +6
    Flurry of Blows (Ex)
    Immunity to magic sleep effects.
    Stunning Fist 6/day (DC 22)
    Swift Tracker (Ex)
    Total Power Points (6)
    Wild Empathy (Ex) +14 (+10 on Magical Beasts)
    Woodland Stride (Ex)


    ------------------------ Templates -------------------------
    Psionic

    -------------------------- Combat --------------------------

    Total / Touch / Flat Footed
    AC: 42 / 36 / 34

    Initiative: +8
    BAB: +18/+13/+8/+3
    Melee tohit: +25/+20/+15/+10
    Ranged tohit: +26/+21/+16/+11

    Fortitude: +21
    Reflex: +26
    Will: +22

    Unarmed attack:
    to hit: +25/+20/+15/+10
    damage: 1d6+7
    critical: 20/x2

    Flurry of Blows:
    to hit: +25/+20/+15/+10
    damage: 1d6+7
    critical: 20/x2
    special properties: Flurry of Blows can not be used when armored

    Longbow +5 (Composite/Collision/Flaming/Frost/Shock/+7):
    to hit: +32/+27/+22/+17
    damage: 1d8+17
    critical: 20/x3
    range: 110 ft.
    special properties: STR bonus to damage, weapon increases mass just before strike doing an additional 5 points of damage on any hit in addition to the enhancement bonus, +1d6 fire damage bestowed on ammunition, +1d6 cold damage bestowed on ammunition, +1d6 electricity damage bestowed on ammunition

    --------------------- Special Abilities --------------------
    Archer has 0 power points.


    ------------------------- Equipment ------------------------
    Name QTY LBS
    Amulet of Natural Armor +5 1 0lbs
    Belt of Giant Strength +6 1 1lbs
    Boots of Landing 1 1lbs
    Bracers of Archery (Lesser) 1 1lbs
    Cloak of Resistance +5 1 1lbs
    Crystal Mask (Mindarmor) 1 0lbs
    Flurry of Blows 1 0lbs Special: Flurry of Blows can not be used when armored
    Gloves of Dexterity +4 1 0lbs
    Ioun Stone (Dull Grey) 20 0lbs Special: Provides 1 psionic power point then disintegrates.
    Ioun Stone (Dusty Rose) 1 0lbs
    Ioun Stone (Pale Blue) 1 0lbs
    Ioun Stone (Pink) 1 0lbs
    Manual of Gainful Exercise +3 1 5lbs
    Outfit (Monk's) 1 2lbs
    Padded +5 (Gleaming/Acid Resistance/Cold Resistance/Sonic Resistance/Shadow (Improved)/Silent moves (Improved)) 1 10lbs Special: absorbs 10 points of Acid damage per attack, absorbs 10 points of Cold damage per attack, flashes and gleams give wearer a 'fuzzy' appearance granting concealment, +10 competence bonus to wearer's Hide checks, +10 competence bonus to wearer's Move Silent checks, absorbs 10 points of Sonic damage per attack
    Ring (Protection +5) 1 0lbs

    Efficient Quiver (2 lbs.)
    Arrow (Adamantine) 10 1lbs Special: Ignore 20 hardness
    Arrow (Alchemical Silver) 10 1lbs Special: 10hp/inch and 8 hardness
    Arrow (Cold Iron) 10 1lbs Special: 30hp/inch and 10 hardness
    Arrows (20) 1 3lbs
    Arrow 10 1lbs
    Longbow +5 (Composite/Collision/Flaming/Frost/Shock/+7) (3 lbs.)

    Total weight carried:
    Current load: Light

    Encumbrance
    Light: 233
    Medium: 466
    Heavy: 700

    --------------------------- Magic --------------------------



    Ranger Spells

    SPELLBOOKNAME0



    Level 1
    Alarm (Abjuration)
    Saves: None DC: 13 Casting: 1 standard action
    Duration: 14 hours [D] Range: Close (40 ft.) Components: V, S, F/DF
    SR: No Effect: Wards an area for 14 hours. Target: 20-ft.-radius emanation centered on a point in space

    Animal Messenger (Enchantment)
    Saves: None; see text DC: 13 Casting: 1 standard action
    Duration: 7 days Range: Close (40 ft.) Components: V, S, M
    SR: Yes Effect: Sends a Tiny animal to a specific place. Target: One Tiny animal

    Calm Animals (Enchantment)
    Saves: Will negates; see text DC: 13 Casting: 1 standard action
    Duration: 7 minutes Range: Close (40 ft.) Components: V, S
    SR: Yes Effect: Calms 2d4 + 7 HD of animals. Target: Animals within 30 ft. of each other

    Charm Animal (Enchantment)
    Saves: Will negates DC: 13 Casting: 1 standard action
    Duration: 7 hours Range: Close (40 ft.) Components: V, S
    SR: Yes Effect: Makes one animal your friend. Target: One animal

    Delay Poison (Conjuration)
    Saves: Fortitude negates (harmless) DC: 13 Casting: 1 standard action
    Duration: 7 hours Range: Touch Components: V, S, DF
    SR: Yes (harmless) Effect: Stops poison from harming subject for 7 hours. Target: Creature touched

    Detect Animals or Plants (Divination)
    Saves: None DC: 13 Casting: 1 standard action
    Duration: Concentration, up to 70 minutes [D] Range: Long (680 ft.) Components: V, S
    SR: No Effect: Detects kinds of animals or plants. Target: Cone-shaped emanation

    Detect Poison (Divination)
    Saves: None DC: 13 Casting: 1 standard action
    Duration: Instantaneous Range: Close (40 ft.) Components: V, S
    SR: No Effect: Detects poison in one creature or small object. Target: One creature, one object, or a 5-ft. cube

    Detect Snares and Pits (Divination)
    Saves: None DC: 13 Casting: 1 standard action
    Duration: Concentration, up to 70 minutes [D] Range: 60 ft. Components: V, S
    SR: No Effect: Reveals natural or primitive traps. Target: Cone-shaped emanation

    Endure Elements (Abjuration)
    Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
    Duration: 24 hours Range: Touch Components: V, S
    SR: Yes (harmless) Effect: Exist comfortably in hot or cold environments. Target: Creature touched

    Entangle (Transmutation)
    Saves: Reflex partial; see text DC: 13 Casting: 1 standard action
    Duration: 7 minutes [D] Range: Long (680 ft.) Components: V, S, DF
    SR: No Effect: Plants entangle everyone in 40-ft.-radius circle. Target: Plants in a 40-ft.-radius spread

    Hide from Animals (Abjuration)
    Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
    Duration: 70 minutes [D] Range: Touch Components: S, DF
    SR: Yes Effect: Animals can't perceive 7 subjects. Target: 7 creatures touched

    Jump (Transmutation)
    Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
    Duration: 7 minutes [D] Range: Touch Components: V, S, M
    SR: Yes Effect: Subject gets +20 enhancement bonus on Jump checks. Target: Creature touched

    Longstrider (Transmutation)
    Saves: None DC: 13 Casting: 1 standard action
    Duration: 7 hours [D] Range: Personal Components: V, S, M
    SR: No Effect: Increases your speed. Target: You

    Magic Fang (Transmutation)
    Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
    Duration: 7 minutes Range: Touch Components: V, S, DF
    SR: Yes (harmless) Effect: One natural weapon of subject creature gets +1 on attack and damage rolls. Target: Living creature touched

    Pass without Trace (Transmutation)
    Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
    Duration: 7 hours [D] Range: Touch Components: V, S, DF
    SR: Yes (harmless) Effect: 7 subjects leaves no tracks. Target: 7 creatures touched

    Read Magic (Divination)
    Saves: None DC: 13 Casting: 1 standard action
    Duration: 70 minutes Range: Personal Components: V, S, F
    SR: No Effect: Read scrolls and spellbooks. Target: You

    Resist Energy (Abjuration)
    Saves: Fortitude negates (harmless) DC: 13 Casting: 1 standard action
    Duration: 70 minutes Range: Touch Components: V, S, DF
    SR: Yes (harmless) Effect: Ignores first 20 points of damage/attack from specified energy type. Target: Creature touched

    Speak with Animals (Divination)
    Saves: None DC: 13 Casting: 1 standard action
    Duration: 7 minutes Range: Personal Components: V, S
    SR: No Effect: You can communicate with animals. Target: You

    Summon Nature's Ally I (Conjuration)
    Saves: None DC: 13 Casting: 1 round
    Duration: 7 rounds [D] Range: Close (40 ft.) Components: V, S, DF
    SR: No Effect: Calls creature to fight. Target: One summoned creature




    Level 2
    Barkskin (Transmutation)
    Saves: None DC: 14 Casting: 1 standard action
    Duration: 70 minutes Range: Touch Components: V, S, DF
    SR: Yes (harmless) Effect: Grants +3 enhancement to natural armor. Target: Living creature touched

    Bear's Endurance (Transmutation)
    Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
    Duration: 7 minutes Range: Touch Components: V, S, DF
    SR: Yes Effect: Subject gains +4 to Con for 7 minutes. Target: Creature touched

    Cat's Grace (Transmutation)
    Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
    Duration: 7 minutes Range: Touch Components: V, S, M
    SR: Yes Effect: Subject gains +4 to Dex for 7 minutes. Target: Creature touched

    Cure Light Wounds (Conjuration)
    Saves: Will half (harmless); see text DC: 14 Casting: 1 standard action
    Duration: Instantaneous Range: Touch Components: V, S
    SR: Yes (harmless); see text Effect: Cures 1d8+5 damage. Target: Creature touched

    Hold Animal (Enchantment)
    Saves: Will negates; see text DC: 14 Casting: 1 standard action
    Duration: 7 rounds [D]; see text Range: Medium (170 ft.) Components: V, S
    SR: Yes Effect: Paralyzes one animal for 7 rounds. Target: One animal

    Owl's Wisdom (Transmutation)
    Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
    Duration: 7 minutes Range: Touch Components: V, S, M/DF
    SR: Yes Effect: Subject gains +4 to Wis for 7 minutes. Target: Creature touched

    Protection from Energy (Abjuration)
    Saves: Fortitude negates (harmless) DC: 14 Casting: 1 standard action
    Duration: 70 minutes or until discharged Range: Touch Components: V, S, DF
    SR: Yes (harmless) Effect: Absorb 84 points of damage from one kind of energy. Target: Creature touched

    Snare (Transmutation)
    Saves: None DC: 14 Casting: 3 rounds
    Duration: Until triggered or broken Range: Touch Components: V, S, DF
    SR: No Effect: Creates a magic booby trap. Target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level

    Speak with Plants (Divination)
    Saves: None DC: 14 Casting: 1 standard action
    Duration: 7 minutes Range: Personal Components: V, S
    SR: No Effect: You can talk to normal plants and plant creatures. Target: You

    Spike Growth (Transmutation)
    Saves: Reflex partial DC: 14 Casting: 1 standard action
    Duration: 7 hours [D] Range: Medium (170 ft.) Components: V, S, DF
    SR: Yes Effect: Creatures in area take 1d4 damage, may be slowed. Target: 7 20-ft. squares

    Summon Nature's Ally II (Conjuration)
    Saves: None DC: 14 Casting: 1 round
    Duration: 7 rounds [D] Range: Close (40 ft.) Components: V, S, DF
    SR: No Effect: Calls creature to fight. Target: One or more creatures, no two of which can be more than 30 ft. apart

    Wind Wall (Evocation)
    Saves: None; see text DC: 14 Casting: 1 standard action
    Duration: 7 rounds Range: Medium (170 ft.) Components: V, S, M/DF
    SR: Yes Effect: Deflects arrows, smaller creatures, and gases. Target: Wall up to 70 ft. long and 35 ft. high [S]




    Level 3
    Command Plants (Transmutation)
    Saves: Will negates DC: 15 Casting: 1 standard action
    Duration: 7 days Range: Close (40 ft.) Components: V
    SR: Yes Effect: Sway the actions of one or more plant creatures. Target: Up to 14 HD of plant creatures, no two of which can be more than 30 ft. apart

    Cure Moderate Wounds (Conjuration)
    Saves: Will half (harmless); see text DC: 15 Casting: 1 standard action
    Duration: Instantaneous Range: Touch Components: V, S
    SR: Yes (harmless); see text Effect: Cures 2d8+7 damage. Target: Creature touched

    Darkvision (Transmutation)
    Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
    Duration: 7 hours Range: Touch Components: V, S, M
    SR: Yes (harmless) Effect: See 60 ft. in total darkness. Target: Creature touched

    Diminish Plants (Transmutation)
    Saves: None DC: 15 Casting: 1 standard action
    Duration: Instantaneous Range: See text Components: V, S, DF
    SR: No Effect: Reduces size or blights growth of normal plants. Target: See text

    Magic Fang, Greater (Transmutation)
    Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
    Duration: 7 hours Range: Close (40 ft.) Components: V, S, DF
    SR: Yes (harmless) Effect: One natural weapon of subject creature gets +1 on attack and damage rolls. Target: One living creature

    Neutralize Poison (Conjuration)
    Saves: Will negates (harmless, object) DC: 15 Casting: 1 standard action
    Duration: 70 minutes Range: Touch Components: V, S, M/DF
    SR: Yes (harmless, object) Effect: Immunizes subject against poison, detoxifies venom in or on subject. Target: Creature or object of up to 7 cu. ft. touched

    Plant Growth (Transmutation)
    Saves: None DC: 15 Casting: 1 standard action
    Duration: Instantaneous Range: See text Components: V, S, DF
    SR: No Effect: Grows vegetation, improves crops. Target: See text

    Reduce Animal (Transmutation)
    Saves: None DC: 15 Casting: 1 standard action
    Duration: 7 hours [D] Range: Touch Components: V, S
    SR: No Effect: Shrinks one willing animal. Target: One willing animal of Small, Medium, Large, or Huge size

    Remove Disease (Conjuration)
    Saves: Fortitude negates (harmless) DC: 15 Casting: 1 standard action
    Duration: Instantaneous Range: Touch Components: V, S
    SR: Yes (harmless) Effect: Cures all diseases affecting subject. Target: Creature touched

    Repel Vermin (Abjuration)
    Saves: None or Will negates; see text DC: 15 Casting: 1 standard action
    Duration: 70 minutes [D] Range: 10 ft. Components: V, S, DF
    SR: Yes Effect: Insects, spiders, and other vermin stay 10 ft. away. Target: 10 ft. radius emanation centered on you

    Summon Nature's Ally III (Conjuration)
    Saves: None DC: 15 Casting: 1 round
    Duration: 7 rounds [D] Range: Close (40 ft.) Components: V, S, DF
    SR: No Effect: Calls creature to fight. Target: One or more creatures, no two of which can be more than 30 ft. apart

    Tree Shape (Transmutation)
    Saves: None DC: 15 Casting: 1 standard action
    Duration: 7 hours [D] Range: Personal Components: V, S, DF
    SR: No Effect: You look exactly like a tree for 7 hours. Target: You

    Water Walk (Transmutation)
    Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
    Duration: 70 minutes [D] Range: Touch Components: V, S, DF
    SR: Yes (harmless) Effect: Subject treads on water as if solid. Target: 7 touched creatures




    Level 4
    Animal Growth (Transmutation)
    Saves: Fortitude negates DC: 16 Casting: 1 standard action
    Duration: 7 minutes Range: Medium (170 ft.) Components: V, S
    SR: Yes Effect: One animal/two levels doubles in size. Target: Up to 3 animals [Gargantuan or smaller], no two of which can be more than 30 ft. apart

    Commune with Nature (Divination)
    Saves: None DC: 16 Casting: 10 minutes
    Duration: Instantaneous Range: Personal Components: V, S
    SR: No Effect: Learn about terrain for 7 miles. Target: You

    Cure Serious Wounds (Conjuration)
    Saves: Will half (harmless); see text DC: 16 Casting: 1 standard action
    Duration: Instantaneous Range: Touch Components: V, S
    SR: Yes (harmless); see text Effect: Cures 3d8+7 damage. Target: Creature touched

    Freedom of Movement (Abjuration)
    Saves: Will negates (harmless) DC: 16 Casting: 1 standard action
    Duration: 70 minutes Range: Personal or touch Components: V, S, M, DF
    SR: Yes (harmless) Effect: Subject moves normally despite impediments. Target: You or creature touched

    Nondetection (Abjuration)
    Saves: Will negates (harmless, object) DC: 16 Casting: 1 standard action
    Duration: 7 hours Range: Touch Components: V, S, M
    SR: Yes (harmless, object) Effect: Hides subject from divination, scrying. Target: Creature or object touched

    Summon Nature's Ally IV (Conjuration)
    Saves: None DC: 16 Casting: 1 round
    Duration: 7 rounds [D] Range: Close (40 ft.) Components: V, S, DF
    SR: No Effect: Calls creature to fight. Target: One or more creatures, no two of which can be more than 30 ft. apart

    Tree Stride (Conjuration)
    Saves: None DC: 16 Casting: 1 standard action
    Duration: 7 hours or until expended; see text Range: Personal Components: V, S, DF
    SR: No Effect: Step from one tree to another far away. Target: You





    SPELLBOOKNAME2



    Level 1
    Entangle (Transmutation) - 1 per day
    Jump (Transmutation) - 1 per day
    Longstrider (Transmutation) - 1 per day



    Level 2
    Bear's Endurance (Transmutation) - 2 per day



    Level 3
    Water Walk (Transmutation) - 1 per day



    Level 4
    Freedom of Movement (Abjuration) - 1 per day





    Psychic Warrior Spells

    SPELLBOOKNAME0



    Level 1
    Precognition, Defensive (Clairsentience)
    Saves: DC: 13 Casting: 1 standard action
    Duration: 3 min. [D] Range: Personal Components: Ma, Vi
    SR: Effect: Gain +1 insight bonus to AC and saving throws. Target: You

    Precognition, Offensive (Clairsentience)
    Saves: DC: 13 Casting: 1 standard action; see text
    Duration: 3 min. [D] Range: Personal Components: Ma, Vi
    SR: Effect: Gain +1 insight bonus on your attack rolls. Target: You

    Prescience, Offensive (Clairsentience)
    Saves: DC: 13 Casting: 1 standard action
    Duration: 3 min. [D] Range: Personal Components: Ma, Vi
    SR: Effect: Gain +2 insight bonus on your damage rolls. Target: You














    ------------------------ Description -----------------------
    Height: 5' 0" Weight: 106 lbs. Gender: Male
    Eyes: Hair: , Skin:
    Dominant Hand: Right Quirks: ,
    Speech style: Quotable:

    Full Description

    R(1)/PW(1)/R(3)/M(2)/PW(2)/R(11)
    1: Point Blank Shot
    2(psywar): Psionic Shot
    3: Precise Shot
    4(ranger): Rapid Shot
    5(psywar): Psionic Meditation
    6: Fell Shot
    6(monk): Stunning Fist
    7(monk): Combat Reflexes
    8(ranger): Manyshot
    9: Greater Manyshot
    12: Psycrystal Affinity
    13(ranger): Imp. Precise Shot
    15: Psycrystal Containment
    18: Greater Psionic Shot


    Some things (like monk or G Psionic Shot) could conceivably go.
    Last edited by AlterForm; 2007-12-04 at 08:26 PM.

  4. - Top - End - #4
    Titan in the Playground
    Join Date
    May 2007
    Location
    The Land of Cleves
    Gender
    Male

    Default Re: Non-Magic Core Builds

    Uh, AlterForm, you did notice where the OP said core-only, right? Psychic Warrior is from one of the psionic books.

    And how the heck did you get 25 feats? I realize that some of those are bonus feats, but that still seems like rather too many.
    Time travels in divers paces with divers persons.
    As You Like It, III:ii:328

    Chronos's Unalliterative Skillmonkey Guide
    Current Homebrew: 5th edition psionics

  5. - Top - End - #5
    Ogre in the Playground
     
    AlterForm's Avatar

    Join Date
    Jul 2007
    Location
    United States
    Gender
    Male

    Default Re: Non-Magic Core Builds

    When people say "core", without saying "my DM said only", my experience tells me they usually mean "stuff I can get for free."

    Thus, SRD.

    Now, if the OP would like to clarify "MM, PHB, and DMG only," then sure, I'll just delete my post.
    Last edited by AlterForm; 2007-12-04 at 10:21 PM.

  6. - Top - End - #6
    Ettin in the Playground
    Join Date
    Jan 2007
    Location
    Singapore

    Default Re: Non-Magic Core Builds

    Important question: Is UMD allowed?

  7. - Top - End - #7
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Mar 2007

    Default Re: Non-Magic Core Builds

    Ranger - 2, F- 2, Ranger +2, Assassin -1, Ranger + 13.

  8. - Top - End - #8
    Firbolg in the Playground
     
    MCerberus's Avatar

    Join Date
    Oct 2007
    Location
    St. Louis
    Gender
    Male

    Default Re: Non-Magic Core Builds

    Does "Optimal Hilarity" count? If it does I'd go with Ftr/20 TWF shield bash.
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