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  1. - Top - End - #1
    Library Lovers Contest Winner
     
    Duke of URL's Avatar

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    Default Gestalt Build Challenge VII: Home On The Range(d)

    GESTALT BUILD CHALLENGE VII: HOME ON THE RANGE(D)

    Oh, give me a home,
    Where the ranged targets roam,
    And the ammo that'll make their lives hell...

    "Gestalt Build Challenge" General Rules

    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)


    "Home On The Range(d)" Specific Rules



    Upcoming Challenges
    • Vulnerable Villains -- BBEGs with flair but an exploitable (if not necessarily obvious) weakness
    • Riders On The Storm -- combatants who focus on using mounts
    • Magnificent Monsters -- only high LA and racial HD creatures allowed
    • Skill-Monkey Business -- support specialists
    • In-core-eligible -- builds that don't use "core" races, classes, or feats
    • more to come... (I hope. Feel free to suggest some!)


    Previous Challenges
    Last edited by Duke of URL; 2008-04-09 at 08:05 AM.


    My Homebrew
    Gronk by dallas-dakota

  2. - Top - End - #2
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Name: Great Bows Of Fire
    Build: Fire Elf Wizard 20 // Fighter 6 / Arcane Archer 9 / Darkwood Stalker 5
    Starting Ability Scores: STR 14, DEX 17, CON 10, INT 18, WIS 8, CHA 6
    Cheese Points: 0
    Minimum Playable Level: 1
    Power Break: None in particular

    {table]Level | Classes | Feat | Bonus Feat(s) | Abilities
    Fire Elf | | | | Fire Elf Traits
    1 | Wizard 1 // Fighter 1 | Weapon Focus: Composite Longbow | Point Blank Shot, Scribe Scroll | Summon Familiar
    2 | Wizard 2 // Fighter 2 | | Precise Shot |
    3 | Wizard 3 // Fighter 3 | Rapid Shot | |
    4 | Wizard 4 // Fighter 4 | | Weapon Specialization: Composite Longbow |
    5 | Wizard 5 // Fighter 5 | | Empower Spell |
    6 | Wizard 6 // Fighter 6 | Manyshot | Greater Manyshot |
    7 | Wizard 7 // Arcane Archer 1 | | | Enhance Arrow
    8 | Wizard 8 // Arcane Archer 2 | | | Imbue Arrow
    9 | Wizard 9 // Arcane Archer 3 | Improved Critical: Composite Longbow | |
    10 | Wizard 10 // Arcane Archer 4 | | Maximize Spell | Seeker Arrow
    11 | Wizard 11 // Arcane Archer 5 | | |
    12 | Wizard 12 // Arcane Archer 6 | Dodge | | Phase Arrow
    13 | Wizard 13 // Arcane Archer 7 | | |
    14 | Wizard 14 // Arcane Archer 8 | | | Hail Of Arrows
    15 | Wizard 15 // Arcane Archer 9 | Track | Quicken Spell |
    16 | Wizard 16 // Darkwood Stalker 1 | | | Ancient Foe
    17 | Wizard 17 // Darkwood Stalker 2 | | | Uncanny Dodge
    18 | Wizard 18 // Darkwood Stalker 3 | FEAT | | Sneak Attack
    19 | Wizard 19 // Darkwood Stalker 4 | | | Darkvision
    20 | Wizard 20 // Darkwood Stalker 5 | | Widen Spell | Improved Uncanny Dodge
    [/table]

    Offense

    Defense

    Good saves all around (reflex lags slightly), decent HP.

    Weaknesses

    Special

    If planning on going epic, take the 10th level of Arcane Archer, otherwise it's not worth it (crappy capstone), so you can go Wizard 21+ // AA 11+ in epic.


    My Homebrew
    Gronk by dallas-dakota

  3. - Top - End - #3
    Barbarian in the Playground
     
    Annarrkkii's Avatar

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Slightly revised after some consideration. I decided to go ahead and give him splitting, as wack as it is, since other bow-users seem to be doing it, as well.

    Name: Kalashnikov
    Build: Egoist 13 / Elocater 7 // Tiefling LA 1 / Ranger 11 / Scout 3 / Warshaper 5
    Starting Ability Scores: STR 8, CON 14, DEX 14, INT 18, WIS 15, CHA 8
    Earliest Playable ECL: 2
    Cheese Points: 2 (Multiclass, Feeble flaw)
    Power Breaks:
    9—Overchannel to metamorphose to Arrow Demon
    12—Expansion to Huge size Arrow Demon + morphic reach, threaten with bows
    13—Capricious step + symmetrical archery + Swift Hunter

    1. Egoist 1 // LA 1—Dodge, Combat Reflexes {psicrystal}
    2. Egoist 2 // Ranger 1—Track {1st favored enemy: humans}
    3. Egoist 3 // Ranger 2—Mobility, Rapid Shot
    4. Egoist 4 // Scout 1—{Skirmish +1d6, trapfinding}
    5. Egoist 5 // Scout 2—Extend Power, {Battle fortitude +1, uncanny dodge}
    6. Egoist 6 // Scout 3—Spring Attack (retrain to Stand Still) {Fast movement +10ft, skirmish +1d6/+1 AC, trackless step}
    7. Elocater 1 // Ranger 3—Endurance, Sidestep Charge {Scorn earth}
    8. Elocater 2 // Ranger 4—{Animal companion, opportunistic strike +2}
    9. Elocater 3 // Ranger 5—Point Blank Shot {2nd favored enemy: good outsiders, dimension step}
    10. Elocater 4 // Warshaper 1—{Flanker, morphic immunities, morphic weapons}
    11. Elocater 5 // Warshaper 2—{Opportunistic strike +4, morphic body}
    12. Elocater 6 // Warshaper 3—Swift Hunter {Transporter, morphic reach, skirmish +2d6/+2 AC}
    13. Elocater 7 // Warshaper 4—{Capricious step, morphic healing}
    14. Egoist 7 // Warshaper 5—{Multimorph}
    15. Egoist 8 // Ranger 6—Manyshot, Precise Shot {Skirmish +3d6/+2 AC}
    16. Egoist 9 // Ranger 7—{Woodland stride}
    17. Egoist 10 // Ranger 8—Quicken Power {Swift tracker, skirmish +3d6/+3 AC}
    18. Egoist 11 // Ranger 9—Greater Manyshot {Evasion}
    19. Egoist 12 // Ranger 10—{3rd favored enemy: whatever, skirmish +4d6/+3 AC}
    20. Egoist 13 // Ranger 11—Improved Precise Shot

    Offense:

    Functioning as little more than hardy and wilderness-savvy utility manifester for his first 8 levels, Kalashnikov doesn't take off as a ranged combatant "for real" until he hits level 9, at which point his metamorphosis power, overchanneled to 10th-level manifester, allows him (with his Outsider type) to shift to the awe-inspiring, 10-HD Arrow Demon. All three of the Arrow Demon's key archery abilities (two bows at once, threaten as though wielding a melee weapon, and outsized wielding) are (EX) attacks, which are covered by metamorphosis. In this trick, Kalashnikov is a pretty standard shapechanging-abuse character. However, he takes it in a particularly godly direction to improve his ranged attack power.

    Once he hits 13th level, his skirmish jumps in power, while capricious step allows him to knock out 10-ft. of movement per round for free, meaning a guaranteed skirmish AND full attack each round. And what a full attack it is. Expanded to Huge size in Arrow Demon form, with Rapid shot, and (at later levels) his twin bows of speed and (at VERY late levels) 4 iterative attacks allow him to make 6 attacks with each bow, bringing the total to 12. If he's targeting a foe who his Flyby-Attacking hawk companion or summoned goons mauled last round, he gets an extra +4 to attack and damage from opportunistic strike to cancel out 4 of the 8 points of penalty he takes from his various extra-attack and size increases. Each arrow is Gargantuan, due to outsized wielding, possess +1d6 of some type of energy damage, +5 from Extended Greater Metaphysical Weapon, tacked on with up to 4d6 skirmish damage each, as well as +10 straight from his metamorphosis-enhanced Strength and hefty belt.

    That's 10 arrows, each one dealing 3d6 (base) + 10 (STR) + 5 (metaphysical weapon) + 4d6 (skirmish) + 1d6 (energy) + 4 (Opportunistic strike) + 2 (Bracers of archery + PBS), for an average of 43, 47, or 49 damage per arrow depending on range and conditions, followed by 10 arrows that do only the only 4d6 less, averaging 29, 31, or 33 each. His attack bonus suffers moderately from such an intense hails of arrows, and, though opportunistic striking can offset the problem to a degree, it will take a good deal of buffing to make such a salvo strike with complete accuracy. If he finds himself against foes his hail of arrows cannot reliably bring down (7 or more arrows of the initial volley miss), he will switch to instead skimming about the battlefield, firing off a mere 16 arrows (with Greater Manyshot and symmetrical archery). Though this method sacrifices 4 arrows per round, it loses all but the size penalties to his attacks. In case of emergency, he can even avoid Expansion to optimize his AC and attack further, if he needs all the precision he can muster.

    He also manifests as an 18th-level Egoist.

    Key items:

    Greater Bracers of Archery
    Pair of +1 Large Composite [+10] Longbow of Splitting (throw on whatever else you feel like, I suppose)
    Gloves of Dexterity +6
    Belt of Giant's Strength +6
    Assorted +1 flaming/shock/frost arrows, as well as mithral, silver, and adamantine projectiles.


    Defense:

    Where other archers balk at the thought of enemies closing, depending on crutch spells like Arrow Mind to defend themselves, Kalashnikov revels in the chance to tear into his foes: point-blank. Closing with Kalashnikov requires passing under his reach—which varies in size from 10 to 20 ft. depending on his size. While Huge, his morphic reach allows him to threaten a broad swath of the battle field, and his Arrow Demon abilities allow him to threaten with his bows. Anyone closing is subject to a hefty arrow, and is liable to be forced to make a DC 42 save or stop dead in their tracks—and make it twice, since he gets to make 2 attacks every time one presents itself. Combat Reflexes and his nimble Dexterity allow him to put the brakes on up to 7 would-be attackers. From his Arrow Demon form and Warshaper levels, he also obtains a massive CON score and fast healing 2. His HD, primarily d8s, are unimpressive on their own, but (depending on buffing items/powers) a bonus of 10-12 per HD is choice.

    Synergy between Psion and Ranger mean he has strong base saves across the board, his Arrow Demon form's strong DEX and immense CON give him strong physical saves. Wisdom trails slightly, but not by a large margin. I he's forced to abandon his Arrow Demon form for whatever reason, he typically flees, with a reduced-cost Quickened Psionic Planeshift or Teleport, or just his dimension step ability and scorn earth to reevaluate.

    The fact that he is an 18th level Egoist has nothing much to do with his archery prowess beyond dispelling capabilities, Greater Metaphysical Weapon, and Metamorphosis—but it does leave him vast amounts of versatility and options beyond just slugging away with arrows. He knows next to zero damage-dealing powers, instead opting for powers that maximize his options and minimize his weaknesses.

    Key items:
    Cloak of Resistance +5
    Bracers of Armor +8


    Weaknesses:

    Windwall... His strong ML, however, means he has a good chance to dispel such irksome effects (if Psionic/magic transparency is in effect). His AC is surprisingly... unimpressive for a nimble, DEX-based character, and his attack bonus is also a touch on the low side. He can consistently hit mid-40s on his initial shot with minimal temporary tweaks, but his larger salvos drop steeply.

    He has no great fear of melee, unlike other archers, as was stated—he has a huge CON score without any magical alterations—33 without any items/powers while in Arrow Demon form, and he threatens a huge reach with his bows as though they were melee weapons.
    Last edited by Annarrkkii; 2008-03-12 at 02:04 PM.
    Good grammar is hot.

  4. - Top - End - #4
    Ogre in the Playground
     
    SamTheCleric's Avatar

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Name: Thor the Goliath
    Build: Goliath Warblade 10/Bloodstorm Blade 10 //Fighter 16/Exotic Weapon Master 3
    Starting Ability Scores: STR 21, DEX 10, CON 14, INT 13, WIS 10, CHA 8
    Cheese Points: 0
    Minimum Playable Level: 2
    Power Break: Strong from day 1.

    {table]Class 1 | Class 2 | Feat | Ability
    Warblade| Level Adjustment| Point Blank Shot|Battle Clarity (Reflex Saves), Weapon Aptitude
    Warblade| Fighter| | Uncanny Dodge, Bonus Feat (Exotic Wpn. Prof [Goliath Greathammer])
    Warblade| Fighter | Combat Expertise | Battle Ardor (Critical Confirmation), Bonus Feat (Weapon Focus [Goliath Greathammer])
    Warblade| Fighter | |
    Warblade | Fighter | | Bonus Feat (Improved Sunder), Bonus Feat (Improved Initiative)
    Warblade | Fighter | Weapon Spec (Goliath Greathammer) | Improved Uncanny Dodge
    Warblade | Fighter | | Battle Cunning (Damage), Greater Weapon Specialization (Goliath Greathammer)
    Warblade | Exotic Weapon Master | | Weapon Stunt – Exotic Sunder
    Warblade | Exotic Weapon Master | Improved Trip | Weapon Stunt – Uncanny Blow, Bonus Feat (Quick Draw)
    Warblade | Exotic Weapon Master | | Weapon Stunt – Trip Attack
    Bloodstorm Blade | Fighter | | Returning Attacks, Throw Anything, Weapon Aptitude
    Bloodstorm Blade | Fighter | Power Attack | Bonus Feat (Combat Brute), Martial Throw, Thunderous Throw
    Bloodstorm Blade | Fighter | | Bonus Feat (Improved Bull Rush)
    Bloodstorm Blade | Fighter | | Bonus Feat (Shock Trooper), Lightning Ricochet
    Bloodstorm Blade | Fighter | Leap Attack | Blood Wind Ricochet
    Bloodstorm Blade | Fighter | | Bonus Feat (Exotic Armor Proficiency [Mountain Plate]), Bonus Feat (Greater Weapon Focus [Goliath Greathammer])
    Bloodstorm Blade | Fighter | | Eye of the Storm
    Bloodstorm Blade | Fighter | Improved Critical (Goliath Greathammer) | Bonus Feat (Power Critical), Blood Rain
    Bloodstorm Blade | Fighter | | Bonus Feat (Heavy Armor Optimization)
    Bloodstorm Blade | Fighter | | Bonus Feat (Greater Heavy Armor Optimization), Blade Storm
    [/table]

    Offense: +20 BAB. Large Greathammer (+2/3d6+2 with wpn focus/spec). 26 STR after level adjustments, add in +6 from Items and a +4 tome, we're looking at 36 STR (+13). So a full attack will be +35/+30/+25/+20 at 3d6+15; not including magical weapon properties or power attack. All attacks can be made at range or melee, huge power attack numbers by combining Shock Trooper, Combat Brute, Power Attack. Can also perform Sunders and Trips at range, leading to using Blade Storm to Sunder, Trip and Attack -everyone- within range. 19-20 Crit range, +5 on confirmation rolls. 10th level warblade manuevers and stances.

    Defense: 20d12+40 hit points. Mountain Plate with Optimization/Greater Optimization is a +12 Armor Bonus before adding in magic items. Improved Uncanny Dodge keeps the flanks and flat-footedness away.

    Weaknesses: Not very mobile on the battlefield. Low will save. Touch Attacks will hurt.

    Overall: I would play it in a heartbeat.
    Last edited by SamTheCleric; 2008-03-12 at 08:18 PM.

  5. - Top - End - #5
    Titan in the Playground
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Yanno, most of the Invocation Vocation builds would probably do as well here. I mean, the binder/whatever-cheeze-to-mitigate-con-damage//Warlock/Hellfire Warlock build will probably out-damage just about any build here.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  6. - Top - End - #6
    Bugbear in the Playground
     
    playswithfire's Avatar

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    In progress, but a bit more there now

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    Code:
    Name: Grand Slam
    Goliath Were Dire Bat
    Starting Stats: 18 STR, 14 DEX, 17 CON, 10 INT, 10 WIS, 8 CHA
    Final Stats (hybrid; pre-gear): 24 STR, 28 DEX, 24 CON, 10 INT, 10 WIS, 8 CHA
    LA/Fighter			feat: Great Fortitude
    				Lycanthrope Bonus: Iron Will
    				fighter: power attack
    				flaw: Martial Study(Iron Heart)
    LA/Fighter			fighter: Improved Unarmed Strike
    LA/Warblade			feat:Point Blank Shot
    LA/Warblade			
    Warblade/Fist of the Forest	
    Dire Bat/Bloodstorm Blade	feat:Exotic Weapon Proficency(Orc Shotput)
    Dire Bat/Bloodstorm Blade	
    Dire Bat/Bloodstorm Blade	fighter: Precise Shot
    Dire Bat/Bloodstorm Blade	feat:Weapon Focus(Orc Shotput)
    Warblade/Bloodstorm Blade	
    Warblade/Bloodstorm Blade	Fighter: Weapon Specialization(Orc Shotput)
    Warblade/Bloodstorm Blade	feat
    Warblade/Bloodstorm Blade	
    Warblade/Bloodstorm Blade	Fighter: Ranged Weapon Master(bludgeoning)
    Warblade/Bloodstorm Blade	feat
    Warblade/Master Thrower		bonus: Quick Draw
    				trick: Trip Shot
    Warblade/Master Thrower		
    Warblade/Master Thrower		feat
    				tricK: Defensive Throw
    Warblade/Master Thrower		bonus: Snatch Arrows
    Warblade/Master Thrower		bonus: Improved Critical(Orc Shotput)
    				trick: Weak Spot


    Actually, scratch that

    {table=head]Class 1 | Class 2 | BAB | Saves | Feats etc

    Wu jen | Warblade | 1 | 2/0/2 | later
    Wu jen | Warblade | 2 | 3/0/3 | later
    Wu jen | Warblade | 3 | 3/1/3 | later
    Wu jen | Warblade | 4 | 4/1/4 | later
    Wu jen | Warblade | 5 | 4/1/4 | later
    Wu jen | Bloodstorm Blade | 6 | 5/2/5 | later
    Wu jen | Bloodstorm Blade | 7 | 5/2/5 | later
    Wu jen | Bloodstorm Blade | 8 | 6/2/6 | later
    Wu jen | Bloodstorm Blade | 9 | 6/3/6 | later
    Wu jen | Master Thrower | 10 | 6/5/7 | later
    Wu jen | Master Thrower | 11 | 7/6/7 | later
    Wu jen | Master Thrower | 12 | 7/6/8 | later
    Wu jen | Master Thrower | 13 | 7/7/8 | later
    Wu jen | Master Thrower | 14 | 8/7/9 | later
    Wu jen | Master of the Unseen Hand | 15 | 8/7/9 | later
    Wu jen | Master of the Unseen Hand | 16 | 9/8/10 | later
    Wu jen | Master of the Unseen Hand | 17 | 9/8/10 | later
    Wu jen | Master of the Unseen Hand | 18 | 9/8/11 | later
    Wu jen | Master of the Unseen Hand | 19 | 10/9/11 | later
    Wu jen | Something | ? | 10/9/11 | later
    [/table]
    Start of day, chain spell greater magic weapon onto 20ish harpoons that I carry around in my bag of holding/quiver of Ehlonna type object
    Start of combat, drop harpoons to the ground.
    First full round, chain spell telekinesis to telekinetically wield them all. Using telekinetic wielder to spread them out (that 20 feet of movement that provokes no AoO), then attack with each of them, hopefully having several stick in various opponents. The ones that don't will ricochet back to the unseen hands holding them.
    Repeat the second part as needed, moving the harpoons around and throwing, hopefully sticking such that eventually enemies are trapped by multiple harpoons and have great difficulty moving without unsticking the harpoons themselves, taking a full round and more damage to do so.

    Will format better later; and, you know, pick feats.
    Last edited by playswithfire; 2008-03-12 at 10:47 AM.
    Homebrew
    Current Project (A sequel to Tome of Battle)
    Past Projects, some of which I may come back to
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    Baldric Sea Campaign Setting (work in progress)
    later version of the Sea Dog base class from it

  7. - Top - End - #7
    Barbarian in the Playground
     
    Kobold

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Rocks Fall; I'm Already Dead
    Ghost Human LA 5 / Hulking Hurler 2/Sorcerer 12/Fighter 1//Warblade 10/Bloodstorm Blade 10
    Original Stats: Str 8, Dex 13, Con 8, Int 10 , Wis 10 , Cha 18
    Race Adjusted: Str 8, Dex 13. Con -, Int 10, Wis 10, Cha 24

    Rock's Fall; I'm Already Dead
    Tarrasque Form
    Size/Type: Colossal Magical Beast
    Hit Points: 858
    Initiative:+3
    Speed 20 Feet
    Armor Class: 36 (-8 size, +3 Dex, +30 Natural, +1 Supremacy)
    Base Attack: 20 / +55
    Special Qualities: Carapace, Damage Reduction 15/epic, Immunity to fire, poison, disease, energy drain, ability damage, regeneration 40, scent, spell resistance 32
    Saves: Fort +26, Ref +10, Will +12
    Str 49(+19), Dex 16, Con 35, Int 10, Wis 10, Cha 38
    Medium Load: 358,272 pounds (1794d6)

    Bloodstorm (Ex): As a full round action Rocks fall can make an attack against every target within range (180 feet), using his highest attack roll for each one. +44 Attack damage 1794d6+34. Can once per round take 10 on an attack, and can add +5 to any one attack per round. Uses one Iron Heart Maneuver.

    Weapon Stats:
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    +1 Distance, Speed
    358,272 pound Boulder (1794d6)
    Range:180 Feet


    Ghost Features:
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    http://www.d20srd.org/srd/monsters/ghost.htm

    Draining Touch (Su): Incorporeal touch attack drains 1d4 points from one ability it selects.

    Malevolence (Su):Magic Jar as 20th level caster, ignores spell resistance. DC 15+Charisma modifier.

    Telekenisis as 20th level caster
    Rejuvination
    Turn resistance
    +8 Hide, Listen, Search, Spot
    Deflection bonus equal to Charisma Modifier
    Fly speed of 30 feet


    Class Abilities:
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    BAB +5 Fort +4, Ref +1, Will +1 5d12 Hd
    BAB +7 Fort +5, Ref +3, Will +2 7d12 HD
    BAB +10 Fort +7, Ref +4, Will +5 10d12 HD
    BAB +20 Fort +14, Ref +7, Will +12 20d12 HD

    Warblade:
    Uncanny Dodge
    Improved Uncanny Dodge
    2 Bonus Feats
    3 Stances Known
    5 Maneuvers Readied
    8 Maneuvers Known

    Weapon Aptitude 8

    Bloodstorm Blade:
    Returning Attacks
    Throw Anything
    Weapon Aptitude 18
    Martial Throw
    Thunderous Blow
    3 Bonus Fighter Feats
    Lightning Ricochet
    Blood Wind Richochet
    Eye of the Storm
    Blood Rain
    Blade Storm

    Hulking Hurler:
    Catch Weapon
    Really Throw Anything (25 Feet)
    Overburdened Heave

    Sorcerer Abilities:
    6th level spells
    12th Level Familiar


    Feats:
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    1. Point Blank Shot
    Human: Power Attack
    3.Weapon Focus (Boulder)
    Warblade: Improved Initiative
    Warblade: Run
    6:Weapon Specialization (Boulder)
    9:Ranged Weapon Mastery (Boulder)
    12:Greater Weapon Focus (Boulder)
    15:Greater Weapon Specialization (Boulder)
    18: Brutal Throw
    3 Bloodstorm:
    Far Shot
    Precise Shot
    Improved Precise Shot
    1 Fighter: Weapon Supremacy (Boulder)

    +4 Disarm Resist
    Wield in Grapple
    Full attack in Grapple
    +5 to any attack after first strike
    Once per round treat d20 result as 10
    +1 AC
    +4 Attack
    +6 Damage
    Range +20



    Stats:
    Spoiler
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    Original Stats: Str 8, Dex 13, Con 8, Int 10 , Wis 10 , Cha 18
    Race Adjusted: Str 8, Dex 13. Con -, Int 10, Wis 10, Cha 24
    Level Adjusted: Str 8, Dex 13, Con -, Int 10, Wis 10, Cha 28
    Cloak of Charisma: Str 8, Dex 13, Con -. Int 10, Wis 10, Cha 34
    Tome of Leadership and Influence: Str 8, Dex 13, Con -, Int 10, Wis 10, Cha 38



    Getting a body:
    Spoiler
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    For this we are going to assume Rocks Fall is trying to get one of the toughest bodies in the game, the Tarrasque.

    The Tarrasque has a Will Save of +20 and 14 Wisdom.
    The Tarrasque is not immune to ability drain.
    Rocks Fall uses Draining Touch multiple times to drain the Tarrasque's Wisdom to 0
    The Tarrasque's Will Save is now +13
    The DC of Rock's Malevolence is 33
    The Tarrasque has to roll a 20 to resist possession.
    Last edited by The Gilded Duke; 2008-03-11 at 11:59 PM.

  8. - Top - End - #8
    Ogre in the Playground
     
    ElfPirate

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Name: Ghost of a Chance
    Classes: Half Giant Psychic Warrior 6 / Slayer 4 / Psychic Warrior +10 // LA +1 / Egoist 9 / Psion Uncarnate 10
    Starting Ability Scores: STR 16, DEX 10, CON 16, INT 14, WIS 14, CHA 8
    Minimum Playable Level: 2
    Power Break: 12 - shed body class feature, or 16 when she gets the Fission power

    Half Giant (Favoured class Psychic Warrior, powerful build etc)
    {table]Level|Side 1|Side 2|Class Features
    1|Psychic Warrior 1|LA +1
    2|Psychic Warrior 2|Egoist 1
    3|Psychic Warrior 3|Egoist 2
    4|Psychic Warrior 4|Egoist 3
    5|Psychic Warrior 5|Egoist 4
    6|Psychic Warrior 6|Egoist 5
    7|Slayer 1|Egoist 6|Favoured enemy +2, enemy sense
    8|Slayer 2|Egoist 7|Brain nausea
    9|Slayer 3|Egoist 8|Lucid buffer
    10|Slayer 4|Egoist 9|Favored enemy +4
    11|Psychic Warrior 7|Psion Uncarnate 1|Incorporeal touch 1d6, uncarnate armor
    12|Psychic Warrior 8|Psion Uncarnate 2|Shed body 1/day
    13|Psychic Warrior 9|Psion Uncarnate 3|Assume equipment
    14|Psychic Warrior 10|Psion Uncarnate 4|Assume likeness
    15|Psychic Warrior 11|Psion Uncarnate 5|Incorporeal touch 2d6
    16|Psychic Warrior 12|Psion Uncarnate 6|Shed body 2/day
    17|Psychic Warrior 13|Psion Uncarnate 7|Telekinetic force
    18|Psychic Warrior 14|Psion Uncarnate 8|Uncarnate bridge
    19|Psychic Warrior 15|Psion Uncarnate 9|Incorporeal touch 3d6
    20|Psychic Warrior 16|Psion Uncarnate 10|Uncarnate[/table]

    Feats
    {table]Level|Base|Psychic Warrior|Egoist
    1|Point Blank Shot|Precise Shot
    2||Psicrystal Affinity|Psionic Shot
    3|Zen Archery
    5||Psicrystal Containment
    6|Track||Psionic Meditation
    9|Greater Psionic Shot
    12|Far Shot|Weapon Focus
    15|Improved Critical|Ghost Attack
    18|Stand Still|Unconditional Power[/table]

    Offensive: Projectile weapons deal damage based on the size of the weapon propelling them, which works nicely with Expansion and powerful build. Arguably this may deal to Wind Wall, which is less effective against siege weapons – and a ballista is just a Huge crossbow. Shed body makes all her attacks bypass armour, natural armour and shield AC bonuses for a minute a day (2 at level 16, unlimited at level 20); Fission effectively doubles her attacks. BAB is +16 at level 20.

    Defensive: Turning incorporeal via shed body is useful defensively as well. She can wear heavy armour, which is still effective while incorporeal due to the uncarnate armour class feature. Many psychic warrior powers are useful in defence – does anyone really need a list of them? The Stand Still feat (& the Prowess power) can be useful with armour spikes when expanded to elbow unwanted meleers away, it’s a shame I couldn’t fit it in earlier.

    Weaknesses: Poor reflex save, a shortage of power points (still better than a non-gestalt psychic warrior), no chance of rapid shot/manyshot/fell shot etc due to low DEX.

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    Zombie

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Name: Swift Kinurra
    Build: Strongheart Halfling Martial Monk (Dr 310) 11 / Ninja 9 // Sneak-Attack Fighter (UnA) 10 / Whisperknife (RotW) 10
    Starting Ability Scores: STR 10, DEX 17, CON 14, INT 12, WIS 14, CHA 8
    Final Ability Scores: STR 10, DEX 22, CON 14, INT 12, WIS 14, CHA 8
    Cheese Points: 0
    Minimum Playable Level: 1
    Power Break: Any time extra attacks are gained, she becomes deadlier: lvl 6, 9, 11, 16

    {table]Level | Classes | Feat | Bonus Feat(s) | Abilities
    Strongheart Halfling | | | Weapon Finesse | Strongheart Halfling Traits
    1 | Monk 1 // Fighter 1 | Two-Weapon Fighting | Ascetic Stalker, Improved Unarmed Strike | Monk AC bonus, Unarmed Strike damage, and Speed Bonus, Flurry of Blows, Sneak Attack +1d6
    2 | Monk 1 / Ninja 1 // Fighter 2 | | | Ki Power, Sudden Strike +1d6
    3 | Monk 2 / Ninja 1 // Fighter 3 | Quick Draw | Point-Blank Shot | Evasion, Sneak Attack +2d6
    4 | Monk 2 / Ninja 2 // Fighter 4 | | | Ghost Step (Invisible)
    5 | Monk 3 / Ninja 2 // Fighter 5 | | | Still Mind, Sneak Attack +3d6
    6 | Monk 3 / Ninja 3 // Fighter 5 / Whisperknife 1 | Improved Two-Weapon Fighting | Rapidshot | Uncanny Dodge, Sudden Strike +2d6, Poison Use
    7 | Monk 4 / Ninja 3 // Fighter 5 / Whisperknife 2 | | | Ki Strike (Magic), Slow Fall 20ft, Sneak Attack +4d6
    8 | Monk 4 / Ninja 4 // Fighter 5 / Whisperknife 3 | | | Great Leap, Defensive Throw, Improved Catch
    9 | Monk 5 / Ninja 4 // Fighter 5 / Whisperknife 4 | Weapon Specialization (Shuriken) | | Purity of Body, Close Defense
    10 | Monk 6 / Ninja 4 // Fighter 5 / Whisperknife 5 | | Weapon Focus (Shuriken) | Slow Fall 30ft, Sneak Attack +5d6
    11 | Monk 7 / Ninja 4 // Fighter 5 / Whisperknife 6 | | | Wholeness of Body, Fast Movement (+10ft)
    12 | Monk 8 / Ninja 4 // Fighter 5 / Whisperknife 7 | Greater Two-Weapon Fighting | | Slow Fall (40ft), Vengeful Strike 1/day
    13 | Monk 9 / Ninja 4 // Fighter 5 / Whisperknife 8 | | | Improved Evasion, Superior Catch, Sneak Attack +6d6
    14 | Monk 10 / Ninja 4 // Fighter 5 / Whisperknife 9 | | | Ki Strike (Lawful), Slow Fall (50ft), Improved Uncanny Dodge, Ranged Flank
    15 | Monk 10 / Ninja 5 // Fighter 5 / Whisperknife 10 | Ranged Weapon Mastery - Piercing | | Sudden Strike +3d6, Vengeful Strike 3/day
    16 | Monk 11 / Ninja 5 // Fighter 6 / Whisperknife 10 | | | Diamond Body, Greater Flurry
    17 | Monk 11 / Ninja 6 // Fighter 7 / Whisperknife 10 | | | Acrobatics +2, Ki Dodge, Sneak Attack +7d6
    18 | Monk 11 / Ninja 7 // Fighter 8 / Whisperknife 10 | FEAT | | Sudden Strike +4d6, Speed Climb
    19 | Monk 11 / Ninja 8 // Fighter 9 / Whisperknife 10 | | | Ghost Strike, Sneak Attack +8d6
    20 | Monk 11 / Ninja 9 // Fighter 10 / Whisperknife 10 | | | Sudden Strike +5d6, Improved Poison Use
    [/table]

    Offense

    Generally tends to use shurikens to deal precision damage along by denying opponent's dex bonus to AC through means such as Ghost Step, magic items, or the hide skill. Since shurikens are flurryable weapons, at level 20 with greater two-weapon fighting, Kinurra has 9 attacks with a full attack for +13d6 if an opponent is denied dex bonus, or +8d6 if flanked (thanks to Whisperknife's class feature).

    If somehow found without shurikens, Kinurra can resort to unarmed strikes, as she has full damage progression thanks to Ascetic Stalker.

    Defense

    Generally tries to stay out of melee combat for the most part, but has to stay within 10 ft until Ranged Weapon Mastery is obtained or when she needs to flank. High dexterity, moderate wisdom, and monk AC gives a good bonus to AC, boosted by magic items and friendly wizard buffs. Very fast movement allows Kinurra to retreat if necessary.

    Monk save progression as well as prestige class / multiclassing provides good saves for the most part. Improved evasion helps too.

    Weaknesses

    Anything that is immune to precision damage will give Kinurra a hard time. Without UMD as a class skill to cast the *strike spells, Kinurra is kind of SOL.
    Last edited by Nermy; 2008-03-12 at 11:09 AM.

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    Titan in the Playground
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Ghost Human LA 5 / Hulking Hurler 2/Sorcerer 13//Warblade 10/Bloodstorm Blade 10
    Doesn't Hulking Hurler require large size? That might be tough to get at level 5.
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    Kobold

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Quote Originally Posted by Chronos View Post
    Doesn't Hulking Hurler require large size? That might be tough to get at level 5.
    Possess an Ogre.

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Name: Morrigan
    Slogan: Who needs weapons?
    Build: Pixie (la 4) / Rogue 16 // Warlock 20
    Playable from: 5 (if pixies don't have class levels, they have a racial hit die)
    Cheese: Violates an "always" alignment by one step (CG instead of NG).
    Starting abilities (with racial adjustments): STR: 6 DEX: 24 CON: 14 INT: 14 WIS: 12 CHA: 22
    Strategy:
    Eldritch blast
    Greater invisibility
    Sneak attack
    Fly speed (60 ft, good)

    By level 5 (first playable), Morrigan makes ranged attacks at +11 (3 bab, 7 dex, 1 size). Eldritch blast makes them touch attacks, and greater invisibility makes enemies flat footed. It takes either uncanny dodge or an awfully large deflection bonus to even have a possibility of missing except on a nat 1, and those can often be negated with earthen grasp and dispel magic (pixie SLA). Spell resistance could be a problem before vitrolic blast kicks in, but how many monsters below CR 11 have serious SR?

    Roughly d6/level (eldritch+sneak), never runs out, almost can't miss. What more could you want?

    I haven't even discussed other invocations, skills (10/level), rogue, warlock and pixie special abilities (they all get pretty cool ones), feats or equipment.

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    Library Lovers Contest Winner
     
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Quote Originally Posted by ShneekeyTheLost View Post
    Yanno, most of the Invocation Vocation builds would probably do as well here. I mean, the binder/whatever-cheeze-to-mitigate-con-damage//Warlock/Hellfire Warlock build will probably out-damage just about any build here.
    This challenge is specifically for ranged weapons, not just ranged attacks.


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    Dwarf in the Playground
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Ok my first go at one of these so sorry if it isn't fully done

    but was thinking a Fighter5/Orderof the bow initiate10/Rogue5 with Cleric 20 Elf and War domains
    Pump Dex Wis and Str.
    needs a good bow (high str mod), but gets lots of ranged attacks, cleric spells with DMM quicken/persist if needed. Some Sneak attack, all the ranged feats you could need. plus OOTBI special attacks.

    probably not that good compared to some of the others, but definitly playable from level 1, gets some big boosts as it gets to higher levels of cleric and OOTBI at the same time.
    downsides: doesn't get some of the good low level divination wizard spells, and needs to get to level 9 for the clerical Dex boost (though +10 is very good)

    Fitz

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Quote Originally Posted by Duke of URL View Post
    This challenge is specifically for ranged weapons, not just ranged attacks.
    Does that disqualify Thor who uses a Greathammer as a thrown weapon?

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Quote Originally Posted by SamTheCleric View Post
    Does that disqualify Thor who uses a Greathammer as a thrown weapon?
    It's still a weapon, isn't it? (In short: Throwing weapons are OK; rays are not)


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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Ok :) I just wanted to make sure the focus was on Weapons not specifically Ranged Weapons...

    Though... I just had an idea for a pirate with a harpoon... I may have two entries in this contest

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    Titan in the Playground
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Name: Gat Ling
    Race: Halfling (Core)
    Stats (Base): Str 8, Dex 17, Con 10, Wis 14, Int 11, Cha 12
    Stats (Final) Str 6, Dex 24, Con 10, Wis 14, Int 11, Cha 12
    BuildMonk11/Swordsage2/Rogue7//Warblade5/Bloodstormblade4/Master Thrower 5/Sorcerer1
    Cheeze Points: 1 for Multiclassing Penalties
    Necessary Gear Just a couple of mundane Sai's are all that are necessary, although other gear makes it much more useful, such as the gem attachment thingy that lets him sneak attack undead

    Concept: Whole lot of Sai's being thrown. With Bloodstorm Blade's Lightning Richochet, he gets to make a full attack with his two Sai. Thanks to Palm Toss, he gets to make double his normal thrown attacks, and Sneaky Shot makes them all flat-footed, and because of Weak Spot, they're all touch attacks. He also picks up Golemstrike from the Sorcerer list because a lot of his damage is precision-based. Even better, the Sai is both a Shadow Hand favored weapon AND a monk weapon, AND can be thrown, so when he gets into Assassin's Stance, his Shadow Blade feat lets him add his Dex mod to damage, meaning Strength is a dump stat.

    Okay, so we got 14 thrown attacks with Sai a turn (rapid shot + Monk Flurry) being cranked out, with +6d6 sneak attack each, plus Dex mod to damage
    Last edited by ShneekeyTheLost; 2008-03-12 at 09:54 AM.
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Entry:Tauric Cheddar
    Cheese Points: 0 (technically), or 8 (please turn that sideways)
    Earliest playable level: 4 (assuming your DM is dumb)
    Power Break: 87 Strength at level 4. 58 Dex. 60 Con. As many special qualities as 15% of the lower planes combined. This equates to, at level 4... +100 hp (con). +38 strength mod (it's like a true strike in every box, especially since he ignores miss chance from concealment). +24 AC from Dex (on top of the +25 natural armor and +15-30 in insight and circumstance bonuses). Oh, and flight.

    Further, level 10 gives him the uber throw. Until then, be the nigh unkillable tank.

    Level 15 lets him expansion as a swift action to gargantuan. (level 9 lets him as a standard action, or a swift action to huge).


    On One side of the Tauric Template:
    Mommy: Human. (per PHb)
    On the other:
    Daddy:Shadow/Paragon/Half Celestial/Half Dragon/Half Earth Elemental/Pseudonatural/Unicorn of Legend (Magical Beast)

    No Tijuana jokes, please. He's sensitive.

    Daddy's modifiers:
    HD 4d8, Quadruped, Large.

    Base Stats:
    Str 78, Dex 50, Con 62, Wis 52, Cha 48

    Final Blend:

    Type: Monstrous Humanoid
    Size: Large, Quadruped
    HD: 4d8
    AC: Not calculating, +25 or higher
    Attacks and damage: Not calculating, not important to challenge
    Special attacks: Not calculating, too many to list without receiving college credit for the thesis.
    Special Qualities: See above.
    Saves: Not Calculating, +10 insight, and more
    Abilities: Str +68, Dex +50, Con +52
    Skills: Not calculating.
    Feats: 2
    LA: As base humanoid +3 (or +3)

    Level Breakdown
    Tauric Racial HD / ECL
    Tauric Racial HD / ECL
    Tauric Racial HD / ECL
    Tauric Racial HD / Ranger 1
    PsyWar 1 / Ranger 2
    Psywar 2 / Ranger 3
    Psywar 3 / Ranger 4
    Psywar 4 / Ranger 5
    Hulking Hurler 1 / Ranger 6
    Hulking Hurler 2 / Ranger 7
    Hulking Hurler 3 / Ranger 8
    Psywar 5 / Ranger 9
    Psywar 6 / Ranger 10
    Psywar 7 / Ranger 11
    Psywar 8 / Ranger 12
    Psywar 9 / Ranger 13
    Bloodstorm Blade 1 / Ranger 14
    Bloodstorm Blade 2 / Ranger 15
    Bloodstorm Blade 3 / Ranger 16
    Bloodstorm Blade 4 / Ranger 17

    Feats needed: Point blank shot, Far shot, Power attack, Weapon focus (javelin), Practiced Manifester (Psywar), Natural Heavyweight (Planar Handbook).

    Base Stats: Str 18, Dex 8, Con 8, Int 10, Wis 16, Cha 8
    Final Stats: Str 86, Dex 58, Con 60, Int 10, Wis 16, Cha 8
    Attribute boosts into Str, +5 book into Str.
    Stats at level 20: Str 96, Dex 58, Con 60, Int 10, Wis 16, Cha 8
    Hulking hurler abilities: Area Attack, Overburdened heave.

    Psywar Ability needed: Expansion

    Swift Action: Expansion to Gargantuan Size. (+4 Str) Str = 100.

    Medium load is 266 (str 20) x4 x4 x4 x4 x4 x4 x4 x4 = 17432576, x2 (natural heavyweight) x12 (gargantuan Quadruped) = 418,381,824 lb medium load. As gargantuan, you can throw objects up to 2 size categories larger than you, so long as they do not exeed this weight. Size categories do not progress more than 1 size category larger than you, thus, you can lift and throw any object up to this weight.

    Range increment, per hulking hurler, is 25 feet, x2 (far shot) = 50 feet. Max range is 250 feet, Damage is based on weight from Complete Warrior.

    Assuming Sharp object (counts as weight x2, or 836,763,648 lbs). Rounding off the last 48 pounds, and removing 400 pounds for the first 5d6 damage, the total damage for the hit is: 4,183,821D6+str, for an average rolled damage of: 14,643,418.5. Damage. Plus the 30 or so from some of those templates up there, but after FOURTEEN MILLION DAMAGE, I think it's academic, Martial Study, Martial Stance.

    Oh, and he hides in plain sight, and has a dex mod of +24. And can be immune to polymorph and mind affecting effects.
    And has roughly 80% of wealth available for mobility/defense items.
    And still has over half his feats and powers available.

    Gentlemen, may I have my cheese award?

    EDIT: Oh, for distance attacks, take +1 Javelins of Distance and Returning. 3D6+1 base damage, +45 Str, at a range of 450 feet (30 (x2 far shot x2 distance = x3) = 90 x 5 (max range increment at a whoppin' -10 to hit) = 450 feet. 56.5 damage per throw, get 4, so you can be a mobile SAM battery too.

    EDITEDIT: Added in another level 20 Capstone. While not action on Aura of courage (min initiator level 11), I did notice Bloodstorm blade has remarkably easy entry requirements. Now, at level 20, he gains hide in plain sight, and a full attack with his RoD (Rock of Doom). Average damage at level 20 is now 58 million or so.

    For the sources used that were printed during 3.0, wizards released updates to the website which update them to 3.5 legal. That's the main reason I didn't go a few less levels of Psywar, a few more levels of rogue, shadowdancer, and yoink out most of the ranger for War hulk. Miniatures handbook was, sadly, not updated.

    EDITEDITEDIT: Add in a belt of +6 Str. The multiplier for weight is 1,572,864. With an extra +6, the initial weight goes up to 613. Factor in the multiplier, and you have an load limit of 964,165,632. Factor in sharp object again, and you have 1,928,331,264 lb.

    Round down, factor in first 400 pounds, and you have 9,641,659d6+67 (str) +bonuses and stuff. Average damage? 33,745,873.5, not counting bonuses per hit.

    Full attack at level 20? 134,983,494 average damage a round, in 4 lovely chunks. Bear in mind, that the object he's chucking is 482,000 tons, which puts it as heavier than the Empire state building. We're affecting more than one square with that area throw. Fo Sho.

    Oh, it might not kill a tarrasque. But it will put it into happy knockout land for around... Let's see, factor in the DR, as this attack isn't epic (yeah, right), ummm... around 234.33 days. In one round of full attack.

    EDIT: Oh my god, it's an evil superman. More powerful than a locomotive. Able to make tall buildings leap in a single round. Oh, and note. Nearly complete magic item independence. Can do 50+ mil damage, in a dead magic zone, with a 50+ modifier to hide (30+ when sniping for good cheese.) Oh, and hide in plain sight... as an Ex ability.
    Last edited by Talic; 2008-03-13 at 10:23 PM.

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    Colossus in the Playground
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Are we limited to one submission per person? No such limitation appeared in the opening post. Having played Archers for much of my career, I've got at least 3 builds I'd like to submit.

    Also, isn't Polymorph considered cheese?
    Last edited by Eldariel; 2008-03-12 at 10:53 AM.

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Quote Originally Posted by Eldariel View Post
    Are we limited to one submission per person? No such limitation appeared in the opening post. Having played Archers for much of my career, I've got at least 3 builds I'd like to submit.

    Also, isn't Polymorph considered cheese?
    It most certainly is. I'm using metamorphosis, however :P. Nah, I expect to be punished for my shapechanging, but still—it's all in good fun. I had an ever MORE borked options available using oldschool polymorph cheese, which used Master Transmogrofist, Warshaper, Arcane Archer, and some other gleeful stuff—but I scratched that and went with a slightly more reasonable variation, since the "can change to something of your own type" clause has been errata-ed out of polymorph.

    And we've been allowed multiple entries in all the past threads, so I say go ahead and post the rest of yours. I've been really looking forward to this thread, since I'm looking for some options to optimize an archer I'll soon be piecing together.
    Good grammar is hot.

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    Devil

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Name: Gurk
    Build:Half-Dragon Half-Fiend Half-Iron Golem Orc Barbarian 5 Fighter 4 Frenzied Berserker 10 // LA 12 Cleric 9

    Starting Ability Scores: STR 46 DEX 12 CON 16 INT 6 WIS 17 CHA 4
    Cheese Points: 1 or 3 - Unbalanced multiclass
    Minimum Playable Level: 13

    Power Break: I'm not sure, maybe not any...

    Barbarian/LA Intimidating Rage
    Barbarian/LA
    Barbarian/LA Destructive Rage
    Barbarian/LA
    Fighter/LA Power Attack
    Fighter/LA Cleave, Brutal Throw
    Frenzied Berserker/LA
    FB/LA
    FB/LA Power Throw
    FB/LA
    Cleric/LA
    FB/LA Leap Attack
    FB/Cleric
    FB/Cleric
    FB/Cleric Improved Bull Rush
    FB/Cleric
    Fighter/Cleric
    Fighter/Cleric Shock Trooper, Quick Draw
    Barbarian/Cleric
    Barbarian/Cleric

    So, the trick is: Righteous Might (+8 strenght); Divine Power (+6 STR); 5 level increases, +5 inherent bonus from book, Frenzy (+10 STR)
    That means your strenght score is 70 (+30 modifier)

    Your +5 distance returning Javelin can be leap-attack/shocktrooper powerthrown for attack +55 and damage 1d8 + 95

    Or make a full thrown attack starting with the +5 javelin then using 3 +1 javelins for:

    +55/+46/+41/+36 and potential damage 4d8 + 128 per round... Not throwing mountains around. You can use Power Attack to reduce attack by 20 and raise each attack's damage by 40, meaning 4d8 + 268 . . .

    You can still mention that you have good Con, mostly d12 for hit dice and cleric casting, wich means that you're never in trouble... And has a nice Will save for getting out of that Frenzy when spellcasting becomes a need...
    Last edited by Hell V; 2008-03-12 at 10:57 PM.
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Gentlemen, may I have my cheese award?
    All I can say is, if anyone can top that, I'd like to see it.
    Time travels in divers paces with divers persons.
    As You Like It, III:ii:328

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    Current Homebrew: 5th edition psionics

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Quote Originally Posted by Chronos View Post
    All I can say is, if anyone can top that, I'd like to see it.
    Did I mention he can attack your square for 14 million damage at AC 10? If he goes that route, you get a reflex save for half. I believe the DC = the attack roll made.

    At level 21, he qualifies for the epic Feat Distant shot, which changes his range increment to: LOS.

    I really love how carrying capacity is one of the few areas in D&D that x2 and x2 = x4. Hooray, exponential growth.

    I could have made it higher, there's a few more templates I could have cheesed in, but it was already giving me a headache, calculating his resistances, immunities, special attacks, etc etc. Could've poked in the belt of strength +6, but really, again, academic. It'd have been a few thousand more damage, which isn't that much, comparatively.

    To give an idea of this carrying capacity for medium load, it's a bit over 209,000 tons. By comparison, a modern US carrier (Nimitz class) is about 100,000 tons. Just for an idea of what this guy is chuckin.

    While he can't throw it, the Empire State Building's 370,000 tons is still in range for him to pick up and carry around with him.
    Last edited by Talic; 2008-03-12 at 01:33 PM.

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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Quote Originally Posted by Chronos View Post
    All I can say is, if anyone can top that, I'd like to see it.
    *Thanks NEO|Phyte for an extremely helpful, if obvious, tip*

    Here goes. For the first time in these contests, I've resorted to real cheese.

    Name: David is SO Ready for Goliath
    Build: Pixie Crusader 13 / Psychic Warrior 2 / Master Thrower 5 // LA +4 / Warblade 1 / Bloodstorm Blade 5 / Cleric 10
    Starting Ability Scores: STR 10, DEX 24, INT 14, WIS 18, CHA 20
    Minimum Playable Level: 4
    Cheese Points: Lots. 5+x, where "x" is the number that infinite loops are worth.
    Power Break: Level 11, where the infinite damage trick comes in.

    Level 1: Crusader 1 // LA +1
    Level 2: Crusader 2 // LA +2
    Level 3: Crusader 3 // LA +3
    Level 4: Crusader 4 // LA +4
    Level 5: Crusader 5 // Warblade 1
    Level 6: Crusader 6 // Bloodstorm Blade 1
    Level 7: Crusader 7 // Bloodstorm Blade 2
    Level 8: Crusader 8 // Bloodstorm Blade 3
    Level 9: Crusader 9 // Cleric 1 - {Luck Domain, Time Domain}
    Level 10: Crusader 10 // Cleric 2
    Level 11: Crusader 11 // Cleric 3
    Level 12: Psychic Warrior 1 // Bloodstorm Blade 4
    Level 13: Psychic Warrior 2 // Bloodstorm Blade 5
    Level 14: Master Thrower 1 // Cleric 4
    Level 15: Master Thrower 2 // Cleric 5
    Level 16: Master Thrower 3 // Cleric 6
    Level 17: Master Thrower 4 // Cleric 7
    Level 18: Master Thrower 5 // Cleric 8
    Level 19: Crusader 12 // Cleric 9
    Level 20: Crusader 13 // Cleric 10

    Feats
    Flaws:
    L1: Point Blank Shot
    L1: Precise Shot
    L1: Two-Weapon Fighting
    L3: Rapid Shot
    L6: Far Shot
    L8 BB: Weapon Focus (Dart)
    L9: Imbued Healing (Luck)
    L9 C: Extend Spell
    L12: Persist Spell
    L12 PW: Improved Two-Weapon Fighting
    L13 PW: Improved Precise Shot
    L15: Divine Metamagic (Persist)
    L18: Quicken Spell

    Idea
    "Because 14 million damage just isn't enough ... not nearly enough."

    Fly around invisibly. You are a stealthy assassin character. Find your target.

    Cast a cure spell (quickened at high levels). Use Imbued Healing (luck). For a round or three, you treat all rolled 1's as 2's on damage.

    Assume Stance: Aura of Chaos.

    Throw as many as 14 darts. But don't bother throwing more than one at any target. That's right, you're an assassin who hits 14 targets in one round. 16, if you're hasted.

    You have incredible DEX and your attacks are touch attacks. They hit.

    Each one does damage equal to Pun-Pun's Strength score. (Roll 1d2 ... if it's a one, it's considered a 2 ... if it's a 2, roll again and add damage cumulatively.)

    At high levels, DMMPersist a Divine Favor spell, just to make it even cheesier.

    Basically, the only problem with this build is that it can't actually use a sling instead of a thrown weapon (to make the David vs. Goliath parallel stronger). Meh. Find a rock that's the right size to deal 1d2 damage, and throw that instead.
    Last edited by Draz74; 2008-03-13 at 01:46 AM.
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  26. - Top - End - #26
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    Quote Originally Posted by Draz74 View Post
    *Wishes that Aura of Chaos didn't specify melee attacks*
    *cough* 2 levels of Bloodstorm Blade can fix that up.
    Man this thing was full of outdated stuff.
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d)

    When I think 'God of Ranged Combat', I think Legolas. Ergo...

    I'm assuming Swift Hunter would be okay, since both the scout and ranger are on the same side of the build? This is a scout/ranger build on one side, and Alastar's 'Gatling Bowgun' idea on the other.

    Still needs some work: you could probably cut down the fighter to get Time Stands Still and Island in Time earlier, and they're when things get crazy.

    Name: Enough Arrows To Blot Out The Sun
    Build: Scout 5 / Ranger 15 // Fighter 4 / Warblade 6 / Eternal Blade 10
    Starting Ability Scores: STR 8, DEX 16 (+2 Racial), CON 12 (-2 Racial), INT 14, WIS 14, CHA 8
    Cheese Points: 0
    Minimum Playable Level: 1
    Power Break: None in particular

    {table]Level | Classes | Feat | Bonus Feat(s) | Abilities
    Elf | | | |
    1 | Ranger 1 // Fighter 1 | Point Blank | Precise Shot, Track | 1d6 Skirmish, Favored Enemy 1
    2 | Ranger 2 // Fighter 2 | Rapid Shot | Far Shot | 1d6/+1 Skirmish
    3 | Scout 1 // Fighter 3 | Swift Tracker | Endurance | Fast Movement (10), Battle Fortitude
    4 | Ranger 3 // Fighter 4 | | Ranged Pin (or whatever) |
    5 | Ranger 4 // Warblade 1 | | | 2d6/+1 Skirmish, Favored Enemy 2, Animal Companion
    6 | Ranger 5 // Warblade 2 | Woodland Archery | |
    7 | Ranger 6 // Warblade 3 | Manyshot | | 2d6/+2 Skirmish
    8 | Scout 2 // Warblade 4 | | |
    9 | Scout 3 // Warblade 5 | Greater Manyshot | Quickdraw | 3d6/+2 Skirmish, Trapfinding
    10 | Scout 4 // Warblade 6 | Shot on the Run | | Favored Enemy 3
    11 | Scout 5 // Eternal Blade 1 | | | 3d6/+3 Skirmish, Eternal Training 1/day, Evasion
    12 | Ranger 7 // Eternal Blade 2 | Imp Critical (Bow) | | Guided Strike
    13 | Ranger 8 // Eternal Blade 3 | | | 4d6/+3 Skirmish, Eternal Training 2/day
    14 | Ranger 9 // Eternal Blade 4 | | | Eternal Knowledge
    15 | Ranger 10 // Eternal Blade 5 | (Open Feat) | | Favored Enemy 4, 4d6/+4 Skirmish, Eternal Training 3/day
    16 | Ranger 11 // Eternal Blade 6 | Imp Precise Shot | | Defensive Insight
    17 | Ranger 12 // Eternal Blade 7 | | | 5d6/+4 Skirmish, Eternal Training 4/day
    18 | Ranger 13 // Eternal Blade 8 | (Open Feat) | | Tactical Insight, Camouflage
    19 | Ranger 14 // Eternal Blade 9 | | | 5d6/+5 Skirmish, Eternal Training 5/day
    20 | Ranger 15 // Eternal Blade 10 | | | Favored Enemy 5, Island in Time
    [/table]

    Offense

    I like to get a Splitting Exploding Knockback bow, Splitting because it is the best ranged enchantment ever, and the other two just because it seems very neat to hit a guy with an arrow and watch him explode and fly backwards, where you can then Ranged Pin him to the wall and have your way with him.

    Defense

    Good HP, Evasion, Camouflage, Uncanny Dodge and Imp Canny Dodge, two good saves (3 if you snag the correct Diamond Mind maneuver)

    Special

    Pick Favored Enemies you normally couldn’t use Skirmish damage on: undead, constructs, and so on. Swift Hunter will let you hit them with Skirmish. Move and shoot, then repeat.

    At 19, get the Time Stands Still maneuver and double your number of attacks in a round.

    At 20, Island in Time nets you another turn once per encounter. You know the drill: fire another 5-15 arrows at people.
    Last edited by dyslexicfaser; 2008-03-12 at 01:30 PM.
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  28. - Top - End - #28
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d) (ENTRIES OPEN)

    Could've poked in the belt of strength +6, but really, again, academic. It'd have been a few thousand more damage, which isn't that much, comparatively.
    How easily people underestimate exponential growths. An extra +6 to your strength wouldn't add a few thousand more damage; it'd add millions more dice. Every increase of five points of strength is a doubling of carrying capacity, and hence a doubling of Hurler damage. So +6 from a belt would more than double your output.
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  29. - Top - End - #29
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d) (ENTRIES OPEN)

    Entry 2!
    Entry Name: Potshot
    Minimum Playable: 1
    Power break: Level 10 gets the ability to snipe with a -6. Level 12 gives double move with snipe.

    Halfling Necropolitan (Augmented Undead):

    Str 10
    Dex 36
    Con -
    Int 14
    Wis 10
    Cha 8

    Necropolitan (lose 1 level)
    Ninja 1/Rogue 1 (racial Sub) Darkstalker, Dodge
    Ninja 2/Rogue 2
    Ninja 3/Rogue 3 (racial sub) Mobility
    Ninja 4/Rogue 4
    Ninja 5/Rogue 5
    Ninja 6/Rogue 6 Able Sniper
    Ninja 7/Rogue 7
    Ninja 8/Rogue 8
    Ninja 9/Rogue 9 Combat reflexes
    Ninja 10/Rogue 10 (racial Sub)
    Ninja 11/Assassin 1
    Ninja 12/Shadowdancer 1 Woodland Archer.
    Ninja 13/Dread Commando 1
    Ninja 14/Dread Commando 2
    Ninja 15/Dread Commando 3 Shape Soulmeld (Kruthik Claws)
    Ninja 16/Dread Commando 4
    Ninja 17/Rogue 11
    Ninja 18/Rogue 12
    Ninja 19/Rogue 13


    Feats: Darkstalker, Combat Reflexes, Dodge, Mobility, Able Sniper, Woodland Archer, Shape Soulmeld (Kruthik Claws)

    Ranged Sneak Attack: +8d6
    Melee Sneak Attack: +6d6
    Thief's Luck (reroll reflex)
    Sniping Mastery (snipe -10)

    Sudden Strike: +10d6

    Equipment: Padded Armor +1, Greater silent moves, Greater Shadow

    Hide check +58
    Hide check after sniping +52
    Can Hide as a snipe as a free action.
    If successful sniping, next round, can also move.
    Can hide in plain sight, while being observed.
    Thus, can perform a double move and snipe every round, with a +52 to hide.

    Attack with sling+1, Distance, Range 1000 feet. Damage 1d3+10d6+8d6+1

    Cannot be tracked by anything covered by Darkstalker, as well as lifesense and mindsense. Good evasion, meh damage, but is REALLY hard to nail down, with added invisibility to cap it out.

  30. - Top - End - #30
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    Default Re: Gestalt Build Challenge VII: Home On The Range(d) (ENTRIES OPEN)

    Quote Originally Posted by Chronos View Post
    How easily people underestimate exponential growths. An extra +6 to your strength wouldn't add a few thousand more damage; it'd add millions more dice. Every increase of five points of strength is a doubling of carrying capacity, and hence a doubling of Hurler damage. So +6 from a belt would more than double your output.
    Meh, the build can already ping 4 targets a round within 250 feet for 14.8 million damage. The multiplier for weight is 1,572,864. With an extra +6, the initial weight goes up to 613. Factor in the multiplier, and you have an load limit of 964,165,632. Factor in sharp object again, and you have 1,928,331,264 lb.

    Round down, factor in first 400 pounds, and you have 9,641,659d6+67 (str) +bonuses and stuff. Average damage? 33,745,873.5, not counting bonuses per hit.

    Full attack at level 20? 134,983,494 average damage a round, in 4 lovely chunks. Bear in mind, that the object he's chucking is 482,000 tons, which puts it as heavier than the Empire state building. We're affecting more than one square with that area throw. Fo Sho.

    Oh, it might not kill a tarrasque. But it will put it into happy knockout land for around... Let's see, factor in the DR, as this attack isn't epic (yeah, right), ummm... around 234.33 days. In one round of full attack.

    EDIT: Oh my god, it's an evil superman. More powerful than a locomotive. Able to make tall buildings leap in a single round.

    Tell me. What's the break DC for "top half of the mountain"?

    Add in more fun when you out grapple dragons. Heh. +500 hp just from con. Make a cloth shirt with heavy fortification on it, and poof, you're done.
    Last edited by Talic; 2008-03-12 at 03:33 PM.

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