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Author Topic: Compilation of Low Level Builds  (Read 62011 times)
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PhaedrusXY
Organ Grinder
*****
Posts: 8022


Advanced Spambot


« on: August 12, 2008, 02:22:04 AM »

I'll be moving this thread by Kelan over here, since it seems very useful for practical optimization.
http://forums.gleemax.com/showthread.php?t=808659

1st-lvl Builds (With Flaws)

Fat Jumper (by Akalsaris)
Plan: casts enlarge person on himself, then next round has the familiar fly up over the opponent.  Casts Benign Transposition to switch with the familiar, and falls down onto the opponent for 20d6.

Desert Half-Orc Conjurer 1

Stats (32 PB):
Str: 10
Dex: 10
Con: 20
Int: 16
Wis: 8
Cha: 8

Feats:
1st char: Toughness (+3HP)
1st vile: Willing Deformity
1st flaw: Willing Deformity (Obese)
1st fighter (switch with scribe scroll): Toughness (+3 HP)

HP: 4+6+5=15 HP

Spells
- Exped Retreat, Swift (verbal only!)
- Enlarge Person
- Benign Transposition (verbal only!)

Obese [Flaw]
Prerequisite: Dexterity 13 or lower, you may not be Lightweight.
Effect: You have double the base weight for your race.  Height and weight modifiers are added normally.  You suffer a -1 penalty to AC and on attack rolls, as well as a -4 penalty on Hide checks.  You must pay double the cost for armor, but not for any magical enhancements the armor might have.  Such armor weighs twice the normal amount.  (Dragon 328)

Willing Deformity (Obese)
x3 weight, +2 con/-2 dex


base 150 pds, +24 inches (max), x 12 = +288pds = 438 pds.

438 *3 = 1314 pds, *2 = 2628 pds, *8 = 21,028 pds.

max weight is 90pds, so armor at 90 * 8 = +720pds as well!

1d6/200pds, or 105d6, capped at 20d6.

Even without obese or willing deformity, 438+90*8=4224pds, enough to deal 20d6.

can add more with armor, etc.

Arashikage (1st level cloistered cleric lockdown character by Akalsaris)
NAME:      Arashikage
RACE:      Water Orc (Unearthed Arcana) with Demon bloodline (Unearthed Arcana)
TYPE:      Med Humanoid
LEVEL:     1
CLASS:     Cloistered Cleric (Unearthed Arcana)
ALIGNMENT: Chaotic Evil all the way, baby!
DEITY:     Demonic Host (Primary Sargeras, a demon imprisoned deep under the sea)

Books used: Unearthed Arcana, Elder Evils, Complete Champion, PHB II, Races of Eberron, Spell Compendium.
Questionable interpretations: I invented an Elder Evil based on the Warcraft setting lore - Sargeras is an ancient demon-god imprisoned in a citadel deep below the ocean if you're not familiar with Warcraft.  

STATS:
PB      
STR 20  (+5)
DEX 14 (+2)
CON 16 (+3)
INT 6   (-2)    
WIS 14  (+2)
CHA 8 (-1)    

INIT:         +4 (+2 dex, +2 trait)
HD:           1
HP:           09
AC:           10 (+2 Dex, -1 trait, -1 flaw)
 Touch:       10 (+2 Dex, -1 trait, -1 flaw)
MOVE:       30
Arcane Fail%: 0%

SAVES:
 Fortitude +5
 Reflex     +1  
 Will         +5
Modifiers:
   -2 vs. Fire

ATTACK ROLLS:
BAB: +0
Melee: +5
Ranged: -0 (+2 dex, -2 flaw)

WEAPONS:
Weapon: Spiked Chain
To Hit: +5
Damage: 2d4+7
Crit: x2
Range: 20
Special: 10 ft reach

ARMOR: None
AC bonus:
Max DEX:
ArmCheck:
Speed: 30
Special:

FEATS:
1st char: Chosen of Evil (Elder Evils)
1st vile: Evil Brand (Elder Evils)
1st flaw: Master's Will (Elder Evils)
1st flaw: EWP: Spiked Chain
1st domain: Evil Devotion (Complete Champion)
1st domain: Knowledge Devotion (Complete Champion)
(Planned)
3rd char: Extra Granted Maneuver
6th char: Combat Reflexes

TRAITS:
1. Aggressive (-1 AC, +2 Initiative)
2. Detached (+1 Will/-1 Reflex)

FLAWS:
1. Vulnerable (-1 AC)
2. Shaky (-2 ranged attacks)

RACIAL TRAITS:
 RACE: Water Orc
• +4 Strength, +2 Constitution, –2 Intelligence, –2 Wisdom,
–2 Charisma: Water orcs are strong and tough, but share the
standard race’s limited mental capacities.
+1 racial bonus on attack rolls against creatures of the fi re
subtype, including extraplanar creatures from the Elemental
Plane of Fire.
• –2 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities with the fi re subtype or
used by creatures of the fi re subtype, including extraplanar
creatures from the Elemental Plane of Fire.
• Natural Swimmers: Useless in the arena
— +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.
—An orc’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
—Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
—Favored Class: Barbarian.

CLASS FEATURES:
Turn Undead 2/day
Lore -1
Transmutation Domain (Races of Eberron)
Evil Devotion (in place of the domain)
Knowledge Devotion (in place of the domain)
Spontaneous Domain: Transformation (replaces spontaneous cure/inflict spells)

(Transformation domain: gain +1 CL when casting transmutation spells.  Enlarge Person as a 1st level domain spell)

ALTERNATE CLASS FEATURES:
Cloistered Cleric (Unearthed Arcana - makes the cleric closer to a bard), devotion feats (Complete Champion - replaces domains with feats), Spontaneous Domain caster (PHB II: replaces spontaneous cure/inflict spells with spells from a single domain)

SKILLS: 6-2=4 x4 = 16
Concentration +7 (4 ranks, 3 Con)
Knowledge (Arcana) +1 (3 ranks, -2 int)
Knowledge (Nature) +1 (3 ranks, -2 int)
Knowledge (Religion) +0 (2 ranks, -2 int)
Spellcraft +0 (2 ranks, -2 int)
Knowledge (Local) -1 (1 ranks, -2 int)
Knowledge (the Planes) -1 (1 ranks, -2 int)

*RACE/CLASS/SYNERGY BONUSES TO SKILLS HERE.
None yet

LANGUAGES:
Orc
Common

SPELLS
0-level:
- Detect Magic
- Detect Magic
- Resistance

1st:
- Enlarge Person (Domain)
- Faith Healing (Spell Compendium)
- Faith Healing

EQUIPMENT:
Spiked Chain

DESCRIPTION: Arashikage's dark teal skin compliments his glowing green eyes, which burn with malicious fury.  The massively muscled orc wears a ragged shirt and pants, with a long, snaking chain thrown over his shoulder.  

When possessed by Sargeras, Arashikage's body swells and transforms, growing to the size of a troll, only far more muscular.  His body glows with sinister darkness each time he transforms.

PERSONALITY:  Arashikage is pure malevolent evil.  Raised in a sheltered enclave of Sargeras-worshipping orcs, he has been marked as the champion of his imprisoned deity and trained extensively in the ways of the world outside of his enclave.  He has entered the dungeon for the sheer thrill of hunting down his fellow competitors before being cut down himself.  Despite his seemingly low intelligence he is possessed with a savage cunning, and at times Sargeras himself speaks to the orc, whispering words of guidance and wisdom, and granting his minion the power to transform himself into a hideous monster at Sargeras' will.

GM NOTE: Arashikage is basically going to be a melee monster ala the Hulk.  The current plan is to take 4 levels of crusader and then go for levels in Ruby Knight Vindicator if he survives long enough.


1st level Crusader soldiers by JaronK

Hard to kill Psychic Warrior (by X-Codes):]
Elan Psychic Warrior 1
Feats: Enhanced Elan Resilience, Psionic Body, Psionic Talent x2
Flaws: Inattentive, Shaky

Strength- 16
Dexterity- 14
Constitution- 14
Intelligence- 10
Wisdom- 15
Charisma- 6

HP: 18
PP: 8
AC: 20 (+2 Dex, +4 Scale Mail, +4 Force Screen)
F: +4, R: +2, W: +2

Melee Attack: Greatsword +3 (2d6+4/19-20)
Ranged Attack: Light Crossbow +0 (1d8/19-20)
Psychic Warrior Power: Force Screen
Skills of Note: None.

Just about nothing a level 1 party comes across can kill this guy. Even if he gets into a pinch he can use his Elan Resilience to negate some HP damage.
What do you Need for this build?
  • Player's Handbook
  • Unearthed Arcana: Character Flaws(Inattentive, Shaky) p.91
  • Expanded Psionics Handbook: Elans, Race p.9 - Psychic Warrior, Class p.24 - Psionic Body, Feat p.49 - Psionic Talent, Feat p.50 - Force Screen, Power p.108
  • Complete Psionic: Enhanced Elan Resilience, Feat p.52

Elbis the King of Roc ~Animal Trainer<Cohort>~ (by Arem_K):
Star Elf
Marshal 1

Feat: Skill Focus(Handle Animal), Animal Affinity
Flaw: any

This is a character that is not meant to be played. It is more of an intellectual exercise. I dreamt this guy up when I was thinking of how to rear an animal without stopping an adventure (some DMs just don’t give years of time off to craft and so forth) and realized you could get around the time issue by just doing it before the game begins. Of course, one does not want their reared animals to go obsolete, so you want to have the biggest animal you can. The idea just sort of snowballed.

Elbis is an old star elf with maxed charisma. This gives him a base charisma of 22. He is of the marshal class and takes motivate charisma as his minor aura. It does not matter where he puts his skills, so long as handle animal is maxed. He takes one flaw (pretty much does not matter what) and he takes animal affinity and skill focus: handle animal as his feats. He purchases a masterwork tool with his starting cash.

Elbis’s skill check
+10 (taking ten)
+4 base cha
+1 being old
+1 being a star elf
X2 motivate charisma (total skill check=22 right now)
+4 skill ranks
+3 skill focus
+2 animal affinity
+2 masterwork tool
= 33


When Elbis takes 10 on a handle animal skill check, he ends up with a result of 33. The DC for rearing an animal is 15, plus the animal’s HD. So we take 15 from 37 and realize that Elbis can rear an animal of 22 HD or less with no chance of failure. There are several animals that one could take at this point. The T-Rex and the Roc are the two that come two mind, and I always go for the flyer. Elbis can rear three Rocs at the same time, so of course he does.
In the end, Elbis is a level 1 creature with three 22 HD gargantuan flying animals under his control making him the one and only King of Roc.

For the purpose of this challenge, substitute dire tigers for rocs so he can take them inside places. Elbis will also max out diplomacy (making his check when taking 10 =29). All in all, this version of Elbis has extreme combat power but can also solve things peacefully through the art of diplomacy.

What do you Need for this build?
  • Player's Handbook
  • Unearthed Arcana: Character Flaws(any) p.91
  • Miniatures Handbook : Marshal, Class p.11 (or [COLOR="Blue"]Web excerpt[/COLOR])
  • Unapproachable East: Star Elf, Race p.9

Pyromaniac (by LiamDeclan):
Human
Battle Sorceror 1
Total ECL: 1

(32 pts buy)

Suggested stats:
STR: 16
DEX: 16
CON: 14
INT: 8
WIS: 8
CHA: 14

free points left: 0

Flaws: Inattentive and Murky Eyed

Feats:
H. Bloodline of Fire
1. Precocious Apprentice: Combust
Flaw1. Elemental Spellcasting Fire
Flaw2. Spell Thematics (Ray of Flame & Combust)

HP: 11
AC: 15 (leather armor)
F: +2, R: +3, W: +1
Melee attack: Longspear: +3, 1d8+2
Ranged Attack: Longbow: +3, 1d8

Spelltouched Evocations (Unearthed Arcana): casts evocations at +1 caster level all other schools at -1 caster level.

Skills of Note: Concentration +7
Spells per day: 4/2/1
Spells Known: 3/1/1
Level 0 Spells: Launch Item, Caltrops
Level 1 Spell: Ray of Flame
Level 2 Spell: Combust

Precocious Apprentice needs a DC8 caster level check in order for success.
This shouldn't be any problem for this character who can cast Combust at +5 caster level with feats & 1 trait. So if I manage to hit you with a melee touch attack and I make my DC8 caster level check then I get to inflict 6d8 fire damage, no save and make a DC15 reflex to avoid catching on fire. I can also cast Ray of Flame as a 6th level character doing 4d6 damage, no save and make a DC15 reflex save to avoid catching on fire.

What do you Need for this build?
  • Player's Handbook
  • Unearthed Arcana:
  • Player's Guide to Faerûn:
  • Complete Arcane:

Warforged Barbarian (by Wizu):
Warforged
Barbarian 1

str 18 (22 when in rage +6 mod)
con 20 (24 when in rage, +7 mod, 19 hp)

40 feet movement

Flaws:
1. Any
2. Any

Feats:
1. Extra Rage
Flaw1. Power Attack
Flaw2. Adamantine Body

Whirling Frenzy (variant) for 2 attacks in a full attack

I've played one of these and it was immensively fun! Slicing and dicing with a big badass hallmarked greataxe.

It got to level 10, eventually. barbarian 1/fighter 4/warforged juggernaunt 5

three mountain style and shock trooper.
Fun times. =P

What do you need for this build?:
    Player's Handbook[/u]
    Eberron Campaing Setting:[/u] Warforged, Race - Adamantine Body, Feat
    Unearthed Arcana:[/u] Flaws, Optionnal rule
    [/list]

    gorfnad the shiznit's Shadowcaster
    Whisper Gnome
    Shadowcaster 1

    Suggested Stats (32 pts buy):

    Str 8
    Dex 16
    Con 16
    Int 14
    Wis 12
    Cha 14

    Free Points left: 0

    Flaws:
    1. Murky Eyed
    2. Light Sensitivity

    Feats:
    1.Magic in the Blood
    Flaw1. Still Mystery
    Flaw2. Armor Prof Light


    Weapons:
    Melee: Morningstar (+0 atk), 1d6 -1 damage
    Ranged: Light Crossbow (+4 atk), 1d6 damage
    Armor: Studded Leather

    Saves: Fort 5, Ref 3, Will 3

    Skills:
    Concentration 7
    Hide 15
    Move Silently 11
    Spellcraft 4
    Knowledge: Arcana 4
    Listen 3
    Spot 3

    AC: 17 (10 + 3 dex +3 armor +1 size)
    HP: 9

    Spells/Spell-like abilities

    Silence - 3/day
    Ghost Sound - 3/day
    Mage Hand - 3/day
    Message - 3/day
    Arrow of Dusk - 3/day
    Black Candle - 3/day
    Mystic Reflections - 3/day
    Dusk and Dawn - 1/day

    Basically an extremely stealhy character with a "small" list of spell-like thingies to choose from. The whole concept would be to hide in some shadows use spell thingies for distractions and snipe opponents with crossbow/ arrow of dusk.


    Gnome Warlock (by FriendlyFrog):
    Whisper Gnome
    Warlock 1

    Suggested Stats (28 pts buy):
    Str: 8 --- [2 pts, -2 racial]
    Dex: 18 --- [10 pts, +2 racial]
    Con: 16 --- [6 pts, +2 racial]
    Int: 14 --- [6 pts]
    Wis: 8 --- [0 pts]
    Cha: 10 --- [4 pts, -2 racial]

    Free points left: 0

    Flaws:
    1. Murky-eyed
    2. Noncombatant

    Feats:
    1. Stealthy
    Flaw1. Guerrilla Warrior
    Flaw2. Any

    Eldritch blast: 1d6
    Invocations: Summon swarm

    Skills: Maxed Hide and Move silently

    Equipment of note: Tower shield.

    Tactics: Uses tower shield to gain concealment to hide when noticed, then uses Summon swarm to fight enemies, with a few Eldritch blasts when needed. There are very few things a level 1 character can do to kill an endless wave of CR 2 swarms, especially swarms of spiders, which are immune to weapon damage.

    What do you need for this build?:
      Player's Handbook[/u]
      Races of Stone:[/u] Whisper Gnome, Race
      Complete Arcane:[/u] Warlock, Class
      Unearthed Arcana:[/u] Flaws, Game Mechanic
      Heroes of Battle:[/u] Guerilla Warrior, Feat p.97
      [/list]

      Boomarang thrower (by androcles): This build is illegal due to BAB requirements on two of the feats.
      Strongheart Halfling
      Fighter 1

      (32 pts buy):
      str 14
      dex 18
      con 12
      int 8
      wis 8
      cha 8

      Flaws: any 2 that doesnt affect ranged attacks.

      feats:

      SH. Boomarang Daze
      1. Boomarang Ricochet
      F1. Improved Initiative
      Flaw1. Weapon Focus (Talenta Boomarang)
      Flaw2. Two Weapon Fighting

      for flaws, my personal choice is the one that lowers will saves, bc he isnt going to be passing any anyways

      this guy throws 2 boomarangs, each of which can stun at DC10+damage dealt, and if it hits ricochets off and hits another guy, possibly dazing up to 4 people a round (better than stunning in my opinion because less things are immune to it). Plus he is more than likely going to win initiative with a +8 on it. nothing crazy, but i played a similar build once and you couldn't believe the amount of crowd control this little bugger can put out once he hits master thrower. it ended up being something like 32 dazes a round or something like that


      Avoreal Guardinial (by SigmaJargon):
      Avoreal Guardinial 1

      Str: 16
      Dex: 16 (+2 racial)
      Con: 16
      Int: 10
      Wis: 12
      Cha:  8 (+2 racial, -2 flaw)

      HP: 11
      AC: 19 (10 base + 3 dex + 5 breastplate + 1 natural), Touch: 13, Flat-footed: 16

      Fort: +5
      Ref: +5
      Will: +4

      Feats: Multiattack, Martial Study (Vanguard Strike), Martial Stance (Martial Spirit)
      Flaws: Murky-Eyed, Pathetic (Cha)

      Skills: Hide +7, Move Silently +7, Spot +7, Listen +5, Sense Motive +5, Kowledge (Dungeoneering) +4, Kowledge (Local) +4, Knowledge (Nature) +4

      Melee:
      Attack: Wing +4 (1d8+3)
      Full Attack: 2 wings +4 (1d8+3) and 2 claws +2 (1d6+1)

      Ranged:
      Attack: Shortbow +4 (1d6)

      Gear: Breastplate (150gp), Shortbow (30gp), 80 Arrows (4gp), Everyday Adventuring Gear (tm) (~16gp)

      Other Notable Statistics: Darkvision, SR 11.  

      Tactics: Rush in and start wailing away with your many natural attacks.  Each successful attack will also heal you or a nearby ally 2hp - and at this level, that's pretty significant.  If things are so rough that you can't hold at out at the front lines despite the healing, fly around and ping with the shortbow.

      Undead Master (by Commx):
      Race: Any
      Dread Necromancer 1
      Total ECL: 1

      Suggested stats:
      Good CHA and INT preferred.

      Feats:
      Lvl 1 – Precocious Apprentice(Command Undead)
      Flaw1 – Spell Thematics(Command Undead)
      Flaw1 – Tomb Tainted Soul

      Suggested Equipment: Nothing Required
      Total cost: 0 gp
      Left money: ? gp

      With Precocious Apprentice and Spell Thematics, this build is able to cast Command Undead which lasts two days, enabling it to keep two mindless undead creatures with it at all times. (Remember, Zombies and Skeletons are always mindless, no matter how nasty the original creature was...) The Charnel Touch ability allows it to heal both itself and those Undead during downtime.

      What do you Need for this build?
      • Player's Handbook
      • Heroes of Horror Dread Necromancer, (Class) p.84
      • Player’s Guide to Faerun Spell Thematics, Feat p.44
      • Complete Arcane Precocious Apprentice, (Feat) p.181
      • Libris Mortis Tomb-Tainted Soul, (Feat) p.31

      « Last Edit: March 26, 2010, 01:32:52 PM by PhaedrusXY » Logged

      A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

      Sounds like the makings of a gay porn film.
      ...thanks
      PhaedrusXY
      Organ Grinder
      *****
      Posts: 8022


      Advanced Spambot


      « Reply #1 on: August 12, 2008, 02:22:22 AM »

      1st-lvl Builds (Without Flaws)

      Flawless Dragonwrought cheesetorus (by The_Mad_Linguist)
      Required race: Kobold (duh)

      First level feat: Dragonwrought (duh)

      Loredrake sovereign archetype is used.

      What do you get?  Third level sorcerer casting, +3 to all mental stats, dragon type (with its associated immunities), and the option of picking up an addition sorcerer caster level from greater draconic rite.

      What do you need?
      Player's Handbook, Monster Manual, Races of the Dragon, Dragons of Eberron.

      Gnomish Ninja:
      Male Whisper Gnome Rogue 1; CR 1; Small Humanoid (Gnome); HD 1d6+2; hp 8; Init +5; Spd 30 ft.,; AC 20 (+4 armor, +1 size, +5 dex, +0 natural armor), touch 16, flat-footed 14; Base Atk +0; Grp +0; Atk +1 melee (1d3+0/19-20x2; Gnomish Quickrazor); Space/Reach 5 ft./5 ft.; SA Sneak Attack (+1d6);SQ Whisper Gnome Racial Traits, Low-Light Vision, Darkvision (60ft.), Poison Use; AL LN; SV Fort +2, Ref +7, Will +0; Str 10, Dex 20, Con 14, Int 14, Wis 10, Cha 6.
      Skills and Feats: Balance +11, Climb +4, Craft (Poisonmaking) +6, Escape Artist +9, Hide +17, Jump +6, Listen +6, Move Silently +13, Speak Language (Common, Dwarven, Giant and Gnome), Spot +6, Tumble +11; Swift and Silent
      Possessions: Gnome Quickrazor (45 gp; 1 lb.), Chain Shirt (100 gp; 25 lb.; -2 ACP)

      Dick Trouserfang (1st level character abusing Poison Healer, by Akalsaris)
      Dick Trouserfang the cleric
      NAME:      Dick "Trouserfang" Stonehead
      RACE:      Earth Dwarf
      TYPE:      Medium Humanoid
      LEVEL:     1
      CLASS:     Cleric
      ALIGNMENT: LE
      DEITY:     Talona

      Books used:
      Absolutely needed: Core, Hordes of the Abyss
      Good to have: UA, Spell Compendium, Elder Evils, Comp. Adv., Dragon Magic, Races of Stone

      STATS:
      PB      32
      STR 16  (+3)  
      DEX 06 (-2)  
      CON 20 (+5)
      INT 08   (-1)  
      WIS 16  (+3)  
      CHA 06 (-2)  

      INIT:        -2
      HD:           1
      HP:           15
      AC:           16 (-2 Dex, +6 Armor, +2 Shield)
       Touch:      08 (-2 Dex, + Deflection)
      MOVE:         20
      Arcane Fail%: 0%

      SAVES:
       Fortitude +9  (+11 to poison)
       Reflex    -2  
       Will      +3  
      Modifiers:
         Dwarven stuff

      ATTACK ROLLS:
      BAB: +0
      Melee: +3
      Ranged: +0

      WEAPONS:
      Weapon: Waraxe
      To Hit: +3
      Damage: 1d10+3
      Crit: x3
      Range: 20
      Special:

      ARMOR: Splintmail or Dragon Shell
      AC bonus: 6 or 6
      Max DEX: 0 or 2
      ArmCheck: -7 or -4
      Speed: 20 (dwarf)
      Special:

      FEATS:
      Bonus 1 (Cleric): Great Fortitude
      Character 1: Poison Healer (Hordes of the Abyss, heal your Con bonus in hp each time you make a fortitude save vs poison)
      Bonus Vile: Thrall to Demon

      RACIAL TRAITS:
       RACE: Earth Dwarf

      CLASS FEATURES:
      Domain 1: Dwarf (Great Fortitude as a bonus feat)
      Domain 2: Pride (whenever you roll a 1 on a save, reroll.  You must keep the 2nd roll)
      Alternate class feature: Dragonscale Husk (Dragon Magic)
      Alternate class feature: Dwarven Cleric 1: Smite Giants 6/day (replaces Turn Undead)

      SKILLS: (24 pts)
      Handle Animal +1 or +3 (1 ranks CC, -2 Cha, +2 traits, +2 tool to train/rear only)
      Concentration +7 (2 ranks, 5 con)

      Traits:
      1. Illiterate (Handle Animal)
      2. Uncivilized (+1 Handle Animal, -1 Bluff, Diplomacy, Gather Info)

      *RACE/CLASS/SYNERGY BONUSES TO SKILLS HERE.
      Bonuses to craft and appraise checks with stone and metal

      LANGUAGES:
      Common, Dwarven

      EQUIPMENT:
      Animal Training Kit 75g (Comp Adv, +2 to H. Animal to teach a trick)
      Dwarven Waraxe 30g
      Large wooden shield 7g
      128g
      3 tiny vipers

      Spells:
      0-level
      - Cure Minor Wounds
      - Resistance
      - Virtue
      - Detect Magic
      1st level
      - Command
      - Cause Fear
      - Bane
      - Magic Weapon (Domain)

      DESCRIPTION: a wild-looking dwarf with spiky red hair, bloodshot eyes, and a perpetual twitch, Dick is the kind of fellow you don't want to run into at night.  He's got red, patchy skin bristling under his heavy clothes, and stinks like a wet, dead rat.  

      PERSONALITY: Dick is a feisty fighter of a cleric with a bad attitude and a gross sense of humor.  He's damned proud of his toughness, and considers non-dwarves in general to be little weenies.

      BACKGROUND: Dick is a cleric of Reorx, and like his patron can be insufferably proud of his sheer dwarfness at times.  Born and raised in a tiny mountain village, Dick is hardy and a natural woodsman, but generally clueless in social situations.

      Plan:  Stuff several trained tiny vipers down my pants.  Any time I take damage, slap a viper.  It bites me.  Unless I roll a 1 twice in a row, I gain (5-1=4) hp from my snakes.  If I fail a save, then try a Heal check to cure the poison damage.  Potential problem: is the handle animal check a move action or what?  Do I need to roll for success?  If so, the build sucks! =(  Most likely a move action that I can take 10 on though.

      If flaws are allowed:
      Wild Companion and Animal Handler

      Tricks: Attack, Down, Special Attack: Bite me once

      1st level support for an army by JaronK

      Wizard OR Sorcerer Optimization (by Mr. Dog):

      Required Race: Human, Strongheart halfling, or any race with a bonus feat of the player's choice

      At 1st level, take the feats Precocious Apprentice (Complete Arcane) and your choice of Winter's Blast or Fiery Burst (Reserve Feats, Complete Mage).

      This gives you a second level spell slot in which you may prepare (or with which you may spontaneously cast) a 2nd level spell with the Fire or Cold Descriptor.

      As long as you leave the 2nd level spell uncast, all day long, you have a cone of cold that deals 2d4 damage or a 5-foot radius burst of fire that deals 2d6 damage. You can still cast all your normal 1st level spells, and behave as any other 1st level spellcaster does, but you have area affect damage at the ready all day.

      The wizard can (upon reaching third level) take the other reserve feat he didn't take at 1st level to have an extra choice for damage.

      If you are allowed flaws, you can accomplish this at 1st level with any race you like.

      What do you Need for this build?
      • Player's Handbook
      • Complete Arcane: Precocious Apprentice, Feat p.181
      • Complete Mage: Winter's Blast, Feat p.48 - Fiery Burst, Feat p.43

      Cleric Archer:
      Elf Cleric 1 CG
      (28 point buy)

      Str 10
      Dex 16
      Con 10
      Int 10
      Wis 15
      Cha 14

      Diety: Solonor Thelandira
      Domains: Elf and War

      Saves: 2/ 3/ 4

      Cleric 1 Turn Undead, Point Blank Shot, Weapon Focus (longbow), Rapid Shot

      2 attacks at +2/+2

      *Note: If you fear to have no target to choose that aren't engaged in melee, you should consider, to avoid the nasty -4 penality for shooting a creature engaged in melee (plus the chance to actually hit the party member engaged with it) replacing the Rapid Shot feat by the Precise Shot one. You'll loose an attack, but will fire at +4, even if the creature is engaged, with no chance to hit a friend doing so. Then when you reach 3rd level, just take Rapid shot as your new feat.

      What do you Need for this build?
      • Player's Handbook
      • Spell Compendium: Elf, Domain p.273

      Fearsome Hexblade (by Dictum Mortuum):
      Human Hexblade 1 NE

      (28 point buy)


      Code:
      Str 12
      Dex 10
      Con 10
      Int 10
      Wis 10
      Cha 18Saves: 0/0/2


      Code:
      Hexblade 1 Hexblade's Curse, Daunting Presence, Dreadful Wrath, Curse foe.
      Use daunting presence to make foe shaken, next round charge him/full attack him to make him frightened.

      Unfortunately all DCs are lowly will 14.

      What do you Need for this build?
      • Player's Handbook
      • Complete Warrior: Hexblade, Class  p.5
      • Libris Mortis: The Book of Undead: Daunting Presence, Feat p.25
      • Players Guide to Faerûn: Dreadful Wrath, Feat p.38

      Harry Potter ~Exploiting a lvl 1 sorcerer~ (by Midgard in Ruin):
      Human Sorcerer
      level 1

      str 8
      dex 14
      con 18
      int10
      wis10
      cha12

      feats: sudden extend, sudden maximize
      spells
      level 1 (4/day): mount, power word: pain (races of the dragon)
      level 0: fluff

      This is a sort of duelist in my eyes. Casts mount before combat, saddle up. From the next two hours, Mr. Potter is more mobile than most creatures. He has above average hp and should be able to survive at least one longbow arrow. Intiative modifier of +2. Most monsters or characters of this level can't live through a single casting of power word pain (1d6/round for a given duration based on hitpoints of target).

      The duration is 4d4 rounds for targets with 50 hp or fewer, 2d4 rounds if hp is 51-75, and 1d4 if hp is 76-100. All others are unaffected. casting time is one standard action.

      The strategy is simple, cast and run. 4d6 minimum damage as a level 1, which is an average of 21 damage. Not even the stoutest level 1 barbarian could live up to that, even while raging (19 hp dawrf barbarian raging).

      However, just in case that particular day, your dm is being some sort of duchebag and threatening the players with a level 3 or 4 character , or even something cr 5 or 6, you have a grenade ready. Mount up as usual, then cast you're almighty maximized power word: pain. Six damage every round for 16 rounds (96 damage), which is an auto kill, or 6 damage every round for 8 rounds (48 damage) if it's beefy (hp 51-75), which would eliminate two thirds of it's total hp. With sudden extend this damage leaps to 96, but for the sake of arguement let's look at the effects should it not be available.

      If the monster is after you, a moderately difficult concentration check (dc 16) will allow you to move full speed on the horse while casting any remaining spell slots as power word: pain to finish off the beast. With maximum ranks in concentration, Harry would have to roll an 8 on the die to cast the spell.

      Assuming you haven't used the hit and run tactic today you should be left with two spell slots. Two more power word pain spells to add to the stack. Each power word cast on mr. beef has an average duration of 5 rounds and average damage of 3.5/round for a total of 17.5 damage per spell, with an average damage of 35 between the two of them. (48 +35) > 75, mean on average, you kill a mr. beef that lacks a ranged attack and can't outrun your mount. On minimum rolls your do 52 damage to mr. Beef.

      Optimized level 1?
      What do you Need for this build?
      • Player's Handbook
      • Complete Arcane: Sudden Extend, Feat p.83 - Sudden Maximize, Feat p. 83
      • Races of the Dragons: Power Word: Pain, Spell p.116

      Binder Archer (by Dictum Mortuum):]
      Human
      Binder 1
      (28 pts buy)

      Suggested stats:
      STR 16
      DEX 10
      CON 10
      INT 10
      WIS 14
      CHA 14

      free points left: 0

      Feats:
      H. Point Blank Shot
      1. Rapid Shot

      Bind Leraje and gain:

      +4 bonus on hide checks
      Low-light vision
      Precise Shot
      Rickochet (attack 2 adjacent enemies with a single attack roll)
      Proficiency longbow, shortbow and the composite counterparts.

      +2/+2 rapid shot or +4 single attack against two adjacent enemies.
      What do you Need for this build?
      • Player's Handbook
      • Tome of Magic: Binder, Class p.9 - Leraje, Vestige p.38

      THE Level One Charger (by Aarold):
      Human
      Warblade 1
      Total ECL: 1

      (28 pts buy) if needed

      Suggested stats:
      STR: 18
      DEX: 14
      CON: 14
      INT: 8
      WIS: 8
      CHA: 8

      free points left: 0

      Feats:
      H. Powerful Charge (EbCS p.57)
      1. Rapid Assault (ToB p.32)

      Suggested Equipment: Greatsword (50g), Studded leather (25g)
      Total cost: 75 gp
      Left money: 50 gp

      HP: 14
      AC: 13 (10 base + 3 Chain Shirt + 2 Dex - 2 Stance)

      Fort: +4
      Ref: +2
      Will: -1

      Skills: Tumble - +5 (4 ranks + 2 Dex - 1 Armor), Jump - +7 (4 ranks + 4 Str - 1 Armor), Concentration - 6 (4 ranks + 2 Con)

      Manuevers: Moment of Perfect Mind, Sapphire Nightmare Blade, Sudden Leap

      Stance: Punishing Stance

      Melee: +7 Greatsword (2d6+6, 19-20/x2)

      The Strategy:
      Moment of Perfect Mind will make up for at least one of the crappy saves. And here's the sort of "ideal" order of actions:
      Round 1: Activate your stance as a swift action, then charge the main threat to the group, you have a +9 to hit on the charge, and you do 4d6+1d8+6 dmg on a hit. If this doesn't kill the opponent go to round two.
      Round 2: Use Saphire Nightmare Blade, hopefully do 4d6+6 dmg this round, move away from the enemy.
      Round 3: Charge the enemy again, hopefully for another 3d6+1d8+6, Use Sudden Leap to jump out again.
      Round 4: Charge AGAIN hoping for the same dmg as last round
      Round 5: Recharge your manuevers with another normal hit for 3d6+6 dmg
      Then you start repeating from round 2... but I doubt there's much that would have lived through all of this.

      What do you Need for this build?
      • Player's Handbook
      • Eberron Campaign Setting: Powerful Charge, (feat) p.57
      • Tome of Battle: Book of Nine Swords: Warblade, (class) p.20 - Rapid Assault, (feat) p.32  - Moment of Perfect Mind, (maneuver - counter) p.64 - Sapphire Nightmare Blade, (maneuver - strike) p.65 - Sudden Leap, (maneuver - boost) p.89 - Punishing Stance, (stance) p.69
        (NB - The Warblade can be found in the ToB preview here and the maneuvers can be downloaded in the maneuver card web enhancement here)

      Spontaneous-cleric? (by Dictum Mortuum):
      Cleric of Lathander 1 - Initiate of Lathander, Priest of the Waste

      Domains: Sun, any

      Just by taking Initiate of lathander at first level you are able to spontaneous cast:

      Any cure spell (standard cleric ability)
      Any sanctified spell (standard cleric ability)
      Any spell with the light descriptor or light in its name (initiate of lathander)

      Cure minor Wounds, Cleric 0
      Light(light), Cleric 0
      Create Water, Cleric 0 (from priest of the waste)
      Cure Light Wounds, Cleric 1
      Guiding Light(light), Cleric 1
      Inflict Light Wounds, Cleric 1
      Light of Lunia(good, light), Cleric 1
      Nimbus of Light(light), Cleric 1
      Endure Elements, Cleric 1 (from priest of the waste)
      Cloak of Shade, Cleric 1 (from priest of the waste)
      Lantern Light(good, light), Cleric 1 -BoED
      vision of punishment (sanctified) -Champions of Valor
      Twilight Luck (sanctified) -BoED
      Divine Inspiration (sanctified) -BoED

      That's just a lot of options for a first level character. Sorcerer 1st gets 6 total spells known.

      Sun domain has "Sunbeam" and "Sunburst" spells.
      Moon domain has "moonbeam" and "moonfire" spells.

      As you gain levels you will be able to expand your list
      Of course only spells from your spell lists can be casted spontaneously.

      You can take the reserve feat Sunlight Eyes from Complete Mage, but that means that you will actually have to memorize a light spell.

      Spontaneus casting cure light wounds, inflict light wounds and their mass versions may be RAW. I don't like it either, to be able to spontaneous cast inflict AND cure spells (maybe opens possibilities for multiclassing) but i included it as an option for a free-minded DM.

      Monk (by Dictum Mortuum):
      Human
      Monk 1

      28 point buy:
      str 14 [+2]
      dex 10
      con 14 [+2]
      int 10
      wis 14 [+2]
      cha 14 [+2]

      Feats:
      • Improved Unarmed Strike (Monk Bonus Feat)
      • Stunning Fist (Monk Bonus Feat)
      • Sacred Vow (1st level Feat)
      • Vow of Poverty (Human Bonus Feat)
      • Touch of Golden Ice (Exalted Bonus Feat)

      So he gets:


      • +2 to hit
      • 16 AC (10 + 2 wis + 4 exalted)
      • 4/2/4 saves
      • +2 perfection bonus to diplomacy checks

      He must be the character with the most feats at first level. (along with a human cleric with two domains that grant a feat each)

      Charisma is high so he can later grab sanctify ki strike/sanctify natural attack

       Azurin Spitter (by SolInvictus):
      Azurin
      Incarnate 1

      Suggested Stats (28 pts buy):

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

      Free points left: 4

      Feats:
      A. Expanded Soulmeld Capacity(Dissolving Spittle)
      1. Azure Toughness

      Shaped Soulmelds: Dissolving Spittle

      Max out dex, and ranged touch to 30' for 2d6 all day.

      If you take flaw for Share Soulmelds, you might be able to double that with soulspark familiar, but by RAW as far as I'm aware you can't share soulmelds with soulsparks because they don't have the ability to share spells with you.

      What do you need for this build?:
        Magic of Incarnum[/u]
        [/list]

         Spiked Chain User (by EldonG):
        Human
        Fighter 1

        Suggested Stats (28 pts buy):

        Str: 18
        Dex: 14
        Con: 14
        Int: 8
        Wis: 8
        Cha: 8

        Free points left: 0

        Feats:
        H. Combat Reflexes
        1. Deft Opportunist
        F1. Exotic Weapon Profiency(Spiked Chain)

        With this combo, he gets +5 to hit, +9 with an AoO, up to 3 AoOs a round, AC 16 with a chain shirt w/armor spikes, and his average damage, at 2d4+6 is 11 points (8-14), enough to one-shot most encounters up to CR 1, and serious damage to a CR 2-3...most of which he can hit with an AoO as they close...options for trip or disarm are good...flaws and traits make life even more fun...

        What do you need for this build?:
          Player's Handbook[/u]
          Complete Adventurer:[/u] Deft Opportunist, Feat p.106
          [/list]

          Half-orc Barbarian (by Anor):
          Half-orc
          Barbarian 1

          Suggested Stats (28 pts buy):

          STR: 20 (24 in rage - +7 mod)
          DEX: 14
          CON: 14 (18 in rage - 16 hp)
          INT: 8
          WIS: 8
          CHA: 8

          Free points left: 0

          Feats:
          1. Improved Initiative

          Movement 40 feet

          Attack: Greatsword +8 (+10 charge), 2d6+10, 19-20/x2

          Make sure you win initiative, charge, hit and kill. 2d6+10 should put down even the toughest fighter, and +10 on the attack will land most of the times.

          What do you need for this build?:
            Player's Handbook[/u]
            [/list]

            Halfling Warmage (by ninja rabbit):
            Strongheart Halfling
            Warmage 1

            (32 pts buy)
            str 10 (12)
            dex 16 (14)
            con 14
            int 16
            wis 8
            cha 14

            Feats:
            SHH. Point Blank Shot
            1. Extra Edge

            weapons: light crossbow, morning star
            armor: studded leather

            AC 17 (10 base + 3 dex + 1 size + 3 studded leather)
            Hit Points: 8
            To hit with a ranged spell: 5 (3 dex +1 size + 1 point blank shot)

            This character does 4 extra damage on any damage spell and 5 extra damage on anything that qualifies for point blank shot so a ray of frost will do 1d3 + 5 damage

            What do you need for this build?:
              Player's Handbook[/u]
              Forgotten Realm's Campaing Setting:[/u] Strongheart Halfling, Race
              Complete Arcane:[/u] Warmage, Class - Extra Edge, Feat
              [/list]

              Summoner Cleric (by gdarius):
              Human
              Cleric 1 (Use the PHB II variant "Spontaneous Domain Casting")

              Suggested Stats (28 pts buy):
              Str 8
              Dex 10
              Con 12
              Int 10
              Wis 16
              Cha 16

              Free points left: 0

              Domains:
                 Summoner (+2 CL for Conjuration[Summoning] and [Calling] spells)
                 Planning (Extend Spell for free)

              Feats
              H. Divine Metamagic(Extend Spell)
              1. Extra Turning

              The Trick: Using Divine Metamagic and the Summoner Domain, you can cast Summons at level one that last... wait for it... 6 rounds. If you're allowed flaws, take non-combatant and murky-eyed to get Spell Focus(Conjuration) and Augment Summoning. Those little f***ers you summon will REALLY tear stuff up.

              Cha-based negotiator, disarmer (by rilem):
              The diplomacy-monster builds (best known from Caelic) don't really kick in until 3rd level (Bard2/Marshal1), but this should still work.

              Half-Elf
              Bard 1, with Soothing Voice substitution level

              Feat: Powerful Voice (OA)

              Gear: Diplomacy-boosting item

              Stats: 18 Cha

              Gets +12 check on Soothing Voice to end combat early and begin talking, then use diplomacy to get them on your side.

              or[/u]

              Human
              Marshal 1

              Feats: Combat Expertise, Improved Disarm

              Aura: Art of War

              Gear: Heavy Flail or Ranseur

              Stats: 18 Cha, 13 Int

              Focuses on disarms in combat (+14 to Disarm checks) and Party Face outside of combat.

              Borrowed commoner cowherd (by Aufenshauft):
              Okay, without using a single special rule, flaw, or race I will use a dirty trick shown to me by another on the boards here.

              Human
              Commoner 1

              Cha-maxed (though not neccessary)
              Skills- Handle Animal 4
              Feats:
              H. Merchantile Background (FRcompendium)
              1. Skill Focus (Animal Handling)

              all other stats don't matter

              Spend all starting gold on a herd of cattle.  With the Merchantile background, that is an extra 300 gp.  They cost 10 gp each, so that would total of 50 cows.



              Strategy- go prone and say "moo", which is "repeatedly run over that guy over there that I'm pointing to" in Cowsh.  The enemy, if within 160' is charged over by the cows, needing no attack roll and causing 1d12 damage per 5 in the herd.  That is exactly 10d12 damage (Reflex DC 18 half) to everything in a 160' x 200' swath.  

              If the enemy survives that, you say 'Mooo' which means "come back here and get a treat after running over that guy again just for the fun of it" in eastern Cowsh (taught to the cows during 'off time' since you don't waste your time reading books or practicing anything useful).  Repeat until combat ends.

              This can take out just about anything I have seen here, by an NPC who has no weapons or training outside cowherding.

              Ice wolf summoner cleric (by  hogarth):
              Human
              Cleric 1

              Domains: Magic, Creation

              possessions: scroll of Invisibility (150 gp)

              Spells: Conjure Ice Beast I (x2)

              Turn invisible, then create a couple of Ice Beast wolves as attackers; they do 1d6 cold damage to whoever they're next to. They last 3 rounds each, probably long enough to kill most level 1 characters.

              Precision is the key (by Dictum Mortuum):
              Strongheart Halfling
              Fighter 1

              Feats:
              Race------ Point Blank Shot
              1st lvl----- Weapon Focus(sling)
              Fighter1--- Precise Shot

              28 point buy, 14 dex (16 with racial mods) 22 points remaining

              Masterwork Sling (+1)
              16 dexterity (+3)
              BAB (+1)
              racial bonus for slings (+1)
              small sized (+1)
              ==
              +7 at first level

              consider Head Shot and rogue levels.


              « Last Edit: March 03, 2010, 03:31:36 PM by PhaedrusXY » Logged

              A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

              Sounds like the makings of a gay porn film.
              ...thanks
              PhaedrusXY
              Organ Grinder
              *****
              Posts: 8022


              Advanced Spambot


              « Reply #2 on: August 12, 2008, 02:22:35 AM »

              2nd-lvl Builds (Without Flaws)

              Crush On You ~Grappler~ (by zod):

              Tarmak (or just human if you don't like mixing settings, though Jotunbrud fits great thematically with the Brutes) Fighter 1/Barbarian 1
              Feats: Jotunbrud, Improved Unarmed Strike, Improved Grapple
              Recommended equipment: spiked heavy armor (so your lost Dex bonus while grappling doesn't matter)

              While raging (assuming 18 Str), you have a grapple check of +14. This beats out an Ogre by 3 points. Since many opponents have their offensive capabilities drastically reduced while grappling, this is a good thing. Needless to say, any CR-appropriate humanoid opponent you grapple is likely to be toast, especially if your Rogue friend stabs him while he is trying to futilely escape. At slightly higher levels, get those gloves from Sword and Fist which give +5 grapple, and you'll even do okay grappling those Giants and Tendriculi (you can get a +30-ish by level 10).

              What do you Need for this build?
              • Player's Handbook
              • Dragonlance: Age of Mortals: Tarmak, Race  p.10
              • Races of Faerûn: Jotunbrud, Feat p.166

              Master Disarmer (by AbyssKnight):
               
              Human Fighter 1/Cleric 1

              28 pt. buy

              Str 16
              Dex 12
              Con 12
              Int 14
              Wis 12
              Cha 8

              Combat Expertise, Improved Disarm, Jotenbrud, Weapon Focus- Heavy Flail

              Competition and War domains. Competition domain is from Spell Compendium, and grants a +1 to all opposed rolls.

              Total bonus for disarming your opponent is 1 (BAB)+1 (Weapon Focus) +4 (two handed weapon) +4 (considered large) +2 (flail) +1 (Competition domain) +4 (Improved Disarm)
              +3 (str) = +20!

              Also buy a locking gauntlet to practically guarentee you will never be disarmed yourself.

              If you dm will not allow Jotenbrud, then take Improved Trip and replace the War domain with the Strength domain. Now you can cast Enlarge Person as a domain spell.

              Now your disarm bonus is still +20 (+2 Str from Enlarge, but no Weapon Focus), but if you trip them first (+4 Str +4 size +4 Imp Trip +1 Competition= +13 total to trip check) they suffer a -4 penalty to the opposed attack when you disarm them with your followup "free" attack.

              Picking up their weapon, standing up from prone, and crawling away all draw AoO's. Good feats to take later are Combat Reflexes, Power Attack, and Improved Sunder.
              What do you Need for this build?
              • Player's Handbook
              • Races of Faerûn: Jotunbrud, Feat p.166
              • Spell Compendium: Competition, Domain p.272

              The Walking Fortress (by zod):

              Mineral Warrior Minotaur (the Dragonlance variety, not the one from the MM)
              Crusader 1

              Feats: Exotic Shield Profiency (extreme shield) (taken in lieu of Tower Shield Profiency ala the RoS variant rule), Thick-Skinned
              Manuevers: Martial Stance, Crusader's Strike, whatever

              Wear Mechanus Gear and carry an Extreme Shield (of course). Without any magic, your AC is 28, and you have DR 10/adamantine. At this level, hardly anything can really hurt you with physical damage, and you can just heal whatever damage you take with Martial Stance/Crusader's Strike. With your huge strength, you can either either enjoy a great to-hit as well, or fight defensively and still have almost as good an attack bonus as most front-liners at level 2. Plus you can use Earth Strike once in a while to add your massive Con mod to attack... perfect for those goblin/orc-bashing campaigns!

              If the Extreme Shield is not allowed, you can just use a Tower for another 1 AC, and still have a decent to-hit.

              Alternately, be a Fighter and take Shield Specialization+Shield Ward, and shrug off those silly Grapple/Trip/Bull Rush attempts with impunity.

              Mineral Warrior (+1 LA, +3 na, DR 8/adamantine, bonuses to Str/Con, earth strike): Underdark (FR)
              Minotaur: (+2 na, bonuses to Str/Con) Dragonlance Campaign Setting
              Thick-Skinned (+2 to existing DR): Savage Species
              Extreme Shield (+3 AC): Races of Stone
              Mechanus Gear (+10 AC): Planar Handbook or Manual of the Planes, I forgot which exactly
              Crusader, etc: Tome of Battle

              Total ECL is 2.
              What do you Need for this build?
              • Player's Handbook
              • Underdark: Mineral Warrior, Template p.96
              • Dragonlance Campaign Setting: Minotaur, Race p.42
              • Savage Species: Thick-Skinned, Feat p.40
              • Races of Stone: Steel Extreme Shield, Armor p.157
              • Planar Handbook: Mechanus Gear, Armor p.70
              • Tome of Battle: Crusader, Class p.8

              Lovecraftian Psychic Warrior: Version 2 (by Maat_Mons):

              Human
              Psychic Warrior 2

              (28 pts buy)

              Suggested stats:
              STR 16
              DEX 12
              CON 13
              INT 10
              WIS 14
              CHA 8

              free points left: 1

              Feats:
              H. Illithid Heritage
              1. Illithid Skin
              F1. Illithid Grapple
              F2. Illithid Grapple
              PW1. Illithid Grapple
              PW2. Illithid Grapple

              Powers: Bite of the Wolf, Grip of Iron, Offensive Prescience, Animal Affinity, Psionic Lion’s Charge

              Your un-buffed full attack routine is 4 tentacles +3 melee (1d4 + 2). Buffed, it becomes 4 tentacles +3 melee (1d4 + 4) and bite -2 melee (1d8 + 3). At level 3, Psionic Body would be a good feat, giving you 14 hit points.

              What do you Need for this build?
              • Player's Handbook
              • Expanded Psionics Handbook: Psychic Warrior, Class p.24 - Bite of the Wolf, Power p.80 - Grip of Iron, Power p.111 - Offensive Prescience, Power p.125 - Animal Affinity, Power p.76 - Psionic Lion’s Charge, Power p.125
              • Complete Psionic: Illithid Heritage, Feat p.62 - Illithid Skin, Feat p.62 - Illithid Grapple, Feat p.61
              • Unearthed Arcana: Character Flaws(any) p.91

              Fire Breather (by Aarold):


              Azurin
              Totemist 2

              (28 pts buy)

              Suggested stats:
              STR 10
              DEX 14
              CON 16
              INT 10
              WIS 10
              CHA 10

              free points left: 4

              Feats:
              A. Expanded Soulmeld Capacity
              1. (free)

              Meld the Llamasu Mantle and bind it to your totem chakra, choosing to use your expanded soulmeld capacity on this soulmeld. With the feat and the totem chakra you increase the capacity to be able to invest up to three essentia into it, allowing you to breath a 15ft. cone of fire every round for 4d4 dmg (Reflex Half; DC 10 + Essentia invested (3) + Con Modifier)

              between the open feat and other open soulmelds you can direct the rest of this character wherever you want. You can also switch around the race to either the duskling (also has an essentia point, but trade the extra feat for other goodies) or else human, but as human you would be required to spend your bonus human feat on one of the feats that grants an essentia point (midnight dodge etc...) but also gain in skill points.

              What do you Need for this build?
              • Player's Handbook
              • Magic of Incarnum: Azurin, Class p.7 - Totemist, Feat p.29 - Expanded Soulmeld Capacity, Feat p.38 - Llamasu Mantle, Soulmeld p.75

              Feroz, the Hurting Wall (by jameswilliamogle):
              Any Race
              Binder 2

              (28 pts buy)

              Suggested stats:
              STR: 8
              DEX: 8
              CON: 14
              INT: 8
              WIS: 8
              CHA: 14

              free points left: 16

              Feats:
              1. Improved Binding

              Suggested Equipment: Chain Shirt (100 gp), Tower Shield (30 gp)
              Total cost: 130 gp
              Left money: 770 gp

              Needs decent Cha, Con. Binds Dahlver-Nar, puts Pact Augmentation to HP, and wears a Tower Shield. He targets the bad guys with Shield Self, and stands in front of the rest of the party in tight quarters, as they attack from behind you, using ranged and reach weapons. You go full defensive. Shield Self gives you DR 50%, essentially, and if you go total defense, you have Total Cover, too, meaning noone can attack you (also, characters behind you have regular cover as well: helllooo sneak attack). If they hit you at all, its due to area effects or spells, but then you still have DR 50% (the enemy taking the other 50%). You also have an AC of 18 (chain shirt, tower shield, higher with heavier armor and decent dex). You'll have average HP of 17.5 w/ pact augment, and probably higher due to Con, but can take 35 HP of damage before going negative. In a pinch, you can let the Rogue behind you sneak attack you as the Cleric heals you, doing damage to the opponent as well.

              What do you Need for this build?
              • Player's Handbook
              • Tome of Magic: Binder, Class p.9 - Improved Binding, Feat p.74

              The Half-Elf Hippie:

              Half Elf
              Bard 1 / Marshal 1 -- Half-elf bard sub level from RoD,

              Motivate Charisma minor aura

              Feat: Negotiator [Bonus: Skill Focus Diplomacy]

              Charisma 18, Intelligence enough to meet skills, the rest doesn't matter.

              5 ranks in each of Diplomacy, Knowledge (Nobility and Royalty), Bluff, Sense Motive (each grants +2 synergy to Diplomacy).

              Final Diplomacy modifier: 4(Charisma)+2(negotiator)+3(Skill focus)+4(Circumstance from aura)+5(Ranks)+6(Synergy)+2(Racial) = +26.

              Can you make a DC 24-43 Will save?

              No?

              Then chill, stop fighting, and listen to me...

              ...Now you're Helpful. Let's have a picnic.


              Tripper (by Dictum Mortuum):
              Human
              Barbarian 1/Psychic Warrior 1
              Total ECL: 2

              (28 pts buy) if needed

              Suggested stats:
              STR: 16 (+4)(+2 from large)
              DEX: 10
              CON: 14 (+4)
              INT: 10
              WIS: 14
              CHA: 10

              free points left: 0

              Feats:
              H. Wolf Berseker
              1. Jotunbrud
              PW1. Improved Trip

              Expansion power

              Manifest Expansion, enter Rage

              Assuming jotunbrud + expansion works, your trip attempt is:
              +4 (large) +4 (jotunbrud) +4 (improved trip) +4 (wolf berseker) +6 (str) = +22

              What do you Need for this build?
              • Player's Handbook
              • Expanded Psionics Handbook: Psychic Warrior, Class p.24 - Expansion, Power p.105
              • Unapproachable East: Wolf Berserker, Feat p.45
              • Races of Faerûn: Jotunbrud, Feat p.166

              Low-Level Zombie Master (by BenSan):

              Race: Illumian, Naenhoon sigil (Races of Destiny)
              Class: Dread Necromancer 2 (Heroes of Horror)

              Abilities: Charisma as high as feasible; 16+ is best, but not necessary

              Feat: Fell Animate (Libris Mortis)

              Yes, a DN without Tomb-Tainted Soul. The Naenhoon sigil works like Divine Metamagic, letting you burn turning or rebuking attempts in place of metamagic level adjustments twice per day. Use this to apply Fell Animate to Chill Touch and coup de grace fallen foes (or small animals, or whatever) with it. Presto, you've got up to four permanent zombie minions at second level. With a 16+ Charisma, you have enough turning attempts to do this twice per day, and high charisma is preferred for a DN anyway, but any reasonable Charisma score will let you scoop up a zombie a day.

              This should also be a pretty decent level 3 build with the addition of Corpsecrafter (Libris Mortis) as the third-level feat; it gives your zombie minions a considerable boost. At level 4 you can start creating more zombies than your normal limit allows and controlling a couple of extra ones with rebuking, too. The only warning is that it could be a little rocky getting that first dying enemy for coup-de-gracing; once you've got a zombie, getting more should go much faster. If the GM gives you free bonus feats - uh, I mean, flaws - get Corpsecrafter and Tomb-Tainted Soul; Deadly Chill, Destruction Retribution, and Nimble Bones are all good third-level feats in this case, but take the character in different directions.

              The advantages over the earlier "Undead Master" are that you don't need flaws, you don't rely on the GM handing you undead to control (any living enemy will do) and don't have to worry about Precocious Apprentice's fail rate, plus you get a lot more zombies; the disadvantage is that this build doesn't become effective until level 2 (when you get your second sigil and the Naenhoon power).

              What do you Need for this build?
              • Player's Handbook
              • Races of Destiny: Illumian, Race - Naenhoon, Sigil
              • Heroes of Horror: Dread Necromancer, Class
              • Libris Mortis: Fell Animate, Feat

              Incarnate spitter with bodyguard (by Falke):
              Race: Any
              Class: Incarnate 2

              Abilities: Constitution at least 14 (Expended Soulmeld Capacity)

              Feat:
              1. Expended Soulmeld Capacity

              Bind "soulspark familiar" to your crown chakra. This gives you a CR 3 creature to tank for you - all day. Has DR 3/law/chaos/evil/good, can get fast healing if you invest essentia in it and has a lot of hp - 26 if I remember correctly.
              Shape "dissolving spittle" at your throat chakra. Choose it as target for your expanded soulmeld capacity feat to get a 3d6 ranged touch attack with range of 30 ft.
              Your last soulmeld can be anything. I like lammasu mantle for the AC.

              The build can possibly be abused with share soulmeld (2 times 3d6 ranged touch every round), but I am not sure if this is legit.

              What do you Need for this build?
              • Player's Handbook
              • Magic of Incarnum: Incarnate, Class p.20 - Expended Souldmeld Capacity, Feat p.38

              2nd-lvl Builds (With Flaws)
              Dwarves of the Earth (by darksamurai)
              Male Mineral Warrior Earth Dwarf Dwarven Paragon 1; CR 2; Medium Humanoid (Dwarf, Earth); HD 1d10+5; hp 15; Init +0; Spd 20 ft., Burrow 10 ft.; AC 25 (+8 armor, +4 shield, +0 dex, +3 natural armor), touch 10, flat-footed 25; Base Atk +1; Grp +5; Atk +5 melee (1d10+4/x3; Dwarven Waraxe); Space/Reach 5 ft./5 ft.; SA Earth Strike (1/day; +5 atk; +1 dmg); SQ Darkvision (60ft.), Improved Stonecunning (+6, automatic search checks within 20ft. of unusual stone, always know north while underground), Stability (+10), Dwarven Racial Traits, Earth Racial Traits, Damage Reduction 8/Adamantine; AL LN; SV Fort +7, Ref +0, Will +1; Str 18, Dex 10, Con 20, Int 12, Wis 13, Cha 6.
              Skills and Feats: Appraise +7 (in relation to stone or metal), Craft (Armorsmithing) +10 (in relation to stone or metal), Craft (Weaponsmithing) +10 (in relation to stone or metal), Knowledge (Dungeoneering) +5, and Speak Language (Common, Dwarven and Terran); Earth Sense and Fearless.
              Flaws and Traits: Inattentive; Stout.  
              Possessions: Full Plate (1,500gp; 50 lb.; -6 ACP), Steel Tower Shield (75 gp; 100 lb.; -10 ACP), Dwarven Waraxe (30 gp; 8 lb.)


              « Last Edit: March 03, 2010, 03:20:14 PM by PhaedrusXY » Logged

              A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

              Sounds like the makings of a gay porn film.
              ...thanks
              PhaedrusXY
              Organ Grinder
              *****
              Posts: 8022


              Advanced Spambot


              « Reply #3 on: August 12, 2008, 02:22:48 AM »

              3rd-lvl Builds (Without Flaws)

              The Core-Only Mounted Killer Gnome (by DerWille)
              Race: Gnome
              Fighter 2/Barbarian 1

              28 point buy
              Str: 16 (16 points)
              Dex: 12 (4 points)
              Con: 16 (6 points)
              Int: 8
              Wis: 10 (2 points)
              Cha: 8

              Feats:
              1: Power Attack, Mounted Combat
              2: Ride-By-Attack
              3: Spirited Charge

              Equipment:
              Weapon: Lance
              Other: Riding Dog

              Psion Blaster (by hogarth):


              Human Psion 3
              28 point buy
              Str: 8
              Dex: 14 (6)
              Con: 14 (6)
              Int: 16 (10)
              Wis: 14 (6)
              Cha: 8

              Feats: Psicrystal Affinity, Overchannel, Talented, EK (Psionic Charm)
              Power Points: 15
              Powers Known
              Level 1 - Inertial Armor, Vigor, Psionic Grease, Crystal Shard, Demoralize, Psionic Charm
              Level 2 - Energy Missile, Share Pain

              The Psionic Charm is there just in case he needs to do something outside of battle.

              What do you Need for this build?
              • Player's Handbook
              • Expanded Psionics Handbook: Psion, Class p.19 - Psicrystal Affinity, Feat p.49 - Overchannel, Feat p.49 - Talented, Feat p.51 - Expended Knowledge, Feat p.46

              Terance, hits-a-lot-but-hits-light (by jameswilliamogle):
              Human
              Binder 3

              (28 pts buy)

              Suggested stats:
              STR: 8
              DEX: 16
              CON: 8
              INT: 8
              WIS: 8
              CHA: 8

              free points left: 18

              Feats:
              H. Improved Binding
              1. Deadly Defense
              3. Combat Expertise

              Suggested Equipment: Masterwork Chain Shirt (250gp), Masterwork Rapier (320gp), Masterwork Buckler (165gp)
              Total cost: 735 gp
              Left money: 1965 gp

              Put Pact Augmentation into your attack bonus, and bind Paiomon.

              Activating your Dance of Death ability, you attack every creature you move past with your rapier once and only once, NO LIMIT ON THE NUMBER OF ATTACKS, just attacks per creature (one only). Use Deadly Defense, taking a -2 penalty to your attack using Combat Expertise. Your attack bonus is +7. Your damage is 2d6 + Str bonus. Your AC is 21.

              When they swarm you next round, you use Whirlwind Attack, using the same strategy (+7 to hit, 2d6+Str damage), then use tumble to get out of there at a +9 bonus (untrained capable, thanks to Paimon).

              What do you Need for this build?
              • Player's Handbook
              • Tome of Magic: Binder, Class p.9 - Paiomon, Vestige p.43 - Improved Binding, Feat p.73
              • Complete Scoundrel: Deadly Defense, Feat p.76

              Gizmo, the electric kobold ~Tanky Binder~ (by jameswilliamogle):
              Kobold
              Binder 3

              (28 pts buy)

              Suggested stats:
              STR: 8
              DEX: 14
              CON: 8
              INT: 8
              WIS: 8
              CHA: 8

              free points left: 22

              Feats:
              1. Improved Bind Vestige
              3. Dodge

              Suggested Equipment: Masterwork Full-plate (1,650 gp), Masterwork Tower Shield (180 gp)
              Total cost: 1830 gp
              Left money: 870 gp

              Pact Aug goes to AC, bind Focolor. Strategy is simple: stand in front of the party, blasting everything you see with 3d6 lightening blasts that don't require attack rolls. AC should be 27 (+1 size, +1 natural, +2 dex, +8 armor, +4 shield, +1 Dodge feat).

              What do you Need for this build?
              • Player's Handbook
              • Races of the Dragon: Kobold, Race p.37
              • Tome of Magic: Binder, Class p.9 - Improved Bind Vestige, Feat p.73

              Self Healer (by skylancer4):
              Human
              Incarnate 2/Crusader 1

              Feats:
              H. Expanded Essentia Capacity (Theraputic Mantle)
              1. Combat Reflexes
              3. Stone Power

              Soulmelds: Theraputic Mantle, Lucky Dice
              Stance: Martial Spirit

              Theraputic Mantle states for that every spell/effect that heals you you gain another hp for the level of the effect and for every point of essentia you put into the soulmeld you gain another 2 hp..
              Basically with Martial stance counting as a 1st level spell/effect (not really a stretch of the imagination) you are healing yourself for 3 and at 3rd level you will be hitting the opponent and healing yourself for a nice 7 hp. Couple that with the steely resolve of the crusader and stone power (BAB of 2) and you should be able to keep yourself going for quite some time and occasionally throw a "band aid" on the other characters when needed/fully healed. Essentia has a cap on how much can be dedicated and that goes up with character level, at roughly 16-20 = 4 points(+1 from feat) would allow you to heal 13 points per hit which isnt all that much until you start figuring in multiple attacks. It stays a pretty useful 1st level ability throughout your adventuring career, at least for healing yourself

              I choose Lucky dice for the +1 hit & damage as a swift action every round after starting the stance to make up for the loss of BAB from incarnate. But the ability could also give +1 saves or I think maybe skills. AFB at the moment. That and I was going to go chaotic alignment and the dice just fit thematically.

              What do you Need for this build?
              • Player's Handbook
              • Magic of Incarnum: Incarnate, Class p.20 - Expanded Essentia Capacity, Feat p.38 - Theraputic Mantle, Soulmeld p.89 - Lucky Dice, Soulmeld p.77
              • Tome of Battle: Crusader, Class p.8 - Martial Spirit, Stance p.60

              Standard TWF Starter Build (by nittanytbone):
              Any (Human a good choice)
              Rogue 1/Ranger 2

              (28 pts buy)

              Suggested stats:
              STR: 10
              DEX: 15
              CON: 13
              INT: 14
              WIS: 12
              CHA: 8

              free points left: 3

              Feats:
              1. Improved Buckler Defense OR Iron Will (If you don't anticipate fixing your will save later) OR COmbat Expertise (if you must have the AC bonus)
              3. Weapon Finesse

              General Notes:
              This build is designed to get you off the ground quickly with a functional TWF type that is also a solid skill monkey and trapfinder. Human makes the best race for this due to the bonus skills and feats, but you'll be getting enough bonus feats with the ranger dip to make another race viable. Dwarves are appealing for the CON bonus and darkvision, but halflings or gnomes could be tempting as well. IMHO, the elvish penalty to CON hits too hard to be worthwhile. By level 3, all key combat feats will be in place. At levels 1 and 2, the character will likely focus on skill usage and ranged combat.

              The rogue level is essential for trapfinding, skill points, and sneak attack. The ranger levels add a lot of variety to your character (Tracking, outdoor skills), keep your key skills (search) high, and add Favored Enemy to your damage (pick something common like Humans or Goblinoids or something that is immune to SA such as undead). You'll want to complete skill synergies cross class if necessary, or fill them in at level 4.

              The Next Step: Go up to Rogue 3 or Rogue 4 for SA and skills; Take a 3 level swashbuckler dip for INT to damage; work up to Ranger 4 for spells or 6 for Improved TWF for free.

              Your REF save will be great and your FORT save will be passage, but your WILL save is terrible. Iron Will is a good choice to shore it up. Squeezing in Weapon Focus quickly is good to boost your "to hit" -- I'd advise short swords, myself. However, the +1 BAB requirement for Weapon Focus means that you'd have to take your ranger level first, which will cost you 8 skill points (while gaining you 2 HP).

              I'm not a big Combat Expertise fan, merely because a character with 5 ranks in tumble can take -4 to hit for +3 to AC (which is nearly as efficient as Combat Expertise at lower levels), but it is often pretty popular, so I figured I'd throw it in there.

              Dex is clearly your primary attribute. INT is probably a priority as this character is highly skilled. CON is a priority as HP need a boost. STR, WIS, and CHA are all pretty much dump stats. I like 12 WIS for the Will save boost and relationship to Spot/Listen, but a social character could benefit from higher CHA and make good use of the Ranger Favored Enemy skill bonuses.

              What do you Need for this build?
              • Player's Handbook
              • Complete Warrior: Improved Buckler Defense, Feat p.100

              Sorcerer Healer (by Shallak):
              Human
              Sorcerer 3  
              Total ECL: 3

              (28 pts buy)

              Suggested stats:
              STR: 8
              DEX: 12
              CON: 10
              INT: 10
              WIS: 12
              CHA: 16

              Feats:
              H. Precocious Apprentice
              1. Arcane Disciple (Healing)
              3. Versatile Spellcaster


              Suggested Equipment: Knowstone of Cure Light Wounds(1000 gp)
              Total cost: 1000 gp
              Left money: 1700 gp

              This build allow you to be like any other sorcerer, but you can also spontaneously cast cure spell. Arcane Disciple add both Cure Light Wound and Cure Moderate Wound to your spell list (but usable only once per day) but the Knowstone allow you to cast a spell (that is on your spell list) any number of times. Thus allowing you to cast Cure Light Wound up to your maximum  spell per day. Even better yet, you use Versatile Spellcaster to use up two lvl 0 cantrip to cast one Cure Light Wound (anyway, we dont use up Cantrip so much). You can also cast one Cure Moderate spell per day. Note : you could buy a Runestaff for 1600 gp (2 x 2 x 400g) and be able to use CMW three more time a day and even a Runestaff of Cure Light wound for 400g (1 x 1 x 400g) but you'd be able to use it only three time a day (still good most of the time).

              Long term you cannot replace a Cleric, but if the cleric fall, or is out of reach, an emergency heal thrown by a Sorcerer can save the day. (And it's just so damn cool to just heal yourself with cantrips instead of begging the greedy Dwarf Cleric... yeah much better).

              What do you Need for this build?
              • Player's Handbook
              • Complete Arcane: Precocious Apprentice, Feat p.181
              • Complete Divine: Arcane Disciple, Feat p.79
              • Races of the Dragon: Versatile Spellcaster, Feat p.101
              • Dragon Magazine #333: Knowstone, Wondrous Items p.93


              3rd-lvl Builds (With Flaws)

              Mobility Monsters (by darksamurai)
              Male Mineral Warrior Dragonborn (former Water Orc) Warlock 2; CR 3; Medium Humanoid (Orc, Earth, Dragonblood); HD 2d6+16; hp 24; Init +1; Spd 40 ft., Burrow 20 ft., Swim 40ft.; AC 19 (+5 armor, +0 shield, +1 dex, +3 natural armor), touch 11, flat-footed 18; Base Atk +1; Grp +7; Atk +7 melee (1d6+6/x2; touch attack; Eldritch Glaive); Space/Reach 5 ft./5 ft.; SA Earth Strike (1/day; +8 atk; +2 dmg), Eldritch Blast (+1d6); SQ Immunity to Frightful Presence, Draconic Aspect (Wings), Damage Reduction 8/Adamantine, Darkvision (60ft.), Detect Magic (at will), ; AL CE; SV Fort +8, Ref +1, Will -1; Str 22, Dex 12, Con 26, Int 4, Wis 3, Cha 4.
              Skills and Feats: Jump +21 and Speak Language (Common, Draconic); Willing Deformity, Willing Deformity (Madness)
              Flaws and Traits: Murky-Eyed; Quick
              Invocations: Eldritch Glaive and Spiderwalk
              Possessions: Mithral Breastplate (1,200 gp; 30 lb.; -4 ACP)


              Lovecraftian Psychic Warrior: Version 2 (by Maat_Mons):
              Human
              Psychic Warrior 2 / Warblade 1

              (28 pts buy)

              Suggested stats:
              STR 16
              DEX 12
              CON 14
              INT 10
              WIS 14
              CHA 8

              Flaws:
              1. Any

              Feats:
              H. Illithid Heritage
              1. Illithid Skin
              Flaw1. Illithid Grapple
              PW1. Illithid Grapple
              PW2. Illithid Grapple
              3. Illithid Grapple

              Powers: Offensive Precognition, Offensive Prescience

              Your un-buffed full attack routine is 4 tentacles +5 melee (1d6 + 1d4 + 3). Buffed, it becomes 4 tentacles +6 melee (1d6 + 1d4 + 5).

              Crusader could be a good alternative to Warblade.  Martial Spirit benefits from the extra attacks just as much as Punishing Stance.  There’s little point in buying a weapon.  Your gold is probably best spent on armor and power stones.  A heavy shield is a must.  An amulet of Mighty Fists will be a good investment in a few levels.  Psionic Body would be a good feat, giving you 14 hit points.  You could use Psion instead of Psychic Warrior or any race without a level adjustment instead of human if you were so inclined.  

              What do you Need for this build?
              • Player's Handbook
              • Expanded Psionics Handbook: Psychic Warrior, Class p.24 – Offensive Precognition, Power p.124 - Offensive Prescience, Power p.125
              • Complete Psionic: Illithid Heritage, Feat p.62 - Illithid Skin, Feat p.62 - Illithid Grapple, Feat p.61
              • Tome of Battle: Warblade, Class p.20 – Punishing Stance, Stance p.69
              • Unearthed Arcana: Flaws(any) p.91

              Brutal Tripper (by Domenic):
              Water orc
              Swordsage 3

              (25 pt buy)

              Suggested stats:
              STR: 18 + 4 racial
              DEX: 11
              CON: 14 + 2 racial
              INT: 8 - 2 racial
              WIS: 8 - 2 racial
              CHA: 8 - 2 racial

              Flaws:
              1. Any
              2. Any

              Feats:
              Flaw1. Adaptive Style (Flaw: Inattentive)
              Flaw2. Exotic Weapon Proficiency (spiked chain) (Flaw: Murky-Eyed)
              1. Aberration Blood (flexible limbs)
              3. Inhuman Reach
              B. Weapon Focus (shadow hand weapons)

              Suggested Equipment: chain shirt (100 gp), dimension stride boots (2000 gp), mwk spiked chain (325 gp), shaders (1 sp)
              Total cost: 2425.1 gp
              Left money: 274.9 gp

              Maneuvers and stances known (IL 3rd):
              [indent]
              Stances—child of shadow (1st), stonefoot stance (1st)
              Strikes—charging minotaur (1st), clinging shadow strike (1st), leading the attack (1st), mighty throw (1st), shadow blade technique (1st)
              Boosts—distracting ember (1st), sudden leap (1st)
              Counters—fire riposte (2nd)
              Disciplines: Desert Wind, Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw, White Raven
              [/indent]

              He has 20 foot reach with the spiked chain, so his low AC shouldn't cause too many problems. If the enemies do manage to close with him, he uses his dimension stride boots to escape 10 or 20 feet away, or tries bullrushing the weakest one away from all the others with charing minotaur. Ask your DM if mighty throw will work with reach weapons---throwing people across the battlefield from 20 feet away is great. Fire riposte is an excellent counter; 4d6 damage as a touch attack will take out most things that manage to get close to you. His massive strength helps on attack and damage. He can also serve as a grappler in a pinch, especially after quaffing his favorite potion---enlarge person. Other than that, just the standard maneuver goodies of the swordsage, with Adaptive Style so he doesn't suck.

              At this level he doesn't really have enough feats for Combat Reflexes, but at a higher level you could try boosting his Dex and taking that; if you really had feats to spare, get Weapon Finesse and Shadow Blade to let Dex completely replace Strength. Improved Trip would also be nice, but now we're starting to get some multiple-ability dependency (13 Int required), and Combat Expertise is an annoying prereq. If you boost Wis, he could take psychic warrior levels to get expansion; you also get Wis to AC so it's not too bad of an ability. Basically this build could be a lot more effective with a higher point-buy and about 5 more feats, but as is it's not shabby at all---and a lot of fun.

              Sample Stablock
              KROK GRASHNAK (CR 3)
              Male water orc swordsage 3
              N Medium humanoid (orc)
              Init +1; Senses darkvision; Listen -7, Spot -8
              Languages Common, Orc
              ------------------
              AC 14, touch 10, flat-footed 14 (armor +4)
              hp 27 (3 HD)
              Fort +4, Ref +3, Will +1
              Weaknesses light sensitivity, -2 penalties on saving throws versus fire or fire creatures
              ------------------
              Speed 30 ft. (6 squares), swim 30 ft.
              Melee mwk spiked chain +9 (2d4+9) [+1 on attack rolls versus fire creatures]
              Space 5 ft.; Reach 20 ft. (10 ft. base)
              Base Atk +2; Grp +10
              Combat Gear 5 potions of enlarge person
              ------------------
              Maneuvers and Stances Known (IL 3rd):
              [indent]
              Stances—child of shadow (1st), stonefoot stance (1st)
              Strikes—charging minotaur (1st), clinging shadow strike (1st), leading the attack (1st), mighty throw (1st), shadow blade technique (1st)
              Boosts—distracting ember (1st), sudden leap (1st)
              Counters—fire riposte (2nd)
              Disciplines: Desert Wind, Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw, White Raven
              [/indent]
              ------------------
              Abilities Str 22, Dex 11, Con 16, Int 6, Wis 6, Cha 6
              Feats Adaptive StyleF, Exotic Weapon Proficiency (spiked chain)F, Aberration Blood (flexible limbs), Inhuman Reach, Weapon Focus (shadow hand weapons)B
              Flaws Inattentive, Murky-Eyed
              Traits Abrasive, Focused
              Skills Bluff -3, Climb +6, Concentration +9, Diplomacy -3, Intimidate +6, Jump +10, Tumble +4
              Possessions combat gear plus chain shirt, dimension stride boots, mwk spiked chain, shaders
              ------------------
              Hook Seeks truth through battle superiority, knowing that his training in the Sublime Way puts him above most martial spirits. Single-minded and disdainful of intellectual pursuits and debates—these are not the ways to discovery. Only the wisdom of battle and the cunning of tactics matter to Krok. He excels in these arenas, and he knows it.

              What do you Need for this build?
              • Player's Handbook
              • Monster Manual (original orc)
              • Unearthed Arcana (water orc variant, flaws)
              • Tome of Battle (swordsage, maneuvers, Adaptive Style feat)
              • Lords of Madness (Abberrant Blood and Inhuman Reach feats)
              • Magic Item Compendium (dimension stride boots)
              • Races of Eberron (shaders---sunglasses: -1 on Spot, negate light sensitivity)

              « Last Edit: March 03, 2010, 03:29:59 PM by PhaedrusXY » Logged

              A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

              Sounds like the makings of a gay porn film.
              ...thanks
              PhaedrusXY
              Organ Grinder
              *****
              Posts: 8022


              Advanced Spambot


              « Reply #4 on: August 12, 2008, 02:23:18 AM »

              4th-lvl Builds (Without Flaws)

              Mr. Diplomat aka Dr. Henry Killinger (by Midgard in Ruin):
              Old Illumian
              Marshal 1/Warlock 2/Cleric 1

              (28 pts buy)

              Suggested stats:
              STR: 10 (old -3 = 7)
              DEX: 11 (old -3 = 8)
              CON: 12 (old -3 = 9)
              INT: 11 (old +3 = 14)
              WIS: 9 (old +3 = 12)
              CHA: 16 (old +3, 4th lvl +1 = 20)

              free points left: 5

              Feats:
              M1. Skill Focus(Diplomacy)
              1. Negotiator
              3. Enhanced Power Sigils

              Sigils:
              Hoonvaul (charisma, wisdom and constitution checks and skills)

              Invocations:
              beguiling influence (complete arcana)

              Domains:
              trickery and charm (spell compendium)
              Charm grants +4 cha (enhancement) for a minute a day, meaning the Doctor can add plus two to his charisma checks for a minute a day.

              Suggested Equipment: [cloak, amulet, bracer, headband, etc] of Diplomacy +5 (2,500 gp)
              Total cost: 2,500 gp
              Left money: 2,900 gp

              Skill total: (without domain)

              Diplomacy 42
              6 (synergies) + 5 (charisma) + 5 (motivate charisma) + 3 (vaul sigil) + 5 (feats) + 6 (beguiling influence) +5 (competence via magical item) + 7 ranks

              Bluff 26
              5 (charisma) + 5 (motivate charisma) + 3 (vaul sigil) + 6 (beguiling influence) + 7 ranks

              Sense Motive 13
              7 (ranks) + 2 (feats) + 3 (Hoon) + 1 (wisdom)

              knowledge: nobility
              5 ranks... not really important.

              I'm under the impression synergies stack, although I may be wrong. Without those other two synergies, and without the domain, Dr. Killinger can accomplish the following using diplomacy in a single round (which incurs a -10 penalty already calculated into results):

              On a die roll of 7, Killinger improves an npc attitude from hostile to friendly
              On a die roll of 12, Killinger improves an unfriendly npc to helpful
              etc.

              Assuming Killinger isn't facing a need for single round diplomacy, I can hardly imagine an npc that wouldn't be more than fair to the group. He can heal minor damage and can fire a 1d6 eldrich blast but that really isn't the main idea. Killinger could succeed even the most ridiculous of checks to rile up a commoner mob and to succeed in directing it.(see DMGII pg.59 for more details). He could cause more revolts and revolutions than Carl Marx! Either that or convince a potential enemy that he or she has developed a deadly allergy to physical and mental strain of any kind, and therefore should retire to bed rest for the remainder of his or her life. I can imagine it being possible after several hours of diplomacy. He or she would be friendly++, but even assuming he has no time for diplomacy, after subtracting the opping players +20 bonus from Killingers bonus, Killinger still remains with a +15 bonus to the check. Lol. It's all about the magic murder bag.

              Optimized level 4? un-optimized builds to come.

              What do you Need for this build?
              • Player's Handbook
              • Races of Destiny: Illumian, Race p.51 - Enhanced Power Sigils, Feat p.152
              • Miniatures Handbook: Marshal, Class p.11
              • Complete Arcane: Warlock, Class p.5
              • Dungeon Master Guide: (item) of Diplomacy +5, Magic Item p.285 (Table 7-33)

              Lovecraftian “Psychic Warrior”: Version 3 (by Maat_Mons):
              Human
              Psion 1 / Psychic Warrior 2 / Warblade 1

              (28 pts buy)

              Suggested stats:
              STR 16 (originally 15)
              DEX 12
              CON 14
              INT 11
              WIS 11
              CHA 8

              free points left: 4

              Feats:
              H. Illithid Heritage
              1. Illithid Skin
              P1. Illithid Grapple
              PW1. Illithid Grapple
              PW2. Illithid Grapple
              3. Illithid Grapple

              Powers: Bite of the Wolf, Offensive Precognition, Offensive Prescience
              Stance: Punishing Stance

              Your un-buffed full attack routine is 4 tentacles +5 melee (1d6 + 1d4 + 3).  Buffed, it becomes 4 tentacles +6 melee (1d6 + 1d4 + 5) and bite +1 melee (1d8 + 1d6 + 3). 

              Crusader could be a good alternative to Warblade.  Martial Spirit benefits from the extra attacks just as much as Punishing Stance.  You should buy good armor and carry a heavy shield.  An amulet of Mighty Fists will be a good investment in a couple levels.  Power Stones of Psychic Warrior buff powers should come in handy.  In future levels, Psionic Body and Improved Grapple may be good feats. 

              What do you Need for this build?
              • Player's Handbook
              • Expanded Psionics Handbook: Psychic Warrior, Class p.24 – Bite of the Wolf, Power p.80 - Offensive Precognition, Power p.124 - Offensive Prescience, Power p.125
              • Complete Psionic: Illithid Heritage, Feat p.62 - Illithid Skin, Feat p.62 - Illithid Grapple, Feat p.61
              • Tome of Battle: Warblade, Class p.20 – Punishing Stance, Stance p.69

              Crusader Pair (by Phase):
              Human
              Crusader 4

              Lv 1 - Phalanx Fighting, Human BF: Combat Expertise
                      - Furious Counterstrike, Steely Resolve 5
              Lv 2 - Indomitable Soul
              Lv 3 - Allied Shield Defense, Zealous surge
              Lv 4 - Steely Resolve 10

              Works better with two builds exactly the same, being tanks/healers

              Trick is to stand close to each other, and throw up healing auras, and use healing strike maneuvers.

              Phalanx nets you +3 AC when fighting together and +1 when fighting alone
              Combat Expertise/Allied Shield Defense - by level 4 you can take 10 damage for a +2 atk/dmg, so this lowers your penalties for combat expertise. When fighting near each other taking a -4 will get you both a total of 8 AC.

              so when you fight near each other, you can take a -2 to atks (when you take 10dmg for steely) for a +11 AC.. by level 4 I believe that's a very nice thing.. and the build only gets higher AC and better healing at higher levels.

              So lets say you have a a dex of at least 12, and fullplate by level 4...
              10(base) + 9 Armor + 1 Dex+ 8 from combat expertise + 3 from Phalanx + 2 Large steel shield = 33 AC by level 4



              4th-lvl Builds (With Flaws)
              No builds using flaws of this level have been submitted up 'till now. Do you have any to submit?
              « Last Edit: August 15, 2008, 04:02:29 PM by PhaedrusXY » Logged

              A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

              Sounds like the makings of a gay porn film.
              ...thanks
              PhaedrusXY
              Organ Grinder
              *****
              Posts: 8022


              Advanced Spambot


              « Reply #5 on: August 12, 2008, 02:23:32 AM »

              5th-lvl Builds (Without Flaws)
              Lovecraftian Psychic Warrior: Version 1 (by X):

              Human
              Psychic Warrior 5

              (28 pts buy)

              Suggested stats:
              STR 16
              DEX 12
              CON 13
              INT 10
              WIS 14
              CHA 8

              free points left: 1

              Feats:
              H. Illithid Heritage
              1. Illithid Skin
              PW1. Illithid Grapple
              PW2. Illithid Grapple
              3. Illithid Grapple
              PW5. Illithid Grapple

              Powers: Bite of the Wolf, Grip of Iron, Offensive Prescience, Animal Affinity, Psionic Lion’s Charge

              Your un-buffed full attack routine is 4 tentacles +6 melee (1d4 + 3). Buffed, it becomes 4 tentacles +8 melee (1d4 + 7) and bite +3 melee (2d8 + 4). In future levels, Psionic Body and Improved Grapple may be good feats.

              What do you Need for this build?
              • Player's Handbook
              • Expanded Psionics Handbook: Psychic Warrior, Class p.24 - Bite of the Wolf, Power p.80 - Grip of Iron, Power p.111 - Offensive Prescience, Power p.125 - Animal Affinity, Power p.76 - Psionic Lion’s Charge, Power p.125
              • Complete Psionic: Illithid Heritage, Feat p.62 - Illithid Skin, Feat p.62 - Illithid Grapple, Feat p.61

              Binder Healing Battery (by jameswilliamogle)
              Human
              Binder 5
              Total ECL: 5

              (X pts buy) if needed

              Suggested stats:
              STR: X
              DEX: X
              CON: X
              INT: X
              WIS: X
              CHA: 18

              free points left: 12 (for 28 pb)

              Feats:
              H. Expel Vestige
              1. Rapid Pact Making
              3. Skill Focus: UMD
              4. Improved Binding

              Suggested Equipment: Wand of Shield Other (2250 gp)*, Implements of Binding +4* (1985 gp)
              Total cost: 4235 gp
              Left money: ~1000 gp

              *these items made via Astaroth, for the reduced cost.  This character binds Buer, and cross-classes UMD to get a +11 mod on the skill, using a wand of Shield Other in order to give everyone in his party DR / 50%, effectively, before going into a dungeon (he has fast healing 1, and can heal d8+5 damage every 5 rounds).  If he knows he faces the BBEG, he binds Dahlver Nar instead, targeting the toughest guy w/ Shield Self: now, the main guy takes 1/4 all damage done to the party against himself by all sources.  Expel Vestige is there to get D-N when absolutely necessary, and the Binding implements also help this out. 

              What do you Need for this build?
              • Player's Handbook
              • Tome of Magic
              • Cityscape Web Enhancement 2

              Small and Deadly, Low-level Battlebard (by jameswilliamogle)
              Strongheart Halfling
              Bard 5 (or 4 with really high Cha)
              Total ECL: 5

              (28 pts buy)

              Suggested stats:
              STR: 13
              DEX: 18
              CON: 10
              INT: 10
              WIS: 8
              CHA: 14

              Free points left: 0 (for 28 pb)

              Feats:
              R. Weapon Finesse
              1. Words of Creation
              3. Power Attack

              Suggested Equipment: Mithral Chain Shirt +1 (2,100 gp), small MW Rapier (320 gp), MW Drums (100 gp)
              Total cost: 2,520 gp
              Left money: 6,480 gp

              Spells: Alter Self, Cat's Grace, Inspirational Boost

              Strategy: At the begining of any dangerous work, cast Alter Self to assume the form of a Troglodyte, cast Cat's Grace, then sing with Words of Creation, Inspirational Boost, for Inspire Courage, constantly. Any time he's in battle, he uses his Rapier two-handed with full Power Attack on (he doesn't get 1.5 times his Str, but still gets the two-handed Power Attack damage). This gets him +11 to hit, and d4+11 damage per hit, with a nice 18-20 crit range, making it comparable to many damage-dealers at that level, but still having some of the arcane flexibility that Bards have, and giving all allies +4 to hit and damage. AC is 27.

              Options: Switch Words of Creation with Deadly Defense, and fight defensively all the time w/ 5 ranks in tumble, or pick up Subsonics and Melodic Casting for being able to have 16 hour a day music and able to cast spells, too (particularly after combining with drums)! You'll want to do this eventually, anyways. Don't take Snowflake Wardancer until very, very high level: its a trap at low level.

              What do you Need for this build?
              • Player's Handbook
              • Dungeon Master Guide
              • Complete Adventurer - MW Drum, Item p.124
              • Book of exalted deeds - Words of Creation, Feat p.48


              5th-lvl Builds (With Flaws)

              Alex the Fiery by Carnivore

              Hubert the Wannabe Wizard (built for soloing multiple high CR monsters in one day)
               
              Hubert the Wannabe Wizard
              Illumian (NaenHoon sigils, RoD), Cloistered Cleric (UA) 2/Dread Necro (HoH) 1/Master of Shrouds (LM) 2
              True Neutral, Spontaneously Inflicts

              Flavor/background
              Hubert always wanted to be a wizard, like his archmage father, but when he tried out for wizard school, he just wasn't bright enough to master even the simplest cantrip. Dissapointed but resilient, he decided to become a cleric of Boccob. He was unusually studious for a cleric, and due to his enthusiasm for arcane magic, was chosen for a new "experimental" clerical training program (Divine Magician alternative class feature, CMage). Perhaps due to his failure as a wizard, he has become quite dark and brooding, and begun delving heavily into necromancy.

              Feat progression
              1 Cloistered Clr1 Domains: Knowledge, Trickery and "Divine Magician (CMage)", Rebuke Undead, Spell Focus: Conj. (1), Augument Summoning  (flaw), Extend (flaw)
              2 DN Rebuke Undead, Martial Wpn Prof (Composite Longbow), Charnel Touch
              3 CClr2 Practiced Spellcaster (Dread Necro)
              4 MoS1 Extra Rebuking
              5 MoS2 Summon Undead (Shadow)

              Rebukes per day: 16 (1d20+4 for rolls, cleric level 4, dread necro level 3). (See the Guide to Turning for a discussion of how the different classes stack for Rebuking.)
              NaenHoon sigils: Twice per day, Hubert can apply a metmagic feat to a spell while casting it without increasing the spell slot used. This costs him a number of Rebuke attempts equal to the normal spell slot increase for that metamagic feat.

              Stats (25 pt. buy)
              Int 10   
              Con 14 (13 +1 at 4th)
              Dex 12   
              Str 08   
              Wis 16   
              Cha 12   

              Skills (ranks): Bluff +9(5), Disguise +9(5), Diplomacy +6(0), Hide +10(8), Knowledge (Religion) +5(5), Knowledge (Arcana) +5(5), Spellcraft +2(0), Concentration +12(8) (bonuses include MW tools, but not consumable magic items)

              Hit Points: 32
              BAB/Grapple: +2/+1
              AC: 19 (10+5armor+1dex+3shield)
              Saves: Fort +5, Ref +1, Will +11
              Attacks: +4 MW composite longbow (1d8-1), +1 Charnel Touch (1d8+1), +1 morning star (1d8-1)

              Equipment (8990/9000): morning star (8), longspear (5), +1 chainshirt (1250), +1 darkwood heavy shield (1257), MW composite longbow + 50 arrows (411) , 2 vials holy water (50 gp), 2 alchemist's fires (40), 3 flasks of acid (30 gp), Wand of Faith Healing (10 charges, 150 gp), 2 scrolls of Command Undead (150), 2 scrolls of Summon Swarm (300), 1 scroll of Spectral Hand (150), 2 scrolls False Life (300), 1 scroll of Desecrate (150), 1 scroll of See Invisible (150), one CL 5 scrolls of Animate Dead (375+500onyx, can animate 20 HD), 2 scrolls of Unseen Servant (50), 1 scroll of Silence (150), 2 scrolls Invisibility (300), 2 scrolls Favorable Sacrifice (CL 5 with 250 gp sacrifice included, 1250 gp total), 2 tanglefoot bags (100 gp), 4 Wooden Holy Symbols (4), Disguise kit (50), Everburning Torch with tight cap (110), MW tools for Hide, Bluff, Diplomacy, and Concentration (200), Oil of Magic Fang (50), Elixir of Hiding (250, +10 comp. to Hide for 1 hr), Pearl of Power 1 (1000), other cheap adventuring gear (50 ft. silk rope, candles, chalk, paper, pen, ink, a couple of days rations, small mirror, waterskins, etc, all 50 gold or so).

              Dread Necro spells (any 4 per day, CL 5): Bane, bestow wound*, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I*, undetectable alignment

              Prepared Cleric Spells (CL3):
              0th No Light (BovD 100), Detect Magic, Resistance, Read Magic
              1st: Unseen Servant, Magic Weapon, Protection from Evil, Detect Secret Doors (D)
              2nd: Spiritual Weapon, Resist Energy, Invisibility (D)

              Summon Undead SLA: Hubert can summon a shadow 5 times per day. This is similiar to a Summon Monster spell, except that he adds his charisma modifier to the duration. I am unsure if I use his cleric caster level for this (5 rounds), or his MoS level (4 rounds).

              Tactics: Summon an Unseen Servant, and have it drag/carry around a "dummy" or "scarecrow" disguised (with the Disguise skill) as a human (it is made of extra clothes and sticks). The scarecrow has an Everburning Torch in its "hand". Hubert follows 20-30 ft. behind it, Hiding. The Unseen Servant pokes the floor with the scarecrow to check for traps as it walks, and opens all doors it encounters.

              If the dummy is attacked, Hubert deals with the threat using his spells or incorporeal servants. He continues to Hide, rarely attacking directly. If necessary, he casts Invisibility. Many enemies can be dispatched with little risk by using a scroll of Summon Swarm, or a summoned Shadow. Ray of Enfeeblement and/or Chill Touch (delivered via Spectral Hand) can help the Shadow(s) take things down.

              As he adventures, if he encounters (or creates) a suitably powerful corpse, he'll animate it with his scroll of Animate Dead and adjust his tactics to use it also. Arguably, he automatically controls the most recent one made, regardless of caster level, due to the wording of the spell. However, he has a couple of scrolls of Command Undead, just in case.

              Spell list and domain details:
              Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.

              Trickery Domain
              Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

              Spells
              Disguise Self: Disguise own appearance.
              Invisibility: Subject invisible 1 min./level or until it attacks.
              Nondetection M: Hides subject from divination, scrying.
              Confusion: Subjects behave oddly for 1 round/level.
              False Vision M: Fools scrying with an illusion.
              Mislead: Turns you invisible and creates illusory double.
              Screen: Illusion hides area from vision, scrying.
              Polymorph Any Object: Changes any subject into anything else.
              Time Stop: You act freely for 1d4+1 rounds.

              Divine Magician Spells: Shield, See Invisibility

              What do you need for this build?
              Races of Destiny (RoD), Heroes of Horror (HoH), Libris Mortis (LM), Unearthed Arcana (UA), Spell Compendium (SC), Book of Vile Darkness (BoVD), Complete Mage (CMage), and I'm sure I forgot a few.

              Half-Minotaur Dungeoncrasher (by Commx):
              Half-Minotaur Water Orc
              Fighter 4
              Total ECL: 5 (or 4 with LA-buyoff)

              Suggested stats:
              STR: As high as possible (Shouldn't be hard with a +10 Racial change)
              INT: 17(13 After Racial Mod)

              Feats:
              (Shaky) - Improved Bull Rush
              (Inattentive) - Knockback
              Lvl1 - Power Attack
              Fighter1 - Combat Expertise
              Fighter2 - Dungeon Crasher Variant
              Lvl3. - Improved Trip
              Fighter4 - Knockdown

              Suggested Equipment: Masterworked Heavy Flail (315 gp), Masterworked Breastplate (350 gp)
              Total cost: 665 gp
              Left money: 4735 gp or 8335 gp

              This build only has a single purpose, smash stuff and smash it good. On a charge, we get a +14 with our Heavy Flail which then deals 2d8+9 damage. After this we get a free Trip and free Bull Rush attempt, each at a +17 without items. If the Trip succeeds, we get a second attack, this time with a +18 which triggers another Bull Rush attempt if it hits.

              Both of the Bull Rushes will more than likely succeed, and if the enemy is close to a wall - (Minotaurs live in mazes, it shouldn’t be hard to find walls around there.) – or other hard object, it takes another 4d6+18 damage for each successful attempt.

              What do you Need for this build?
              • Player's Handbook
              • Dungeonscape Dungeon Crasher, (Fighter Variant) p.?
              • Dragon Magazine 313 Half-Minotaur, (Template) p.94
              • Unearthed Arcana: Water Orc, Race - Shaky, Flaw - Inattentive, Flaw

              « Last Edit: August 15, 2008, 04:54:17 PM by PhaedrusXY » Logged

              A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

              Sounds like the makings of a gay porn film.
              ...thanks
              PhaedrusXY
              Organ Grinder
              *****
              Posts: 8022


              Advanced Spambot


              « Reply #6 on: August 12, 2008, 02:23:52 AM »

              6th-lvl Builds (Without Flaws)

              6th lvl Finnesse Skill monkey (by carnivore)

              Glimmmerskin Halfling Dragonfire Adept 5/Nosomatic Chirurgeon 1 (by bearsarebrown)
              Feats
                   1st   Lesser Dragonmark (Mark of Healing)
                   3rd   Maximize Spell
                   6th   Mastery of Day and Night
              Invocations
                   Enthralling Voice (6th level spell! for a lesser invocation!)

              Up to 6th level Maximized Inflict spells at will. Allows for 22 damage to 6 targets, or 38 to one. Will 13+Cha for half. Entangling Exhaustion could be picked up at level 9, or flaws. Doable with Human if you use the bonus feat to get Heal in-class.

              Books required:
              Glimmerskin Halfling and Dragonfire Adept (Dragon Magic)
              Nosomatic Chirugeon (Dragonmarked)
              Mastery of Day and Night (Players Guide to Eberron)

              The Cannonball (by zod):

              Orc Barbarian 1/Fighter 2/Warblade 2/Berserk 1
              Feats: Battle Jump, Headlong Rush, Power Attack, Leap Attack, Power Lunge
              Relevant Manuevers: Leading the Charge, Battle Leader's Charge

              Max Strength and Jump, and get a ring of jump+10. Rage and frenzy stack and you have a base 50 speed, so you're looking at a jump check of somewhere along the lines of +35, plus if you can get Expedious Retreat you get another +12. Now, charge your opponent. Using everything above, you can do (Weapon damage+18+24+10+4)X3 damage, IOW something in the range of 180-190 damage. For best results, use a reach weapon to avoid AoOs from Headlong Rush and Power Lunge.

              Note: You can still do well over 100 damage without using Power Attack, for those high AC opponents. Also, you can even do okay with a one-handed weapon and shield, again doing over 100 even without using Power Attack.

              For more fun, figure out some way to get pounce.

              What do you Need for this build?
              • Player's Handbook
              • Dungeon Master Guide: Improved Ring of Jumping, Magic Item p.232
              • Monster Manual I: Orc, Race p.203
              • Tome of Battle: Warblade, Class p.20 - Leading the Charge, Manuever p.92 - Battle Leader's Charge, Manuever p.90
              • Deities and Demigods (3.0): Berserk, Prestige Class p.201
              • Unapproachable East: Battle Jump, Feat p.42
              • Races of Faerûn: Headlong Rush, Feat p.164
              • Complete Adventurer: Leap Attack, Feat p.110
              • Dragon Magazine #303: Power Lunge, Feat p.61

              FrostLeaf summoner Druid (by Kelan):
              Human
              Druid 6

              (28 pts buy)

              Suggested stats:
              STR: 10
              DEX: 10
              CON: 14
              INT: 10
              WIS: 16
              CHA: 10

              free points left: 4


              Feats:
              H. Spell focus (conj.)
              1. Greenbound Summoning
              3. Augment Summoning
              6. Beckon the Frozen

              Suggested Equipment: (in construction)
              Total cost: 0 gp
              Left money: 49,000 gp

              Spells: The Venomfire spell (3rd lvl, Serpent Kingdom), is really a good spell to have around if you summon creature with any kind of poison attack, and/or if you have a medium viper as an animal companion. Most of the time you'll convert your spells into summon nature ally, so not too important, but do not memorize Animal boosting spell since your summon are now plants. Healing magic is always usefull.

              So at 6th level, you summon nature allies will have:


              So they'll be far stronger then you!

              What do you Need for this build?

              Thou Shalt Not Pass (by billih):

              I'm planning on playing this in my next campaign, so let me know if you see any problems with it.

              Basic Build Progression
              Human
              1) Crusader
              2) Crusader
              3) Crusader
              4) Cleric
              5) Swordsage
              6) Ruby Knight

              Advantages:
              1) Crusader is very strong at low levels
              2) Taking Swordsage at level 5 gives you up to 6 level 2 manuevers, more than Swordsage 5
              3) This is the easiest and fastest way into Thicket of Blades. Most builds don't get there until level 8, and this is clearly better than Crusader 6 + feat.
              4) Ruby Knight advances both swordsage and crusader levels, meaning you can take better Shadow Hand feats than a straight Crusader->Ruby Knight
              5) No feats needed, so you can have more flexibility
              6) Your "to-hit" bonus stays up with full BAB characters if you use a weapon that you have swordsage weapon focus with.
              7) This build enables other PCs well, with healing, crowd control, and bonuses to hit. Other players will like you.

              Disadvantages:
              Not as good as focused high level builds after level 16.
              Crappy cleric spell progression, requires ingenuity in spell selection to choose relevant spells
              Unable to sub out crappy low level behaviors at higher levels
              Somewhat MAD (Dexterity for Combat Reflexes, Strength for Trip/Standstill/To Hit, Wisdom to AC if you wear light armor and cleric spells, Charisma to extra turning attempts) although I prefer to see it as a character that can take advantage of good scores

              Suggested (Stances) Manuvers:
              1) (Martial Spirit) Crusader's Strike, Stone Bones, Charging Minotaur, Leading the Attack, Vanguard Strike
              2) (Iron Guard's Glare)
              3) Mountain Hammer
              4)
              5) (Hunter's Sense) Rabid Wolf Strike, Counter Charge, Shadow Jaunt, Burning Brand, Flashing Sun, Fire Repost
              6) (Thicket of Blades)!

              Suggested Feats:
              1) EWP: Spiked Chain, Weapon Finesse
              3) Combat Reflexes
              6) Standstill

              or
              1) TWF, Abberant Blood
              3) Inhuman Reach
              6) Combat Reflexes
              (9) Double Hit)

              or (especially if the DM allows alternate swordsage, which you always want with this build anyways)
              1) EWP: Spiked Chain, Unarmed Strike
              3) Snap Kick (by RAW, can you snap kick someone you only threaten with your melee weapon?)
              6) Combat Reflexes

              Suggested Domain:
              Spell (you can get enlarge as a second level spell)

              If your DM lets you change to a different Deity:
              Strength (gets Enlarge as a first level spell)
              Travel (Longstrider and freedom of movement)
              Undeath (extra turning attempts allow cool things when you take RKV level 2)
              Planning (if you want to go the DMM route)
              Shadow/Darkness and Time (if you want to be a Master of Nine)

              Suggested Further Progression:
              7) RKV, Defensive Rebuke, (Divine Recovery class feature)
              8) Crusader (!) Vanguard Strike -> Entangling Blade, (+2 Furious Counterstrike class feature)
              9) and up. RKV

              The additional level of Crusader allows you to choose manuevers from a new initiator level every time you get a new manuever from RKV.

              What do you Need for this build?
              • Player's Handbook
              • Tome of Blood: Crusader, Class p.8 - Swordsage, Class p.15 - Ruby Knight Vindicator, Prestige Class p.122

              Dipping Half-orc (by Midgard in Ruin):
              Half-Orc
              Barbarian 2/Fighter 2/Psychic Warrior 2

              (28 pts buy) if needed

              Suggested stats:
              STR: 18
              DEX: 10
              CON: 13
              INT: 10
              WIS: 12
              CHA: 6

              free points left: 3

              Feats:
              1. Reckless Rage
              F1. Power Attack
              3. Extra Rage
              F2. Improved initiative
              PW1. Psionic Weapon
              PW2. Deep Impact
              6. Leap Attack

              Take the "Reckless charge" Substitution level for the level 2.

              Suggested Equipment: Masterwork Deep crystal Greatsword (1,350 gp), Boots of Charging (5,000 gp), Triple weapon capsule retainer (450 gp), Quickspark x 10 (25 gp each), Quickfrost x 10 (25 gp each), Quickflame x10 (25 gp each)
              Total cost: 8,300 gp
              Left money: 4,700 gp

              Rage: +6 Str, +6 Con, -4 ac
              Reckless charge: +4 attack bonus while charging, -4 ac

              Attack (after raging):
              +11 touch attack
              2d6 (greatsword)+ 2d6 (deepcrystal)+ 3d6 (weapon retainer) +1d6 (boots) +10 (1.5 str) + 15 (power attack and leap attack)
              or
              8d6+25.

              Minimum damage: 33 Average damage:53 Max Damage: 73

              I wouldn't bother spending cash to boost this characters ac very much unless you often face many weak enemies in a single encounter. With -8 ac, there isn't much you can do. He puts out more damage than an ordinary fireball cast at this level on his charge and falls a point behind the maximum damage of an empowered fireball on average. Not a gamebreaker but may be highly annoying. And all without falling into the tome of battle.

              What do you Need for this build?
              • Player's Handbook
              • Races of Stone: Reckless Rage, Feat p.143
              • Races of Destiny: Half-Orc Barbarian substitution level, Substitution Level p.159
              • Complete Warrior: Extra Rage, Feat p.98
              • Complete Adventurer: Leap Attack, Feat p.110 - Triple weapon capsule retainer, Item p.122 - Quickspark, Alchemical Weapon Capsule p.122 - Quickfrost, Alchemical Weapon Capsule p.122 - Quickflame, Alchemical Weapon Capsule p.122
              • Expanded Psionic Handbook: Psychic Warrior, Class p.24 - Psionic Weapon, Feat p.50 - Deep Impact, Feat p.45 - Deep Crystal, Special Material p.182
              • Miniatures Handbook: Boots of Charging, Magic Item p.42

              Dice Bag Duskblade (by Midgard in Ruin):
              Maenad
              Duskblade 6
              Total ECL: 6

              (32 point buy)

              Suggested stats:
              STR: 16
              DEX: 12
              CON: 16
              INT: 13
              WIS: 9
              CHA: 8

              free points left: 0 (level stat point spend on strength)

              Feats:
              1. Psionic weapon
              3. Greater Psionic Weapon or Deep Impact
              6. Battle Caster

              Suggested Equipment:
              +1 Deepcrystal greatsword (2,315  gp),
              Triple Weapon Capsule Retainer (450 gp),
              10 Quickfrost (250 gp)
              10 Quickflame (250 gp)
              10 Quickshock (250 gp)
              5 potions of Divine Sacrifice (1,500 gp)
              Platemail (1,500 gp)
              Total cost: 6,515 gp
              Left money: 6,485 gp

              Build text

              spells:
              1st level: Blade of blood, truestrike, shocking grasp

              This build doesn't look very nasty at a glance and in my experience, most Dungeon masters will not have serious problems with it. Using the retainer and maintaining your psionic focus, your first strike should be

              2d6 (greatsword)
              + 4d6 (greater psionic weapon)
              + 3d6 (retainer)
              + 4
              9d6+4 Minimum damage: 13 average damage: 35.5 Maximum damage: 58
              or
              7d6+4 if you chose deep impact over greater psionic weapon

              This comes at a cost of expending three capsules, a value of 75 gp. However against a particularly powerful enemy there is more damage that you can do. Without any extra action, you can expend the two powerpoints you've stored in your crystal weapon dealing an extra 2d6 damage and also use the duskblades arcane channeling ability to deliver a shocking grasp spell with the strike (an additional 5d6 damage), for a total addition of 7d6
              Given a round to buff, you can activate the maenad outburst for 2 str, cast blade of blood (losing 5hp) as a swift action to gain an additional 3d6 damage and use a potion of divine sacrifice (losing 10 hp after each swing) to gain an additional 5d6 damage. With all the action aforementioned, this brings your total damage addition to the "standard" first strike to +15d6+2.
              With a second round to buff, a casting of true strike will ensure you meet your target. This shouldn't be necessary in most cases if you selected deep impact.

              Thus in a dire situation, if you chose the greater psionic weapon feat and were given adequate time to buff your damage would be:
              2d6 (greatsword)
              + 4d6 (greater psionic weapon)
              + 3d6 (retainer)
              + 5d6 (divine sacrifice)
              + 3d6 (blade of blood)
              + 2d6 (deepcrystal)
              + 5d6 (shocking grasp)
              + 6
              22d6+6 minimum damage: 28 Average damage: 83 Maximum damage: 138

              What do you Need for this build?
              • Player's Handbook
              • Player's handbook II Duskblade, (class) p.19 - 24, Blade of Blood (spell) p.103, (type) p.103
              • Expanded Psionics Psionic Weapon, (feat) p.50, Greater Psionic Weapon, (feat) p.47, Maenads (race), p.13-14
              • Complete Adventurer Triple Weapon Capsule Retainer (item), p.122,  Quickfrost (item), p.122,  Quickshock (item), p.122, Quickflame (item), p.122,
              • Spell Compendium Divine Sacrifice (spell) p. 70
              • Complete Arcane  Battle Caster (feat) p.75

              Diplomancer (by kabof):
              Half-Elf
              Bard 1/Marshal 1/Swashbuckler 4

              Take the 1st Half-Elf Bard sub level from RoD, Motivate Charisma minor aura and bind Naberius.

              Feats: Bind Vestige [Naberius], Practiced Binder and Extra Music.

              Items: a Hat of Disguise (1800 gp) would help a lot.

              What do you Need for this build?
              • Player's Handbook
              • Miniatures Handbook
              • Tome of Magic
              • Races of Destiny
              • Complete Adventurer
              • Complete Warrior
              • Dead Levels II article

              Spell Denial (by Snizor):
              Human
              Sorcerer 6 (Metamagic Specialist Alternate Class Feature)
              Total ECL: 6

              Suggested stats: Obviously charisma is important...

              Feats:
              H. Improved Counterspell
              1. Heighten Spell
              3. Earth Sense
              6. Earth Spell

              How it Works: A Sorcerer counterspeller with a trick. Earth Spell + Heighten Spell make the heightened spell count as 1 lvl higher than a normal heightened spell. Improved Counterspell allows one to counter by expending a spell 1 lvl higher from the same school. Heighten Spell + Earth Spell + Improved Counterspell should allow you to counter a spell by using a slot of equal lvl (3rd lvl spell countered by 3lvl slot, counts as a forth lvl spell due to Earth Spell).

              What do you Need for this build?
              • Player's Handbook
              • Player's handbook II Metamagic Specialist, Alernate Class Feature
              • Races of Stone Earth Sense, Feat p.138 - Earth Spell, Feat p.138


              6th-lvl Builds (With Flaws)
              Scorchy the Spellcaster by Carnivore

              Mr Know-It-All by PhaedrusXY
              « Last Edit: September 01, 2010, 11:27:44 PM by PhaedrusXY » Logged

              A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

              Sounds like the makings of a gay porn film.
              ...thanks
              PhaedrusXY
              Organ Grinder
              *****
              Posts: 8022


              Advanced Spambot


              « Reply #7 on: August 12, 2008, 02:24:05 AM »

              7th-lvl Builds (Without Flaws)
              The 1-Kobold-Army (Lesser) (by Kelan):
              Kobold
              Sorcerer 6/Mindbender 1 (giving him telepathy to a 100ft range, but can be pure sorcerer or any PrC giving him Sorcerer spell progression)
              Total ECL: 7

              (28 pts buy)

              Suggested stats: . . . Modification: . . . After Modification:
              STR: 8 . . . . . . . . . . -4 (Racial) . . . . . . . . . 4
              DEX: 8 . . . . . . . . . . +2 (Racial) . . . . . . . . . 10
              CON: 14 . . . . . . . . . -2 (Racial) . . . . . . . . . 10
              INT: 10 . . . . . . . . . . ----- . . . . . . . . . . . . 10
              WIS: 13 . . . . . . . . . .----- . . . . . . . . . . . . 13
              CHA: 16 . . . . . . . . . +1 (lvl 4) . . . . . . . . . . 17

              free points left: 5

              Feats:
              1. Delay Spell
              3. Draconic Reservoir
              6. Assume Supernatural Ability

              Must have spells: Polymorph! & Wraithstrike

              You take the Draconic Rite of Passage at level 1 and the Greater Draconic Rite of Passage at level 6, giving you the spellcasting ability of a Sorcerer 1 lvl higher then you are.

              Cast Polymorph to transform yourself into a 7-headed Cryo- or Pyro- Hydra, using Assume Supernatural Ability to gain the breath weapon of 21d6 cold or fire damage (Ref DC 17 Half) in an area once every 1d4 round!

              But what's better then this? Share your polymorph with your familar (since you cast it on yourself, you may have it affect your familar too) and BAM! Two 7-headed hydra on the battlefield! (Though this one doesn't breath, it still have 7 attack per round dealing decent damage...)

              So it makes 14 attacks in a round! at +7 to hit (7 for you and 7 for your familar), dealing 1d10+4 dmg each.

              Thinking that +7 to hit isn't enough? Did you forget the Wraithstrike spell? Cast it before polymorphing, delaying it from 1 or 2 rounds, so you'll benefit from it as an Hydra... If you have time to buff before combat, then delay a serie of Wraithstrike so they'll trigger on round 1,2,3,4 after polymorphing (always setting the trigger to 5 round later, then on the 4th round cast your polymorph and it will accomplish this)...

              And once every 1d4 round you breath for 21d6 dmg (Ref DC 17 Half), and have your familar attack after, making 7 attacks in addition of the breath...

              What do you Need for this build?
              • Player's Handbook
              • Races of the Dragons: Kobold, Race p.37 - Dragonwrought, Feat p.100 - Draconic Rite of passage, Rite p.43 - Versatile Spellcaster, Feat p.101
              • Complete Arcane: Mindbender, Prestige Class p.54
              • [COLOR="Blue"]Races of the Dragons Web Enhencement[/COLOR]:[/U] Draconic Reservoir, Feat - Greater Draconic Rite of passage, Rite
              • Savage Species: Assume Supernatural Ability, Feat p.30


              7th-lvl Builds (With Flaws)

              7th lvl Unarmed Finnesse Power Charger (by carnivore)

              Hubert the Wannabe Wizard (built for soloing multiple high CR monsters in one day)
              Hubert the Wannabe Wizard
              Illumian (NaenHoon sigils, RoD), Cloistered Cleric (UA) 2/Dread Necro (HoH) 1/Master of Shrouds (LM) 4
              True Neutral, Spontaneously Inflicts

              Feat progression
              1 Cloistered Clr1 Domains: Knowledge, Trickery and "Divine Magician (CMage)", Rebuke Undead, Spell Focus: Conj. (1), Augument Summoning  (flaw), Extend (flaw)
              2 DN Rebuke Undead, Martial Wpn Prof (Composite Longbow), Charnel Touch
              3 CClr2 Practiced Spellcaster (Dread Necro)
              4 MoS1 Extra Rebuking
              5 MoS2 Summon Undead (Shadow)
              6 MoS3 Persistent Spell
              7 MoS4 Summon Undead (Wraith, or 2 Shadows)

              Rebukes per day: 20 (1d20+9 for rolls, cleric level 6, dread necro level 5). (See the Guide to Turning for a discussion of how the different classes stack for Rebuking.)
              NaenHoon sigils: Twice per day, Hubert can apply a metmagic feat to a spell while casting it without increasing the spell slot used. This costs him a number of Rebuke attempts equal to the normal spell slot increase for that metamagic feat.

              Stats (25 pt. buy)
              Int 10  
              Con 14 (13 +1 at 4th)
              Dex 12  
              Str 08  
              Wis 16  
              Cha 12 (16 buffed)  

              Skills (ranks): Bluff +14(5), Disguise +14(5), Diplomacy +10(0), Hide +10(8), Knowledge (Religion) +5(5), Spellcraft +5(5), Concentration +14(10), Use Magic Device +7(1cc), (bonuses include MW tools, persistent buffs, and permanent magic items, but not consumable magic items)

              Hit Points: 45
              BAB/Grapple: +4/+3
              AC: 20 (10+5armor+1dex+4shield)
              Saves: Fort +6, Ref +2, Will +12
              Attacks: +6 MW composite longbow (1d8-1), +3 Charnel Touch (1d8+1), +3 morning star (1d8-1)

              Equipment (19658/19000): Handy Haversack (2000), Longspear (5), Cloak of Resistance +1 (1000), Headband of Conscious Effort (MIC 109, 2000gp), Circlet of Persuasion (4500), Lesser Rod of Extend (3000), morning star (8), +1 chainshirt (1250), MW composite longbow + 50 arrows (411), 2 vials holy water (50 gp), 2 alchemist's fires (40), 3 flasks of acid (30 gp), Wand of Faith Healing (20 charges, 300 gp), 1 scroll of Command Undead (150), 2 scrolls of Summon Swarm (300), 2 scrolls of Spectral Hand (300), 2 scrolls False Life (300), 2 scrolls of Unseen Servant (50), 1 scroll of Silence (150), 2 scrolls Invisibility (300), 1 scroll of Align Weapon (150), 4 tanglefoot bags (200 gp), 4 Wooden Holy Symbols (4), Disguise kit (50), 2 Everburning Torches with tight caps (220), MW tools for Hide, Bluff, Diplomacy, and Concentration (200), 2 Oils of Magic Fang (100), 2 Elixirs of Hiding (500, +10 comp. to Hide for 1 hr), silversheen (250), vial of Trollbane (Dungeonscape, 90gp), Anklet of Translocation, Feet (1,400gp. MIC, p. 71), 3 bags of marbles (A&EG, 2 sp, 2 lbs each), other cheap adventuring gear (50 ft. silk rope, candles, chalk, paper, pen, ink, a couple of days rations, small mirror, waterskins, etc, all 50 gold or so)
              and Marbles
              About two dozen assorted glass, flawed
              rock crystal, or clay spheres in a leather pouch. They
              are commonly used as toys but are also useful for
              checking the slope in a dungeon corridor (just set
              one down and see which way it rolls), or as a nondamaging
              alternative to caltrops. One bag covers an
              area 5 feet square. Creatures moving through or fighting
              in the area must make Balance checks (DC 15). A
              creature that fails is unable to move for 1 round (or
              may fall; see the Balance skill description in the
              Player’s Handbook).
              The DM judges the effectiveness of marbles against
              unusual opponents. Creatures that are Huge or larger
              tend to crush the marbles into dust, while those with
              multiple legs, like carrion crawlers, can scramble
              along without falling.

              Stuff I'd like but can't afford:
              Holy Surge weapon (DMG II, 2,000 gp) an extra 2d6 holy damage Charisma times per day

              Sudden Stunning Weapon (DMGII, pg 261, 2000 gp) reflex save to stun to a weapon. DC and uses per day are based on charisma

              Smoking Weapon (LoD, pg 180, +1 enchantment), real concealment that doesn’t effect the users vision and a localized stinking cloud to discourage grappling.

              Dread Necro spells (any 4 per day, CL 1): Bane, bestow wound*, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I*, undetectable alignment

              Prepared Cleric Spells (CL3):
              0th No Light (BovD 100), Detect Magic, Resistance, Read Magic
              1st: Unseen Servant, Magic Weapon, Protection from Evil, Detect Secret Doors (D)
              2nd: Spiritual Weapon, Resist Energy, Invisibility (D), Shroud of Undeath (seem undead, healed by neg. en., persistable, 10 min/lvl)

              Summon Undead SLA: Hubert can summon either two shadows or one wraith 6 times per day. This is similiar to a Summon Monster spell, except that he adds his charisma modifier to the duration. I am using his cleric caster level for this, giving a duration of 8 rounds, but am not 100% sure this is correct. Using his MoS level would reduce it to 7 rounds.

              Tactics: Summon an Unseen Servant, and have it drag/carry around a "dummy" or "scarecrow" disguised (with the Disguise skill) as a human (it is made of extra clothes and sticks). The scarecrow has an Everburning Torch in its "hand". Hubert follows 20-30 ft. behind it, Hiding. The Unseen Servant pokes the floor with the scarecrow to check for traps as it walks, and opens all doors it encounters.

              If the dummy is attacked, Hubert deals with the threat using his spells or incorporeal servants. He continues to Hide, rarely attacking directly. If necessary, he casts Invisibility. Many enemies can be dispatched with little risk by using a scroll of Summon Swarm, or a summoned Shadow. Ray of Enfeeblement and/or Chill Touch (delivered via Spectral Hand) can help the Shadow(s) take things down.

              As he adventures, if he encounters (or creates) a suitably powerful corpse, he'll animate it with his scroll of Animate Dead and adjust his tactics to use it also. Arguably, he automatically controls the most recent one made, regardless of caster level, due to the wording of the spell. However, he has a couple of scrolls of Command Undead, just in case.

              Spell list and domain details:
              Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.

              Trickery Domain
              Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

              Spells
              Disguise Self: Disguise own appearance.
              Invisibility: Subject invisible 1 min./level or until it attacks.
              Nondetection M: Hides subject from divination, scrying.
              Confusion: Subjects behave oddly for 1 round/level.
              False Vision M: Fools scrying with an illusion.
              Mislead: Turns you invisible and creates illusory double.
              Screen: Illusion hides area from vision, scrying.
              Polymorph Any Object: Changes any subject into anything else.
              Time Stop: You act freely for 1d4+1 rounds.

              Divine Magician Spells: Shield, Command Undead (retrained), Arcane Sight

              Buffing:

              Day 1
              Persistent Lesser Visage of the Deity (3rd), Persistent Arcane Sight (3rd), both extended via the Rod to last for 2 days.

              Day 2
              Death Knell (2nd), Persistent Shield (1st), Persistent Divine Favor (1st), Extended (via Rod) Favorable Sacrifice (1000 gp, 3rd, DR 10/magic, elemental resists 15, SR 11).

              Shroud of Undeath would be useful for some adventures (2nd level, appear as undead, healed by neg. energy, 10 min/lvl, personal)

              What do you need for this build?
              Races of Destiny (RoD), Heroes of Horror (HoH), Libris Mortis (LM), Unearthed Arcana (UA), Spell Compendium (SC), Book of Vile Darkness (BoVD), Complete Mage (CMage), and I'm sure I forgot a few.

              Lovecraftian “Psychic Warrior”: Version 4 (by Maat_Mons):
              Human
              Psychic Warrior 2 / Warblade 1 / Fighter 4

              (28 pts buy)

              Suggested stats:
              STR 16 (originally 15)
              DEX 12
              CON 14
              INT 10
              WIS 14
              CHA 8

              free points left: 2

              Feats:
              H. Illithid Heritage
              1. Illithid Skin
              F1. Illithid Grapple
              F2. Illithid Grapple
              PW1. Illithid Grapple
              PW2. Illithid Grapple
              3. Multiattack
              Fi1. Weapon Focus (Tentacle)
              Fi2. [Open]
              6. Improved Multiattack
              Fi4. Weapon Specialization (Tentacle)

              Powers: Bite of the Wolf, Offensive Prescience
              Stance: Punishing Stance

              Suggested Equipment: Amulet of Mighty Fists +1 (6,000 gp), Gauntlets of Ogre Power (4,000 gp), +1 Greatsword (2,350 gp)
              Total cost: 12,350 gp
              Left money: 6,650 gp

              Your un-buffed full attack routine is greatsword +11 melee (3d6 + 7) and greatsword +6 melee (3d6 + 7) and 4 tentacles +12 melee (1d6 + 1d4 + 5). Buffed, it becomes greatsword +11 melee (3d6 + 9) and greatsword +6 melee (3d6 + 9) and 4 tentacles +12 melee (1d6 + 1d4 + 7) and bite +11 melee (1d8 + 1d6 + 5).  

              Since 79 or 104 damage per round may be excessive, you may choose to replace Warblade with Crusader.  Martial Spirit works well with the 6 or 7 attacks per round.  Power Stones of Bite of the Wolf and Offensive Prescience are a bargain at 25 gp.  

              What do you Need for this build?
              • Player's Handbook
              • Dungeon Master’s Guide
              • Monster Manual: Multiattack, Feat p.304
              • Draconmicon: Improved Multiattack, Feat p.70
              • Expanded Psionics Handbook: Psychic Warrior, Class p.24 – Bite of the Wolf, Power p.80 - Offensive Prescience, Power p.125
              • Complete Psionic: Illithid Heritage, Feat p.62 - Illithid Skin, Feat p.62 - Illithid Grapple, Feat p.61
              • Tome of Battle: Warblade, Class p.20 – Punishing Stance, Stance p.69
              • Unearthed Arcana: Flaws(any) p.91

              Mr. Know-It-All can now either take Spontaneous Divination or Hunter's Eye (via Advanced Learning), to make him either more of a Know-It-All, or boost his attack damage when needed.
              « Last Edit: September 01, 2010, 11:32:23 PM by PhaedrusXY » Logged

              A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

              Sounds like the makings of a gay porn film.
              ...thanks
              PhaedrusXY
              Organ Grinder
              *****
              Posts: 8022


              Advanced Spambot


              « Reply #8 on: August 12, 2008, 02:24:18 AM »

              8th-lvl Builds (Without Flaws)

              The 'Smart' Barbarian (by ninjarabbit)

              Human barbarian2/fighter2/swashbuckler3/exoticweaponmaster1

              ACFs:
              Whirling Frenzy (UA/SRD)
              Pounce from Lion Totem (CC)
              Improved trip from Wolf Totem (UA/SRD)

              28 point build

              Str:16
              Dex:10
              Con:14
              Int:16
              Wis:8
              Cha:8

              1-barbarian1:education, extra rage
              2-barbarian2:improved trip
              3-fighter1: knowledge devotion, EWP spiked chain
              4-fighter2: power attack
              5-swashbuckler1
              6-swashbucker2: weapon focus spiked chain
              7-swashbuckler3
              8-exoticweaponmaster1-flurry stunt

              4 attacks a round, int synergy with knowledge devotion and insightful strike

              The Critter (by Talok):

              Half-orc (for Str), but human works well too.
              Barbarian 7/Fighter 1 (7th Barbarian level = Streetfighter class substitution ability)
              (28 pts buy)

              Suggested stats:
              STR 22
              DEX 10
              CON 10
              INT 8
              WIS 8
              CHA 8

              free points left: 8
              1. Weapon Focus (falchion)
              3. Power Attack
              6. Power Critical (Falchion)
              F1. Improved Crtical (Falchion)

              This is basically a charging build. While charging, he threatens on a 14 or higher due to the streetfighter class substitution from the Cityscape web enhancement. He would have a very good chance to confirm as well.

              All you need is the PHB, Complete Warrior, and the Cityscape web enhancement. It will work well at later levels. Stick with barbarian and get improved bullrush and shock trooper.
              What do you Need for this build?

              Dice Bag Duskblade (by Midgard in Ruin):
              Maenad
              Duskblade 8
              Total ECL: 8

              (32 point buy)

              Suggested stats:
              STR: 16
              DEX: 12
              CON: 16
              INT: 13
              WIS: 10
              CHA: 8

              free points left: 0 (level stat points spend on strength and wisdom)

              Feats:
              1. Psionic weapon
              3. Greater Psionic Weapon or Deep Impact
              6. Battle Caster

              Suggested Equipment:
              +1 Vicious Deepcrystal greatsword (9,315  gp),
              Triple Weapon Capsule Retainer (450 gp),
              10 Quickfrost (250 gp)
              10 Quickflame (250 gp)
              10 Quickshock (250 gp)
              5 potions of Divine Sacrifice (1,500 gp)
              Platemail (1,500 gp)
              Total cost: 13515 gp
              Left money: 13485 gp

              Build text

              spells:
              1st level: Blade of blood, truestrike, shocking grasp

              This build doesn't look very nasty at a glance and in my experience, most Dungeon masters will not have serious problems with it. Using the retainer and maintaining your psionic focus, your first strike should be

              2d6 (greatsword)
              + 2d6 (vicious)
              + 4d6 (greater psionic weapon)
              + 3d6 (retainer)
              + 4
              11d6+4 Minimum damage: 15 average damage: 42.5 Maximum damage: 70
              or
              9d6+4 if you chose deep impact over greater psionic weapon

              This comes at a cost of expending three capsules, a value of 75 gp. However against a particularly powerful enemy there is more damage that you can do. Without any extra action, you can expend the two powerpoints you've stored in your crystal weapon dealing an extra 2d6 damage and also use the duskblades arcane channeling ability to deliver a shocking grasp spell with the strike (an additional 5d6 damage), for a total addition of 7d6
              Given a round to buff, you can activate the maenad outburst for 2 str, cast blade of blood (losing 5hp) as a swift action to gain an additional 3d6 damage and use a potion of divine sacrifice (losing 10 hp after each swing) to gain an additional 5d6 damage. With all the action aforementioned, this brings your total damage addition to the "standard" first strike to +15d6+2.
              With a second round to buff, a casting of true strike will ensure you meet your target. This shouldn't be necessary in most cases if you selected deep impact.

              Thus in a dire situation, if you chose the greater psionic weapon feat and were given adequate time to buff your damage would be:
              2d6 (greatsword)
              + 2d6 (vicious)
              + 4d6 (greater psionic weapon)
              + 3d6 (retainer)
              + 5d6 (divine sacrifice)
              + 3d6 (blade of blood)
              + 2d6 (deepcrystal)
              + 5d6 (shocking grasp)
              + 6
              24d6+6 minimum damage: 30 Average damage: 90 Maximum damage: 150

              What do you Need for this build?
              • Player's Handbook
              • Player's handbook II Duskblade, (class) p.19 - 24, Blade of Blood (spell) p.103, (type) p.103
              • Expanded Psionics Psionic Weapon, (feat) p.50, Greater Psionic Weapon, (feat) p.47, Maenads (race), p.13-14
              • Complete Adventurer Triple Weapon Capsule Retainer (item), p.122,  Quickfrost (item), p.122,  Quickshock (item), p.122, Quickflame (item), p.122,
              • Spell Compendium Divine Sacrifice (spell) p. 70
              • Complete Arcane  Battle Caster (feat) p.75

              The 1-Man-Army (Lesser) (by Kelan):
              Silverbrow Human (Dragon Magic) May be normal human. Nay be any other races, but loose 1 starting feat.
              Sorcerer 7/Mindbender 1 (giving him telepathy to a 100ft range, but can be pure sorcerer or any PrC giving him Sorcerer spell progression)
              Total ECL: 8

              (28 pts buy)

              Suggested stats: . . . Modification: . . . After Modification:
              STR: 8 . . . . . . . . . . ----- . . . . . . . . . . . . . 8
              DEX: 8 . . . . . . . . . . ----- . . . . . . . . . . . . .10
              CON: 14 . . . . . . . . . ----- . . . . . . . . . . . . .10
              INT: 10 . . . . . . . . . . ----- . . . . . . . . . . . . 10
              WIS: 13 . . . . . . . . . .----- . . . . . . . . . . . . 13
              CHA: 16 . . . . . . . . . +2 (lvl 4,lvl 8) . . . . . . . 18

              free points left: 5

              Feats:
              H. Versatile Spellcaster
              1. Delay Spell
              3. (Any)
              6. Assume Supernatural Ability

              Must have spells: Polymorph! & Wraithstrike

              Cast Polymorph to transform yourself into a 8-headed Cryo- or Pyro- Hydra, using Assume Supernatural Ability to gain the breath weapon of 24d6 cold or fire damage (Ref DC 18 Half) in an area once every 1d4 round!

              But what's better then this? Share your polymorph with your familar (since you cast it on yourself, you may have it affect your familar too) and BAM! Two 8-headed hydra on the battlefield! (Though this one doesn't breath, it still have 8 attack per round dealing decent damage...)

              So it makes 16 attacks in a round! at +7 to hit (8 for you and 8 for your familar), dealing 1d10+4 dmg each.

              Thinking that +7 to hit isn't enough? Did you forget the Wraithstrike spell? Cast it before polymorphing, delaying it from 1 or 2 rounds, so you'll benefit from it as an Hydra... If you have time to buff before combat, then delay a serie of Wraithstrike so they'll trigger on round 1,2,3,4 after polymorphing (always setting the trigger to 5 round later, then on the 4th round cast your polymorph and it will accomplish this)...

              And once every 1d4 round you breath for 24d6 dmg (Ref DC 18 Half), and have your familar attack after, making 8 attacks in addition of the breath...

              What do you Need for this build?
              • Player's Handbook
              • Races of the Dragons: Versatile Spellcaster, Feat p.101
              • Complete Arcane: Mindbender, Prestige Class p.54
              • Savage Species: Assume Supernatural Ability, Feat p.30


              8th-lvl Builds (With Flaws)
              Mr. Know-It-All has both Spontaneous Divination and Hunter's Eye (via Advanced Learning). So now he truly knows everything, especially where to stab you where it really hurts.
              « Last Edit: September 01, 2010, 11:33:54 PM by PhaedrusXY » Logged

              A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

              Sounds like the makings of a gay porn film.
              ...thanks
              PhaedrusXY
              Organ Grinder
              *****
              Posts: 8022


              Advanced Spambot


              « Reply #9 on: August 12, 2008, 02:24:35 AM »

              9th-lvl Builds (Without Flaws)

              Hurler (by QuantumMechanic):
              Centaur
              Fighter 1/ Hulking Hurler 2
              Total ECL: 9

              (28 pts buy)

              Suggested stats:
              STR: 26
              DEX: 8
              CON: 8
              INT: 8
              WIS: 8
              CHA: 8

              free points left: 12

              Feats:
              HD1. Point Blank Shot
              F1. Weapon Focus(Any Ranged)
              1. Power Attack
              3. Natural Heavyweight

              Starting Strength 18 + 8 (racial) = 26

              Overburdened Heave allows thrwoing a medium load.

              Medium Load 613 x 3(Large Quadraped) x 2 (Natural Heavyweight) =3678

              By improvised weapon damage that is 21d6. If this thrown item is sharp it does damage as if it was double weight.

              7356lbs = 39d6

              What do you Need for this build?
              • Player's Handbook
              • Races of the Wild: Centaur, Race p.95
              • Complete Warrior: Hulking Hurler, Prestige Class p.40
              • Planar Handbook: Natural Heavyweight, Feat p.40

              Dice Bag Duskblade (by Midgard in Ruin):
              Maenad
              Duskblade 9
              Total ECL: 9

              (32 point buy)

              Suggested stats:
              STR: 16
              DEX: 12
              CON: 16
              INT: 13
              WIS: 10
              CHA: 8

              free points left: 0 (level stat point spend on strength)

              Feats:
              1. Psionic weapon
              3. Greater Psionic Weapon or Deep Impact
              6. Battle caster
              9. Arcane Strike

              Suggested Equipment:
              +1 Vicious Deepcrystal greatsword (9,315  gp),
              Triple Weapon Capsule Retainer (450 gp),
              10 Quickfrost (250 gp)
              10 Quickflame (250 gp)
              10 Quickshock (250 gp)
              5 potions of Divine Sacrifice (1,500 gp)
              Platemail (1,500 gp)
              Total cost: 13,515 gp
              Left money: 22,485 gp

              Build text

              spells:
              3rd level: vampiric touch
              1st level: Blade of blood, truestrike, shocking grasp

              This build doesn't look very nasty at a glance and in my experience, most Dungeon masters will not have serious problems with it. Using the retainer and maintaining your psionic focus, your first strike should be

              2d6 (greatsword)
              + 2d6 (vicious)
              + 4d6 (greater psionic weapon)
              + 3d6 (retainer)
              + 4
              11d6+4 Minimum damage: 15 average damage: 42.5 Maximum damage: 70
              or
              9d6+4 if you chose deep impact over greater psionic weapon

              This comes at a cost of expending three capsules, a value of 75 gp. However against a particularly powerful enemy there is more damage that you can do. Without any extra action, you can expend the two powerpoints you've stored in your crystal weapon dealing an extra 2d6 damage and also use the duskblades arcane channeling ability to deliver a shocking grasp spell with the strike (an additional 5d6 damage), for a total addition of 7d6. If your hp is low, you may want to consider using vampiric touch to gain tempory hit points when you strike instead. However in doing so, you lose 1d6 of damage.
              Given a round to buff, you can activate the maenad outburst for 2 str, cast blade of blood (losing 5hp) as a swift action to gain an additional 3d6 damage and use a potion of divine sacrifice (losing 10 hp after each swing) to gain an additional 5d6 damage. With all the action aforementioned, this brings your total damage addition to the "standard" first strike to +15d6+2.

              With a second round to buff, a casting of true strike will ensure you meet your target. This shouldn't be necessary in most cases if you selected deep impact.
              Now the next addition is a bit theoretical. I've checked the erratas for the Complete Warrior and the only limitation on how many times you can use arcane strike in a turn seems to be your attack bonus. The feat is a free action and the attack bonus granted from the feat may not exceed your base attack bonus. The bonus to attack roles is unnamed so they stack.

              Now interpreting this RAW, you could conclude a few things since the period of use isn't listed.
              1) the bonus it grants is an ongoing total for the characters carrier, meaning this may be a one use feat (eww)
              2) by adding "per round" as a period, the duskblade could sacrifice spell levels equal to his BAB per turn.
              3) by adding "per use" as a period, a character could dump his entire spell pool into a single strike by using the feat many times (eww)
              4) by adding "this feat may be used once per turn", the character could spend spell levels equal to his BAB per turn only if his maximum spell level is equal or higher than his BAB

              Now depending on the dm's interpretation maximum bonus damage dice and attack bonus using this characters attributes (assuming he hasn't cast any spells today) are as follows:
              1) +9 if he has never used it before
              2) +9
              3)  +23 if used shocking grasp, +21 if used vampiric touch
              4) +3

              Producing damage as follows:
              1) minimum damage: 9    average damage: 22.5    Maximum damage: 36
              2) minimum damage: 9    average damage: 22.5    Maximum damage: 36
              3) minimum damage: 23 / 21    average damage: 57.5 / 52.5    Maximum damage: 92 / 84
              4) minimum damage: 3    average damage: 7.5    Maximum damagwe: 12

              In any of the cases, this can add a nice onus to attak and damage.

              Thus in a dire situation, if you chose the greater psionic weapon feat and were given adequate time to buff your damage would be:
              2d6 (greatsword)
              + 2d6 (vicious)
              + 4d6 (greater psionic weapon)
              + 3d6 (retainer)
              + 5d6 (divine sacrifice)
              + 3d6 (blade of blood)
              + 2d6 (deepcrystal)
              + 5d6 (shocking grasp)
              + 6
              24d6+6 minimum damage: 30 Average damage: 90 Maximum damage: 150
              + arcane strike damage
              1) minimum damage: 39    average damage: 112.5    Maximum damage: 186
              2) minimum damage: 39    average damage: 112.5    Maximum damage: 186
              3) minimum damage: 53 / 51    average damage: 147.5 / 142.5    Maximum damage: 242 / 234
              4) minimum damage: 33    average damage: 97.5    Maximum damagwe: 162


              What do you Need for this build?
              • Player's Handbook
              • Player's handbook II Duskblade, (class) p.19 - 24, Blade of Blood (spell) p.103, (type) p.103
              • Expanded Psionics Psionic Weapon, (feat) p.50, Greater Psionic Weapon, (feat) p.47, Maenads (race), p.13-14
              • Complete Adventurer Triple Weapon Capsule Retainer (item), p.122,  Quickfrost (item), p.122,  Quickshock (item), p.122, Quickflame (item), p.122,
              • Spell Compendium Divine Sacrifice (spell) p. 70
              • Complete Arcane  Battle Caster (feat) p.75
              • Complete Warrior Arcane Strike (feat) p.96

              Smile, you're flat-footed (by Talok):
              Human
              Rogue 5/Fighter 1/Swordsage 2/Dread Commando 1
              Total ECL: 9

              (28 pts buy)

              Suggested stats:
              STR: 14
              DEX: 16
              CON: 10
              INT: 12
              WIS: 14
              CHA: 8

              free points left: 0

              Feats:
              H. Combat Expertise
              1. Improved Feint
              3. Improved Intiative
              F1. Dodge
              6. Mobility
              9. Deadly Precision

              Rogue 1 Combat expertise, improved feint
              Rogue 2
              Rogue 3 improved intiative
              Fighter 1 dodge
              Swordsage 1 Rogue 4 mobility
              Dread Commando 1
              Swordsage 2
              Rogue 5 deadly precision

              Put a point into dex at levels 1 and 2. You'll have a +10 to initiative and do and extra 6d6(while in assassain's stance) of sneak attack/sudden strike to opponents you catch flat-footed by beating their initiative or feinting. You'll do an extra 7d6 when using sapphire nightmare blade.


              What do you Need for this build?
              • Player's Handbook
              • Tome of Battle
              • Heroes of Battle
              • Expanded Psionics Handbook

              Lovecraftian Psychic Warrior: Version 5 (by Maat_Mons):
              Human
              Psychic Warrior 8 / Warblade 1

              (28 pts buy)

              Suggested stats:
              STR 18 (originally 16)
              DEX 12
              CON 14
              INT 10
              WIS 14
              CHA 8

              Feats:
              H. Illithid Heritage
              1. Illithid Skin
              PW1. Illithid Grapple
              PW2. Illithid Grapple
              3. Illithid Grapple
              PW5. Illithid Grapple
              6. Multiattack
              PW8. [Open]
              9. Improved Multiattack

              Powers: Bite of the Wolf, Offensive Prescience, Psionic Lion’s Charge
              Stance: Punishing Stance

              Suggested Equipment: Amulet of Mighty Fists +1 (6,000 gp), Belt of Giant’s Strength +4 (16,000 gp), +1 Greatsword (2,350 gp)
              Total cost: 24,350 gp
              Left money: 11,650 gp

              Your un-buffed full attack routine is greatsword +14 melee (3d6 + 10) and greatsword +9 melee (3d6 + 10) and 4 tentacles +14 melee (1d6 + 1d4 + 4).  Buffed, it becomes greatsword +14 melee (3d6 + 12) and greatsword +9 melee (3d6 + 12) and 4 tentacles +14 melee (1d6 + 1d4 + 6) and bite +14 melee (2d8 + 1d6 + 6). 

              Since 81 or 111.5 damage per round may be excessive, you may choose to replace Warblade with Crusader.  Martial Spirit works well with the 6 or 7 attacks per round.  Power Stones of Bite of the Wolf and Offensive Prescience are a bargain at 25 gp.  You could use your human feat as you see fit and shift the illithid feats down. 

              What do you Need for this build?
              • Player's Handbook
              • Dungeon Master’s Guide
              • Monster Manual: Multiattack, Feat p.304
              • Draconmicon: Improved Multiattack, Feat p.70
              • Expanded Psionics Handbook: Psychic Warrior, Class p.24 – Bite of the Wolf, Power p.80 - Offensive Prescience, Power p.125 - Psionic Lion’s Charge, Power p.125
              • Complete Psionic: Illithid Heritage, Feat p.62 - Illithid Skin, Feat p.62 - Illithid Grapple, Feat p.61
              • Tome of Battle: Warblade, Class p.20 – Punishing Stance, Stance p.69

              Party-friendly-gnome-tank-non-player-character (PFGTNPC) (by Midgard in Ruin):
              Gnome
              Divine Mind 5/Crusader 4
              Total ECL:9

              Elite Array

              Suggested stats: 15, 14, 13, 12, 10, 8
              STR: 13 (15)
              DEX: 13 (13)
              CON: 16 (14) (+2)
              INT: 10 (10)
              WIS: 12 (12)
              CHA: 8 (8)

              free points left: 0 (level stat bonuses spent on constitution)

              Feats:
              1. Dodge
              3. Titan fighting
              6. Heavy Armor optimization
              9. Deflective Armor

              Suggested Equipment:
              +2 Plate (5,650 gp)
              +1 Tower shield (1,180 gp)
              Ring of Protection +1 (2,000 gp)
              Masterwork Net (312 gp)
              3 nets (60 gp)
              2 potions of eagle's splendor (600 gp)
              1 potion of Owl's wisdom (300 gp)
              Warbeast Rhinoceros (775 gp)
              large Banded mail barding (1,000 gp)
              Total cost: 11,887 gp
              Left money: 113 gp

              Build text:
              Gnome's armor class
              AC: 10 + 11(platemail) + 1(dex) + 5(towershield) + 1(size) + 1(ring) + 4(titan fighting) + 2(aura) + 6(full defense) = 41 (total) (needs 5 or more ranks in tumble)
              Rhino's armor class
              AC 10 + 5(bandedmail) + 7(natural) - 1(size) + 2(moral) + 4(full defense) + 4(iron guards glare stance) = 31 (total) (assumes enemy is threatened by gnome)

              Here's the plan. Get within range of a net attack while ridding on your rhino with the trail lines for your nets tied to the rhino's barding. Once netted the enemy will have to overcome the rhino's 29 strength score in order to move more than 10 feet from you (the length of the trailing rope). The gnome has a high fort save and the tower shield render many reflex save effects null and void thanks to cover. Deflective armor applies your armor bonus against touch attacks, which is some protection from deep impact and ray spells. This character has a glaring weakness to will saves but if the gnome has a couple rounds of buff time, a potion of owl's wisdom and eagle's splendor should help off set it (the divine mind grants divine grace and the crusader grants indomitable soul which doesn't stack with the paladin's divine grace ability. Zealous surge allows you to reroll once per day if you roll poorly.

              Makes for a great church bounty hunter or as support for archers.

              What do you Need for this build?
              • Player's Handbook
              • Complete Psionic Divine Mind, (class) p.9 -13,
              • Races of Stone: Titan Fighting, (feat) p.145, Deflective Armor (feat) p.137, Heavy Armor Optimization (feat) p.141
              • Tome of Battle Crusader (class) p. 8-14, Iron Guard's glare (maneuver) p.59
              • Monster Manual II Warbeast rhinoceros (monster) p.219

              The 1-Kobold-Army (Greater) (by Kelan):
              Kobold
              Sorcerer 9 OR Sorcerer 8/Mindbender 1 (giving you telepathy to a 100ft range)
              Total ECL: 9

              (28 pts buy)

              Suggested stats: . . . Modification: . . . After Modification:
              STR: 8 . . . . . . . . . . -4 (Racial) . . . . . . . . . 4
              DEX: 8 . . . . . . . . . . +2 (Racial) . . . . . . . . . 10
              CON: 14 . . . . . . . . . -2 (Racial) . . . . . . . . . 10
              INT: 10 . . . . . . . . . . ----- . . . . . . . . . . . . 10
              WIS: 13 . . . . . . . . . .----- . . . . . . . . . . . . 13
              CHA: 16 . . . . . . . . . +2 (lvl 4,lvl 8) . . . . . . . 18

              free points left: 5

              Feats:
              1. Delay Spell
              3. Draconic Reservoir
              6. Assume Supernatural Ability
              9. Leadership

              Must have spells: Polymorph! & Wraithstrike

              You take the Draconic Rite of Passage at level 1 and the Greater Draconic Rite of Passage at level 6, giving you the spellcasting ability of a Sorcerer 1 lvl higher then you actually are.

              With the leadership feat you take he following Cohort:



              Cast Polymorph to transform yourself into a 9-headed Cryo- or Pyro- Hydra, using Assume Supernatural Ability to gain the breath weapon of 27d6 cold or fire damage (Ref DC 19 Half) in an area once every 1d4 round!

              But what's better then this? Share your polymorph with your familar (since you cast it on yourself, you may have it affect your familar too) and BAM! Two 9-headed hydra on the battlefield! (Though this one doesn't breath, it still have 9 attack per round dealing decent damage...)

              Not enough? Have your cohort cast polymorph, since he cast as a 8th level sorcerer he know one 4th-level spell, make it Polymorph! and he may cast it 4 times per day... but since he have Versatile Spellcaster, he could use two 3rd-lvl spellslot to cast it even more, to a grand maximum total of three more time in a day, so seven possible polymorph per day!)

              And even better, have him share it with his familar too! It add two 7-headed pyro/cryo hydra on the battle field, and since your cohort also have Assume Supernatural Ability Feat, he get a breath too, at 21d6 (Ref DC 18 Half)!

              So it makes 32 attacks in a round! at about: 18 bites at +8 (9 for you and 9 for your familar), 14 bites at +7 (7 for your cohort and 7 for his familar), each of yours (and your familar's) dealing 1d10+5 dmg, and each of your cohort's and his familar dealing 1d10+4 dmg.

              Thinking that +8 or +7 to hit isn't enough? Did you forget the Wraithstrike spell?

              And once every 1d4 round you and your cohort breath for a grand total of 48d6 dmg Ref Half, and have your familar attack after, making 16 attacks in addition of the breath...

              And you AND your cohort cast spell as a sorcerer a level HIGHER then you actually are (including spell known and spell per day, not just caster level!).

              What do you Need for this build?
              • Player's Handbook
              • Races of the Dragons: Kobold, Race p.37 - Dragonwrought, Feat p.100 - Draconic Rite of passage, Rite p.43 - Versatile Spellcaster, Feat p.101
              • Complete Arcane: Mindbender, Prestige Class p.54
              • [COLOR="Blue"]Races of the Dragons Web Enhencement[/COLOR]:[/U] Draconic Reservoir, Feat - Greater Draconic Rite of passage, Rite
              • Savage Species: Assume Supernatural Ability, Feat p.30

              Serpent Style Monk (by Midgard In Ruin):
              human
              Monk2/ Fighter3/ Crusader1/ Fighter+1/ Crusader+2
              Total ECL: 9

              (32 point buy)

              Suggested stats:
              STR: 14
              DEX: 15 (+1)
              CON: 14
              INT: 13
              WIS: 12
              CHA: 8

              free points left: 0

              Feats:
              H. Willing Deformity HoH 125 or Aberration Blood LoM 178
              1. Deformity (Tall) HoH 121 or Inhuman Reach LoM 180
              M1.Improved Unarmed Strike, Stunning Fist
              M2. Combat Reflexes
              3. Deft opportunist CA 106
              F1. Hold the line CW 100 or Dodge
              F2. Combat Expertise
              6. Evasive reflexes ToB 30
              F4. Improved Trip
              9. Snap kick ToB 32

              Suggested Equipment:
              Belt of Giant Strength +4 (16,000 gp),
              Greater Magic Fang (CL20) (600 gp),
              Permanency cast on Greater Magic Fang (CL11) (8,050 gp)
              Dorje of Painful Strike xpd 168 & 123 (6,500 gp)
              Periapt of Wisdom +2 (4,000 gp)
              Total cost: 35,150 gp
              Left money: 850 gp

              Suggested stances & maneuvers:
              Thicket of Blades (stance) ToB 61
              Defensive rebuke (maneuver) ToB 58

              Suggested Alternate Class Features:
              Decisive strike (Monk) PHII 51

              Build text:
              This build is designed to simply out maneuver other melee fighting types. Use your reach to your full advantage. Against a medium sized melee fighter using a weapon without reach, the monk really can't even be swung on unless he opts to allow the opponent to do so. Any movement the opponent makes, while threatened, provokes an attack of opportunity, which you could use to step away from the square the opposing character intends to move to. Alternatively, you could simply trip the opponent to prevent the movement all together, followed by two swings thanks to snap kick and improved trip (notice that snap kick can function after a melee attack, which would include attacks of opportunity). This character should use a decisive strike and snap kick each round to double damage for his attacks of opportunity and just makes some swings against the target. Defensive rebuke forces an opponent to either attack you or provoke an attack of opportunity at the end of the turn. Their movement, whether to move out of your threatened area or to move towards you, provokes an attack of opportunity, which should be used to trip and hopefully ensure the opponent will both remain in the monk's threatened area and fail to attack the monk until the turn is over. Against higher strength enemies, it may be wiser simply to evade to a non-adjacent square of the last square of the enemy's movement.

              For the first level fighter feat, I left a choose between hold the line and dodge in case your running group, like my own, believes that movements during a charge do not provoke attacks of opportunity. It isn't necessary after you have thicket of blades, but it's a lifesaver at low levels. At low levels, I prefer the willing deformity tree as opposed to the aberration blood tree because the latter penalizes your attack bonus, however the latter does not require an evil alignment. To continue this build beyond ten, take the reach feat tree you didn't do at early levels to gain a 15 foot reach. The monk now has more reach than giants.

              What do you Need for this build?
              • Player's Handbook
              • Tome of Battle: Crusader (class) p.8-14, Thicket of Blades (stance) p.61, Defensive rebuke (maneuver) p.58, Snap kick (feat) p.32, 6. Evasive reflexes (feat) p.30
              • Heroes of Horror:  Willing Deformity (feat) p.125, Deformity (tall) (feat) p.121
              • Lords of Madness: Aberration Blood (feat) p.178, Inhuman Reach (feat) p.180
              • Complete Adventurer: Deft Opportunist (feat) p.106
              • Complete Warrior: Hold the Line (feat) p.100
              • Expanded Psionics: Dorje (item) p.168, Painful Strike (power) p.123
              • Player's Handbook II: Decisive Strike (alternate class feature) p.51



              9th-lvl Builds (With Flaws)
              No builds using flaws of this level have been submitted up 'till now. Do you have any to submit?
              « Last Edit: August 15, 2008, 04:10:50 PM by PhaedrusXY » Logged

              A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

              Sounds like the makings of a gay porn film.
              ...thanks
              PhaedrusXY
              Organ Grinder
              *****
              Posts: 8022


              Advanced Spambot


              « Reply #10 on: August 12, 2008, 02:24:49 AM »

                10th-lvl Builds (Without Flaws)

              Release the Hounds! (by ninjarabbit)
              Human battlesorcerer8/abjurantchampion2

              ACF: replace familiar with animal companion

              1-wild cohort, combat casting
              3-natural bond
              6-obtain familiar
              9-improved familiar: winter wolf

              At level 10 you'll have a winter wolf familiar, a dire wolf animal companion, a dire wolf wild cohort, and the ability to summon fiendish dire wolves via Summon Monster IV or V

              10th level low-magic archer by Carnivore

              Clever FrostLeaf summoner Druid the Wildshaper (by Kelan):
              (Mulhorandi Divine Minion) Human
              Druid 9

              (28 pts buy)

              Suggested stats:
              STR: 10
              DEX: 10
              CON: 14
              INT: 10
              WIS: 16
              CHA: 10

              free points left: 4


              Feats:
              H. Spell focus (conj.)
              1. Natural Spell
              3. Greenbound Summoning
              6. Augment Summoning
              9. Beckon the Frozen

              Suggested Equipment: (in construction)
              Total cost: 0 gp
              Left money: 49,000 gp

              Spells: The Venomfire spell (3rd lvl, Serpent Kingdom), is really a good spell to have around if you summon creature with any kind of poison attack, and/or if you have a medium viper as an animal companion. Most of the time you'll convert your spells into summon nature ally, so not too important, but do not memorize Animal boosting spell since your summon are now plants. Healing magic is always usefull.

              By 2nd level, you'll have an unlimited use of Wildshape (as a free action!) to change into an innocious looking animal (really limite choice). Then, using Natural spell, you'll summon nature ally to do the fighting for you, the ennemy not even knowing who to strike back at. At 3rd level, gaining the Greenbound template will really boost your summoned Nature ally. At 6th level (druid 5) you'll be able to Wildshape into any small or medium animal, at will, still as a free action... At 7th, your summoned alies will get another improvement, (+4str, +4con that will effectively be a +2touch/+2dmg, +2 Fort save and +2 Hp per HD. Then at 9th level you'll be able to Wildshape into any small, medium or large animal, at will, still as a free action. Finally, at 10th level, your summoned ally will get a last improvement adding +1d6 cold damage to all their attacks.

              So at 10th level, you summon nature allies will have:


              The same bonus as the 6th level build, but you'll have your Wildshape at will, as a free action, and be able to cast while looking like an innocious pet, like a cat, so nobody will know where the real threat come from if you play your cards well...

              What do you Need for this build?

              Dozer (by Retross):
              Warforged
              Fighter 6/Warforged Juggernaut 4
              (Take the Dungeon Crasher Fighter Substitution level for level 2 & 6)

              Feats:
              1. Adamantine Body
              F1. Power Attack
              3. Improved Bull Rush
              F4. Weapon Focus(Spiked Shield)
              6. Weapon Focus(Spiked Armor)
              9. Blood-Spiked Charger

              Lack of large size means no Knockback, but Dungeon Crasher just screams Warforged Juggernaut for extra-smashy flavor. You can pretty much break anything. Plus, you'll deal decent damage on a charge without a wall.

              What do you Need for this build?
              • Player's Handbook
              • Eberron Campaign Setting: Warforged, Race p.20 - Warforged Juggernaut, Prestige Class p.83 - Adamantine Body, Feat p.50
              • Dungeonscape: Dungeon Crasher, Alternative Class Feature p.10
              • Player's Handbook II: Blood-Spiked Charger, Feat p.92

              The Duelist (by Midgard in Ruin):
              Whisper gnome
              Fighter2/Swashbuckler3/Swordsage2/Duelist3
              Total ECL: 10



              Suggested stats: 16, 15, 16, 10, 14, and 15 (you rolled excellent)
              STR: 12 (14)
              DEX:  18 (16)
              CON: 18 (15)
              INT: 16 (16)
              WIS: 16 (15)
              CHA: 8 (10)

              free points left: 0 (2 level points spent in wis and con)

              Feats:
              1. Dodge
              F1. Titan fighting
              F2. Combat Expertise
              3. Mobility
              SB1. Weapon Finesse
              6. Shadow Blade
              9. Einhander

              Suggested Equipment:
              Gloves of Dexterity +4 (16,000)
              +2 Keen Rapier (18320) )
              Ring of Protection +1 (2000)
              Bracers of Armor +2 (4000)
              Periapt of Natural Armor +1 (2000)
              Triple weapon capsule retainer (400) (optional)
              10 Quickfrost (250) (optional)
              10 Quickflame (250) (optional)
              10 Quickshock (250)

              Total cost: 43420 gp
              Left money: 5580 gp

              Stances:
              Assassin stance

              Build text:
              I thought of two characters when designing this; paimon and leviticus. What are both known for? Parrying the blows of thier enemies and swift precise strikes!

              AC: 27
              10 + 2(armor) + 6(dex) + 1(size) + 1(natural) + 1(deflection) + 3(wis) + 3(int)
              Titan fighting provides a +4 bonus vs enemies larger than you that you select with the dodge feat. Fighting defensively imposes -2 attack bonus for +5 ac thanks to your necessary tumble ranks and einhander feat. Using Combat expertise you can also sacrifice 5 attack bonus for 5 armor class should you need to simply stall an enemy or if you simply want to feel out thier abilities. You can still swing while having a forty-one armor class. To top it off, you have an exceedingly high hit point value with a +4 constitution modifier and high hit dice types.

              Rapier attak bonus: +17
              9(BAB) + 6(dex) + 1(size) + 2(enhancement)
              Dexterity synergy is maximized for this build. Attack bonus, damage (shadow blade), and armor class. This build has two other attributes adding to melee damage: intelligence and strength, which add up to a minor +4. Not much at this point but in future levels, increasing damage by improving these lower attributes may prove to be more economical. The assassin stance grants 2d6 of sneak attack for that precision flavor (which einhander creates the opportunity for) and the triple weapon capsule retainer (found in the complete adventurer) can add another 3d6 of elemental damage to every attack with your rapier for the turn as a swift action basically once per encounter. You're rapier also crits on a roll of fifteen to twenty, which adds more to that precision feel.

              As an added bonus, you more than likely hide far better than anyone else in the party you mentioned. With a +4 racial bonus to hiding and moving silently and such a high dex bonus. If this aspect of the character is attractive to you, in future levels you could purchase a Collar of Umbral Metamorphosis or the continuous version. Both are found on page 156 of the tome of magic. They add +10 move speed, a large hide bonus, a large move silently bonus, and hide in plain sight! the non-continuous version is 11k and the continuous is 22k.


              What do you Need for this build?
              • Player's Handbook
              • Races of Stone:
              • Tome of Battle
              • Complete Warrior
              • Complete Adventurer
              • Player's Handbook II

              Holy Warlock, Batman! (by heffroncm):
              Xeph
              Class lvl
              Cleric 1 / Warlock 1 / Cleric +4 / Eldritch Disciple 4
              Total ECL: 10

              (28 pts buy)

              Suggested stats:
              STR: 6 (8 - 2 Race)
              DEX: 16 (14 + 2 Race)
              CON: 10
              INT: 10
              WIS: 18 (16 + 2 Levels)
              CHA: 16


              Feats:
              1. Point Blank Shot
              3. Psionic Shot
              6. Psionic Meditation
              9. Greater Psionic Shot

              Suggested Equipment: Not certain what would help most.
              Left money: 49,000g


              Invocations:
              Least: Eldritch Spear, Sickening Blast, Entropic Warding

              Gift of the Divine Patron:
              Corrupting Blast: Eldritch Blast adds a penalty of 1/2 Disciple level to target's will save next round.
              Fiendish Resistance: Gain 10 + Discple CL to Acid and Fire resistance for 3 + ChaMod Rounds (Evil Diety Only)
              Protective Aura: Surround yourself with a Magic Circle against Evil for 3 + ChaMod Rounds (Good Diety Only)

              This build was all about versatility.  I put it together for a 3-man game, where I was to play the caster back up for a Tome of Battle fighter and a skill monkey precision damage character.  The campaign never got off the ground, but the build survives!

              It was my first time playing with a Warlock, and I was dead set on making my Warlock be able to perform the essential tasks of healing, item identification, and divination.  This led to huge gains in versatility.  You end up with a domain of your choice, the Knowledge domain, and any 1 Necromancy, Divination, or Abjuration spell from the Wizard list as part of your Cleric spells per spell level.  You also add the following spells to your Cleric spell list: 0 - Message; 1 - Erase, Identify, Unseen Servant; 2 - Fox's Cunning; 3 - Illusory Script, Secret Page, Tongues; 4 - Detect Scrying; 6 - Analyze Dweomer;      7 - Sequester; 9 - Vision.  In addition, you have 6 skill points per level and an expanded skill list with Cleric, Bardic Knowledge as a 5th level Bard (whoopy), and pretty much your only penalty are 5 levels of Poor BaB and d6 HP.  Note that the GM was allowing Practiced Spellcaster (Warlock) to increase the damage dice on Eldritch Blast, which is a controversial option at best and may well have been specifically errated against since.  Less controversial is to forgo Practiced Spellcaster, start the other feats at 1st, and take Improved Psionic Shot at 9th, which makes up for the damage loss.

              At 10th level, you cast as a level 8 Cleric, Turn Undead like a 9th level Cleric, have the Invocations of a level 5 Warlock, and can burn your Turn Attempts for Gifts of the Divine Patron (suggested Gifts above).  The real star ability comes at 11th, when you can use Eldritch Blast Shapes to any spell which affects a target or recquires a melee or ranged touch attack.  Now, all of the fun Necromancy touch debuffs, and all of your heals, can have the 250 yard range of Eldritch Spear applied.

              I'm sure this build could use further optimization, but for it's defined purpose of being the every-caster, it seemed to work great on paper.  Giving up 2 levels of Cleric casting for an at-will 9d6 250 yard ranged touch seemed like a good idea.

              What do you Need for this build?
              • Player's Handbook
              • Book 2: Unearthed Arcana, Class Variant: Cloistered Cleric p.50
              • Book 3: Complete Arcane, Base Class: Warlock p.XXX
              • Book 4: Complete Mage, Class Variant: Divine Magician p.33, Prestige Class: Eldritch Disciple p.
              • Book 5: Expanded Psionics Handbook: Race Xeph pg. , Feats

              You, Me, and Everyone We Know (aka The Toolkit) (by PhaedrusXY):
              Warforged
              Psion (Shaper) 10
              Total ECL: 10

              Feats:
              P1. Psicrystal Affinity
              1. Overchannel
              3. Talented
              P5. Metamorphic Transfer
              6. Boost Construct or Expended Knowledge(Dimension Swap)
              9. Expended Knowledge(Metamorphosis)
              P10. Expended Knowledge(Metamorphosis)

              Skills: max Use Psionic Device
              Equipment: an item that gives a bonus on Use Psionic Device, if allowed, and an Orange Ioun Stone (if you can afford it).

              Benefits:
              Via Metamorphosis and Metamorphic Transfer, you can turn into just about anything (including inanimate objects, like wrenches) and gain whatever ability that you need. This would be alot of fun to roleplay as the "sidekick" to a rogue or artificer. "Bob, wrench now!" "Yessir!"
              You can heal yourself and your psicrystal.
              You can disguise yourself as one of your summoned astral constructs.
              Your constructs are quite powerful (7th level, if you can get the Ioun Stone, and they have an extra ability).
              You can effectively summon two per round (via your psicrystal using UPD). Of course, this isn't free...
              You're a full psion, so you can have plenty of "other" powers.


              Fun stuff: Manifest Metamorphosis and share it with your Psicrystal to turn both of you into an Astral Constructs. Give your Psicrystal some power stones (or a Dorje) of Astral Construct. Manifest Schism, and both of you start using your standard actions every round to manifest Astral Construct. Use your Schism action every round to ready an action to escape any attackers that come after you via Dimension Swap (with a summoned construct) or Dimension Door (if you can afford the Ioun Stone). Share this with your Psicrystal.

              What do you Need for this build?
              • Player's Handbook
              • Expended Psionics

              Playable at everylevel  (by Midnight_v):
              Playable at everylevel (assuming you can buy star metal and why not if you can buy adamantine?) Warforged duskblade. Green star adept.

              1 Duskblade: Adamantinebody +8 armor,dr/2 adamantine
              2. Duskblade: Armored mage light. Combat casting
              3. Duskblade: Arcane chanelling, Battle caster
              4. Duskblade: Armored Mage Medium (heavy No more spell chance failure)
              5. Duskblade: Quick cast 1/day
              6. GSA: Improved caster level, +1 Strength -1 dex +1 natural Ac Dr/3 ad
              7. GSA: New spell level, unatrual metabolism, Dr/4 adm
              8. GSA: Dr/5 adm Fortification 25%
              9. GSA: Dr/6 Adm Darkvision, + 1 strength +1 natural armor Feat: Imp DR: 7
              10.Gsa: Dr/8 adamantine Unnatural Metabolism +4

              Basically you're a tank. No you're the tank.
              At low levels you're a fighter but that actually VALID at low levels, after level 5 you're still fighting but doing on the same scale as Team monster does.
              Investiture in scrolls for utility will help by so will contact poisions
              I'm sure there are other builds of this about too but this is the simplest. You have DR/8 and can melee with Firegiants if you want
              You have ray of enfeeblemet with will help you with that goal considerably. You're type is already construct so you can take this into a huge variety of other Prestige Classes as well as a host of save bonuses and immunities.
              I played this once it was a blast.

              The 1-Man-Army (Greater) (by Kelan):
              Silverbrow Human (Dragon Magic) May be normal human. Nay be any other races, but loose 1 starting feat.
              Sorcerer 9/Mindbender 1 (giving you telepathy to a 100ft range, but can be pure sorcerer or any PrC giving you Sorcerer spell progression)
              Total ECL: 10

              (28 pts buy)

              Suggested stats: . . . Modification: . . . After Modification:
              STR: 8 . . . . . . . . . . ----- . . . . . . . . . . . . . 8
              DEX: 8 . . . . . . . . . . ----- . . . . . . . . . . . . .10
              CON: 14 . . . . . . . . . ----- . . . . . . . . . . . . .10
              INT: 10 . . . . . . . . . . ----- . . . . . . . . . . . . 10
              WIS: 13 . . . . . . . . . .----- . . . . . . . . . . . . 13
              CHA: 16 . . . . . . . . . +2 (lvl 4,lvl 8) . . . . . . . 18

              free points left: 5

              Feats:
              H. Versatile Spellcaster
              1. Delay Spell
              3. (Any)
              6. Assume Supernatural Ability
              9. Leadership

              Must have spells: Polymorph! & Wraithstrike

              With the leadership feat you take he following Cohort:



              Cast Polymorph to transform yourself into a 10-headed Cryo- or Pyro- Hydra, using Assume Supernatural Ability to gain the breath weapon of 30d6 cold or fire damage (Ref DC 19 Half) in an area once every 1d4 round!

              But what's better then this? Share your polymorph with your familar (since you cast it on yourself, you may have it affect your familar too) and BAM! Two 10-headed hydra on the battlefield! (Though this one doesn't breath, it still have 10 attack per round dealing decent damage...)

              Not enough? Have your cohort cast polymorph, since he cast as a 9th level sorcerer he know two 4th-level spell, make one Polymorph! and he may cast it 4 times per day... but since he have Versatile Spellcaster, he could use two 3rd-lvl spellslot to cast it even more, to a grand maximum total of three more time in a day, so seven possible polymorph per day!)

              And even better, have him share it with his familar too! It add two 8-headed pyro/cryo hydra on the battle field (they cast as 9th level sorcerer but still have only 8 HD), and since your cohort also have Assume Supernatural Ability Feat, he get a breath too, at 24d6 (Ref DC 18 Half)!

              So it makes 36 attacks in a round! at about: 20 bites at +8 (10 for you and 10 for your familar), 16 bites at +7 (8 for your cohort and 8 for his familar), each of yours (and your familar's) dealing 1d10+5 dmg, and each of your cohort's and his familar dealing 1d10+4 dmg.

              Thinking that +8 or +7 to hit isn't enough? Did you forget the Wraithstrike spell? Cast it before polymorphing, using 2 cantrips (Thanks to versatile spellcaster), delaying it from 1 or 2 rounds, so you'll benefit from it as an Hydra... If you have time to buff before combat, then delay a serie of Wraithstrike so they'll trigger on round 1,2,3,4 after polymorphing (always setting the trigger to 5 round later, then on the 4th round cast your polymorph and it will accomplish this)...

              And once every 1d4 round you and your cohort breath for a grand total of 54d6 dmg Ref Half, and have your familar attack after, making 18 attacks in addition of the breath...

              What do you Need for this build?
              • Player's Handbook
              • Races of the Dragons: Kobold, Race p.37 - Dragonwrought, Feat p.100 - Draconic Rite of passage, Rite p.43 - Versatile Spellcaster, Feat p.101
              • Complete Arcane: Mindbender, Prestige Class p.54
              • [COLOR="Blue"]Races of the Dragons Web Enhencement[/COLOR]:[/U] Draconic Reservoir, Feat - Greater Draconic Rite of passage, Rite
              • Savage Species: Assume Supernatural Ability, Feat p.30

              Cleric Archer (by MikeN):
              Wood Elf
              Cleric6/Radiant Servant of Ehlonna 4

              Str 16
              Dex 16
              Con 10
              Int 10
              Wis 14 (+1 @ 4, +1 @ 8, etc)
              Cha 10

              Domains: Sun, Celerity

              1) Point-Blank Shot
              3) Precise Shot
              6) Extra Turning
              9) Rapid Shot

              Anima Gish(by heffroncm):
              Human
              Wizard 3 / Binder 1 / Anima Mage 6
              Total ECL: 10

              Suggested stats:
              High Int, Wis of at least 12, High Con


              Feats:
              H. Arcane Disciple: Pride Domain
              1. Extend Spell
              3. Improved Binding
              6. Persistent Spell
              9. Power Attack

              Suggested Equipment:
              Periapt of Wisdom +4 (16,000 gp)
              +1 Eager Cold Iron Morningstar of (10,316)
              +1 Mihtral Twilight Chain Shirt (5,250 gp)
              Belt of Strength +2 Constitution +2 (8,000 GP)
              Vest of +1 Natural Armor +2 Resistance (6,000 GP)
              Total cost: 45,566 gp
              Left money: 3,434 gp

              Everything but the Periapt of Wisdom is replaceable to taste.

              Basic Premise: Arcane Gish with Persistent Divine Power at level 8.  You MUST take Binder as level 2 or 3 to make feat selection work.  As of level 11, you will be able to Persist 2 spells per day.  For your second spell, I'd recomend Draconic Polymorph, Bite of the Wereboar, or Draconic Might.

              What do you Need for this build?
              • Player's Handbook
              • Tome of Magic
              • Complete Arcane
              • Magic Item Compendium
              • Spell Compendium

              Early-entry Master of Shrouds:


              This is from the same contest as Carnivore's "Fred the Cerebremancer", so it has no magic items other than a few potions. This was the winner. It used the old, broken as hell version of Summon Undead, but it would still be very strong without it. It would also be powerful from level 5 onward.

              Human Monk1/Cleric2/Master of Shrouds 7

              1 Monk1 Stunning Fist (monk1), Spell Focus: Conj. (1), Augumented Summoning (human)
              2 Clr1 Domains (Planning, Undeath), Rebuke Undead, Extend Spell (bonus), Extra Turning (bonus)
              3 Clr2 Persistent Spell
              4 MoS1 Extra Rebuking
              5 MoS2 Summon Undead (Shadow)
              6 MoS3 Divine Metamagic: Persistent Spell
              7 MoS4 Summon Undead (Wraith)
              8 MoS5 Improved Summoning
              9 MoS6 Summon Undead (Spectre) Practiced Spellcaster
              10 MoS7

              Stats: Str 9+1, Dex 12, Con 14, Int 10 , Wis 17+1, Cha 16
              Buffed Stats: Str 16, Dex 12, Con 18, Int 10, Wis 18, Cha 20
              Hit Points: 8+9d8+20 =68.5 (88.5 buffed)

              BAB +6 (+10 buffed)
              Saves (buffed): Fort+12, Ref+6, Will+15 (+1 vs. good, +1 vs. fear)

              Attacks (buffed): +19/+14 darkwood scimitar 17-20/x2 (10bab+2enh+3str+3divine+1morale)
              Damage (buffed): 1d6+3str+2enh+10brambles+3divine =1d6+18
              AC 22, 29 buffed (10+10armor+5shield+3deflection+1dex =29)

              Spells: 6 5+1 4+1 4+1 3+1
              0th No Light (BovD 100), Detect Magic, Resistance
              1st: Obscuring Mist, Bless, Shield of Faith, Divine Favor, Protection from Good (cast with Agony), Deathwatch (D)
              2nd: Delay Poison, Silence, Bear's Endurance, Eagle's Splendor, Desecrate (D)
              3rd: Magic Vestment (x2), Meld into Stone,  Brambles, Clairvoyance/Clairaudience (D)
              4th: Divine Power, Summon Undead IV(2x, cast with Agony), Death Ward (D)

              Arena Tactics (assuming the arena floor is stone): During the "pre-buff" round, ready an action to cast Meld into Stone after you're teleported to the arena. During round 1, cast Meld into Stone and sink into the ground. Fully buff yourself,  making Divine Favor and Divine Power persistent. Then cast Desecrate and Clairvoyance. Next begin summoning undead using your Master of Shrouds ability (I think spectres are the best). Pick a good target for them using Clairvoyance. If there appears to be a cleric or palladin among the enemies, summon all your undead and bolster them before sending them all out at once to focus their attacks on it (you have 2 Rebuke attempts left after buffing). Cast Silence on the last undead you summon, and direct it to attack a spellcaster.

              Rise up out of the ground, cast your Summon Undead spells, cast Bless, and wade into battle with your Army of Darkness. Summon either all skeletal skybleeders (if most or all enemies are flying), or a combo of those and skeletal sun giants (if there are some tough ground-bound enemies). You can also use a skeletal skybleeder as a mount to reach flying enemies yourself.

              Equipment: Darkwood scimitar, MW adamantine fullplate, MW heavy shield, 8 Cure Moderate Wounds potions, 3 vials of Agony (BoVD 46, +2 to caster level for Evil spell),  A vial of unholy water and 25 gp worth (5 pounds) of silver dust

              Summoned Undead (bonuses from Desecrate and Bless included):
              skeletal skybleeders (Fiend Folio p155) to go after flying enemies, and/or serve as a flying mount

              Size/Type:        Huge Undead
              Hit Dice:       12d8+12 (95 hp)
              Initiative:       +8
              Speed:          40 ft. (Fly 80 ft., average)
              Armor Class:       15 (-2 size, +4 Dex, +3 natural), touch 12, flat-footed 11
              Base Attack/Grapple:    +6/+22
              Attack:          Claw +14 (2d8+9)
              Full Attack:       3 claws +14 melee (+ 8 tentacles? probably not, lol)
              Space/Reach:       15 ft./10 ft.
              Special Attacks:    -
              Special Qualities:    Cold Immunity, DR 5/bludgeoning
              Saves:          Fort +5, Ref +9, Will +9
              Abilities:       Str 26, Dex 19, Con -, Int -, Wis 10, Cha 1
              Feats:          Improved Initiative
              Alignment:        Always neutral evil

              skeletal sun giants (Monster Manual 2 p110) to crush ground-bound enemies

              Size/Type:        Huge Undead
              Hit Dice:       13d8+13 (103 hp)
              Initiative:       +7
              Speed:          40 ft.
              Armor Class:       14 (-2 size, +3 Dex, +3 natural), touch 11, flat-footed 11
              Base Attack/Grapple:    +6/+27
              Attack:          Claw +19 (1d8+14) or huge longspear +19 (2d8+20) or rock +9 (2d8+14)
              Full Attack:       huge longspear +19/+14 or claw +19 or rock +9
              Space/Reach:       10 ft./15 ft. (30 ft. with longspear)
              Special Attacks:    -
              Special Qualities:    Cold Immunity, DR 5/bludgeoning
              Saves:          Fort +5, Ref +9, Will +9
              Abilities:       Str 37, Dex 16, Con -, Int -, Wis 10, Cha 1
              Feats:          Improved Initiative
              Alignment:        Always neutral evil

              8 Spectres (via MoS ability)

              Size/Type:        Medium Undead (Incorporeal)
              Hit Dice:       7d12+7 (52 hp)
              Initiative:       +7
              Speed:          40 ft. (8 squares), fly 80 ft. (perfect)
              Armor Class:       15 (+3 Dex, +2 deflection), touch 15, flat-footed 13
              Base Attack/Grapple:    +3/—
              Attack:          Incorporeal touch +8 melee (1d8+1 plus energy drain)
              Full Attack:       Incorporeal touch +8 melee (1d8+1 plus energy drain)
              Space/Reach:       5 ft./5 ft.
              Special Attacks:    Energy drain, create spawn
              Special Qualities:    Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura
              Saves:          Fort +3, Ref +6, Will +8
              Abilities:       Str Ø, Dex 16, Con Ø, Int 14, Wis 14, Cha 15
              Skills:          Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)
              Feats:          Alertness, Blind-Fight, Improved Initiative
              Alignment:        Always lawful evil
              What do you Need for this build?
              • Player's Handbook
              • Tome of Magic
              • Complete Arcane
              • Magic Item Compendium
              • Spell Compendium

              Badger badger badger badger badger badger LORD of WAR
              Arctic Dwarf Were-badger Lord Warshaper/Warblade


              10th-lvl Builds (With Flaws) [/list]
              « Last Edit: September 16, 2011, 02:13:21 PM by PhaedrusXY » Logged

              A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

              Sounds like the makings of a gay porn film.
              ...thanks
              PhaedrusXY
              Organ Grinder
              *****
              Posts: 8022


              Advanced Spambot


              « Reply #11 on: August 12, 2008, 02:25:01 AM »

              reserved
              Logged

              A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

              Sounds like the makings of a gay porn film.
              ...thanks
              carnivore
              Grape ape
              *****
              Posts: 1671


              « Reply #12 on: August 15, 2008, 06:15:14 AM »

              10th lvl Battlefield Control


              Human
              Rogue(feat variant) 2/ Monk(overwhelming attack variant) 2/ Ranger 2/ Fighter 2/ Ranger 2/ Crusader 2

              Attributes(32pt buy)
              22 Str(16 +2 lvls +4 belt)
              16 Dex(14 +2 gloves)
              16 Con(16)
              14 Int(14)
              10 Wis(10)
              8 Cha(8 )


              Flaws:
              Flaws:
              Vulnerable
              Effect: You take a -1 penalty to Armor Class.
               
              Murky-Eyed
              Effect: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.

              Traits:
              Musclebound
              Benefit: You gain a +1 bonus on Strength-based skill checks and ability checks.
              Drawback: You take a -2 penalty on Dexterity-based skill checks and ability checks.

              Absent Minded
              Benefit: You gain a +1 bonus on Knowledge checks (although this does not let you use a Knowledge skill untrained).
              Drawback: You take a -1 penalty on Spot checks and Listen checks.

              feats and progression:

              Rogue 1 ...................... Dodge(rogue bonus), Combat Reflexes(Human bonus), Combat Expertise(Flaw), Imp Trip(Flaw), Karmic Strike
              Monk 1 ....................... Power Attack(monk bonus)
              Monk 2 ....................... Imp Bull Rush(monk bonus), Knowledge Devotion
              Ranger 1 ..................... Track(ranger bonus)
              Ranger 2 ..................... TWF(ranger bonus)
              Rogue 2 ...................... Knockdown, Pushback(rogue bonus)
              Crusader 1
              Fighter 1 ..................... Shock Trooper (fighter bonus)
              Fighter 2 ..................... Leap Attack, Reckless Charge(fighter bonus)
              Crusader 2


              items:
              +1 Mithral Full Plate(+8 Armor , max Dex +3)
              +1 Vampiric Great Sword..... or Martial Reach Weapon
              +4 Belt of Str
              +2 Gloves of Dex

              Attack abilities:
              BAB +8
              Attack bonus(+BAB+8 +6 Str +5 Insight +1 enhancement) = +20

              Full Attack +20/+15
              Full Attack with TWF(unarmed strike as offhand attack) +18/+18/+13

              +4 to attack if Charging
              +4 to Trip


              this allows you to Charge with a Jump attack and reduce AC up to -8 gain +32 to damage... and get a Free Trip attack @ the same bonus... since you never Reduce Attack rolls... you will be very accurate and land your attacks.... even with a Low AC... if someone hits you, ... you get to hit back with the same bonus

              Skills:
              this has great Skills ..... lots of Skill points:(100 skill points)(44 rogue +14 monk+18 ranger+10 fighter+14 Crusader)

              awesome Class Skills:

              Appraise (Int)
              Balance (Dex)
              Bluff (Cha)
              Climb (Str)
              Concentration (Con)
              Craft (Int)
              Decipher Script (Int)
              Diplomacy (Cha)
              Disable Device (Int)
              Disguise (Cha)
              Escape Artist (Dex)
              Forgery (Int)
              Gather Information (Cha)
              Handle Animal (Cha)
              Heal (Wis)
              Hide (Dex)
              Intimidate (Cha)
              Jump (Str)
              Knowledge (arcana)
              Knowledge (dungeoneering)
              Knowledge (geography)
              Knowledge (local)
              Knowledge (nature)
              Knowledge (religion)
              Listen (Wis)
              Move Silently (Dex)
              Open Lock (Dex)
              Perform (Cha)
              Profession (Wis)
              Ride (Dex)
              Search (Int)
              Sense Motive (Wis)
              Sleight of Hand (Dex)
              Spot (Wis)
              Survival (Wis)
              Swim (Str)
              Tumble (Dex)
              Use Magic Device (Cha)
              Use Rope (Dex)
              suggested Skills:

              5 ranks Balance (Dex)
              1 rank Decipher Script (Int)
              1 rank Disable Device (Int)
              1 rank Handle Animal
              1 rank Heal (Wis)
              10 ranks Jump (Str)
              10 ranks Knowledge (arcana)
              10 ranks Knowledge (dungeoneering)
              1 rank Knowledge (geography)
              1 rank Knowledge (local)
              10 ranks Knowledge (nature)
              10 ranks Knowledge (religion)
              10 ranks Knowledge (the Planes).... made class skill by Knowledge devotion feat
              1 rank Open Lock (Dex)
              5 ranks Search (Int)
              5 ranks Sense Motive (Wis)
              1 rank Sleight of Hand (Dex)
              5 ranks Spot (Wis)
              1 rank Survival (Wis)
              5 ranks Tumble (Dex)
              2 ranks Use Magic Device (Cha)


              Cross class Skills:(4 points spent)
              1 rank Knowledge (Nobility and royalty)
              1 rank Spellcraft

              and great Saves .... base saves +9/+9/+6 ... with bonuses +12/+12/+6 and Evasion


              « Last Edit: August 15, 2008, 06:18:33 AM by carnivore » Logged

              carnivore
              Grape ape
              *****
              Posts: 1671


              « Reply #13 on: August 15, 2008, 06:18:19 AM »

              10th lvl Battlefield Control/Tactical

              combine Ranged tripping with Melee Tripping/Disarming.... and Single Attribute focus(Dexterity)

              try this:

              Wood Elf(+2 Str,+2 Dex,-2 Con,-2 Int) fav:Ranger

              Ranger 2/ Fighter 2/ Swashbuckler 1/ Master thrower 3/ Champion of Corellon 2

              18 Str(16+2 racial)
              24 Dex(16+2 racial +2 lvls +4 Gloves)
              12 Con(14 -2 racial)
              13 Int(15 -2 racial)
              8 Wis(8 )
              8 Cha(8 )

              Flaws:
              Vulnerable 
              Murky-Eyed

              Feats:
              Track(ranger bonus)
              Improved Weapon Familiarity(elven weapons) (Flaw Bonus)
              Weapon Focus(Dagger)(Flaw Bonus)
              1st lvl: Point Blank Shot
              2nd lvl: TWF(ranger bonus)
              3rd lvl: Dodge
              Weapon Finnesse(Swashbuckler bonus)
              4th lvl: Precise Shot (Fighter bonus)
              5th lvl: Mounted Combat(Fighter bonus)
              6th lvl: Combat Expertise
              Quickdraw(Master thrower bonus)
              9th lvl: Knockdown
              Improved trip(CoC bonus)


              BAB +10

              Master thrower class abilities:
              Evasion
              thrown weapon tricks:

              Trip Shot – On a successful thrown weapon attack, you can make a Trip Attack in addition to the damage. Make a Dexterity check with a +4 bonus opposed by your the opponent’s Strength or Dexterity check (whichever is better). Advantages such as ‘Stability’ apply.

              Palm Throw – Each attack with little thrown weapons (i.e., daggers, shuriken, & darts) can be with two of the weapons. Do not apply your Strength modifier to the damage of either.

              get :
              Dex to Attack
              Dex to Damage
              Dex to Trip(master thrower)

              can be very effective ... since Tripping and Disarming are Opposed Rolls... this build gains Bonuses on both and has Full BAB and great general combat abilities

              for Melee Disarming.... use Elven Courtblade... 1d10 two handed Finessable
              for Ranged tripping... get 2 Trip attacks with each attack from Palm throw
              you can Trip in Melee with the Courtblade, because you have Imp Trip... and everytime you do more than 10pts of damage you get a Free Trip attack

               Big Grin

              Logged

              carnivore
              Grape ape
              *****
              Posts: 1671


              « Reply #14 on: August 15, 2008, 06:27:05 AM »

              10th lvl Archery (Low Magic games)



              Human
              Ranger 2/ Monk(Sleeping Tiger Style) 2/ Fighter 4/ Order of the Bow Initiate 2

              Attributes(36 point buy)

              14 Str
              18 Dex(16 + 2 lvls)
              14 Con
              14 Int
              14 Wis
              10 Cha

              BAB +9
              base Saves:
              F = +12
              R = +14
              W = +9


              Flaws:

              feats:
              Track(ranger Bonus)
              Point Blank Shot(Human Bonus)
              Education(Flaw bonus)
              Knowledge Devotion(Flaw bonus)
              Rapid Shot(Ranger bonus)
              Weapon Finesse(Monk Bonus)
              Improved Initiative(Monk Bonus)
              Weapon Focus(Composite Longbow)(fighter Bonus)
              (fighter Bonus)
              Weapon Specialization(Composite Longbow)(fighter Bonus)
              1st lvl: Able learner
              3rd lvl: Quick Reconoiter
              6th lvl: Precise Shot
              9th lvl: Woodland Archer

              skills:
              (45 ranger)(14 monk)(20 fighter)(10 OoBI) = 89 ranks

              5 ranks Spot
              5 ranks Listen
              5 ranks Search
              5 ranks Craft(bowmaking)
              5 ranks Balance
              1 rank Handle Animal
              1 rank Sleight of Hand
              1 rank Spellcraft
              1 rank Tumble
              1 rank Use Magic Device
              9 ranks Knowledge(Arcana)
              9 ranks Knowledge(Architecture and engineering)
              9 ranks Knowledge(Dungeoneering)
              9 ranks Knowledge(Nature)
              9 ranks Knowledge(Religion) 
              9 ranks Knowledge(The planes)
              1 rank (Nobility and royalty)
              1 rank (Local)
              1 rank (History)
              1 rank (Geography)
              1 rank (Psionics)

              items:
              22800gp +1 Seeking Blood Seeking Hideaway Serren wood Dwarvencraft Composite Longbow(+2 Str)
              2100gp +1 Mithral Chain Shirt
              1205gp +1 Darkwood Buckler


              Seeking(+1 bonus)(DMG p225)req:Ranged only
              Negates the Miss Chance due to Concealment, Blur, etc. The attack must be aimed at a hex containing a creature to work (i.e., it cannot find random Invisible foes in the battlefield).


              Blood Seeking(+1 bonus)(CWar p134)req:Ranged or Ammo only
              Ignores the target’s Cover bonus. If target has Full Cover, but there is an unobstructed path between the attacker & the target & the attacker knows where the target is, then the Full Cover bonus is also ignored, but the target has Total Concealment. Ability does not work against Plants, Oozes, Constructs, etc.

              Hideaway(RotW p171)(+7,500gp)req:Any Weapon
              As a Free Action, the weapon transforms into a cylinder small enough to fit in the wielder’s hand (+2 Circumstance bonus to Sleight of Hand checks to conceal it). The weapon can be restored to its normal size as a Free Action.


              Serrenwood (+4000 gp) [BoED Pg. 38]
              Serrenwood is a material. This is a great way of saving money especially if you cannot get a Force-bow. Serrenwood has a set price so it doesn't increase the magical cost of the bow. It's also one of the very few non-Magical ways of affecting incorporeals so even if you get your weapon Dispelled or something, you can still use a Serrenwood bow to drop ghosts (or Wizards with Ghostform; in fights against arcane casters, Serrenwood Bow and overall, all ways of doing magical things in mundane fashion are pure gold).


              Dwarvencraft (+600 gp) [RoS Pg. 159]
              This is a weapon that's even more masterfully built than a Masterwork weapon. It doesn't enhance the weapon's capabilities, but gives it 2 extra Hardness, 10 extra HP and +2 to its saves. For 600gp, this makes your bow much harder to Sunder, which happens to be a very good thing as losing your primary weapon sucks (although you should keep extra bows in store just in case).

              this will give a balanced character that can do Consistant Damage output, and has great Skills and Non-combat abilities.... also works great vs Spellcasters, because of the great Saves..... in addition it does not rely only on ranged combat, can easily do Melee as well.... with +10 to Initiative, you will probably go first all the time, so you can choose what you want to do.... also with free Spot and listen Checks(@+7 each) each round... very hard to surprise this character

               Big Grin
              Logged

              carnivore
              Grape ape
              *****
              Posts: 1671


              « Reply #15 on: August 15, 2008, 06:44:11 AM »

              10th lvl Caster/manifester
              Fred the Cerebremancer
              Warmage 1/ Psion(Egoist) 3/ Cerebremancer 6

              Venerable Human

              4 Str (9+1 lvl-6 venerable)
              8 Dex(10+4 enhancement-6 venerable)
              10 Con(12+4 enhancement-6 venerable)
              25 Int (17+1lvl+4 enhancement+3 venerable)
              14 Wis(14+3 venerable)
              23 Cha(16+4 enhancement+3 venerable)

              Flaws:
              Vulnerable -1 AC
              Slow 1/2 Base land speed


              Warmage 1..........................Precocious Apprentice/ Bloodline of Fire/Earth Sense/Practiced Caster
              Psion 1...............................Enlarge power
              Psion 2...............................Metamorp hic Transfer
              Psion 3
              Cerebremancer 1
              Cerebremancer 2..................Earth Power
              Cerebremancer 3
              Cerebremancer 4
              Cerebremancer 5..................Fell Drain Spell
              Cerebremancer 6



              9th lvl Manifester
              5th lvl powers
              Psion Power points=94 PP(22 Int bonus +72 Psion lvls)
              DC for Powers= 17 + Power lvl + Augment
              10th lvl caster(7th lvl Warmage + 3(maxed out at HD)practiced caster) or 12th(fire spells)
              3rd lvl spells
              DC for Spells = 16 + Spell lvl
              Warmage Spells per day(includes bonus spells for 19 Cha and 1 for Precocious Apprentice)
              6-0 lvl spells
              7-1st lvl spells
              8-2nd lvl spells
              5-3rd lvl spells

              Psion Powers Known
              1st lvl
              Inertial Armor
              Force Shield
              Precognition, Offensive
              Precognition, Defensive
              Mind Thrust


              2nd lvl
              Ego Whip
              Chameleon
              Psi Knock
              Animal Affinity

              3rd lvl
              Dispel psionics
              Body Adjustment
              Telekinetic Thrust
              TouchSight

              4th lvl
              Metamorphosis
              Dimension Door
              Wall of Ectoplasm
              Energy Adaptation

              5th lvl
              True Seeing
              Power Resistance
              Warmage Spells Known:
              0-Level Warmage Spells (Cantrips)
              Acid Splash: Orb deals 1d3 acid damage.
              Disrupt Undead: Deals 1d6 damage to one undead.
              Light: Object shines like a torch.
              Ray of Frost: Ray deals 1d3 cold damage.

              1st-Level Warmage Spells
              Accuracy*: Doubles weapon's range increment.
              Burning Hands: 1d4/level fire damage (max 5d4).
              Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
              Fist of Stone*: Gain +6 Str and natural slam attack.
              Hail of Stone[M]*: Rain of stone deals 1d4/level damage (max 5d4).
              Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
              Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two
              levels beyond 1st (max 5d8).
              Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two
              levels beyond 1st (max 5d8).
              Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage
              + 1d8/two levels beyond 1st (max 5d8).
              Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two
              levels beyond 1st (max 5d8).
              Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage
              + 1d6/two levels beyond 1st (max 5d6).
              Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
              True Strike: +20 on your next attack roll.

              2nd-Level Warmage Spells
              Blades of Fire*: Your melee weapons deal +1d6 fire damage for 1 round.
              Continual Flame[M]: Makes a permanent, heatless torch.
              Fire Trap[M]: Opened object deals 1d4 +1/level fire damage.
              Fireburst*: Adjacent subjects take 1d8/level fire damage.
              Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
              Ice Knife*: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage,
              or deals 1d8 cold damage in 10-ft.-radius burst.
              Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
              Pyrotechnics: Turns fire into blinding light or choking smoke.
              Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
              Shatter: Sonic vibration damages objects or crystalline creatures.
              Whirling Blade[F]*: Hurled slashing weapon magically attacks all foes in 60-ft. line.

              3rd-Level Warmage Spells
              Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
              Fireball: 1d6 damage per level, 20-ft. radius.
              Flame Arrow: Arrows deal +1d6 fire damage.
              Gust of Wind: Blows away or knocks down smaller creatures.
              Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
              Lightning Bolt: Electricity deals 1d6/level damage.
              Poison: Touch deals 1d10 Con damage, repeats in 1 min.
              Ring of Blades*: Blades surround you, damaging other creatures (1d6+1/level damage).
              Sleet Storm: Hampers vision and movement.
              Stinking Cloud: Nauseating vapors, 1 round/level.

              Main Form for Metamorphosis
              Combat :
              Pixie fly 60(good)
              my stats in this form: 9 Str 20 Dex 11 Con 18 Int 14 Wis 16 Cha
              when fully Buffed(animal Affinity x 2(:9 Str 24 Dex 15 Con 25 Int 14 Wis 23 Cha
              AC 35 (base 10 +1 size +7 dex +1 natural+8 Armor(inertial armor)+6 shield(Force Screen)+3 insight(Precog:def)-1 flaw)
              Greater Invisibility:Metamorphic Transfer


              PIXIE
              Small Fey
              Hit Dice: 1d6 (3 hp)
              Speed: 20 ft. (4 squares), fly 60 ft. (good)
              Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
              Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2/x3)
              Full Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2)/x3
              Space/Reach: 5 ft./5 ft.
              Abilities: Str 7, Dex 18, Con 11
              other good Melee Combat forms:

              ANNIS HAG
              My stats in this form:25 Str 16 Dex 18 Con 25 Int 14 Wis 23 Cha
              AC 36(Base 10 + 10 Natural + 8 Armor + 3 Dex + 4 shield +3 Insight-1 size-1 flaw)
              Saves F/R/W +9/+7/+12

              +12 Attack bonus (+4 base+8 Str)
              +12/+12/+7 Full attack claw/claw/bite
              +16/+16/+11 with Offensive Precognition
              Damage Full Attack: 2 claws (1d6+7) and bite (1d6+3)
              Large Monstrous Humanoid
              Hit Dice: 7d8+14 (45 hp)
              Speed: 40 ft. (8 squares)
              Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
              Attack: Claw +13 melee (1d6+7)
              Full Attack: 2 claws (1d6+7) and bite (1d6+3)
              Space/Reach: 10 ft./10 ft.
              Special Attacks: Improved grab, rake 1d6+7, rend 2d6+10
              Abilities: Str 25, Dex 12, Con 14


              other forms


              Or for flight:
              PEGASUS fly 120(average)
              My stats in this form:20 Str 11 Dex 15 Con 25 Int 14 Wis 23 Cha
              AC 16(Base 10 + 3 Natural + 4 shield -1 size)

              Large Magical Beast
              Hit Dice: 4d10+12 (34 hp)
              Initiative: +2
              Speed: 60 ft. (12 squares), fly 120 ft. (average)
              Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
              Base Attack/Grapple: +4/+12
              Attack: Hoof +7 melee (1d6+4)
              Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2)
              Space/Reach: 10 ft./5 ft.
              Abilities: Str 18, Dex 15, Con 16

              Or for inside areas:
              WILL-O’-WISP fly 50(perfect)
              My stats in this form:1 Str 33 Dex 14 Con 25 Int 14 Wis 23 Cha
              AC 35 (+1 size, +11 Dex, +9 deflection +4 shield +8 armor +3 insight -1 flaw)


              Small Aberration (Air)
              Hit Dice: 9d8 (40 hp)
              Initiative: +13
              Speed: Fly 50 ft. (perfect) (10 squares)
              Armor Class: 29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20
              Attack: Shock +16 melee touch (2d8 electricity)
              Full Attack: Shock +16 melee touch (2d8 electricity)
              Space/Reach: 5 ft./5 ft.
              Abilities: Str 1, Dex 29, Con 10


              Skills:
              Class Skills:

              Spellcraft 5 ranks
              Psicraft 5 ranks
              Concentration 10 ranks
              Knowledge (psionics) 1 ranks
              Knowledge (archeticture) 1 ranks
              Knowledge (nobility) 1 ranks
              Knowledge (nature) 1 rank
              Knowledge (arcana) 1 rank
              Craft(alchemy) 1 rank

              Cross Class skills:
              Spot 6 ranks
              Listen 4 ranks
              Autohypnosis 1 rank
              Handle animal 1 rank
              Use Psionic Device 1 rank
              Use Magic Device 1 rank
              Decipher script 1 rank
              Disable device 1 rank
              Sense motive 5 ranks

              Items:
              4000gp Mithral Breastplate
              257gp Darkwood Medium Shield
              3015gp adamantine weapon :heavy Mace
              110gp 11 orc shotputs 2d6 damage each

              mundane equipment:
              800gp Acid flasks(80)
              800gp Alchemists fire(40)
              150gp Antitoxin(3)
              110gp Everburning torch
              200gp Holywater(8)
              100gp Smoke sticks(5)
              600gp Thunderstones(20)
              250gp Tanglefoot Bags(5)

              150gp Guard Dogs(6)..trained...........
              300gp Riding dog(2)..trained
              60gp exotic Saddles(pack)(4)
              16gp saddle bags(4)
              200gp Misc Adventuring Gear(5 daggers, 3 short spears,1 light crossbow w/20 bolts),misc supplies , clothing, etc....



              Tactics:
              the most dangerous targets are Spell casters(Psionic,Arcane,Divine) and Warlocks

              next are Ranged combatants: Archers......

              non-flying Melee combatants are least dangerous ignore them unless you have the opportunity for a quick kill


              the first thing to do is:manifest Metamorphosis(Pixie form) ......then if no one in range of spells..... Hide, then continue buffing:

              Major Tactic tip:
              if you see any character with a glow(Saints "Nimbus of light") use telekinetic thrust with Orc Shotputs or Alchemists Fire.

              if you see any flying characters without a glow.....they probably are Warlocks...use Fell Drain Magic Missiles(uses 3rd lvl spell slot)(each hit gives a Negative level) you will be firing 5 at a time so casting the spell 2 times will kill them.

              if you are in range of several NON-GLOWING characters.......fire 1 missile at each(they lose a level of spell casting,BAB,Saves,etc..... with each Neg lvl)

              use any opportunity to end the fight as quickly as possible......you may not have to buff any further.........

              For ANY Character to target you with spells, they must be able to SEE you.....so they must have SEE INVISIBILITY or some Detection spell already cast....if not....you can cast/Manifest at will with full Concealment(they will not have LINE OF SIGHT to you)

              remember:All PP cost are -1 due to earth power(shoes have layer of dirt in them)

              buffs:
              Metamorphosis 6 PP......give main form(PIXIE..get Greater Invisibility from Metamorphic Transfer)
              inertial Armor 8 PP.......+8 Armor
              force Screen 8 PP.........+6 Shield
              Precog : Offence 6 PP.....+3 insight to Attack
              Precog Defensive 6 PP.....+3 insight to Saves and AC
              Chameleon 1 PP.............+10 Hide
              Animal Afinity x2 14 PP.......+4 Enhancement to Dex,Con,Int,Cha
              Power Resistance 9 PP...............PR/SR 23
              .......................
              total cost in PP of All buffs= 57 PP.....leaving 56 PP left to manifest Offensive/Defensive/Detection powers....use them wisely...if your metamorphosis is dispeled...focus all attention on destroying the dispeller and REBUFF(manifest Metamorphosis(PIXIE form)

              save you Psionics for Detection if needed.....in the Dungeon Labryinth, or healing.......your most powerful attack(Telekinetic Thrust using 9 Alchemical Fire Vials(2d6 fire damage EACH = TOTAL 18d6 , and set character on fire)or use Acid....only for Warlock and other Ranged Spellcaster types

              your main Arsenal is Spells from the Warmage list...especially Fire Spells and FELL DRAIN MAGIC MISSILES(each gives 1 negative level), they should be used first(with few exceptions)...Scorching Ray should be used a lot(3 rays 4d6 each,ranged touch attack), but is a short ranged spell


              next remember ranges:
              Short range for all Psionic powers= 95'
              Medium range for all Psionic powers= 380'
              long range for all Psionic powers= 1502'

              for Spells these are the ranges:
              Short= 75'
              Medium= 200'
              Long = 800'

              for FIRE Spells these are the ranges:
              Short= 95'
              Medium= 220'
              Long = 880'


              if you run out of spells and get down to just a few(12 or less PP), Shift to a Melee combat form and use Physical Attacks.....your cambat forms gain the benifit of ALL your buff powers..also remember...use your ALCHEMICAL Weapons....THROW LOTS OF ACID and ALCHEMICAL FIRE!!!!!!!!!
              use the Annis Hag form and use the special attacks it provides:
              ANNIS HAG
              My stats in this form:27 Str 18 Dex 18 Con 22 Int 14 Wis 20 Cha
              AC 36(Base 10 + 10 Natural + 8 Armor + 3 Dex + 4 shield +3 Insight-1 size-1 flaw)
              Saves F/R/W +12/+10/+15

              +10 Attack bonus (+4 base+8 Str-2 flaw)
              +10/+10/+5 Full attack claw/claw/bite
              +14/+14/+9 with Offensive Precognition
              Damage Full Attack: 2 claws (1d6+8) and bite (1d6+4)


               Big Grin
              Logged

              JaronK
              Organ Grinder
              *****
              Posts: 4039


              « Reply #16 on: August 15, 2008, 07:23:14 AM »

              One build I like for melee soldiers in an army situation:

              Human Crusader 1 with Stone Power, Extra Granted Manuever, EWP Kusari Gama, Phallanx Fighting, two flaws
              Equipped with Heavy Wooden Shield, Kusari Gama, and the heaviest armour you can afford.

              Very high AC due to Phallanx Fighting and the shield, reach, plus incredible durability.  For stances, just under half should have Iron Guard's Glare and just under half should have Martial Spirit, increasing durability further.  Then a couple in each unit can have Leading the Charge and Bolstering Voice. 

              Support for an army:

              Kobold Bard 1 with Dragonfire Inspiration and a Masterwork War Drum.  Your whole army gets +2d6 fire damage to all attacks... very nice!

              JaronK
              Logged

              carnivore
              Grape ape
              *****
              Posts: 1671


              « Reply #17 on: August 15, 2008, 04:17:38 PM »

              5th lvl Spellcaster, with Flaws.... Co-Author:Tshern
              Alix the Firey

              Neraph(0-LA outsider)
              Warmage 5

              8 Str
              10 Dex
              12 Con
              15 Int
              14 Wis
              14 Cha(13+1lvl)


              Feats:
              Precocious apprentice
              Arcane disciple (transmutation)
              Versatile Spell Caster
              Fiery burst (reserve feat)

              Flaws: Murky-eyed, Feeble
              Traits: Spellgifted (evocation), Slow

              Hitpoints:5d6+10= 32
              BAB +2
              Saves: Fort +3/ Ref +1/ Will+6

              Skills:(Ranks+Bonuses) Concentration 6, Spellcraft 6, Knowledge (arcana) 8, Knowledge (Religion)(CROSS CLASSED) 5, Knowledge (Dungeoneering)(CROSS CLASSED) 1, Craft (Alchemy) 3, Knowledge (the planes)(CROSS CLASSED) 1,Knowledge (Nature)(CROSS CLASSED) 1

              Classfeatures: Armored mage, Warmage edge, Advanced learning (Combust, Spell Compendium)


              Spell per day:
              Cantrip: 6
              1st: 7
              2nd: 6

              items
              -2x Memento Magica(1st lvl) 3000gp(1500gp each)..reuse 1st lvl Spell Slot like Pearl of Power, but for Spontaneous casters
              -Healing belt 750gp
              -Potion of Shield of Faith(+4)600gp
              -Potion of Fly 750gp
              -6xPotion of Mage Armor 300gp
              -Potion of Blur 300gp
              -Potion of Protection from Acid 300gp
              -4xPotion Protection from Evil 200gp
              -Potion of Invisibility 300gp
              -Potion of Shield of Faith(+2) 50gp


              -Chain shirt 100gp
              -Gnome Battle Cloak 5gp .... +1 Shield bonus to AC
              -Light wood Shield 7gp
              -Quarterstaff
              -Light Crossbow 35gp
              -40 bolts 4gp
              -5x daggers 10gp

              Alternate material components:
              -2xFairy dust 400gp...double duration of Transmutation Spells(use with Alter Self)

              Alchemical items(self crafted=1/2 cost)
              -2xRedflower Leaves..300gp...gives +4 competence to Attacks vs single creature/round for 10 min.
              -2xHaunspeir...50gp...+1d4+1 Enhancement to Int for 1d10+15 min, and user takes +1 additional damage from Slashing/piercing
              -2xMushroom powder...100gp...+2 Alchemical to Int and Cha for 1 hour,and -1 Str...later +2 Alchemical Wis 2d4 hours and -2 Str and Con for 2d4 hours
              -2xTerran Brandy.....500gp....+2 Alchemical to Caster level for 1d20+20 minutes, and 2 points Con Damage

              Misc adventuring gear:
              -3xSpell component pouch 15 gp
              -Backpack (empty) 2 gp
              -3xSaddlebags 12gp
              -Bedroll 1 sp
              -Block and tackle 5 gp
              -10xCase, map or scroll 10 gp
              - Fishhook 1 sp
              -10xFlask (empty) 3sp
              -Flint and steel 1 gp
              -Grappling hook 1 gp
              -Hammer 5 sp
              -5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow)
              -5xInkpen 5 sp —
              -Lantern, bullseye 12 gp
              -2xMirror, small steel 20 gp
              -Mug/Tankard, clay 2 cp
              -5xOil (1-pint flask) 5sp
              -10xPaper (sheet) 4gp
              -10xParchment (sheet) 2 gp
              -5xPiton 5sp
              -5xPouch, belt (empty) 5 gp
              -10xRations, trail (per day) 5gp
              -Rope, silk (100ft.) 20gp
              -10xSack (empty) 1gp
              -Sealing wax 1 gp 1 lb.
              -Sewing needle 5 sp
              -Signal whistle 8 sp
              -Signet ring 5 gp
              -Soap (per lb.) 5 sp
              -Spade or shovel 2 gp
              -Tent 10 gp
              -10xVial ink or potion 10 gp
              -3xWaterskin 3 gp
              -Cold weather outfit 8 gp
              -Explorer’s outfit 10 gp
              -Scholar’s outfit 5 gp
              -Traveler’s outfit 1 gp
              -Marshmellows, stick and a mug of coke 1sp
              -Hire Trained Scout(0-lvl local Expert) to get me to dungeon areas

              Animal buddies:
              -2xGuard Dogs 50gp
              -Magebred Warbeast Riding dog 500gp
              -Magebred Warbeast Light Warhorse 700gp

              Buffing
              for Dungeon Adventuring...short duration... Solo...the main thing is .... use these Alchemical items...gain:

              +4 Competence to Attack rolls .. Very important
              +2 Caster level..... most important
              +5 Int ............... very important
              +2 Cha .............. good
              -1 Str................. irrelevant
              -2 Con ............... Irrelevant

              Cast Alter Self(Dwarven Ancestor form), extended Duration with Fairy Dust

              then the use potions .....
              Potion of Shield of Faith(+4) 30 round duration
              Potion of Fly 50 round duration
              Potion of Mage Armor 1 hour duration
              Potion of Protection from Acid 50 round duration
              Potion Protection from Evil 10 round duration... will take another when it wears off


              Mage Armor gives Force Armor that works vs Incorporeal touch Attacks, Shield of Faith gives +4 Deflection to AC

              After Buffing.... these are her stats:

              7 Str
              10 Dex
              10 Con
              20 Int
              14 Wis
              16 Cha(13+1lvl)

              Caster level =
              Non-Evocation Spells @ 6th lvl Caster
              Non-Evocation Fire Spells @ 7th lvl Caster
              Evocation Spells @8th lvl Caster
              Fire Evocation Spells @ 9th lvl caster

              Alter Self(Dwarven Ancestor) gain :
              Large Size
              10' reach
              AC 34(10 base-1 Size+18 Natural Armor +4 Armor(Mage Armor)+4 Deflection), Touch 14(18 vs Incorporeal touch) Flatfooted 34

              36 AC(15 touch(19 vs Incorporeal), 36 Flatfooted) vs Evil +2 Sacred vs Evil from Protection From Evil
              All Attacks @ +6....

              use Spells to do Damage... mainly use versatile Caster to Convert 2 lower level spells to a single higher level spell... so like this:

              2 0-lvl spells gives 1 1st lvl spell
              2 1st lvl spells give 1 2nd lvl Spell



              Spell Damage:

              0-Level Warmage Spells (Cantrips)
              Acid Splash: Orb deals 1d3 acid damage.
              Disrupt Undead: Deals 1d6 damage to one undead.
              Light: Object shines like a torch.
              Ray of Frost: Ray deals 1d3 cold damage.

              1st-Level Warmage Spells

              Fist of Stone*: Gain +6 Str and natural slam attack.
              Hail of Stone 17 damage
              Magic Missile: 1 missile @8 damage + 3 Missiles @ 3 damage each=17 damage total
              Orb of Acid, Lesser*: Ranged touch attack deals 27 acid damage
              Orb of Cold, Lesser*: Ranged touch attack deals 27 cold damage
              Orb of Electricity, Lesser*: Ranged touch attack deals 27 electricity damage
              Orb of Fire, Lesser*: Ranged touch attack deals 27 fire damage
              Orb of Sound, Lesser*: Ranged touch attack deals 22 sonic damage
              Shocking Grasp: 22 damage
              True Strike: +20 on your next attack roll.

              2nd-Level Warmage Spells
              Arcane Disciple: Alter Self
              Advanced Learning:Combust 45 damage no Sav, touch
              Fireburst 45 damage, all adjacent, ref save 1/2
              Flaming Sphere 12 damage, 9 rounds, ref save negates
              Ice Knife 14 cold damage plus 2 Dex damage
              Melf's Acid Arrow: 10 damage 3 rounds, ranged touch
              Scorching Ray: Ranged touch attack 19 fire damage and 14 fire damage
              Shatter: 33 Sonic damage vs objects or crystalline creatures.

              very versatile Spell Caster, can even Solo Adventure if needed.... has unlimited Supply of offensive power

               Big Grin
              « Last Edit: August 16, 2008, 12:21:12 PM by carnivore » Logged

              carnivore
              Grape ape
              *****
              Posts: 1671


              « Reply #18 on: August 15, 2008, 04:23:42 PM »


              6th lvl Spellcaster with Flaws

              Scorchy the SpellCaster

              Silverbrow Human(dragonblooded)
              actual size is the smallest on the Height and Weight Chart(4'10" and 120lbs)

              Generic Spellcaster(Arcane) 5/ Incantatrix 1

              Attributes:
              8 Str
              12 Dex
              14 Con
              16 Int
              14 Wis(13+1 lvl)
              8 Cha


              Feats:
              Heighten Spell (human Bonus)
              Earth Sense (flaw)
              Earth Spell(Spellcaster Bonus)
              Empower Spell (flaw)
              1st Lvl Fiery Burst(reserve)
              3rd lvl Versatile Caster
              5th lvl Practical Metamagic(Empower Spell) (Spellcaster bonus)
              Iron Will..from location
              6th lvl Arcane Thesis(Scorching Ray)
              Energy Substitution(Sonic)(Incantatrix bonus)


              Flaws: Murky-eyed, Feeble
              Traits: Spellgifted (evocation), Slow



              Equipment

              Magic items
              -2x Arcanist Gloves 1000gp(+2 CL 1st lvl spell 4/day)
              -Empowered Spellshard(3/day empower 1st lvl spell)1500gp.... worn first
              -Otyugh Hole(legendary location, Complete Scoundrel)gives Feat: Iron Will, permanently...3000gp value
              -2x Incense of Concentration(250gp each.... gives 1 extra 1st lvl Spell Slot 24 hour duration)
              -Healing Belt 750gp
              -Memento Magica(MIC) 1500gp like 1st lvl Pearl of Power for Spontaneous caster
              450gp Wand of Alter Self(5 chgs)
              150gp Wand of Mage Armor(10 chgs)
              150gp Wand of Shield(10 chgs)
              1125gp Wand of Fly(5 chgs)
              450gp Wand of Heroics(5 chgs)
              450gp Wand of Invisibility(5 chgs)
              150gp pack of Daylight Pellets (Magic item Compendium) ..... as Daylight spell 10 rounds, 3d4 pellets per pack(7 pellets ave)

              11175gp
              Armor&Weapons
              -QuarterStaff
              -5x daggers 10gp
              10gp ......................



              Alchemical Items
              Alchemical items(self crafted=1/2 cost)
              -2xRedflower Leaves..300gp...gives +4 competence to Attacks vs single creature/round for 10 min.
              -2xTerran Brandy.....500gp....+2 Alchemical to Caster level for 1d20+20 minutes, and 2 points Con Damage

              60gp 3x Alchemist Fire
              50gp 5x Acid
              50gp 2x Holy Water
              10gp 5x Sunrod
              970gp .......................




              Animal buddies
              -6xGuard Dogs 150gp....... biggest breeds of thier kind
              -2x Riding dog 300gp....... biggest breeds of thier kind
              -Light Warhorse 150gp ....... biggest breeds of thier kind
              600gp ........................




              Misc adventuring gear
              -3xSpell component pouch 15 gp
              -Backpack (empty) 2 gp
              -3xSaddlebags 12gp
              -Bedroll 1 sp
              -Block and tackle 5 gp
              -10xCase, map or scroll 10 gp
              - Fishhook 1 sp
              -10xFlask (empty) 3sp
              -Flint and steel 1 gp
              -Grappling hook 1 gp
              -Hammer 5 sp
              -5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow)
              -5xInkpen 5 sp —
              -Lantern, bullseye 12 gp
              -2xMirror, small steel 20 gp
              -Mug/Tankard, clay 2 cp
              -5xOil (1-pint flask) 5sp
              -10xPaper (sheet) 4gp
              -10xParchment (sheet) 2 gp
              -5xPiton 5sp
              -5xPouch, belt (empty) 5 gp
              -10xRations, trail (per day) 5gp
              -Rope, silk (100ft.) 20gp
              -10xSack (empty) 1gp
              -Sealing wax 1 gp 1 lb.
              -Sewing needle 5 sp
              -Signal whistle 8 sp
              -Signet ring 5 gp
              -Soap (per lb.) 5 sp
              -Spade or shovel 2 gp
              -Tent 10 gp
              -10xVial ink or potion 10 gp
              -3xWaterskin 3 gp
              -Cold weather outfit 8 gp
              -Explorer’s outfit 10 gp
              -Scholar’s outfit 5 gp
              -Traveler’s outfit 1 gp
              -Marshmellows, stick and a mug of coke 1sp
              -Hire Trained Scout(0-lvl local Expert) to get me to dungeon areas
              218gp 9 silver 2 copper= round up to 220gp


              25gp left to spend
              Skills
              Skills: (Class Skills: Choose any four skills as class skills(UMD,Tumble,Spellcraft,Concentrati on), plus Craft, Knowledge (all), and Profession.)

              1 rank UMD
              1 rank Tumble
              1 Rank Profession (Apothecary or Herbalist)
              5 ranks Craft(alchemy)
              9 ranks Spellcraft
              9 ranks Concentration
              9 ranks Knowledge (Arcana) (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
              1 rank Knowledge (Architecture and engineering) (buildings, aqueducts, bridges, fortifications)
              1 rank Knowledge (Dungeoneering) (aberrations, caverns, oozes, spelunking)
              1 rank Knowledge (Geography) (lands, terrain, climate, people)
              1 rank Knowledge (History) (royalty, wars, colonies, migrations, founding of cities)
              1 rank Knowledge (Local) (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
              1 rank Knowledge (Nature) (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
              1 rank Knowledge (Nobility and royalty) (lineages, heraldry, family trees, mottoes, personalities)
              1 rank Knowledge (Religion) (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
              1 rank Knowledge (The Planes) (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
              1 rank Knowledge (Psionics) (ancient mysteries, psionic traditions, psychic symbols, cryptic phrases, astral constructs, psionic races, Psionic Powers)
              Spells Known:

              1st lvl:
              Magic Missile
              Lesser Fire Orb
              Summon Monster 1
              Nerve Skitter

              2nd lvl:
              Scorching Ray
              Flame Blade

              3rd lvl:
              Primal Instinct


              Tactics for Scorchy the Spellcaster... when Solo Adventuring
              Buff routine:
              if near the location of Dungeon(the morning he will enter it)... use Incense of Concentration to gain extra 1st lvl Spell

              in morning cast:
              Primal Instinct...... +5 Initiative,+5 Survival,+5Knowledge skill of choice

              before entering dungeons(crypts,caves,buildings,etc...) :
              use Alchemical items..boost CL+2, and +4 to attacks
              use Wands ... gain :
              Imp Initiative(+4 Initiative) .... wand of Heroics
              +4 Armor ........ Wand Mage Armor
              +4 Shield ....... Wand Shield
              +8 Natural Armor ... Wand Alter Self(troglodyte Form)
              Fly 60'(good) ...wand Fly

              if needed ... he also can cast Flame blade... to always have a Melee touch attack ready in one hand


              Magic Missile Damage:....no save/SR yes

              Unbuffed= CL=7(6 lvl +1 Spelltouched Evoc )
              Buffed= CL 9(or 11 if using Arcanist Gloves... only vs SR if needed)

              Damage= 1d4+1 per Missile = 3.5 per Missile
              minimum 5 missiles = 17.5 Damage


              Lesser Fire Orb.....no save/No SR
              Unbuffed= CL=6(6 lvl -1 Spelltouched Evoc+1 Fiery Burst)
              Damage= 3d8(13.5)
              if Empowered with Spellshard(3/day) = 19.75

              Buffed= CL 10 using Arcanist Gloves
              Damage= 5d8 (22.5)
              if Empowered with Spellshard(3/day) = 33.75

              Scorching Ray...........No save/SR yes
              Unbuffed= CL=10(6 lvl +1 Spelltouched Evoc+1 Fiery Burst+2 Arcane Thesis )..
              Damage= 2 rays 4d6 each(14) total if both hit= 28 damage
              empowered for free= 42 Damage

              Buffed= CL=12(6 lvl +1 Spelltouched Evoc+1 Fiery Burst+2 Arcane Thesis +2 Alchemical)..
              Damage= 3 rays 4d6 each(14) total if All hit= 42 damage
              empowered for free= 63 Damage

              Flame Blade....... no save/SR yes
              Unbuffed= CL=8(6 lvl +1 Spelltouched Evoc+1 Fiery Burst )
              Damage= 1d8+4= 8.5 melee touch attacks 100 round duration

              goal:
              1)Win initiative(buffed initiative = +10) .... use Nerve Skitter(+5 initiative) if needed

              2)cast spells(all cast Defensively)... mostly Empowered Scorching ray(3 rays total:63 damage.. No save/SR yes) using 2nd lvl Slot, or Empowered Lesser Fire Orb(33.75, no save/No SR)... using 1st lvl Slot , or Magic Missile(5 missiles 17.5 Damage, force effect)

              Always use 2@0-lvl to cast 1st lvl spells until exhausted
              Spell slots available=
              6 @0-lvl slots
              6 +1(int)=7 @1st lvl slots(or 9 (+1 with incense of Concentration.... and Additional +1 Memento Magica)
              4 +1(precocious Apprentice) +1 (int)= 6 @2nd lvl slots
              2 +1(int) = 3 @3rd lvl slots

              can use Higher level slots to cast lower level spells... if needed

              3)kill enemy

              4)for Dark rooms with undead.... throws Daylight Pellets into room... to provide light


               Big Grin
              Logged

              Tshern
              Clown Prince of Crime
              Organ Grinder
              *****
              Posts: 5726


              Aistii valoa auttavasti

              miikamartemo@hotmail.com
              Email
              « Reply #19 on: August 15, 2008, 05:58:53 PM »

              I really like the first of the two casters.
              Logged

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