Snizor
Domesticated Capuchin Monkey
 
Posts: 99
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« on: May 24, 2008, 09:23:32 PM » |
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Thought I'd make my own build archive, seeing as they are becoming quite trendy on these boards.
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Snizor
Domesticated Capuchin Monkey
 
Posts: 99
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« Reply #1 on: May 24, 2008, 09:23:52 PM » |
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Compilation Threads I've Made The Mechonomicon- Compiles what players can make with the Craft Construct feat. It was originally part of a larger guide; however, the rest of that guide basically read "See Artificer Handbook" so I didn't really bother to write the other stuff up. The Collection of Necromatic Oddities- Compiles the various undead creatures that can be created by player characters.
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« Last Edit: May 24, 2008, 09:36:18 PM by Snizor »
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Snizor
Domesticated Capuchin Monkey
 
Posts: 99
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« Reply #2 on: May 24, 2008, 09:24:04 PM » |
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The Master of Chains The Master of Chains was the second build I ever posted on the WOTC boards. Designed to be "The True Chain Devil", it was meant to unleash a blinding flurry of attacks that flayed its opponent alive. In the end, I felt this build succeeded admirably in fulfilling that goal while also having enough tactical choices to make combat an interesting proposition. Name: The Master of Chains Race: Thri-Kreen (non-psionic) Build Stub: Thri-kreen 3 (2hd, la+1)/ Warblade 17 Feats: (By ECL) 1. Exotic Weapon Proficiency (Kurasi-gama from DMG), (Deflect Arrows) 4. Multiweapon Fighting 7. Weapon Finesse 8. (Iron Heart Aura) 10. Stormguard Warrior 12. (Combat Reflexes) 13. Improved Multiweapon Fighting 16. Robilar’s Gambit + (Improved Initiative) 19. Greater Multiweapon Fighting 20. (Warblade Bonus Feat) Stances: (By ECL) Lvl 4. Punishing Stance (IH 1) Lvl 7. Leaping Dragon Stance (TC 3) Lvl 13. Dancing Blade Form (IH 5) Lvl 19. Wolf Pack Tactics (TC 8) Maneuvers: 12 known, 6 readied. Initiator Lvl 18 Recommended Equipment: 4 +1 Wounding Kurasi-gamas (Season with any additional enhancments you wish) and a +1 Mouthpick Wounding Spiked Chain (Mouthpick weapons replace natural bite attack, wielder automatically considered proficient in use when wielded in mouth) Maneuver Progression (BY ECL): 1. none 2. none 3. none 4. Wolf Fang Strike (TC 1), Sudden Leap (TC 1), Moment of Perfect Mind (DM 1) 5. Wall of Blades (IH 2) 6. Claw at the Moon (TC 2) 7. swap Wolf Fang Strike for Iron Heart Surge (IH 3) 8. Soaring Raptor Strike (TC 3) 9. Emerald Razor (DM 2) 10. swap Claw at the Moon for Fountain of Blood (TC 4) 11. Dancing Mongoose (TC 5) 12. swap Sudden Leap for Pouncing Strike (TC 5) 13. Moment of Alacrity (DM 6) 14. swap Soaring Raptor Strike for Lightning Recovery (IH 4) 15. Quicksilver Motion (DM 7) 16. swap Wall of Blades for Manticore Parry (IH 6) 17. Girallon Windmill Flesh Rip (TC 8) 18. swap Fountain of Blood for Raging Mongoose (TC 8) 19. Time Stands Still (DM 9) 20. swap Moment of Perfect Mind for Diamond Defense (DM 8) Tactics:Lvl 5- The Master of Chains should use Sudden Leap (TC 1) along with his +30 racial bonus to jump checks enter combat swiftly so that he can perform a full-attack on round one. Wall of Blades (IH 2) and Moment of Perfect Mind (DM 1) serve as defensive measures. Punishing stance should be left on by default (if you really need the +2 armor class, use a swift action in combat to exit the stance) so that the build has an effective low-level source of bonus damage. Lvl 10- hd: 2d8 +7d12 BAB: +9 Full Attack: 1 Spiked Chain +4 Kurasi-Gama +7/+7/+7/+7/+7/+2 Initiator level: 8 Stances Known: Punishing Stance (IH 1), Leaping Dragon Stance (TC 3) Maneuvers known/readied: 7/4 (Sudden Leap, Moment of Perfect Mind, Wall of Blades, Iron Heart Surge, Soaring Raptor Strike, Emerald Razor, Fountain of Blood) Ready: Sudden Leap (TC 1), Iron Heart Surge (IH 3), Wall of Blades (IH 2), Soaring Raptor Strike (TC 3) Now ToB starts to pay off with the acquisition of Stormguard Warrior. Combat now revolves around juggling the # of regular attacks vs. the # of Stormgaurd Warrior touch attacks to maximize damage output. Leaping Dragon Stance should now be the default out-of-combat stance. Makes Sudden Leap even more effective at hurling him into the fray. Iron Heart Surge and Wall of Blades serve as defensive measures since we have yet to reach the truely effective strikes and boosts (which begin with level 5 maneuvers). Soaring Raptor Strike is a backup in case the Master of Chains can not perform a full-attack action against an opponent for some reason. Once the Master of Chains has entered combat, it may be beneficial to switch to Punishing Stance in order to increase dmg output. Usually, it will be in his best interest to sub out the last attack for a Stormguard Warrior touch attack (other attack subbing is dependent on many outside factors such as opponents's ac). Lvl 15- hd: 2d8+12d12 BAB: +14 Full Attack: 1 Spiked Chain + 4 Kurasi-Gama +12/+12/+12/+12/+12/+7/+7/+7/+7/+7/+2 (11 attacks) Initiator Level: 13 Stances known: Punishing Stance (IH 1), Leaping Dragon Stance (TC 3), Dancing Blade Form (IH 5) Maneuvers known/readied: 9/5 (Moment of Perfect Mind, Wall of Blades, Emerald Razor, Fountain of Blood, Lightning Recovery, Dancing Mongoose, Pouncing Charge, Moment of Alacrity, Quicksilver Motion) Ready: Pouncing Charge (TC 5), Dancing Mongoose (TC 5), Iron Heart Surge (IH 3), Moment of Perfect Mind (DM 1), Moment of Alacrity (DM 6) The Master of Chains finally is beginning to come together. The default Stance should now be Dancing Blade Form since the swapping out of Sudden Leap makes Leaping Dragon Stance rather useless. Enter combat using Pouncing Charge the same way that Sudden Leap was used earlier (with either Moment of Alacrity for Initiative bonus or Dancing Mongoose for extra attacks as his swift/immediate action for the round. Stay the maximum distance possible from the opponent to maximize the more advantageous reach from Dancing Blade Form. As with level 10, the Master of Chains should be managing the use of Stormguard Warrior with his Iternerative attacks. Lvl 20- hd: 2d8+17d12 BAB: +19 Full Attack: 1 Spiked Chain +4 Kurasi-Gama +17/+17/+17/+17/+17/+12/+12/+12/+12/+12/+7/+7/+7/+7/+7/+2(16 attacks) Initiator Level: 18 Stances known: Punishing Stance (IH 1), Leaping Dragon Stance (TC 3), Dancing Blade Form (IH 5), Wolf Pack Tactics (TC 8) Maneuvers known/readied: 12/6 (Emerald Razor, Iron Heart Surge, Dancing Mongoose, Pouncing Charge, Lightning Recovery, Manticore Parry, Moment of Alacrity, Quicksilver Motion, Girallon Windmill Flesh Rip, Raging Mongoose, Diamond Defense, Time Stands Still) Ready: Time Stands Still (DM 9), Raging Mongoose (TC 8), Girallon Windmill Flesh Rip (TC 8), Pouncing Charge (TC 5), Diamond Defense (DM 8), Quicksilver Motion (DM 7) Now the Stormguard Warrior bonus damage machine is fully operational. Use Robilar’s Gambit + Channel the Storm, as well as Combat Rhythm + GMWF to rack up a high damage bonus. Tactics are essentially the same as they have been since day one: enter combat quickly and rip the enemy to shreds. The default stance at level twenty should be Wolf Pack Tactics (TC 8). This stance allows for pseudo-Dervish Dancing with full attacks and 10ft reach (see Dance of Blood and Gore combo). All the other stances are FAR inferior in terms of raw power; to the point that the only stance the Master of Chains needs is Wolf Pack Tactics. The second best stance at this level is actually Punishing Stance, since the bonus damage can really add up at this level (though he will hardly EVER be in this stance regardless). Combos:Min level 19- Dance of Blood and Gore: Greater Multiweapon Fighting (F)+ Time Stands Still (DM 9)+ Girallon Windmill Flesh Rip (TC 8)+ Wolf Pack Tactics (TC 8)- With a base of 16 attacks ( 4 Mouthpick Spiked Chain + 3 (GMWF) x 4 (# of off-hand weapons), Time Stands Still gives us 32 attacks. Each time The Master of Chains hits an opponent, he can make a 5ft step (Max base speed). The use of a reach weapon allows for movement as long as an enemy is within a 10ft radius. 32 attacks is exactly enough to deal maximum rend damage to 4 opponents with Girallon Windmill Flesh Rip (use extra attacks from sources such as haste to make up for misses). Basically, this this Dervish Dancing, ToB style. Don’t forget the con damage from the wounding property. Swarm of Ravenous Chains: GMWF (F)+ Time Stands Still (DM 9)+ Raging Mongoose (TC 8)- Use this after Lull Before the Storm to maximize the benefit. Combo is pretty self-explanitory, lots of attacks+ a large dmg bonus= dead Min level 16- Lull Before the Storm: Stormguard Warrior (Combat Rhythm)+ GMWF (F)+ Combat Reflexes (F)+ Robilar’s Gambit (F)+ Stormguard Warrior (Channel the Storm)- Use GMWF + Combat Rhythm to trade out a full attack for an equal number of touch attacks, each giving +5dmg on the next round. If your opponent foolishly decides to attack you, you should have Robilar’s Gambit active, trading out the aoo for a +4 to hit and to damage for the next round. Next round unleash one of the other combos. Min level 12- Crouching Tiger, Leaping Thri-Kreen: GMWF (F)+ Pouncing Charge (TC 5) + Raging Mongoose (TC 8) OR GMWF (F)+ Quicksilver Motion (DM 7)+ Time Stands Still (DM 9)- Use after Lull Before the Storm if the opponent from last round has moved out of your 10ft reach. Allows you to make a full attack (or two) after moving. Min level 7- Mantis Leap: Leaping Dragon Stance (TC 3)+ Sudden Leap (TC 1)+ Racial bonus to Jump checks- allows for the Master of Chains to enter combat with mearly a swift action, allowing for full-attack on round one of combat. Note: Min level of combo may use lower tier versions of feats/maneuvers Edit: this build can technically be done with the psionic Thri-Kreen (Initiator level 17). Just move the ECL of feat aquisition and maneuver progression up by one (lose the Warblade bonus feat at level 20). Not Reccomended though.
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« Last Edit: May 24, 2008, 09:51:38 PM by Snizor »
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Snizor
Domesticated Capuchin Monkey
 
Posts: 99
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« Reply #3 on: May 24, 2008, 09:24:17 PM » |
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The Apprentice of Chains Finally, I've got yet another build to post (I have A LOT of free time nowadays). It's a slightly different take on AoO optimazation utilizing Double Hit from the Minis Handbook and the Kusari-Gama from the DMG (Asian Weapons section). Name: Apprentice of Chains Race: Human Build: Fighter 2/Warblade 5/ Exotic Weapon Master 1/ Crusader 2/ Warblade +10 Feats:1. EWP: Kusari-Gama, (TWF), (Weapon Finesse) 2. (Weapon Focus: Kusari-Gama) 3. Stand Still 6. Improved TWF 7. (Combat Reflexes) 9. Double Hit 12. Robilar’s Gambit 14. (Improved Initiative) 15. Greater TWF 18. Stormguard Warrior, (Iron Heart Aura) Notable Class Abilities/Features:Battle Mastery (Warblade 15)- INT to Attack and Damage Rolls for AoO Exotic Reach (Exotic Weapon Master 1)- AoO can be used against foes with cover Double Hit (Feat)- attacks with off-hand weapon during AoO Thicket of Blades (Stance)- Any movement provokes AoO Stances: Stance of Clarity (DM 1), Pearl of Black Doubt (DM 3), Martial Spirit (DS 1), Thicket of Blades (DS 3), (Any 6th level or lower Warblade stance) Maneuver Known/Readied: Warblade: 11/6- Initiator Lvl 17 Crusader: 5/5(2) Initiator Lvl 11 Maneuver Progression:3. Wolf Fang Strike (TC 1), Steel Wind (IH 1), Moment of Perfect Mind (DM 1) Stance: Stance of Clarity (DM 1) 4. Wall of Blades (IH 2) 5. Sudden Leap (TC 1) 6. swap Steel Wind for Iron Heart Surge Stance: Pearl of Black Doubt (DM 3) 7. Flesh Ripper (TC 3) 9. Foehammer (DS 2), Revitalizing Strike (DS 3), Defensive Rebuke (DS 3), Leading the Attack (WR 1), White Raven Tactics (WR 3) Stance: Martial Spirit (DS 1) 10. Stance: Thicket of Blades (DS 3) 11. swap Wolf Fang Strike for Lightning Recovery (IH 4) 12. Pouncing Charge (TC 5) 13. swap Flesh Ripper for Dancing Mongoose (TC 5) 14. Moment of Alacrity (DM 6) 15. swap Lightning Recovery for Manticore Parry (IH 6) Stance: xxx 16. Quicksilver Motion (DM 7) 17. swap Sudden Leap for Swooping Dragon Strike (TC 7) 18. Girallon Windmill Flesh Rip (TC 8) 19. swap Dancing Mongoose for Raging Mongoose (TC 8) 20. Time Stands Still (DM 9) Tactics:Level 5: This build starts life as nothing more than a quirky TWF-build. The Kusari-Gama has 10ft reach and is light so its AoO and TWF capabilities are not unduely handicapped by either short reach or massive off-hand penalties. Level 10: Here's where the core tricks of this build reveal themselves. Improved TWF + Combat Reflexes + Thicket of Blades + Double Hit means that this build will have a butt-load of attacks both during and out-of his turn. Stand Still prevents enemies from escaping TWF range. Level 15: Further refinement of the TWF-AoO style has cometh. If your opponent tries to move away from you, Thicket of Blades + Stand Still keeps them where they are for a TWF full-attack next turn. When your enemy tries to attack you, you get 2 hits for each attack they make due to Robilar's Gambit. Wall of Blades (IH 2) and Manticore Parry (IH 6) provide ways of negating an opponent's attack. By now, the Wounding or Greater Wounding property should be on your Kusari-Gamas, making the plethora of attacks this build generates all the more deadly. Level 20: The build has a nearly-complete package of ToB TWF awsomeness (Raging Mongoose, Time Stands Still, ect.) and a formidable AoO engine to back it up. Recomended items: 2 +1 Greater Wounding (MM 2) Kusari-Gamas (50,000 gp each) Greater Iron Ward Diamond (MiC)- 8,000gp +3 Animate Shield- 25,000gp Version 2.0
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« Last Edit: May 24, 2008, 09:57:06 PM by Snizor »
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Snizor
Domesticated Capuchin Monkey
 
Posts: 99
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« Reply #4 on: May 24, 2008, 09:24:58 PM » |
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Warlord of the Damned Horned Harbinger is from Faiths and Pantheons. Name: Warlord of the Damned Race: Human Build: Crusader 5/ Horned Harbinger 2/ Crusader +1/ Horned Harbinger +2/ Crusader +1/ Horned Harbinger +2/ Crusader +7 Feats:1. Stone Power, (Education) 3. Extra Granted Maneuver 6. Divine Shield 9. Divine Might, (Leadership: Undead cohorts only) 10. (Extra Turning) 12. Extra Smiting 15. Divine Vigor 18. free Initiator Level: 17 Maneuvers known/readied (granted): 11/6 (4) Known (at level 20): Covering Strike (WR 4), Foehammer (DS 2), White Raven Tactics (WR 3), Flanking Maneuver (WR 5), Rallying Strike (DS 6), Order Forged from Chaos (WR 6), Swarming Assault (WR 7), Clarion Call (WR 7), Shield Counter (DS 7), White Raven Hammer (WR 8), War Master's Charge (WR 9) Stances:Maneuver Progression:Design Notes:Notable Features:Animate Dead SLA 2/day- caster level equals 6+CHA mod Create Undead SLA 1/day-same CL as Animate Dead Captain of Undeath- control limit equals 5xCL (same CL as above) Tactics:Level 5: This build is a rather undistinguished low-level Crusader. Tanking is what the Crusader is good at, and at low level, this build is no exception. It also works well alongside a secondary combatent (like a rogue). Level 10: Here is where this build differentiates itself from the typical Crusader build. The Animate Dead SLA (cl 4+CHA) allows for the creation of disposable Undead allies to fight alongside you for free. This build has begun to distance itself from the old role of defensive tank due to the lack of Steely Resove increases, Revitalizing Strike, or various Bone strikes from Stone Dragon (though Divine Shield gives it a respectable AC). However, the aquisition of undead minions allows the Warlord to take full advantage of Vanguard Strike, White Raven Tactics, Covering Strike, and the Leading the Charge stance. It may seem a bit wierd that some of the White Raven maneuvers work with mindless undead, but it works by RAW and is not unexplainable ("ultra-precise commands"- for example). Basically, your playing chess (DnD Minis) with you undead minions. Specific tactics will vary depending on the corpses that you have animated (hydras are very useful with White Raven Tactics and flanking- for example). Level 15: Crusader 5/HH 2/Crusader+1/HH+2/Crusader+1/HH+2/Crusader+1/HH+2/Crusader+2 Initiator lvl: 12 Stances: Martial Spirit (WR 1), Leading the Attack (WR 1), Tactics of the Wolf (WR 3) Maneuvers ready/granted: 5/3 Maneuvers known (9): Vanguard Strike (DS 1), Stone Bones (SD 1), Foehammer (DS 2), Battle Leader's Charge (WR 2), White Raven Tactics (WR 3), Covering Strike (WR 4), Flanking Maneuver (WR 5), Rallying Strike (DS 6), Order Forged from Chaos (WR 6) Level 15, like level 10, is about the Undead Minions+White Raven school synergy. New to the scene are Flanking Maneuver, Rallying Strike, and Order Forged from Chaos. The stance that this build will want to be in while in the thick of melee is Tactics of the Wolf (which you collection of shambling bodies makes particuarly lethal. Note that the stance's bonus is not a morale bonus). However, prior to combat, it is best to be in Leading the Charge stance so that any undead that charge in the first round or two get a juicy +12 to damage (before switching stances). Order Forged from Chaos is highly useful for zombies. You also have Create Undead as a SLA (though undead choices are usually poor for high levels), and have an increased control cap. Level 20: The cumulation of the last 10 lvls gives the Warlord yet more horde-abusing potential. Clarion Call and Swarming Assault give our minions bonus attacks/move actions. With enough undead, this can be frightingly effective. Shield Counter is a handy way to protect a hard-to-find corpse type while remaining fully in the midst of combat. The preferred method of entering combat is the Leading the Charge stance with the strike War Master's Charge to bring some of your horde with you. The new stance, Swarm Tactics, is really only used when confronting high-AC opponents that you minions have trouble connecting with. Combos:Hydra Zombie + Tactics of the Wolf (WR 3)- The hydra's large number of natural attacks works wonderfully with the bonus damage from Tactics of the Wolf. Spice it up with maneuvers such as White Raven Tactics (WR 3) and Swarming Assault (WR 7) for maximum flanking advantage. Leading the Charge (WR 1) + War Master's Charge (WR 9) + Undead horde + Belt of Battle (MiC, 12,000 gp) + Flanking Maneuver (WR 5) OR Swarming Assault (WR 7)- Start off in Leading the Charge stance. Use a full-round action to initiate War Master's Charge, bringing multiple undead allies along for the ride and into position adjacent to an opponent (as well as dealing 17+War Master's Charge bonus bonus dmg with each attack. Then use your swift action to use Belt of Battle to grant you an extra Standard action OR full-round. Follow up with either Flanking Maneuver or Swarming Assault (depending on which is granted) to give each of the Undead near your (hopefully stunned) opponent(s) due to the charge a bonus attack. (As an aside, if you gave yourself a full-round action with a Belt of Battle, the remaining move action could be used to initiate Order Forged from Chaos in order to reposition your troops. Not really necessary though. OR it could be used to activate Divine Shield) You can use a swift action next round to switch into Tactics of the Wolf Stance and procede to tear your flanked opponent to ribbons alongside your minions (or use White Raven Hammer for a second round of stunning while minions do the tearing). Recommended Items:Rod of Undead Mastery (LM)- 10,000gp (double hd cap) Mightly Smiting Weapon (MiC)- +1 enhancement Nightsticks (LM)- 7,500gp (more rebuke attempts for divine feat usage) Darkskull- gives desecrateReliquary Holy Symbol (MiC)- 1,000gp (extra turning attempts) Spiked Heavy Shield (enhanced to taste)- For Divine Shield and Shield Counter (DS 7) Belt of Battle (MiC)- 12,000gp (Extra actions) Enveloping Pit (MiC)- 3.600gp (50ft deep Portable Hole for minion storage) Recommended Undead Minions:Hydra Zombie- Can attack with all its natural weapons as a standard action, negating one of the weaknesses of zombies. Maneuvers such as Order Forged form Chaos, White Raven Tactics, and Clarion Call help with zombie mobility. A hydra zombie is a very effective flanking partner for you due to its large # of attacks (all benefitting from Tactics of the Wolf stance). Remorhaz Skeleton: Heat is an EX. special quality that improves the creatures attacks, so they retain it in skeleton form. Remorhaz are just plain rediculous at 7hd (also have CR 7, meaning that you may actually encounter them in your travels when they're still effective). Titan Skeleton: These are massive behemoths with a STR score of 43. Will grind the bones of your enemy into dust with brute force. Dragon Zombie: Using the rules for such creatures found in Draconomicon, you get to keep a half-strength breath weapon, as well as exceed the max HD cap (also, no doubling of HD). This will give you a very large, very meaty tank with a useful breath weapon (non-damaging breath effects are full strength, such as the Shadow Dragon's). Shadow: Catch one of these with your rebuking ability since some higher-CR encounters can't even harm incorporial undead. Necropolitan Artificer 18: You cohort (Alternatly, A Necropolitan Dread Necro would give you a literal undead ARMY to command). Edit: Maneuver progression added. Also staggered Horned Harbinger and Crusader levels for increased effectiveness. Anyone know of some smaller, yet effective skeleton/zombies that would be able to swarm around an opponent?
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« Last Edit: May 24, 2008, 10:04:10 PM by Snizor »
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Snizor
Domesticated Capuchin Monkey
 
Posts: 99
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« Reply #5 on: May 24, 2008, 09:25:16 PM » |
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The Headless Thrower This build was actually the result of a joke thread by nightsade_sarurai . I noted that a Necropolitan would actually be unaffected by the loss of his head
Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. and that eventually lead me to making this build (though I didn't follow the book "requirements" of the original post. Name: Headless Thrower Race: Necropolitan Human Build: Fighter 4/ Warblade 1/ Bloodstorm Blade 4/ Warblade +1/ Bloodstorm Blade +2/ Warblade +8 Feats:1. Point Blank Shot, (Precise Shot), (Rapid Shot) 2. (Far Shot) 3. Power Attack 4. (Improved Toughness) 6. Manyshot, (Throw Anything) 8. (Improved Bull Rush) 9. Shock Trooper 12. Leap Attack, (Improved Rapid Shot) 15. Lifesense, (Ironheart Aura) 18. Stormguard Warrior 19. (free) Initiator Level: 15 Maneuvers Known/Readied: 8/5 Stances: Punishing Stance (IH 1), Absolute Steel (IH 3), Stance of Alacrity (DM 8) Maneuvers: Iron Heart Surge (IH 3), Dazing Strike (IH 4), Lightning Recovery (IH 4), Manticore Parry (IH 6), Moment of Alacrity (DM 6), Quicksilver Motion (DM 7), Finishing Move (IH 7), Diamond Defense (DM 8) Maneuver Progression (By Character Level): 5. Wall of Blades (IH 2), Disarming Strike (IH 2), Action Before Thought (DM 2) Stance: Punishing Stance (IH 1) 10. Iron Heart Surge (IH 3) 13. Moment of Perfect Mind (DM 1) 14. Swap Disarming Strike for Dazing Strike (IH 5) Stance: Absolute Steel (IH 3) 15. Lightning Recovery (IH 4) 16. Swap Wall of Blades for Manticore Parry (IH 6) 17. Moment of Alacrity (DM 6) 18. Swap Action Before Thought for Quicksilver Motion (DM 7) 19. Finishing Move (IH 7) 20. Swap Moment of Perfect Mind for Diamond Defense (DM 8) Stance: Stance of Alacrity (DM 8)
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« Last Edit: May 24, 2008, 10:13:43 PM by Snizor »
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Snizor
Domesticated Capuchin Monkey
 
Posts: 99
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« Reply #6 on: May 24, 2008, 09:25:36 PM » |
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The Disciple of Gaara This build was originally inspired by The Mad Cultist thread on the WOTC boards, which basically showcased the use of class-independent spells (Cyst, Corrupt, Cerebotic) in a theurge build. I thought it would be interesting to try and adapt this method to a spontaneous caster build as well as try and know a shitload of spells. The Disciple of Gaara was the result. While the build is lacking in the Metamagic department, the expanded spell list provided for a pretty effective tricks (especially from the FIendish Sorcery Choices). Sources used: Heroes of Horror- Fiend-blooded PRC, as well as Corrupt Arcana and Blood Calls to Blood feats Sandstorm- Sandshaper PRC, assorted spells, and the Touchstone feat Dragon Compendium- Penumbra bloodline feat Dragon 330- Cerebrosis feat and related spells Libris Mortis- Mother Cyst and related spells Spell Compendium, Complete Mage, and Dragon Magic- assorted spells Planar Handbook- Sorcer Planar Sub Level. Name: Disciple of Gaara Race: Human Build Stub: Sorcerer 5/ Sandshaper 7/ Fiend-blooded 8 Feats:1.Eschew Materials, (Penumbra Bloodline), (Cerebrosis) 3.Touchstone (City of the Dead) 6.Corrupt Arcana 9.Blood Calls to Blood 12.Versatile Spellcaster 15.Extend Spell 18.Mother Cyst Total Spells Known: 116 40(sorc level) + 39(Sandshaper 1) + 11 (Cerebrosis) + 9(Bloodline) + 10(Mother Cyst) + 4(Fiendish Sorcery)+ 3(Spellwurm) Note: Corrupt Arcana allows me to prepare corrupt spells in the same manner as a wizard or cleric would Spells Known: Level 1 (17): aching dread, ancient knowledge, bear’s endurance, benign transposition, bull’s strength, cat’s grace, ebon eyes, endure elements, enlarge person, grease, mage armor, magic missile, necrotic awareness, obscuring mist, parching touch, speak with animals, summon desert ally I
Level 2 (16): alter self, blur, call amoebic crawler, darkness, eagle’s splendor, fox’s cunning, glitterdust, heat metal, mirror image, necrotic cyst, necrotic scrying, owl’s wisdom, resist energy, rope trick, summon desert ally II, summon swarm
Level 3 (18): control sand, desiccate, dimension rift, dispel magic, dominate animal, far realm visitation, fly, haboob, haste, lightning bolt, necrotic bloat, nondetection, primal instinct, slipsand, summon desert ally III, sunstroke, tormenting thirst, wind wall
Level 4 (13): blast of sand, call cranial encyster, celerity, dimension door, enervation, evard’s black tentacles, favor of the martyr, greater invisibility, lingering raver, necrotic domination, summon desert ally IV, wall of sand, wither
Level 5 (13): choking sands, flaywind burst, flest to salt, greater blink, necrotic burst, shadow evocation, soul-blasting dread, summon desert ally V, telekinesis, teleport, transmute sand to stone, transmute stone to sand, wall of force
Level 6 (11): awaken sand, call kaortic hulk, fire seeds, greater dispel magic, imbue familier with spell ability, mummify, necrotic eruption, sandstorm, shadow walk, summon desert ally VI, true seeing
Level 7 (9): antimagic ray, arcane spellsurge, finger of expulsion, greater consumptive field, limited wish, mass flesh to salt, necrotic tumor, planeshift, summon desert ally VII
Level 8 (8): call nightsteed, greater arcane fusion, greater shadow evocation, mind blank, necrotic empowerment, polymorph any object, summon desert ally V11, whirlwind
Level 9 (7): etherealness, necrotic termination, shades, shapechange, summon desert ally IX, timestop, welcome the amoebic sea Sorcerer spell selection: Level 0: caltrops, detect magic, ghost sound, mage hand, prestidigitation Level 1: enlarge person, magic missile, benign transposition, ebon eyes, grease Level 2: alter self, glitterdust, rope trick, mirror image Level 3: fly, haste, primal instinct, lightning bolt Level 4: enervation, dimension door, celerity, greater invisibility Level 5: telekinesis, teleport, wall of force, greater blink Level 6: greater dispel magic, true seeing, imbue familier with spell ability Level 7: limited wish, arcane spellsurge, antimagic ray Level 8: greater arcane fusion, mind blank, polymorph any object Level 9: shapechange, time stop Fiendish Sorcery choices: Corrupt Spells: Level 1: Seething eyebane Level 2: devil’s tongue, lahm’s finger darts Level 3: absorb mind, love’s pain, red fester, rotting curse of urfestra, serpents of theggeron, touch of juiblex Level 4: absorb strength Level 5: forbidden speech, power leech, claws of the bebilith, call forth the beast Level 6: consume likeness, master’s lament Level 7: death by thorns, rapture of rupture, chain of sorrow Level 8: evil weather, plague of nightmares Level 9: apocalypse from the sky Edit: The reason I only have 4 2nd lvl spells from sorcerer is because I had to take the planar sub level in order to meet Fiend-blooded requirements Edit 2: Also, advice on level 12 and level 15 feats would be helpful. Edit 3: added sources used.
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« Last Edit: May 24, 2008, 10:26:06 PM by Snizor »
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Snizor
Domesticated Capuchin Monkey
 
Posts: 99
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« Reply #7 on: May 24, 2008, 09:27:11 PM » |
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The Mad Saint This build was an attempt to make an exalted counterpart to the Disciple of Gaara. I personally prefer the Disciple of Gaara over this build myself even though the Mad Saint has more spells known than the Disciple of Gaara. You'll notice that the spell list of this build is incomplete. Name: The Mad Saint Race: Human Build Stub: Sorcerer 5/ Frost Mage 1/Sand Shaper 1/Frost Mage +5/Exalted Arcanist 5/ Frost Mage +3 Feats:1.Snowcasting, (exalted feat), (Cerebrosis) 3.Frozen Magic 6.Touchstone: (City of the Dead) 9. Purify Spell 10. (Piercing Cold) 12. Consecrate Spell 15. Celestial Bloodline 18.xxx Spells Known: 140 40(Sorc level) + 39(Sand Shaper 1) + 30(Exalted Arcanist) + 11(Cerebrosis) + 9(Bloodline) + 6(Frost Mage) + 2(Exalted Arcanist 1) + 3(Spellwurm) Note: the specfic sorcerer spell choices and the Exalted Arcanist 1 choices are not in this list. Totals for spells known by level include eventual sorcerer spells known of each level, but not the Exalted Arcanist 1 spells Spells Known: Level 1 (19): aching dread, ancient knowledge, bear’s endurance, bull’s strength, cat’s grace, conjure ice beast I, divine inspiration, endure elements, mage armor, parching touch, protection from evil, speak with animals, summon desert ally I, twilight luck Level 2 (18): ayailla’s radient burst, blur, call amoebic crawler, conjure ice beast II, daylight, eagle’s splendor, fox’s cunning, heat metal, luminous armor, owl’s wisdom, resist energy, summon desert ally II, summon swarm Level 3 (23): brilliant emanation, celestial aspect, conjure ice beast III, control sand, desiccate, dimension rift, dispel magic, dominate animal, far realm visitation, haboob, hammer of righteousness, magic circle against evil, path of the exalted, phieran’s resolve, slipsand, summon desert ally III, sunstroke, telepathy tap, tormenting thirst Level 4 (15): blast of sand, call cranial encyster, conjure ice beast IV, diamond spray, greater luminous armor, lingering raver, rainbow pattern, summon desert ally IV, sunmantle, wall of sand, wither Level 5 (15): choking sands, curtain of light, dismissal, flaywind burst, flesh to salt, inquisition, sicken evil, soul-blasting dread, summon desert ally V, transmute sand to stone, transmute stone to sand Level 6 (13): animate snow, awaken sand, call kaortic hulk, exalted raiment, guards and wards, mummify, sandstorm, storm of shards, summon desert ally VI, valient steed Level 7 (12): channel celestial, constricting chains, cry of ysgard, finger of expulsion, mass flesh to salt, phoenix fire, rain of embers, sequester, summon desert ally VII Level 8 (8): call nightsteed, dragon cloud, restore soul’s treasure, summon desert ally VIII, sunburst, whirlwind Level 9 (9): armageddon, exalted fury, frostfell, greater channel celestial, sanctify the wicked, summon desert ally IX, summon monster IX (good outsiders only), welcome the amoebic sea Additional Spells: 9/5/5/4/4/4/3/3/2/1 (Sorcerer class) +2 (Exalted Arcanist 1)
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« Last Edit: May 24, 2008, 10:33:29 PM by Snizor »
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Snizor
Domesticated Capuchin Monkey
 
Posts: 99
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« Reply #8 on: May 24, 2008, 09:27:28 PM » |
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Living in a Flying Box Here's the OP of my Living in a Flying Box thread. The full thread contains quite a bit of discussion about the fine details of the idea (including creating a Living Box via the Psionic Sandwich trick) as well as anti-MDJ and anti-Sphere of Annihilation measures. Edit: Formerly called: A Different Type of Tank. Changed to something that doesn't suggest a type of melee build since this build has little to do with the high AC and high HP values that the preconception of the term "Tank" brings up. Now it's turning into a min-Protoss carrier with constructs as the interceptors. Possible Names: The Borg Cube Ramiel (Cubeknight) Tepellin (Cubeknight) God (questbreaker, peasent name for it) I was milling through the Stronghold Builder's Guidebook when I came across this interestiong tidbit about the Lyre of Building: ... Strumming the lyre makes your stronghold (or at least all of it with 300 feet) immune to damage from any source-including attacks, spells, magic items, or anything else that might damage or destroy it-for 30 minutes.
Interesting, but it doesn't protect you specifically. However, the Stronghold Builder's Guidebook (SBG) also includes pricing for giving a stronghold movement. The max movement speed that can be given to a Stronghold is 10 miles-per-hour, which converts to 88 ft/round. Calculations: Now we have a mobile, temporarily indestructible box with a frail, fleshy creature inside. This box blocks line-of-sight/line-of-effect and makes it rather difficult to attack you. However, you can't physically harm anyone through the walls without opening yourself to attack, right? Wrong!Enter the Spell Turret (DMG 2). The Spell Turret can be programmed to recognize (and thus ignore) targets by: creature type, creature race, or by specific individual. In addition, the recognition protocols can be reconfigured in 8hrs by someone with Craft Wonderous Item (you). It can be mounted on the outside of your box and is technically a form of trap. This gives our mobile box the ability to hurt people outside without exposing yourself to attack. The trap, unfortunantly, can be attacked and has 200 hp and hardness equal to that of the material that it is mounted in. Assuming that the wall was made of Obdurium and had an augment object spell cast on it (SBG 41), the hardness should be 60 (30*2). Now, some Spell Turret spell suggestions Level 1 Spell Turret spells And some higher level suggestions (thanks to questbreaker for the list) Spell Turret selections Also, the creation of construct shock troopers will be useful, and is being integrated into the build. The Helmed/Battle Horror has an intellignece score so it can handle more complex combat situations. Now, the cost for the box. Note that this is before any discounts due to do-it-yourself spellcasting or similar or increases due to further wall augmentation. Also, it seems that your ss has to be a component, so I chose the basic magic lab (flavor). Stronghold cost (bare bones): Now obviously you're going to do some redecorating inside your box, since you really don't care what's in it. Getting rid of the doors and windows might be a good idea once you have access to teleportation effects. Currently working on anti-teleport tactics. If you take the Landlord feat (SBG 10), you can aquire this with the funds from that feat at level 13. A more deluxe version: Stronghold cost (deluxe): Basics: Exterior Walls: Obdurium= 60,000gp*1ss (stronghold space)*80%=48,000gp Interior Walls: Obdurium= 12,000gp Lead-lining: 1000gp Component: basic office+Guard Post= 500gp Locomotion: Incredible= 25,000gp Mobility Forms: Flying= 15,000gp Burrowing= 10,000gp Submersing= 7,500gp Crawling= 1,000 Plane-shifting= 25,000gp
Wall Augmentations: Airtight= 7,500gp Ethereal Solid= 12,000gp Magically Treated= 12,000gp
Wonderous Architecture: Greater Platform of Jaunting= 76,500gp Hole of Hiding= 3,000gp Secure Chamber= 60,000gp Tornado's Eye= 90,000gp Chamber of Comfort= 7,500gp
Total: 413,500gp Further useful magic items include Eternal Wand of Explosive Runes 10,900gp 1/day Item of Magnificent Mansion (CL 13) 32,760gp At-will Lyre of Building 65,000gp (follows custom magic item guidelines. Good luck actually getting a DM to actually allow it). Total: 108,660gp market value The Deluxe version features a two-component design. One component functions as the cabin (cockpit) and the other serves to function as a lauching bay for Battle Horror constructs via the Greater Platform of Jaunting (reenter via dimension door SLA). The interior of the bay will feature a beautiful, runic wallpaper of explosive runes along with a dispel magic trap to detonate them when the bay is breached by enemies. To prevent any Battle Horrors from being destroyed, set their Spell Immunity ability to cover explosive runes. In addition, further Spell Turrets provide a further deterrent against intrusion. A few Spell Turrets in the bay should be dedicated to construct-buffing spells ( Repair Damage, etc). The Hole of Hiding and the Secure Chamber wonderous architecture should be installed in in the cabin rather than the bay. The Stronghold should have a Hallow/Unhallow with Dimensional Anchor as a defense against Teleportation effects (only creatures that worship you may enter). The Hole of Hiding and the Secure Chamber wonderous architecture should be installed in in the cabin rather than the bay. Against line of effect spell , such as Mage's Disjunction, the box can be protected by a cohort arcane caster readying an action to cast Teleport Object to deposit a tarp or inch-thick drywall box around the offending caster (blocking LoE, Anti-MDJ tactics discussed further on pages 3-5 of this thread). Against the annoying Sphere of Annihilation, have a bat effigy with a Rod of Cancellation glued to its back with Sovereign Glue (discussed on page 6). The Tornado's Eye allows for the destruction of buildings (something that Spell Turrets can't do). Now on to possible discounts Free labor: 30% off Location: -12% off (Lawless area in vunerable terrian) Self-Item Creation:62.5% ((100-25)/2)off on Mobility forms and Wall augmentations The current recommendation is to be a Psion with Leadership (or just a Thrallherd) and Landlord feats so that the main character can use the old Mindswitch+Polymorph any Object trick to make yourself your stronghold. An artificer cohort is reccomended for Magic Item Creation. Sample Artificer cohort] Name: Lazy Gear Race: Warforged Build: Artificer 20 Feats:1. (Scribe Scroll), Extend Spell 2. (Brew Potion) 3. (Craft Wonderous Item), Persistant Spell 4.(Extraordinary Artisan) 5. (Craft Magic Arms and Armor) 6. free 7. (Craft Wand) 8.( Carft Construct) 9. (Craft Rod), Landlord 12. (Craft Staff), (Legendary Artisan), free 14. (Forge Ring) 15.free 16.(Extra Rings) Racial Sub levels:1. Warforged Artificer 4. Warforged Artificer The Hardening Infusion/spell will help protect you Spell Turrets (cheesing UMD and a Staff of Hardening for CL increases is ideal, but not essential). Also, the artificer can create constructs to supplement the Spell Turret defenses. NEVER use golems for this purpose due to the difficulties presented by their Immunity to Magic (its more of a curse than a blessing, especially when you want to buff them with a fly spell or similar). Construct-wise:The Helmed/Battle Horror (LEoF) is a good choice. Inteligence, Immunity to three spells of your choice upon creation, air walk, and SLA's for the Battle Horror ( Magic Missile at will, blink, and DD). Comments/suggestions for improvement welcome. Edit: A list of things that still need to be incorperated. Construct buffing spell turrets- need to chose spells (Saracoth) Larger scale version :schemes:
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« Last Edit: May 24, 2008, 10:51:23 PM by Snizor »
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Snizor
Domesticated Capuchin Monkey
 
Posts: 99
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« Reply #9 on: May 24, 2008, 09:27:37 PM » |
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Snizor
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« Reply #10 on: May 24, 2008, 09:27:51 PM » |
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Snizor
Domesticated Capuchin Monkey
 
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« Reply #11 on: May 24, 2008, 09:28:00 PM » |
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Snizor
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« Reply #12 on: May 24, 2008, 09:28:10 PM » |
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Snizor
Domesticated Capuchin Monkey
 
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« Reply #13 on: May 24, 2008, 09:28:30 PM » |
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Snizor
Domesticated Capuchin Monkey
 
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« Reply #14 on: May 24, 2008, 09:28:39 PM » |
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Snizor
Domesticated Capuchin Monkey
 
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« Reply #15 on: May 24, 2008, 09:28:46 PM » |
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