PlzBreakMyCampaign
Hong Kong
   
Posts: 1373
Immune to Critical Hits as a Fairness Elemental
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« on: August 03, 2010, 02:41:56 AM » |
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The Optimized Races Niche Compendium A Work In Progress Too many races got you down? Do you just want to know the best one for your character niche without all that icky fluff getting in the way? Then step right up, today's your lucky day. Organized by Race: This post is out of date and is being reorganized: Anthropomorphic BatUse: because you need Wisdom, and you need it now. The fly speed and blindsense are suboptimal but free. Makes for easy CoDzillas because the 1HD can explicitly be traded for your first class level. AzurinUse: The Channel Incarnum Azurin Cleric substitution is needed for max DMM-able poolsDrow:Savage Progression Drow +2dex, -2con, +2int hand crossbow, rapier, and short sword proficiency Dancing Lights 1/day Darkvision 60' immune to magic sleep effects. Light Blindness +2 racial bonus on Listen, Search, and Spot checks passing within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. Common, Elven, Undercommon + Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. Favored Class: Wizard (male) or cleric (female) Use: Take Drow paragon 1 for excellent early entry capability. I love PrCing with just 1 base spellcasting level. Daelkyr half-bloodAberration Darkvision 60' Proficient with all simple weapons Personal Symbiont (Ex): Gain one symbiote: breed leech, crawling gauntlet, or throwing scarab. If the personal symbiont is lost, a daelkyr half-blood can grow a replacement from his own flesh over a period of 2d4 days. A daelkyr halfblood can’t grow or regrow symbionts that he has gained in any other manner, nor can a daelkyr half-blood grow a replacement for a symbiont if the original symbiont yet lives. As a daelkyr half-blood advances in level, he can grow a new personal symbiont as indicated on the table below. Any new personal symbiont grown replaces the old symbiont. A daelkyr half-blood can choose additional symbionts from the list provided above, as well as from new choices as they become available, as indicated on the table:
1st Breed leech, crawling gauntlet, throwing scarab 5th Stormstalk, winter cyst 10th Spellwurm, tentacle whip 15th Tongue worm
Symbiont Mastery bonus feat. Everyday without contact with a symbiont he takes 1 Con damage which cannot be restored by any means as long as no symbiont.
Any creature that even studies his mind, must make a cha-based Will save (1/2 half-blood’s level) or be dazed for 1 round. Automatic Language: Common. Bonus Language: Daelkyr. Favored Class: Rogue. Dwarf:Use: Dwarven PrCs. No not the silly defender one. The only RAW way to get at this ridunkulous class which darn-near beats out Arcane Hierophant for max ubermountage. Elan:Use: Cohorts or followers with share pain. Even outside of battle they can be damage sponges. They make tanky Psion20s Elf:gray fire elf (if wizard) or snow elf (if melee) -2 Str, -2con, +2dex, +4 Int, -2cha or +2dex, -cha Immunity to magic sleep effects +2 vs enchantments Low-Light Vision Weapon Proficiency: longsword, rapier, longbow and shortbow including composites +2 Listen, Search, and Spot checks passing within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Common, Elven + Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. Favored Class: Wizard +1hit vs fire creatures -2saves vs water or cold effects and creatures resist fire 5 Use: Eternal Blade. Yes its painful to get into, but that immediate turn thing is nearly game-breaking in low-magic campaigns. Feytouched:savage progression feytouched +2 Dexterity, -2 Constitution, +2 Charisma. fey Low-Light Vision +4 racial vs mind-affecting effects. Common, Sylvan + Elven, Gnome, Halfling. Favored Class: Bard or rogue. Use: You're Fey. You get free and awesome feats. See its transition class if you want an army of peasants at level 2. Getting into Mindbender at ECL6 with only 1 level of a spellcasting class is fun too. Gnome:whisper gnome -2Str, +2dex, +2Con, -2cha Small with 30' Low-Light Vision Darkvision 60' hammers as martial weapons +4 dodge AC against giants +2listen, +2spot +1hit kobolds, goblinoids Common, Gnome + Draconic, Dwarven, Elven, Giant, Goblin, Orc 1/day silence centered + if Charisma 10 mage hand, ghost sound, message. Favored Class: rogue Use: Shadow craft mage without wasting the precious ECL of other entry methods. Because everyone loves conjuring fake things that are more real than reality! Wait, what? Halflingwater strongheart halfling -2str, +2dex, +2con BONUS FEAT SMALL SIZE +1hit w/ thrown weapons and slings +2morale vs fear +2 racial Climb, Jump, Listen, Move Silently. rogue favored class swim speed (+8racial swim) -2saves on fire stuff +1hit againt fire creatures halfling, common + dwarven, gnoll, goblin, aquan, orc / halruaan,shaaran Use: Halfling Outrider anyone? Belkar wanna-be? Still close to human, but small. Half-OrcUse: Gets all those yummy orc feats and a few fuffy PrCs. Human-ish and clearly descended enough to use the 'counts as human' variant. The real benefit comes after you psychic reformation those bonus feats. Ice Gensai:Use: because you need Constitution, and you need it now. You get more bang for the buck without being an ugly mongrelfolk. Kobold:Use: Pazazu, Pazazu, Paz - nevermind. For a playable, but just really, really power (aka broken to most other people) take the dragonwraught feat and the Loredrake Sovereign Archetype. Now be a sorcerer with a few rituals and some dragonspawn templates. Its almost as good as min-maxed fast-casting! Muckdwellermuckdweller (serpent kingdoms pg.71) -6Str, +6Dex, -2Wis, -2Cha TINY SIZE 20 ft. (swim 20 ft.) Squirt [water] (ex) 25' Dex-based Reflex DC or be blinded for 1 round monstrous humanoid  Draconic Use: because you need dexterity and you need it now. The Tiny size is worth the 1RHD that most DM's throw out without question. Because its possible to interpret the 'humanoid-only update' to this as not being a reversal but only a clarification that doesn't apply in this case. NeraphOutsider native to Limbo +2 Natural darkvision 60' '"Neraph Camoufl age (Ex): When charging an opponent or when using a thrown weapon, neraphim can use a technique known as motion camoufl age (also called neraph camoufl age by other races), which predatory insects use to trick prey into thinking they are stationary even though they are moving closer. The target creature can be fooled into believing that the charging neraph or the neraph’s thrown weapon is in fact not moving closer, or moving closer only very slowly. A neraph can make one camoufl age attack per enemy per encounter (once a foe sees the attack in action, that foe can discern it for what it is for the duration of that combat). Creatures that are subject to a neraph’s charge or that are targeted by a weapon thrown by a neraph may not apply their Dexterity bonuses to their Armor Class. All conditions that pertain when a foe cannot apply his Dexterity bonus to Armor Class also pertain to the neraph’s attack (for instance, a sneak attack could also be made with this attack, if the neraph can make such an attack)." Jump +5, Spot & Search +2 annulats are martial weapons for them Automatic Languages: Neraph, Slaad. Bonus Languages: Common, Celestial, Abyssal. Favored Class: Ranger. Sharn (Anauroch: The Empire of Shade 153) 4HD, +5LA Large Aberration 4HD, +5LA +8str, +10dex, +10con, +8int, +8wis, +10cha, +5nat 10', 40' fly (perfect) 9 hands with claws & 3 heads with bites but 1 size smaller for wielding DR 10 cold iron or lawful darkvision 60 regeneration 2/Lawful Immune to mind-effects, polymorping, petrifying or form-changing multiple actions: 3 standard + 1 move is wonderful alertness, multiattack, multiweapon fighting bonus feats 6th/6th sorcerer/favored soul casting as SLAs cast spells as SLAs, but not from the same list more than once a round full round to make up to 3 (su)AoO threatening 1-way hex portals within 20' for line of sight abuse (100') with a swift action to move 20' but have 40% miss. automatic simple and martial weapon proficiency can't be polymorphed into but can't polymorph languages: common, draconic, dwarven, elven, sylvan Use: The ultimate ghestalt race. Alternatively, high powered games with DMs who allow either fair ECL variants or LA buyoff and restoration cheese. Otherwise it won't make ninths, but it still has a nice power niche before then. Spirit FolkUse: Arcane Heirophant early entry for all DMs who dislike playing semantics. T'kelUse: when you need to be monstrous TibbitTiefling:Savage Progression Tiefling: +2 Dexterity, -2 Charisma. Outsider Darkvision 60' Darkness (Sp) 1/day (1st-level spell) +2racial Bluff, Hide cold, electricity, and fire resistance 2 Common, Infernal + Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc. Favored Class: Rogue Use: Its paragon 1 is useful for saves-maximizing after its RHD1 (which can't be swapped for a class level by RAW, since you are an outsider) Warforged:+2con -2wis, -2cha living construct (alive but no eating, sleeping, or breathing) no natural healing, 50% healing gains, craft checks to heal immunity to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickening and energy drain
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« Last Edit: January 30, 2011, 04:24:53 PM by PlzBreakMyCampaign »
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An interesting read, nice to see a civil discussion The point of Spell Resistance is to make it harder to get buffed. And healed. Don't forget that. Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle. Old Geezer's Law of Hobby Taste: The more objectively inconsequential a hobby is, the more disagreements within the community will be expressed in outrageously insulting, overblown, and ludicrously emotionally laden terms. More Funny than HumbleYour a shifter... you have all you ever need. It blows MoMF out of the water But if your greedy for more [ Wish] for something that only effects you, like another class level or two that doesn't count against your ECL. Yes, I'm the 3.0 "Masters of the Wild" shifter, the awesome kind. My favorite form to take is Force Dragon. Yes, I am immortal ... My character is hands down the coolest guy in the campaign and there is nothing I could possibly want. PBMC gets a cookie for DotA r
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PlzBreakMyCampaign
Hong Kong
   
Posts: 1373
Immune to Critical Hits as a Fairness Elemental
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« Reply #1 on: August 03, 2010, 02:45:38 AM » |
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Organized by Niche: Alternate Form (small size)Damage SpongesHint: Cohorts or followers with share pain Cohorts @ level 1:Hint: The Tarmaks(+2str,-2int&cha)/Damjatt(+2dex,-2int)/Keena(-2str,+2wis) from pages 20,21 are the same as normal humans aside from favored class(barb/rogue/mystic) and languages(common is not automatic). Besides 2 Paladin variants, this is the only way I know of to gain cohorts before ECL6. DMM-able PoolsFeats that are DCFS-ableGestalting with RHD on one side and LA on the other:Sharn (Anauroch: The Empire of Shade 153) 4HD, +5LA Large Aberration 4HD, +5LA +8str, +10dex, +10con, +8int, +8wis, +10cha, +5nat 10', 40' fly (perfect) 9 hands with claws & 3 heads with bites but 1 size smaller for wielding DR 10 cold iron or lawful darkvision 60 Evasion regeneration 2/Lawful Immune to mind-effects, polymorping, petrifying or form-changing multiple actions: 3 standard + 1 move is wonderful alertness, multiattack, multiweapon fighting bonus feats 6th/6th sorcerer/favored soul casting as SLAs cast spells as SLAs, but not from the same list more than once a round full round to make up to 3 (su)AoO threatening 1-way hex portals within 20' for line of sight abuse (100') with a swift action to move 20' but have 40% miss. automatic simple and martial weapon proficiency can't be polymorphed into but can't polymorph languages: common, draconic, dwarven, elven, sylvan Low level diplomancy alternatives:Max SavesSavage Progression Tiefling: +2 Dexterity, -2 Charisma. Outsider Darkvision 60' Darkness (Sp) 1/day (1st-level spell) +2racial Bluff, Hide cold, electricity, and fire resistance 2 Common, Infernal + Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc. Favored Class: Rogue Not Fast-Casting ProgressionVenerable Desert kobold -4Str, +2Dex, +3int, +1Wis, +3Cha +1nat small but 30' darkvision 60' +2 racial Survival, craft (trapmaking), search Draconic + Common, Undercommon. Favored Class: Rogue. +4racial fort vs hot weather dragonwraught feat and the Loredrake Sovereign Archetype. Now be a sorcerer with a few rituals and some dragonspawn templates. Permanent Image AbuseThe Creatures Carn Loves Best Pixie: –4Str, +8Dex, +6Int, +4Wis, +6Char, +1Nat Small size, 20', 60' (good), Low-light vision, +2 Listen, Search, & Spot DR 10/cold iron, SR 15 + class levels, Alertness, Dodge, & Weapon Finnesse bonus feats Greater Invisibility (Su): Constant, but the pixie can suppress or resume it as a free action. CL8: 1/day - lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image ( DC 19; visual and auditory elements only) Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling. Favored Class: Sorcerer. Level adjustment +4 A pixie character exchanges its 1 HD of fey for its first class level. Skill PointsNote: Be Good and Get flaws to take Human Heritage (+4 skill points), and Human Blood (DragMag324 78) and Nymph's Kiss each for +1 skill point per die. Since every level gaurantees 1 skill point per level no matter your intelligence, you can manage 4+4/hd skill points with an int of 3.
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« Last Edit: February 12, 2011, 05:59:19 PM by PlzBreakMyCampaign »
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An interesting read, nice to see a civil discussion The point of Spell Resistance is to make it harder to get buffed. And healed. Don't forget that. Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle. Old Geezer's Law of Hobby Taste: The more objectively inconsequential a hobby is, the more disagreements within the community will be expressed in outrageously insulting, overblown, and ludicrously emotionally laden terms. More Funny than HumbleYour a shifter... you have all you ever need. It blows MoMF out of the water But if your greedy for more [ Wish] for something that only effects you, like another class level or two that doesn't count against your ECL. Yes, I'm the 3.0 "Masters of the Wild" shifter, the awesome kind. My favorite form to take is Force Dragon. Yes, I am immortal ... My character is hands down the coolest guy in the campaign and there is nothing I could possibly want. PBMC gets a cookie for DotA r
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PlzBreakMyCampaign
Hong Kong
   
Posts: 1373
Immune to Critical Hits as a Fairness Elemental
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« Reply #2 on: August 03, 2010, 02:45:50 AM » |
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Organized by Type & Stat: Aberration by RaceDaelkyr half-blood Darkvision 60' Proficient with all simple weapons Personal Symbiont (Ex): Gain one symbiote: breed leech, crawling gauntlet, or throwing scarab. If the personal symbiont is lost, a daelkyr half-blood can grow a replacement from his own flesh over a period of 2d4 days. A daelkyr halfblood can’t grow or regrow symbionts that he has gained in any other manner, nor can a daelkyr half-blood grow a replacement for a symbiont if the original symbiont yet lives. As a daelkyr half-blood advances in level, he can grow a new personal symbiont as indicated on the table below. Any new personal symbiont grown replaces the old symbiont. A daelkyr half-blood can choose additional symbionts from the list provided above, as well as from new choices as they become available, as indicated on the table:
1st Breed leech, crawling gauntlet, throwing scarab 5th Stormstalk, winter cyst 10th Spellwurm, tentacle whip 15th Tongue worm
Symbiont Mastery bonus feat. Everyday without contact with a symbiont he takes 1 Con damage which cannot be restored by any means as long as no symbiont.
Any creature that even studies his mind, must make a cha-based Will save (1/2 half-blood’s level) or be dazed for 1 round. Automatic Language: Common. Bonus Language: Daelkyr. Favored Class: Rogue. Animal by RaceCharismaVenerable Aged Unseelie Fey Magic-Blooded (Drag Mag 306 p64) Lesser Cansin Fey, -8Str, -4Dex, -8con, +5Int, +1Wis, +9Cha Fire&Acid Rec 5, +2Bluff&Search, entropic shield 1/day Favored Class: Sorcerer Lowlight vision, +2Know(Arc)&Spellcraft both usuable untrained 1/day detect magic, read magic, Nystul's Magical&Undetectable Auras +4Intimidate, Iron->+1d6weapon xor 1dam touch, Roll for wings and sight, Seasonal Options, DR from HD
Being necropolitan just before level 3 is a good idea. ConstitutionGood to shit evil-shifted ( post template but pre-feats) Proto Dragonborn Artic (Drag Mag 306 p61) Lesser Ice Para Gensai (Drag Mag 297) with Willing Deformity and Deformity (Obesse) [flaw required] +4str, -6dex, +12con, -2int, +2wis, -8cha +1 vs cold, +1 for every 5 lvls, Chill Metal 1/day @ECL +1 vs cold, -1 vs heat, +2 survival, CL1 Ray of frost 1/day Rage as Barbarian upon dealing damage to an opponent (DC15 will to negate) +4 vs Mind-effects, Instability: @-10hp becomes goo. May not be raised but may be ressurected Dragonblood subtype, Favored class: Fighter + Paladin Next level: lolth-touched. Construct by Race:Warforged +2con -2wis, -2cha living construct (alive but no eating, sleeping, or breathing) no natural healing, 50% healing gains, craft checks to heal immunity to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickening and energy drain Add 2LA-worth of templates (Lolth-touched and Half-ogre perhaps :smallwink:) and then the Incarnate Construct if you don't need the type but want more cheese. Can be done with pretty much any base race due to dustform. DexterityWith alternate form: Evil-aligned Unseelie Fey Hengeyokai (sparrow form) (OA pg.71) with Willing Deformity and Deformity (Gaunt) [flaw required] -14Str (+0str if not in animal form), +16Dex (+6 if in hybrid form), -4Con, (-2con if not in animal form) -4Wis FINE SIZE (yes, the smallest size) 1', 50' fly (average) lowlight vision, may speak with sparrows, +10 disguise in animal form Languages: Common&Hengeyokai + Giant, Goblin, Spirit Favored class: Wu Jen humanoid (shapechanger) -> fey (shapechanger) +4Intimidate, Iron->+1d6weapon xor 1dam touch, Roll for wings and sight, Seasonal Options, DR from HD Without alternate form: 1 LA of Half-Air Elemental monster class (DragMag326 80) is great for some SLAs, +2dex and outsider type to alter self away! Dragon by Race:The Ambush Drake Savage Progression for an great ECL1 campaign +4 Con, -4 Int darkvision 60 ft. immunity to magic sleep effects and paralysis low-light vision scent 1 Dragon HD OR Spire Dragon (Sharn: City of Towers) -4str, +8dex, +2con, -4int, -2cha 2HD/2LA TINY SIZE evasion blindsense 60' 10', 10' climb, 60' flight breath weapon = fog cloud can act as a swarm in a flock (2d4 distraction) lowlight vision immune to sleep and paralysis Elemental by RaceFey Type by Racesavage progression feytouched +2 Dexterity, -2 Constitution, +2 Charisma. fey Low-Light Vision +4 racial vs mind-affecting effects. Common, Sylvan + Elven, Gnome, Halfling. Favored Class: Bard or rogue. Giant by RaceIntelligence (without PAO) Venerable Age Fire Gray Elf -8 Str, -8con, -4dex, +7Int, +3wis, +1cha Immunity to magic sleep effects +2 vs enchantments Low-Light Vision Weapon Proficiency: longsword, rapier, longbow and shortbow including composites +2 Listen, Search, and Spot checks passing within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Common, Elven + Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. Favored Class: Wizard +1hit vs fire creatures -2saves vs water or cold effects and creatures resist fire 5 1 LA of Half-Water Elemental monster class (DragMag326 80) is great for some SLAs, +2int&wis and outsider type to alter self away! Going necropolitan is usually a good idea as well. Magical Beast by Race:If your DM allows cohort races, go Beguiler [ShS60] Abrian, Medium CE Magical beast (extraplanar), 2HD +1LA (d10/2+Int/Good BAB,Fort,Ref) Natural weapons: beak 1d3/19-20/x3(!), kick 1d8 +2 natural armor Speed: 50ft Special attacks: Augmented critical (see natural weapons), Shriek (20ft burst, Fort save or dazed for 1 round, increases in power with additional abrians, does not affect abrians) Special qualities: Darkvision 60ft, low-light vision, sonic resistance 10 Skills: +4 Spot Abilities: Str 13 Dex 16 Con 12 Int 7 Wis 11 Cha 10 (Str +2 Dex +6 Con +2 Int -4 Wis +0 Cha +0) Humanoid arms, but Str score is halved for determining carrying capacity Abrian, Large CE Magical beast (extraplanar), 3HD +1LA (d10/2+Int/Good BAB,Fort,Ref) Natural weapons: beak 1d4/19-20/x3(!), kick 2d6 +4 natural armor Speed: 50ft Special attacks: Augmented critical (see natural weapons), Shriek (20ft burst, Fort save or dazed for 1 round, increases in power with additional abrians, does not affect abrians) Special qualities: Darkvision 60ft, low-light vision, sonic resistance 10 Skills: +4 Spot Abilities: Str 21 Dex 14 Con 16 Int 7 Wis 11 Cha 10 (Str +10 Dex +4 Con +6 Int -4 Wis +0 Cha +0) Humanoid arms, but Str score is halved for determining carrying capacity Enter play at ECL3, advance via RHD for even more win. Monstrous Humanoid by Race: (non-anthro animals)Ooze by Race:Outsider by Race:Door Number 1: Neraphs are native to Limbo +2 Natural darkvision 60' '"Neraph Camouflage (Ex): When charging an opponent or when using a thrown weapon, neraphim can use a technique known as motion camoufl age (also called neraph camoufl age by other races), which predatory insects use to trick prey into thinking they are stationary even though they are moving closer. The target creature can be fooled into believing that the charging neraph or the neraph’s thrown weapon is in fact not moving closer, or moving closer only very slowly. A neraph can make one camoufl age attack per enemy per encounter (once a foe sees the attack in action, that foe can discern it for what it is for the duration of that combat). Creatures that are subject to a neraph’s charge or that are targeted by a weapon thrown by a neraph may not apply their Dexterity bonuses to their Armor Class. All conditions that pertain when a foe cannot apply his Dexterity bonus to Armor Class also pertain to the neraph’s attack (for instance, a sneak attack could also be made with this attack, if the neraph can make such an attack)." Jump +5, Spot & Search +2 annulats are martial weapons for them Automatic Languages: Neraph, Slaad. Bonus Languages: Common, Celestial, Abyssal. Favored Class: Ranger. Door Number 2: +2 Dexterity, -2 Charisma, darkvision 60', (native) Lesser Darkness (Sp): 1/day, darkness 5' radius, 1st-level spell. Skill Bonuses: A tiefling has a +2 racial bonus on Bluff and Hide checks. Resistances (Ex): A tiefling starts play with resistance 2 to cold, electricity, and fire. Automatic: Common, Infernal. Bonus: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc. Favored Class: Rogue Door Number 3: +2 Charisma, darkvision 60', (native) Light (Sp): light (caster level equals aasimar's character level) once per day. Skill Bonuses: An aasimar has a +2 racial bonus on Listen and Spot checks. Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity. Automatic: Celestial, Common. Bonus: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan. Favored Class: Paladin. Plant by Race:Option 1: Best if using RAW level-drain abuse or my balanced ECL variant Needlefolk L+1, 3HD +2str, +2con, -4int, +4wis, -6cha, +4nat d12 ranged needs 20' increment 2 d4 claws +16 forrest hide
Option 2: Volodni LA+2, 1HD +2con, +2Wis, -2Int, -2Cha Cold Res 5 +4hide wooded Lowlight Half Damage from Piercing attacks Sustenance = 2 hours sleep (discluding spell time) 25% food and water Common, Sylvan Druid Favored class Total LA+1 statsIf non-WotC errata sources don't fully repalce WotC ones: Greensnake Naga (OA173,203) +2 Str, +4 Dex, +4 Con, +2 Int, +2 Wis. Drag Mag would have made it only +2str, +4dex. 1d3con poison (DC 10+con mod) 30' telepathy (Ex) Shadowland's Taint immunity Alternate Form (female only) for legs. Humanoid(Reptilian) Otherwise, I don't see any better than TML's: Lesser Aasimar/ First level of Half-celestial transition savage progression+2 Str, +2 Con, +2 wis, +2 Cha, nat+1 +4vs poison disease immunity res acid,cold,elec5 SLAs starting with prot from evil 3/day SR=Character Levels Undead by Race:StrengthProto Wild (Drag Mag 306 p65) Desert Water Orc Incarnate Construct from Dustform 30', +14Str, dex-2, +4con, –6Int (min 3), –2Wis, –8Cha, +3Nat Lowlight, dazzled in bright sunlight or daylight spell, endurance bonus feat Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon. Favored Class: Ranger. +1 skill points per level, +4survival, +2listen&spot Half Minotaur (then) Half-ogre (Drag Mag 313 p94-96) are double trouble. Loth-touched is an excellent option. Vermin by Race:Wisdom1 LA of Half-Water Elemental monster class (DragMag326 80) is great for some SLAs, +2int&wis and outsider type to alter self away! If going undead try the Savage Progression ghost template. Laugh at your material plane opponents as your strength score becomes irrelevant. Note that size abuse before templates was not used. Its TO, but could eek out another +4 to int or cha via Primordial Giant (SoX81), +8 on str or +2 on con (half ogre and minotaur). Yuck.
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« Last Edit: October 15, 2011, 01:10:35 PM by PlzBreakMyCampaign »
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An interesting read, nice to see a civil discussion The point of Spell Resistance is to make it harder to get buffed. And healed. Don't forget that. Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle. Old Geezer's Law of Hobby Taste: The more objectively inconsequential a hobby is, the more disagreements within the community will be expressed in outrageously insulting, overblown, and ludicrously emotionally laden terms. More Funny than HumbleYour a shifter... you have all you ever need. It blows MoMF out of the water But if your greedy for more [ Wish] for something that only effects you, like another class level or two that doesn't count against your ECL. Yes, I'm the 3.0 "Masters of the Wild" shifter, the awesome kind. My favorite form to take is Force Dragon. Yes, I am immortal ... My character is hands down the coolest guy in the campaign and there is nothing I could possibly want. PBMC gets a cookie for DotA r
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PlzBreakMyCampaign
Hong Kong
   
Posts: 1373
Immune to Critical Hits as a Fairness Elemental
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« Reply #3 on: August 03, 2010, 02:46:04 AM » |
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Organized by Prestige Class: Arcane HeirophantCaster Base Class MinimizingSavage Progression Drow +2dex, -2con, +2int hand crossbow, rapier, and short sword proficiency Dancing Lights 1/day Darkvision 60' immune to magic sleep effects. Light Blindness +2 racial bonus on Listen, Search, and Spot checks passing within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. Common, Elven, Undercommon + Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. Favored Class: Wizard (male) or cleric (female) Dwarven Defender & Faith Scion:Exiled (DragMag320 85) badlands (Sand42) Aleithian dwarf BONUS Heat Endurance feat BONUS FEAT +2 search on water related things, can spot them like elves 48+con hours w/o water before dehydration +2 Constitution, +2 Intelligence, -4 Charisma 20' ms +1 racial hit vs orcs and goblinoids. +2 dodge AC vs giants +2 survival to find water Common, Dwarven + Draconic, Terran, and Undercommon. Favored Class: Barbarian +2 craft related to crystal Darkvision 30' Psionic Repair Damage, ego whip, empty mind 3/day Light Sensitivity Eternal BladeDeclining (DragMag320 86) gray fire elf (ages and sleeps normally) -2 Str, -2con, +2dex, +4 Int, -2cha Weapon Foci: longsword or rapier and longbow or shortbow including composites Weapon Proficiency: longsword, rapier, longbow and shortbow including composites Low-Light Vision +2 Listen, Search, and Spot checks passing within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Common, Elven + Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. Favored Class: Ranger +1hit vs fire creatures -2saves vs water or cold effects and creatures resist fire 5 Halfling Outriderwater strongheart (or unsheltered DragMag320 88) halfling -2str, +2dex, +2con SMALL SIZE BONUS FEAT +2morale vs fear or Dodge + Iron Will / Great Fortitude / Lightning Reflexes at 3rd instead of the above 2 +1hit w/ thrown weapons and slings +2 racial Climb, Jump, Listen, Move Silently. rogue favored class swim speed (+8racial swim) -2saves on fire stuff +1hit againt fire creatures halfling, common + dwarven, gnoll, goblin, aquan, orc / halruaan,shaaran Shadow craft Magewhisper gnome -2Str, +2dex, +2Con, -2cha Small with 30' Low-Light Vision Darkvision 60' hammers as martial weapons +4 dodge AC against giants +2listen, +2spot +1hit kobolds, goblinoids Common, Gnome + Draconic, Dwarven, Elven, Giant, Goblin, Orc 1/day silence centered + if Charisma 10 mage hand, ghost sound, message. Favored Class: rogue
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« Last Edit: September 25, 2010, 04:53:42 AM by PlzBreakMyCampaign »
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An interesting read, nice to see a civil discussion The point of Spell Resistance is to make it harder to get buffed. And healed. Don't forget that. Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle. Old Geezer's Law of Hobby Taste: The more objectively inconsequential a hobby is, the more disagreements within the community will be expressed in outrageously insulting, overblown, and ludicrously emotionally laden terms. More Funny than HumbleYour a shifter... you have all you ever need. It blows MoMF out of the water But if your greedy for more [ Wish] for something that only effects you, like another class level or two that doesn't count against your ECL. Yes, I'm the 3.0 "Masters of the Wild" shifter, the awesome kind. My favorite form to take is Force Dragon. Yes, I am immortal ... My character is hands down the coolest guy in the campaign and there is nothing I could possibly want. PBMC gets a cookie for DotA r
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PlzBreakMyCampaign
Hong Kong
   
Posts: 1373
Immune to Critical Hits as a Fairness Elemental
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« Reply #4 on: August 03, 2010, 02:46:48 AM » |
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Done reserving. In less than 24 hours I'll be back to make a comprehensive list of things I know I'm missing. Feel free to chime in if I have a blank. There are 2 or 3 reasons for this: many prereq's require races and certain races just fit better in roles than others. Mildly as well races offer stats that players often crave. I appreciate all help on this. Remember that the idea is to post optimal races for each classification, so we should be good at this. 
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« Last Edit: September 08, 2010, 05:10:24 PM by PlzBreakMyCampaign »
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An interesting read, nice to see a civil discussion The point of Spell Resistance is to make it harder to get buffed. And healed. Don't forget that. Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle. Old Geezer's Law of Hobby Taste: The more objectively inconsequential a hobby is, the more disagreements within the community will be expressed in outrageously insulting, overblown, and ludicrously emotionally laden terms. More Funny than HumbleYour a shifter... you have all you ever need. It blows MoMF out of the water But if your greedy for more [ Wish] for something that only effects you, like another class level or two that doesn't count against your ECL. Yes, I'm the 3.0 "Masters of the Wild" shifter, the awesome kind. My favorite form to take is Force Dragon. Yes, I am immortal ... My character is hands down the coolest guy in the campaign and there is nothing I could possibly want. PBMC gets a cookie for DotA r
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skydragonknight
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« Reply #5 on: August 03, 2010, 03:06:00 AM » |
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Mongrelfolk for Con - DFA's
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It always seems like the barrels around here have something in them.
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gorfnad
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« Reply #6 on: August 03, 2010, 03:20:47 AM » |
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Whisper Gnome - awesome for rogue-ish type characters, also works for shadowcraft mage. whisper gnome rogues with the feats magic in the blood and silencing strike can be fun
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TC X0 Lt 0X
Barbary Macaque at the Rock of Gibraltar
  
Posts: 192
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« Reply #7 on: August 03, 2010, 04:02:19 AM » |
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Some of the links you provided don't seem to be working or are not formatted right.
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"Never beg, you earn, by winning, or else you won't get anything..."
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carnivore
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« Reply #8 on: August 03, 2010, 09:16:14 AM » |
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where is PIXIE? 
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #9 on: August 03, 2010, 09:23:13 AM » |
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For magical beast - abrian (Fiend Folio). 2 to 4 HD(?), +1 LA and humanoid arms, as well as a nasty beak attack. Advancing them by 1 HD increases their size to Large.
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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The_Mad_Linguist
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« Reply #10 on: August 03, 2010, 09:47:57 AM » |
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Meh, azurin isn't really the optimal way to max your pools, since you could just swap in the "rebuke vermin" or "destroy undead" ACF for the same ability. Use: Its paragon 1 is useful for saves-maximizing after its RHD1 (which can't be swapped for a class level by RAW, since you are an outsider)
No... Just... No. There's nothing in the RAW that makes outsiders different from humanoids or aberrations or construct(living construct)s. Especially since the statblocks just have (tiefling, first level warrior) with a single class level and no hd. If a monster has 1 Hit Die or less, or if it is a template creature (such as a vampire or a lycanthrope; see the Monster Manual), it must start the game with one or more class levels, like a regular character. If a monster has 2 or more Hit Dice, it can start with no class levels (though it can gain them later).
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Other Statistics for Monsters: Creatures with Hit Dice of 1 or less have normal, class-based Hit Dice and features. Please include the Spider, Subterranean, Hairy, as LA+0 for [mindless] is too awesome to pass up (use the druid spell from CC that temporariliy gives you the celestial/axiomatic/fiendish/anarchic template to temporarily pick up a mind and all your skills and feats). Greensnake naga from OA is really good, too. Other planetouched races from handbook may prove valuable?
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« Last Edit: August 03, 2010, 10:02:26 AM by The_Mad_Linguist »
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carnivore
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« Reply #11 on: August 03, 2010, 12:21:23 PM » |
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Pixies A pixie character exchanges its 1 HD of fey for its first class level. Pixie characters possess the following racial traits. –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma. Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good). Low-light vision. Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks. Racial Feats: A pixie receives Alertness, Dodge, and Weapon Finnesse as a bonus feats. +1 natural armor bonus. Special Attacks (see above): Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based. 1/day - lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only) Special Qualities (see above): Damage reduction 10/cold iron, spell resistance equal to 15 + class levels Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action. Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling. Favored Class: Sorcerer. Level adjustment +4
Sharn(Empire of Shade) Sharn CR 8 Always CN Large aberration Init +5; Senses darkvision 60 ft.; Listen +10, Spot +10 Languages Common, Draconic, Dwarven, Elven, Sylvan AC 19, touch 14, flat-footed 14(–1 size, +5 Dex, +5 natural) Miss Chance 40% (attacks of opportunity emanating from hex portals only) hp 38 (4 HD); regeneration 2; DR 10/cold iron or lawful Immune mind-affecting spells and abilities; inviolate form Resist evasion; SR 20 Fort +6, Ref +6, Will +8 Speed 10 ft. (2 squares), fly 40 ft. (perfect) Melee 9 claws +6 each (1d6+4) and 3 bites +4 each (2d6+2) Space 10 ft.; Reach 10 ft. (5 ft. through a hex portal) Base Atk +3; Grp +11 Atk Options independent action, weapons Special Actions hex portals Favored Soul Spells Known (CL 6th): 3rd (4/day)—cure serious wounds, magic circle against law(DC 17), searing light 2nd (6/day)—aid, bull’s strength, eagle’s splendor, sound burst (DC 16) 1st (8/day)—bane (DC 15), command (DC 15), detect law(DC 15), magic weapon (DC 15), shield of faith 0 (6/day)—cure minor wounds, detect magic, detect poison, guidance, read magic, resistance, virtue Sorcerer Spells Known (CL 6th): 3rd (4/day)—lightning bolt (DC 18) 2nd (6/day)—protection from arrows, resist energy 1st (8/day)—mage armor, magic missile, protection from law, shield 0 (6/day)—acid splash, dancing lights, detect magic, ghost sound, ray of frost (+8 ranged touch), read magic, resistance Abilities Str 18, Dex 20, Con 20, Int 18, Wis 18, Cha 20 SQ archetypal shape, incorporate consciousness, inviolate form Feats AlertnessB, Blind-Fight, Combat Reflexes, MultiattackB, Multiweapon FightingB Skills: Bluff +10, Concentration +10, Diplomacy +9, Disguise+5 (+7 in character), Intimidate +7, Knowledge (arcana)+10, Knowledge (religion) +10, Listen +10, Search +6,Sense Motive +9, Spellcraft +11, Spot +10 Advancement 5–8 HD (Large); 9–12 HD (Huge); and/or by character class Archetypal Shape (Ex) No other creatures can assume the form of a sharn (or anything approximating it) by means of an alternate form ability, polymorph, or other spells, spell-like abilities, or supernatural abilities.
Hex Portals (Su) As a full-round action, a sharn can form from one to three miniature portals—ethereal windows—anywhere within 20 feet of its body, each portal coalescing out of a swirl of purple motes. Each portal is a translucent hexagonal window of purple light, 3 feet in diameter. Hex portals can be dispelled, but a dispelled hex portal can be reformed as noted above. A sharn can maintain up to three portals through which it can see, cast spells, and even launch melee attacks. A sharn threatens the area within 5 feet of each of its portals. Like a threatening creature, a portal can therefore be used to flank a foe. A sharn can cause one or more of its portals to disappear as an immediate action, but cannot form a new portal until it uses its full-round action to create hex portals. If a sharn moves farther than 100 feet from one of its portals, the portal automatically disappears. Once formed, each separate portal can move independently up to 20 feet per round as a swift action before the sharn takes its regular actions. The hex portals do not block movement, line of sight, or missile fire. A character can occupy the same space as a sharn’s portal with no adverse effect other than proximity to the sharn’s attacks. An opponent cannot attack through a sharn’s hex portals but can ready an action to mount an attack against an attack emanating from a hex portal. Because of the concealmentlike nature of the hex portals, such attacks have a 40% miss chance.
Incorporate Consciousness (Su) A sharn of less than 12 HD can grow by incorporating the body and consciousness of a dragon, fey, giant, humanoid, magical beast, or monstrous humanoid into its form. This process takes 1 hour to complete and requires the voluntary participation of both the sharn and the creature joining the sharn’s collective consciousness. The chance of success is 10% per HD of the sharn minus 3. (For example, the chance of success for a 4 HD sharn is 10%, while the chance of success for an 11 HD sharn is 80%.) If the process successfully concludes without disruption, it is irreversible without the aid of epic-level magic. The sharn inherits the memories and personality of the incorporated consciousness, but none of its abilities, and advances 1 additional HD as a result. (See the section on advancement below.) If the process fails or is disrupted in any fashion, the sharn is reduced to 1d4 hit points and the consciousness being absorbed is permanently destroyed (reversible only by means of a miracle, true resurrection, or wish).
Independent Action (Ex) A sharn’s three separate consciousnesses allow it to take three separate actions and a move action, or a full-round action and a move action, or a full-round action and a separate standard action, each round. It can thus cast two separate spells in a round, though the two spells must come from the lists of different classes due to the peculiar structure of a sharn’s mental processes.
Inviolate Form (Ex) A sharn is immune to spells and effects that would significantly change its bodily form or composition, including polymorph, petrification, gaseous form, and transformative attacks such as the touch of an aboleth’s tentacle or a chaos beast. It is incapable of lowering its immunity to these effects, even to its own spells.
Regeneration (Ex) A sharn takes normal damage from lawfulaligned weapons, and from spells or effects that have the lawful descriptor.
Spells A sharn casts arcane spells as a 6th-level sorcerer and divine spells as a 6th-level favored soul (detailed in Complete Divine). Sharns use their sorcerer and favored soul spells as if they were spell-like abilities, so they require no verbal, somatic, or material components.
Weapons (Ex) A sharn can wield up to nine weapons. Sharns are proficient in all simple and martial weapons. A sharn is considered one size category smaller for the purpose of what size weapons it can wield. Weapon attacks replace claw attacks as primary attacks. A typical weapon attack employs a longsword (+6 melee, 1d8+4 damage).
Feats: Because of its independent action ability and 20 Dexterity, a sharn’s Combat Reflexes feat allows it to make fifteen additional attacks of opportunity, but no more than five attacks of opportunity with any given attack.
Sharn The creature fl oating before you has a coiling black and silver body lit by continual magic fl ares. Its three heads and grinning jaws sprout from a single trunk. No visible eyes, hair, or ears mar the smooth skin above its flaring nostrils. Two massive arm-trunks fl are from the sides of its body and another arm-trunk sprouts from its back. Each arm-trunk supports three smaller arms equipped with clawed three-digit hands. Each of the nine small hands has multiple small eyes covering it. Sharns are the product of a bizarre magical transformation uniting three or more dragons, fey, giants, humanoids, magical beasts, or monstrous humanoids into a single aberrant form.
Strategies and Tactics Sharns compensate for their relatively low HD by casting defensive spells and then attacking through their hex portals. They maneuver their portals to encircle foes, making it all but impossible for them to escape without provoking attacks of opportunity. Sharns also favor counterspelling opponents and unleashing spells of their own, or employing melee attacks in the same round. Advanced sharns and sharns with class levels often take Improved Counterspell as a feat.
Ecology Sharns are effectively immortal and seem to be tied to each other in the form of a collective consciousness. Although they need to breathe and eat, they seem to subsist on an infrequent diet of subterranean gasses and geodes. Sharns seem capable of resting one or more aspects of their personality at a time, allowing them to forgo sleeping altogether. Sharns are incapable of natural reproduction. New sharns are created through spells, known only to elder sharns, that unite three disparate consciousness into a new form.
Environment: Sharns dwell in the deepest reaches of the Underdark. They favor regions with a concentration of earth nodes (see Underdark pages 49–52) for reasons not well understood.
Typical Physical Characteristics: Sharns typically weigh some 3,000 pounds and stand between 12 and 15 feet tall.
Alignment: Sharns are always chaotic neutral, and embody magical chaos.
Society Sharns operate singly or in pairs. They gather together in parliaments of up to four dozen creatures. Sharn society is a bedlam of political argument and social intrigue. Power struggles, usually based on ideological confl icts, are constant. This inward-looking focus does not prevent sharns from becoming embroiled in the affairs of other species, even across the planes. Sharn ideologies are almost incomprehensible to other races and their agendas are never obvious, making sharn society all but impenetrable to outsiders.
Typical Treasure Sharns have double the number of coins and quadruple the number of items for a monster of their challenge rating.
Sharns with Class Levels A sharn has two favored classes: sorcerer and favored soul (Complete Divine page 6). As associated classes, its sorcerer and favored soul levels stack with a sharn’s innate spellcasting ability. Levels of other classes (even spellcasting classes) are nonassociated. Sharns often take levels in mystic theurge, since they already meet the entrance requirements. A sharn character cannot gain a familiar unless it takes at least one level in a class that grants the ability to summon one, but thereafter its levels in that class stack with its effective racial caster levels to determine the familiar’s abilities. Level Adjustment: +5.
Advanced Sharns Each additional HD gained through advancement (not class levels) by a sharn refl ects the addition of an additional consciousness. The diffi culties of coordinating internal thought processes prevent such advanced sharns from performing additional independent actions. However, each new consciousness does contribute to the whole in the form of ability increases at each new HD: +1 Int, +1 Wis, and +1 Cha, in addition to the standard increases all creatures get from advancing in HD. Each additional 2 HD gained through advancement (not class levels) by a sharn increases its effective sorcerer and favored-soul levels by 1 each.

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carnivore
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« Reply #12 on: August 03, 2010, 12:26:51 PM » |
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LA 0 Outsider: NeraphNERAPH RACIAL TRAITS Neraphim have the following racial abilities and characteristics. • Outsider: Neraphim are native to the plane of Limbo, and thus have the outsider type. They gain the extraplanar subtype when not on Limbo. They are not subject to spells or effects that affect only humanoids, such as charm person and dominate person. • Medium: As Medium creatures, neraphim have no special bonuses or penalties due to their size. • A neraph’s base land speed is 30 feet. • Neraphim have darkvision out to 60 feet. • Neraph Camoufl age (Ex): When charging an opponent or when using a thrown weapon, neraphim can use a technique known as motion camoufl age (also called neraph camoufl age by other races), which predatory insects use to trick prey into thinking they are stationary even though they are moving closer. The target creature can be fooled into believing that the charging neraph or the neraph’s thrown weapon is in fact not moving closer, or moving closer only very slowly. A neraph can make one camoufl age attack per enemy per encounter (once a foe sees the attack in action, that foe can discern it for what it is for the duration of that combat). Creatures that are subject to a neraph’s charge or that are targeted by a weapon thrown by a neraph may not apply their Dexterity bonuses to their Armor Class. All conditions that pertain when a foe cannot apply his Dexterity bonus to Armor Class also pertain to the neraph’s attack (for instance, a sneak attack could also be made with this attack, if the neraph can make such an attack). • Leap (Ex): Neraphim are natural jumpers. They have a +5 racial bonus on Jump checks. • Weapon Familiarity: Neraphim may treat the annulat (see page 68) as a martial weapon rather than an exotic weapon. • +2 Natural Armor: Natural skin encrustations grant neraphim some protection against harm. • Skills: Neraphim have a +2 racial bonus on Spot and Search checks. • Automatic Languages: Neraph, Slaad. Bonus Languages: Common, Celestial, Abyssal. • Favored Class: Ranger. • Level Adjustment: +0. 
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Surreal
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« Reply #13 on: August 03, 2010, 03:33:59 PM » |
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Broken link for the feytouched in the first post.
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--- "The late, sedate, and no to great." ~SurrealSome Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc. Archived version of the above with working linksThe Mango Index - a giant index for all things D&D and where to find them The Mango List Reborn! - rehosted by KellKheraptis Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities Alternative Class Featuresalternative ways to get class skills
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Widow
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« Reply #14 on: August 03, 2010, 03:50:18 PM » |
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Could you add in LA's to your listed creatures PlzBreakMyCampaign? I know most of them already, but it could not hurt to add it in.
I would like to add the Illumain. They work great for abberant and fast track spell casters by boosting their caster level. Their caster level boost is also really nice for an ardent if the DM allows it to effect manifestor levels as well. Even with the chameleon early on for your caster level, and it could boost your base classes caster level in some instances to help meet pre-req's (like craft wand). Also they have a number of nifty abilities such as Divine metamagic twice a day (without it having to be divine or selecting one feat) or they can switch bonus spells to run off of Str or Dex. It is always fun to twin a wish or two.
You might want to add the drow to the mega DMM pools. I believe it is in Drow of the Underdark that their clerics can swap out Rebuke undead for Rebuke Spiders and it specifically states that these attempts can be used to fuel Divine feats (which many other turn creature X's do not). A single dread necromancer can add the rebuke pool back. Not the best with the +2 LA, but since you have them listed anyway might as well add them in. There must be some Drow God with Magic as a domain, so maybe Dweomerkeeper is looking good after all that investment to add crunchiness.
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carnivore
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« Reply #15 on: August 03, 2010, 04:56:37 PM » |
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most of the creatures that are listed in the first Posts ... are +0 LA 
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awaken DM golem
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« Reply #16 on: August 03, 2010, 05:02:51 PM » |
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Obeah's Races thread main post : EDIT --- tag as Obeah Obeah's Race Races Thread (since I remember it funny on occasion) Ok since this is a board for maximising characters potential I thought i would start a thread for maximising status with minimal LA (without spells and class abilities) to help people build stronger characters for their campaigns. I want this to be racial only so people can decide what class they wish to be and come to this thread to boost the ability scores that they will need for that class (ie a barbarian would look at strength and a druid would look at wisdom) STRENGTH Feral Ogre 1/2 Golem Incarnate Construct LA+1 4racial hit die Str + 26, Dex -4, Int -14 >wince<, Cha -6 Wendigo Lesser Aasimar Str +4, Dex +6, Con +4, Wis +4, Cha +6 (+4 LA).(thanks Orient) Ogre 1/2 golem incarnate construct (4 racial hit die) (no LA) Str+22, Dex -2, Con 0 Int -10 cha -6 Antropomorpic baleen whale: +8 Str, +4 Dex, +4 Con, +4 Wis (3 monstrous humanoid HD). (thanks friendlyfrog) Feral Antropomorpic baleen whale 1/2 Golem Incarnate Construct +24 Str, +2 Dex, -10 Int, +6 Wis, -6Cha Incarnate construct Maug: +10 Str, +4 Dex, +2 Int, +2 Cha (+1 LA, 2 giant HD).(thanks again friendlyfrog) Feral Mineral Warrior Dwarf Str +6 Dex -2 Con +8 Int -6 Wis +0 Cha -4 +9 NA, DR 8/adamantine (+2 LA)(thanks vogster) Dragonborn Lolth-touched Mineral warrior Mongrelfolk: Str +8, Dex -2, Con +16, Int -4, Wis -2, Cha -6 (+2 LA).(thanks friendlyfrog) Ogre Str +10, Dex -2, +4 con, -4Int, -4 Cha (+2 LA 4 racial levels) Reptilian Anthropomorphic bat 1/2 Golem Incarnate Construct Str +10, Dex -2, Int -6, Wis +8, Cha -6 No LA For Mega Strength: Feral tauric: (Elephant, Venerable human) 1/2 golem incarnate construct) (11 racial hit die) (assuming elite array for elephant) Str 48, Dex 9, Con +0 int -10, wis +2, Cha -6 DEXTERITY Jermalaine -8 Str, +6 Dex, -2 Con, -2 Int, +6 Wis, -4 Cha (+0 LA). (thanks Orient) Wendigo Lesser Aasimar Str +4, Dex +6, Con +4, Wis +4, Cha +6 (+4 LA).(thanks Orient) catfolk +4 dex, +2 cha and 40 ft speed for +1 LA (races of the wild) Petal Str -6; Dex +10; Con +4; Int +4; Wis +0; Cha +8 (LA +2, HD=0) - also has DR, flight, and tiny size (cohort only)(MM III)(thanks fawr) Petal 1/2 Golem Incarnate construct Str +6; Dex +8; Int -2; Wis +0; Cha +2 (Worse stat wise than a petal but no LA and playable) - also has DR, flight, and tiny size (MM III) Wererat Githzerai +12 Dex, +2 Con, +2Wis, -2 Int, +4LA. (Thanks Rilem) CONSTITUTION Feral Mineral Warrior Dwarf Str +6 Dex -2 Con +8 Int -6 Wis +0 Cha -4 +9 NA, DR 8/adamantine (+2 LA) (thanks vogster) Wendigo Lesser Aasimar Str +4, Dex +6, Con +4, Wis +4, Cha +6 (+4 LA).(thanks Orient) Saint Lesser Aasimar +2 Con, +4 Wis, +6 Cha (+2 LA).(thanks Orient) Dragonborn Warforged -2 Dex, +4 Con, -2 Wis, -2 Cha, learns Draconic (Woot! a new language!), LA +0 Loses composite plating and light fortification Can take Adamantine plating to regain an armor, or simply wear a normal one Can take Heavy Fortification (but loses on healing spells) (thanks BarbeChenue) Dragonborn Mongrelfolk: -2 Dex, +6 Con, -2 Int, -4 Cha (ECL 0!)(thanks friendlyfrog) Dragonborn Mongrelfolk Mineral warrior: +2 Str, -2 Dex, +10 Con, -4 Int, -2 Wis, -6 Cha (+1 LA)(thanks friendlyfrog) Dragonborn Rock Gnome: -2 Str, -2 Dex, +4 Con, Small Size (thanks X-Codes) Dragonborn Whisper Gnome: -2 Str, +4 Con, -2 Cha, Small Size (thanks X-Codes) Dragonborn Lolth-touched Mineral warrior Mongrelfolk: Str +8, Dex -2, Con +16, Int -4, Wis -2, Cha -6 (+2 LA).(thanks friendlyfrog) INTELLIGENCE Grey Elf with the first level of the Half-Dragon template class ( http://www.wizards.com/default.asp?x=dnd/sp/20030912a), +4 Int +2 Str, +2 NA, Darkvision 60ft, and Resistance 10 to one energy type. (LA+1)(Thanks Lilt) Petal Str -6; Dex +10; Con +4; Int +4; Wis +0; Cha +8 (LA +2, HD=0) - also has DR, flight, and tiny size (cohort only) (MM III) Petal Captured One(shrapnyl) incarnate construct Str 18(18 not +18) Dex 11, Con +4, Int +4, Wis 19, Cha +8 Necropolitan Phrenic Magic-Blooded Venerable Star Elf +11 Cha, +5 Int, + 3 Wis, no Con (undead type), -6 Str, -6 Dex, LA +2, lots of great features for a sorcerer! (thanks BarbeChenue) WISDOM Jermalaine -8 Str, +6 Dex, -2 Con, -2 Int, +6 Wis, -4 Cha (+0 LA). (thanks Orient) Saint Lesser Aasimar +2 Con, +4 Wis, +6 Cha (+2 LA).(thanks Orient) Anthropomorphic bat Str -4 Cha -2 Wis +6 (savage species) Wendigo Lesser Aasimar Str +4, Dex +6, Con +4, Wis +4, Cha +6 (+4 LA).(thanks Orient) Middle aged Reptilian Anthropomorphic bat 1/2 Golem Incarnate Construct Str +9, Dex -3, Int -5, Wis +9, Cha -5 No LA CHARISMA Petal Str -6; Dex +10; Con +4; Int +4; Wis +0; Cha +8 (LA +2, HD=0) - also has DR, flight, and tiny size (cohort only) (MM III) (thanks fawr) Saint Lesser Aasimar +2 Con, +4 Wis, +6 Cha (+2 LA).(thanks Orient) Wendigo Lesser Aasimar Str +4, Dex +6, Con +4, Wis +4, Cha +6 (+4 LA).(thanks Orient) Necropolitan Phrenic Magic-Blooded Venerable Star Elf +11 Cha, +5 Int, + 3 Wis, no Con (undead type), -6 Str, -6 Dex, LA +2, lots of great features for a sorcerer! (thanks BarbeChenue) Petal Captured One(shrapnyl) incarnate construct Str 18(18 not +18) Dex 11, Con +4, Int +4, Wis 19, Cha +8 Magic Blooded Star Elf +2 Dex, +4 Cha, -2 con, -2 Wis? No LA(thanks LiamDeclan)
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« Last Edit: September 15, 2011, 08:27:19 PM by awaken DM golem »
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awaken DM golem
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« Reply #17 on: August 03, 2010, 05:07:56 PM » |
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There was some Mega-Cheese involving: being ancient age + reincarnate druid 4 spell = +3 to mental stats, maybe -2 to Con, possible more cheese I think this was 3.0e, and certainly was more powerful back then; but it still works for 3.5e.
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PhaedrusXY
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« Reply #18 on: August 03, 2010, 05:09:06 PM » |
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Links don't work.
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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
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awaken DM golem
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« Reply #19 on: August 03, 2010, 05:15:50 PM » |
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Warforged buys the cheapest Intelligent Item possible. http://www.d20srd.org/srd/magicItems/intelligentItems.htmIt has one of the 10 ranks abiities. Fusion Polymorph Any Object Fusion expired, but the new creature keeps the Int Item stuff. viola One of the only ways to get Ranks early. Hope you don't get hit by a Dispel Magic !! Very expensive and you owe lots of people lots of money. Perhaps a Wish + a Savage Species ritual, would make this not "permanent" but rather Real (according to SS) ?? ** 1/2 Fey deserves a mention. Level 1 gets you Charm Person at will, and 1/day Hypnosis. That's all you need for a deathwishjoe Fanatic. Making a custom Hypnosis at will item is the next step. Aristo + Mercantile feat = get this earliest without using the abilities themselves. Otherwise you get cash money, money cash money, up the wazzoo; and they're still fanatic even after the spells expire, with minor limits as to what. Ultimate Diplomancer.
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