ahhhhh you were actually talking about the thread and not digressing...... :smallbiggrin:
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Wouldn't the perfect character for what he wants just be any melee build artificer?
Oh I forgot one!
Drow Monk/Paladin (using feat to stack both class abilities) with Vow of Poverty, blind and a kind GM to give me Blindsense 60ft.... Survived everything and 1 shotted anything evil.
Meant to make/post this 2 days ago, but reality interfered. So without further ado, I present to you;
Derlog
Medium Humanoid (Dwarf, Dragonblood)
Fireblood Dwarf
Barbarian 1/ Sorcerer 10/ Fighter 2
Hit Dice: 1d12 + 3d6 + 2d8 + 7d4 + 65 (114 hp)
Initiative: +0
Speed: 30ft
Armor Class: 22 (+2 +1 Padded Armor, +5 Impervious Vestment, +4 Cloak of Battle, +1 deflection from Ring of Protection +1), touch 10, flat-footed 19
Base Attack/Grapple: +8/+12
Attack: +1 Admantine Dwarven Ugrosh of Frost/Impaling +13 melee (1d8+5/1d6+5, x3, slashing or piercing)
Full Attack: +1 Admantine Dwarven Ugrosh of Frost/Impaling +13 melee (1d8+5/1d6+5, x3, slashing or piercing)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage 3/day
Special Qualities: Darkvision 60 ft, Stonecunning, Stability, Dragon Dodge (+4 dodge bonus against dragons), Fire Resistance 5, (the rest of the dwarven racial features), Arcane Earthbond, Power of Stone, Earth Meditation
Saves: Fort +13, Ref +3, Will +6
Abilities: Str 18 (16 +2 Belt of the Champion), Dex 10, Con 20 (16 + 2 Dwarf +2 Amulet of Health), Int 8, Wis 8, Cha 17 (16 + -2 Dwarf + 3 leveling)
Skills: Spellcraft +7, Concentration +12, Speak Language +3, Intimidate +6, Bluff +5
Skills(with modifiers): Spellcraft +5, Concentration +16, Speak Language +3, Intimidate +9, Bluff +8
Feats: Extra Rage, Power Attack, Dragonfire Assault, Cleave, Great Cleave, Reckless Rage, Steady Concentration
Environment: Temperate mountains
Organization: Solitary or with Adventuring Party
Challenge Rating: 13
Treasure: See Items below
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment: +0
Relevant information not otherwise included in a monster manual entry
Spells Known (all of which are in the transmutation school): 0th- Amanuensis, Launch Bolt, Launch Item, Mage Hand, Mending, Message, Open/Close, Repair Minor Damage, Stick; 1st- Enlarge Person, Expeditious Retreat, Feather Fall, Jump, Magic Weapon; 2nd- Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendor; 3rd- Dragonskin, Fly, Greater Magic Weapon; 4th- Heart of Earth, Voice of the Dragon; 5th- Draconic Might
Spells Per Day: 0th- 6; 1st- 8; 2nd- 7; 3rd- 8; 4th- 5; 5th- 4
Languages: Common, Dwarf, Goblin, Orc, Draconic
Items: 1st level- Studded Leather Armor (+3 bonus), Heavy Steel Shield (+2 bonus), Dwarven Waraxe +4 melee (1d10+3, x3, slashing), 25gp; 3rd level- Padded Armor (+1 bonus, Spell Failure 5%), Masterwork Alchemical Silver Dwarven Ugrosh +6 melee (1d8+3/1d6+3, x3, slashing or piercing), Bracers of Armor +1, Boots of Stomping, 265gp; 7th level- +1 Blurring Padded Armor(+2 bonus, Spell Failure 5%), +1 Ghost Strike Dwarven Waraxe +9 melee (1d10+3, x3, slashing), Armband of Elusive Action, Amulet of Natural Armor +1, Boots of Stomping, Brute Gauntlets, Cloak of Predatory Vigor, Wand of Cure Light Wounds 465gp; 13th level- +1 Padded Armor(+2 bonus, Spell Failure 5%), +1 Admantine Dwarven Ugrosh of Frost/Impaling +13 melee (1d8+5/1d6+5, x3, slashing or piercing), Angelhelm, Amulet of Health +2, Ring of Protection +1, Armbands of Might, Belt of the Champion, Impervious Vestment, Cloak of Battle, Boots of Tremorsense, Wand of Cure Light Wounds, 195gp
Level 1: Barbarian 1d12 Fast Movement, Rage 1/day Extra Rage
Level 2: Dwarf Sorcerer 1d6 Arcane Earthbond
Level 3: Fighter 1d8 Power Attack, Dragonfire Assault
Level 4: Sorcerer 1d4 Cha +1
Level 5: Sorcerer 1d4
Level 6: Sorcerer 1d4 Cleave
Level 7: Dwarf Sorcerer 1d6 Power of Stone
Level 8: Fighter 1d8 Cha +1, Great Cleave
Level 9: Sorcerer 1d4 Reckless Rage
Level 10: Sorcerer 1d4
Level 11: Sorcerer 1d4
Level 12: Dwarf Sorcerer 1d6 Earth Meditation Cha +1, Steady Concentration
Level 13: Sorcerer 1d4
Books Used:
Complete Mage (Spells)
Complete Warrior (Feats)
Dragon Magic (Race, Feats)
Dungeon Master’s Guide (Items)
Magic Item Compendium (Items)
Player’s Handbook (Classes, Feats, Spells, Items)
Races of Stone (ACF, Feats)
Spell Compendium (Spells)
I'll have to double check the math, but I think my "Arcane Archer INO" is done.
Level 1: Sorcerer
SpoilerMedium Humanoid (Human)
HD: 1d4+2
Initiative: +7
Speed: 30 feet
AC: 13 (+3 DEX), Touch 13, Flat-footed 10
Attack: Shortbow +3 ranged (1d6/x3)
Fort +2, Ref +3, Will +2
Abilities: STR 10, DEX 16, CON 14, INT 10, WIS 10, CHA 16
Skills: Bluff +7, Knowledge (arcana) +4
Feats: Improved Initiative, Point Blank Shot
Spells (5/4, Save DC 13 + spell level): 0th - Detect Magic, Detect Poison, Light, Read Magic; 1st - Expeditious Retreat, Mage Armor
Equipment: Shortbow, 40 arrows, Spell component pouch
Level 4: Sorcerer 1 / Ranger 2 / Scout 1
SpoilerMedium Humanoid (Human)
HD: 1d4+3d8+8
Base attack / grapple: +2
Initiative: +8
Speed: 30 feet
AC: 14 (+4 DEX), Touch 14, Flat-footed 10
Attack: Shortbow +7 ranged (1d6/x3)
Fort +5, Ref +9, Will +2
Abilities: STR 10, DEX 19, CON 14, INT 10, WIS 10, CHA 16
Skills: Bluff +12, Diplomacy +7, Intimidate +5, Listen +5, Knowledge (arcana) +4, Sense Motive +5, Sleight of Hand +6, Spot +5
Feats: Improved Initiative, Point Blank Shot, Track, Rapid Shot, Precise Shot
Spells (5/4, Save DC 13 + spell level): 0th - Detect Magic, Detect Poison, Light, Read Magic; 1st - Expeditious Retreat, Mage Armor
Trapfinding
Wild Empathy
Skirmish (+1d6 when moving at least 10 feet)
Favored Enemy (Undead +2)
Equipment: Masterwork shortbow, 40 masterwork arrows, Gloves of Dexterity +2, Spell component pouch
Level 7: Sorcerer 1 / Ranger 2 / Scout 4
SpoilerMedium Humanoid (Human)
HD: 1d4+6d8+14
Base attack / grapple: +4
Initiative: +9
Speed: 30+10 feet
AC: 14 (+4 DEX), Touch 14, Flat-footed 10
Attack: Shortbow +11 ranged (1d6+2/x3)
Fort +7, Ref +11, Will +3
Abilities: STR 10, DEX 19, CON 14, INT 10, WIS 10, CHA 18
Skills: Bluff +13, Diplomacy +8, Intimidate +10, Listen +5, Knowledge (arcana) +4, Sense Motive +10, Sleight of Hand +6, Spot +10, Survival +10
Feats: Improved Initiative, Point Blank Shot, Track, Rapid Shot, Precise Shot, Swift Hunter, Improved Skirmish
Spells (5/4, Save DC 14 + spell level): 0th - Detect Magic, Detect Poison, Light, Read Magic; 1st - Expeditious Retreat, Mage Armor
Trap finding
Wild Empathy
Skirmish (+2d6/ +1 AC when moving at least 10 feet)
Favored Enemy (Undead +4, Constructs +2)
Trackless Step
Fast Movement +10
Battle Fortitude +1
Uncanny Dodge
Equipment: +2 shortbow, 40 masterwork arrows, Gloves of Dexterity +2, Cloak of Charisma +2, Spell component pouch
Level 13: Sorcerer 7 / Ranger 2, Scout 4
SpoilerMedium Humanoid (Human)
HD: 7d4+6d8+26
Base attack / grapple: +8
Initiative: +12
Speed: 30+10 feet
AC: 20 (+7 DEX, +3 armor), Touch 17, Flat-footed 13
Attack: +3 Bane Shortbow +18 ranged (1d6+3/x3 + 1d6 fire [+2d10 fire on a critical] OR 1d6+3/x3 + 1d6 cold [+2d10 cold on a critical])
Fort +9, Ref +17, Will +6
Abilities: STR 10, DEX 24, CON 14, INT 10, WIS 10, CHA 19
Skills: Bluff +13, Diplomacy +8, Intimidate +10, Listen +5, Knowledge (arcana) +4, Sense Motive +10, Sleight of Hand +6, Spot +10, Survival +10
Feats: Improved Initiative, Point Blank Shot, Track, Rapid Shot, Precise Shot, Manyshot, Swift Hunter, Improved Skirmish, Extend Spell
Spells (6/7/7/5, Save DC 14 + spell level): 0th - Detect Magic, Detect Poison, Ghost Sound, Light, Predestigation, Read Magic, Resistance; 1st - Expeditious Retreat, Feather Fall, Mage Armor, True Strike; 2nd - Invisibility, Resist Energy, Spider Climb; 3rd - Blink, Haste
Trap finding
Wild Empathy
Skirmish (+2d6/ +1 AC when moving at least 10 feet or +4d6/ +2 AC when moving at least 20)
Favored Enemy (Undead +4, Constructs +2)
Trackless Step
Fast Movement +10
Battle Fortitude +1
Uncanny Dodge
Equipment: +3 Bane (undead) shortbow, 20 +1 Flaming Burst arrows, 20 +1 Icy Burst arrows, Gloves of Dexterity +6, Cloak of Charisma +2, Bracers of Armor, Boots of Speed, Spell component pouch
thus far only 3 characters have been posted, which is a depressingly low number, but still more than I expected.
3 days left
I may still cook something up. Question though. Is Area Attack kosher for the purposes of this competition. It's certainly swinging a weapon (albeit and improvised one), but it doesn't use an attack roll.
Also, if I may ask, why the UA ban? That's been a big factor in sapping my interest for this.
It's on page 30 of Savage Species. Here's the text...
I'll be using Polymorph to qualify, and will only qualify for the feat while in a suitable form.Quote:
Originally Posted by Area Attack
Actually, I'll just do the build now.
Human Wizard 5/Mindbender 1/War Weaver 5/Wizard +2
Specialize in Transmutation, ban Evocation and Illusion. Take the Immediate Magic variant in PHB II giving up the familiar for the ability to take unusual movement modes as an immediate action.
32 Point Buy: 14 Str, 10 Dex, 14 Con, 18 Int, 10 Wis, 8 Cha
All level increases go to Int.
Feat Progression:
1 - Scribe Scroll, Power Attack, Fell Drain
3 - Fell Weaken
5 - Enlarge Spell
6 - Mindsight
9 - Area Attack
12 - Arcane Thesis (Blade of Blood)
Levels 1, 4, and 7 aren't particularly interesting, honestly. You can cast some sort of interesting stuff to try and mix it up in melee if you really want to, but mostly you're just a standard god wizard but missing a few spells you'd like to have because of the contest restrictions. I haven't bothered with the statblocks. Prior to getting Area Attack, if you want to do sword-based wizardry, you'll mostly default to the usual suspects, though there is one noteworthy thing to showcase. That is, both Blade of Blood and Whirling Blade are spells that deal damage, and therefore valid targets for Fell X metamagics. At level 8 you can cast high enough spells to pay the +2 price tag on level 1 and 2 spells, so consider changing things up from trying to do Polymorphed face-biting by using Master's Touch on a Greatsword and flinging it at your enemies, as you're a little frail for the former.
Spoiler: Level 13Medium Humanoid (Human)
HD: 13d4+26 (90 HP)
Base attack / grapple: +3/+5
Initiative: +0
Speed: 30
Fort +5, Will +11, Ref +3
Abilities: STR 14, DEX 10, CON 14, INT 19, WIS 10, CHA 8
Skills: Craft (Weaving) 16, Concentration 16, Spellcraft 16, Knowledge (Arcana) 11, Bluff 4, Sense Motive 4, Diplomacy 4, Intimidate 4
Feats: Scribe Scroll, Power Attack, Fell Drain, Fell Weaken, Enlarge Spell, Mindsight, Area Attack, Arcane Thesis (Blade of Blood)
Features: Spellcasting (12th level Wizard), Immediate Magic (Transmutation), Telepathy 100ft, Eldritch Tapestry, Quiescent Weaving 4, Enlarge Tapestry
Now we're really cooking. Store up a Polymorph or Draconic Polymorph, a Lesser Ironguard, and perhaps a few other defensive buffs in your Eldritch Tapestry with Quiescent Weaving. Carry some large metal somethings which you've made easily transportable with Shrink Item. When combat starts, discharge your Eldritch Tapestry as a move action, granting the buffs to your whole party. You yourself will transform into an Ibraldin (Monsters of Faerun) for its Gargantuan size. Say the command to unshrink one of your metal things as a free action. Next, Cast a Fell Drain Fell Weaken Blade of Blood (a 3rd level spell, thanks to Arcane Thesis) on your 'improvised' weapon as a Swift Action. Finally, Area Attack with your giant metal thingy as a standard action. Your allies are unaffected, as it's a metal thing and they're under the benefits of Lesser Ironguard. Enemies on the other hand, take the hit and you get to deliver your Blade of Blood, metamagic and all, to every last one of them.
Also nifty, you can cast Brilliant Blade on the thing you swing, allowing it to pass through walls and such after finding them with Mindsight. Miss chance due to total concealment likely still applies, but still, it's better than you can usually do with a weapon, since it evens out with the lack of attack roll.
The reason for Immediate Transmutation is that with the Ibraldin as a go-to form, you won't be just flying with polymorph. You could use Overland Flight, of course, but this competition doesn't really allow you to get to a level where you can fling around 5th level spells willy-nilly. Especially when so many are going into Draconic Polymorph and Lesser Ironguard.
As an aside, I really dislike the MM format for these write ups. Especially when the challenge will so frequently involve buffing yourself to high heaven. Some of the fields just don't make sense to fill in when they can change so wildly based on equipment or buff time.
That said, it's possible I'll come back tomorrow and take the Whirling Blade schitck that the above build toys with briefly and then sets down to its logical conclusion with a level draining Iaijutsu Sorcerer.
That's why the other IC-style competitions submit everything anonymously and have it all revealed at the same time. Anyway, If I'm going to be scooping people with the idea, I may as well go through with it.
Middle Aged Necropolitan Forestlord Elf Marshal 3/Dragonblood Sorcerer 5/Spellsword 6
1. Marshal 1 - Aereni Focus (Iaijutsu Focus), Skill Focus (Diplomacy)
2. Dragonblood Sorcerer 1 - Draconic Heritage (Green)
3. Marshal 2 - Darkstalker
4. Marshal 3
5. Dragonblood Sorcerer 2
6. Dragonblood Sorcerer 3 - Practicced Spellcaster
7. Dragonblood Sorcerer 4
8. Spellsword 1
9. Spellsword 2 - Fell Drain, Rapid Metamagic
10. Spellsword 3
11. Spellsword 4
12. Spellsword 5 - Practical Metamagic (Fell Drain)
13. Dragonblood Sorcerer 5
Level 1SpoilerMedium Humanoid (Elf, Dragonblood)
HD: 1d8-3 (5 HP)
Base attack / grapple: +0/+2
Initiative: +5
Speed: 30 feet
Fort +0, Ref +1, Will +1
Abilities: STR 12, DEX 12, CON 5, INT 16, WIS 9, CHA 19
Skills: Iaijutsu Focus 4, Hide 4, Concentration 4, Knowledge (Arcana) 4, Move Silently 2, Spellcraft 2, Bluff 4
Feats: Aereni Focus (Iaijutsu Focus), Skill Focus (Diplomacy)
Special Qualities: Minor Aura (Motivate Dexterity)
You're frail in the early going in anticipation of going undead. That said, you're pretty stealthy (Hide is always a class skill for Forestlord Elves), and make the whole party's initiative better with Motivate Dexterity, which will hopefully get you out of the deathtrap that is level one more or less intact. You also have a +11 to Iaijutsu Focus (made a class skill by Aereni Focus), which means that if you can catch an enemy off guard, you'll always be looking at some bonus damage.
Level 4SpoilerMedium Undead (Elf, Dragonblood)
HD: 4d12 (31 HP)
Base attack / grapple: +2/+4
Initiative: +6
Speed: 30 feet
Fort +3, Ref +2, Will +4
Abilities: STR 12, DEX 12, CON -, INT 16, WIS 8, CHA 20
Skills: Iaijutsu Focus 7, Hide 7, Concentration 7, Knowledge (Arcana) 6, Move Silently 7, Spellcraft 5, Bluff 4
Feats: Aereni Focus (Iaijutsu Focus), Skill Focus (Diplomacy), Draconic Heritage (Green), Darkstalker
Special Qualities: Minor Aura (Motivate Dexterity, Motivate Charisma), Major Aura (Resilient Troops) +1
Special Attacks: Spellcasting (1st level Sorcerer)
Spells Known: 0th level: Sonic Snap, Slash Tongue, Prestidigitation, Detect Magic, 1st level: Distract, Blade of Blood
Draconic Heritage (Green) adds Move Silently as a class skill to everything forever. Between that and Darkstalker you've basically got everything you need to be a sneak now. Distract Assailant helps ensure that you can get enemies flat-footed (assuming it doesn't violate the contest rules, as I imagine grease would), and Blade of Blood increases your damage a bit. Motivate Dexterity is still your out-of-combat default, but in combat, you can use a swift action to switch to Motivate Charisma to jack up your Iaijutsu Focus checks.
Level 7SpoilerMedium Undead (Elf, Dragonblood)
HD: 7d12 (51 HP)
Base attack / grapple: +4/+6
Initiative: +6
Speed: 30 feet
Fort +4, Ref +3, Will +5
Abilities: STR 12, DEX 12, CON -, INT 16, WIS 8, CHA 20
Skills: Iaijutsu Focus 10, Hide 10, Concentration 9, Knowledge (Arcana) 6, Move Silently 9, Spellcraft 10, Bluff 4
Feats: Aereni Focus (Iaijutsu Focus), Skill Focus (Diplomacy), Draconic Heritage (Green), Darkstalker, Practiced Spellcaster
Special Qualities: Minor Aura (Motivate Dexterity, Motivate Charisma), Major Aura (Resilient Troops) +1
Special Attacks: Spellcasting (4th level Sorcerer)
Spells Known: 0th level: Sonic Snap, Slash Tongue, Prestidigitation, Detect Magic, Ray of Frost, Acid Splash
1st level: Blade of Blood, Distract Assailant, Master's Touch, Nerveskitter
2nd level: Whirling Blade
You're at the level where you'll want a magic weapon instead of a bunch of mundane daggers, and specifically, as an iaijutsu user, you'll want a Gnomish Quickrazor, so Master's Touch is here to give you proficiency when you need it. Whirling Blade is finally online as well, which means you get more Cha SAD along with being able to hit more enemies at once with more range.
Level 13SpoilerMedium Undead (Elf, Dragonblood)
HD: 13d12 (90 HP)
Base attack / grapple: +9/+11
Initiative: +7
Speed: 30 feet
Fort +4, Ref +4, Will +5
Abilities: STR 12, DEX 12, CON -, INT 16, WIS 8, CHA 22
Skills: Iaijutsu Focus 16, Hide 16, Concentration 16, Knowledge (Arcana) 6, Move Silently 16, Spellcraft 12, Bluff 7
Feats: Aereni Focus (Iaijutsu Focus), Skill Focus (Diplomacy), Draconic Heritage (Green), Darkstalker, Practiced Spellcaster, Fell Drain, Rapid Metamagic, Practical Metamagic (Fell Drain)
Special Qualities: Minor Aura (Motivate Dexterity, Motivate Charisma), Major Aura (Resilient Troops) +1, Ignore Spell Failure 20%
Special Attacks: Channel Spell 3/day, Spellcasting (8th level Sorcerer)
Spells Known: 0th level: Sonic Snap, Slash Tongue, Prestidigitation, Detect Magic, Ray of Frost, Acid Splash, Daze, Resistance
1st level: Blade of Blood, Distract Assailant, Master's Touch, Nerveskitter, Benign Transposition, Insightful Feint
2nd level: Whirling Blade, Alter Self, Invisibility
3rd level: Shivering Touch, Haste
4th level: Enervation
You can now use Fell Drain Whirling Blade as a 3rd level standard action spell, and Fell Drain Blade of Blood as a swift. Since your Move Action is free, I decided I may as well throw on a bit of Spellsword so that thrice each day you can add another channeled spell to the cocktail. A nice low leveled option is Fell Drain Slash Tongue, and Shivering Touch and Enervation are there if you want to really blast someone.
If you're going to a higher level, consider dropping Practiced Spellcaster and aiming for Black Lore of Moil so that you can make Shivering Touch and Enervation into valid spells for Fell Drain.
So, sorry I forgot about this thread.
I came up with the results.
1st place - WhamBamSam's first build (the area attack guy), with a total score of 320
2nd place - Judge_Worm, with a score of 260
3rd place - Ermac, with a score of 245
Thanks to everyone who gave input. I may or may not do another one of these.
Happy gaming!