Jorath, Hand of Annihilation.
LE Human Paladin of Tyranny 4/Hexblade 4/Blackguard 7/Entropomancer 5
With links:
Paladin of Tyranny 4/
Hexblade 4/
Blackguard 7/
Entropomancer 5
What is this build designed to do?
This is a character designed to be the party's primary tank and a support character to the party's primary spellcasters. While he is the quintessential "Big Stupid Fighter", he also reduces opponents' saving throws by -8 to -13 or more every round, allowing the rest of the party to easily subdue the opponent with save-or-die and crowd control spells and abilities.
In addition, the character can reduce opponents to cowering or frightened with ease through its intimidation and fear-inspiring abilities, providing both an additional way to target opponents and further increases crowd control options for the party.
Finally, it's worth noting that the character is designed using a pair of Tier 4 & 5 base classes, and a pair of mediocre to terrible prestige classes. I know BooNL is also using T4 and T5 classes, so it will be pretty awesome if he and I end up with practically the same low tier build.
The purpose behind these classes is twofold: first, accessibility - the baseline build requires only core, the free online SRD, and Complete Warrior and Divine (and links to all of these ingredients are provided below). Second, I wanted to showcase the synergies that can result from the combination of several subpar classes and prestige classes. The build is intended to be a playable character, from 1st to 20th level in a Tier 3 game, and would also make an excellent cohort for an evil PC spellcaster or NPC.
What is this build not doing?
This is not a "God" spellcaster, nor does it use ur-priest or character rebuilding to gain 9th level spells with the entropomancer's half-casting. It is not Theoretical Optimization or an uber-charger. Instead, this is a frontline fighter whose primary purpose is to take a lot of damage, be almost impervious to any spell that grants a saving throw, provide crowd control through fear effects, and debuff his opponents enough to allow the "God" characters in the party to be successful.
Relevant links:
[URL="http://www.d20srd.org/srd/variant/classes/variantcharacterclasses.htm"]Paladin of Tyranny
[URL="http://www.angelfire.com/pro/demon_1/class_hexblade.htm"]Hexblade
[URL="http://www.d20srd.org/srd/prestigeClasses/blackguard.htm"]Blackguard
[URL="http://www.wizards.com/default.asp?x=dnd/ex/20040502a"]Entropomancer
Basic stuff:
Jorath, Hand of Annihilation. LE Human Paladin of Tyranny 4/Hexblade 4/Blackguard 7/Entropomancer 5
Hit Dice: 15d10, 5d8
Base Attack: +18
Final Saves: Fort +37, Ref +23, Will +33, +45/+31/+41 against arcane spells or with one round to prepare. (Assumes Cloak of Charisma +6, Vest +5, Divine Grace +8, Arcane Resistance +8, Dark Blessing +8, Evil's Blessing +8).
Caster Level: Hexblade 4, Paladin 4, Blackguard 9
Sample character flavor:
What do you get when you combine paladin of tyranny, hexblade, blackguard, entropomancer, and worshipping an elder evil? Pure evil, that's what. Jorath is a paragon of law and evil, and that's just how he rolls. He worships Pandorym, an elder evil (think Cthulhu mythos god-monsters) who is literally a Gargantuan sphere of annihilation. I'm serious. Look at Elder Evils Pg. 82 if you think I'm joking. Joram seeks the destruction of all life - even the gods themselves - and plans to replace them with the cold, dead, utterly unemotional void of annihilation, to rule a shattered world in perfect law after Pandorym has passed from the Material Plane.
Jorath knows that it's him, his party, and a few crazy cultists against the multiverse, and those are just the kind of odds he likes. His job: to carry out Pandorym's will, protect the spellcasters in his party, and neutralize the other side as quickly and efficiently as possible. How does he do it? Through fear, poison, and brute force.
Stats: 32 PB
Str: 16
Dex: 8
Con: 14
Int: 10
Wis: 14
Cha: 15
All levels: increase Charisma
Skills at 1st level: Intimidate (4R), Hide (2R cross-class), Knowledge (Arcana) (4R)
Feats:
1: Power Attack
1: Great Fortitude
1B: Dreadful Wrath [Shaky Flaw]
1B: Cleave [Murky-Eyed Flaw]
1B: Willing Deformity [Elder Evil Devotion]
3: Animal Devotion
5B Abominable Form [Elder Evil Devotion]
6: Imperious Command
9: Improved Sunder
10B: Insane Defiance [Elder Evil Devotion]
12: Craven
15: Magical Aptitude
15B Evil's Blessing [Elder Evil Devotion]
18: Earth Devotion
20B Harvester of Souls [Elder Evil Devotion]
Level-by-level breakdown:
1st level: Hexblade 1
You begin your life as an utterly underwhelming Hexblade 1. You can (and should) power attack, so on an average attack you'll be at +3 for 2d6+6/19-20 x2, for an average of 12 damage. You've got Cleave, which is nifty, and +3 to Intimidate from Willing Deformity, a bonus feat granted by worshipping an elder evil (Pandorym the Gargantuan sphere of annihilation). This is slightly cheesy, but given that the character will end up as an entropomancer (a spellcaster devoted to spheres of annihilation), Pandorym fit so well that it was difficult to resist.
More importantly, you have Dreadful Wrath, which means that on a charge, full attack, or spell that targets an opponent, all opponents within 20ft must make a Will save or become shaken (-2 to attacks, saves, skill checks, ability checks) for one minute. The save debuffing starts here, ladies and gentlemen.
Tactics:
R1:
Free: Hexblade's Curse on an opponent, DC 12 Will or -2 to attacks, saves, skill checks, ability checks, and damage rolls for one hour.
Full round: Charge an opponent, at +5 for 2d6+6. Hit or miss, that opponent and all others within 20ft must make a DC 12 Will save or become shaken.
Free: if the opponent dies, Cleave into adjacent foe
R2:
Move: move adjacent to a shaken foe
Standard: Intimidate check at +11, on failure that opponent is now frightened and must run away as fast as possible. Gain a free attack of opportunity on him as he flees.
OR: Standard: hit the foe with your greatsword.
Starting saves: Fort +3, Ref -1, Will +4
Starting equipment: Greatsword (50g), Chain shirt (100g), 50g on a masterwork item of intimidate, 50g to spend on whatever else you like (I like reach weapons and javelins).
2nd level: Hexblade 1/Paladin of Tyranny 1
Spoiler
Show
Now you're is a Hexblade 1/Paladin of Tyranny 1. With with a masterwork greatsword you can smite good and power attack 1/day for +7 for 2d6+9/ 19-20 x2.
Tactics: If you're following my equipment build, then you'll also have a heavy warhorse. A heavy warhorse probably has as many HPs and does as much damage as you do at this level.
Equipment: Sell the chain shirt and greatsword (+75g), then upgrade to a breastplate (200g), a masterwork greatsword (350g), and a heavy warhorse (400g), and buy a lance, potions, scrolls, or other useful items.
3rd level: Hexblade 1/Paladin of Tyranny 2
Spoiler
Show
At third level you get Law Devotion, which you'll be using for the next 17 levels. Technically Animal Devotion is more flexible (free flight!), but I can't see a disciple of Pandorym revering animals. You also get Divine Grace, which helps your saves considerably. And Deadly Touch, which is mostly useless.
Equipment: upgrade to full plate (1,500g) and a cloak of protection +1.
4th level: Hexblade 2/Paladin of Tyranny 2
Spoiler
Show
Another boost to saving throws. +1 to Charisma, so now Hexblade's Curse is DC 13 and Dreadful Wrath is DC 14.
Equipment: Enchant the full plate for +1, enchant the greatsword for +1.
5th level: Hexblade 2/Paladin of Tyranny 3
A solid level here! Abominable Form means that whenever an opponent can see your undisguised form (nipple slip!), living opponents of lower level must save or become shaken for 3 rounds. Paladin of Tyranny 3 means that now opponents within 10ft of you have -2 to saves/skills/etc. And immunity to disease to boot.
Tactics:
R1:
Swift: Law Devotion for +3 to attacks or AC for 1 minute. Let's assume attacks.
Full round: Charge an opponent, at +10 for 2d6+15. Hit or miss, that opponent and all others within 20ft must make a DC 15 Will save or become shaken.
Free: Hexblade's Curse on an opponent, DC 14 Will or -2 to attacks, saves, skill checks, ability checks, and damage rolls for one hour. -2 to the save within 10ft from aura, possible -2 from shaken.
Free: if the opponent dies, Cleave into adjacent foe
Free: reveal your abominable form! All living foes of lower level must make a DC 19 Will save or become shaken (or frightened, since shaken+shaken = frightened) for 3 rounds. -2 to the save within 10ft from aura, possible -2 from shaken, possible -2 from Hexblade's Curse.
R2:
Move: move adjacent to a shaken or frightened foe
Standard: Intimidate check at +18, on failure that opponent is now frightened or panicked and must run away as fast as possible, possibly dropping his weapon. Gain a free attack of opportunity on him as he flees.
OR: Standard: hit the foe with your sword (Smite Good if applicable)
Saves: Fort +11, Ref +5, Will +11, +15/+9/+16 against arcane spells. (Cloak +1, Divine Grace +4, Arcane Resistance +4).
Equipment: Purchase a cloak of charisma +2 for 4K. You might be a little short for cash, but there's no purchases for next level anyhow.
6th level: Hexblade 3/Paladin of Tyranny 3
Spoiler
Show
Finally Mettle (Evasion for Fortitude and Will saves) is ours! Imperious Command at 6th level means that intimidate attempts will cause opponents to cower for one round (doing nothing) and be shaken (or frightened or panicked) the next round.
Tactics:
As before, however now intimidate attempts will cause opponents to cower for one round (doing nothing) and be shaken (or frightened or panicked) the next round.
Equipment: Save up money for a bit, the next item is 5K and well worth it.
7th level: Hexblade 3/Paladin of Tyranny 4
Spoiler
Show
Rebuke undead! While you won't rebuke anything much bigger than a pair of 4 HD skeletons, this ability powers your Law Devotion feat, allowing you to use it another 2 times per day (for 1 minute each use). Second, the Never Outnumbered feat means that now 1/encounter your Intimidate check (at +25) affects all opponents within 10ft (the same radius as your -2 save aura!) Finally, Fearsome armor allows you to do so as a move action, so you can attack and intimidate in the same round, or double intimidate!
And you gain a spell slot! Bane and Doom also further reduce saves, but I'd take divine favor or endure elements most of the time.
Tactics:
As before, however now intimidate attempts will cause all opponents within 10ft to cower for one round (doing nothing) and be shaken (or frightened or panicked) the next round, as a move action.
Equipment: Fearsome armor enchantment (5K, Drow of the Underdark)
8th level: Hexblade 4/Paladin of Tyranny 4
Spoiler
Show
The treat here is the Dark Companion alternative class feature from the PHB II, giving another mobile -2 to attacks, saves, and skill checks. And you gain a spell slot from Hexblade! I'd go for Protection from Evil and Entropic Shield personally.
Tactics:
As before, however now the save reductions look like this: -2 (Curse), -2 (Shaken), -2 (Paladin aura), -2 (Dark Companion) for -4 to -8 at any given time.
Equipment: Dark Companion (100g), buy gloves of strength +2 and upgrade Vest of resistance +1
9th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 1
Spoiler
Show
At last, you're a blackguard! You now have improved sunder, but I can't recommend using it in most fights. Poison use is the real gem of this level.
Poisons won't get mentioned much beyond this point, but they can be a very effective part of any fight, especially if there's a party spellcaster to make them magically for you. Giving reduced saving throws meshes perfectly with poisons. Drow Poison is only DC 13, but with -8 from your save reducers it becomes a hefty DC 21, for example. DC 27 Pit Fiend venom becomes DC 35, and the secondary effect of that is death.
Tactics:
As before, however now you can add poison to your greatsword and arrows. Do so!
Equipment: Buy poisons and a triple weapon capsule retainer (450g, C. Adv. - lets you apply up to 3 poisons to your weapon as a standard action). This is a good level to fill out your item slots with the cheap stuff like bracers and boots.
10th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 2
A new bonus feat: Insane Defiance. This feat allows you to shrug off a mind-affecting spell and drop it on somebody else with an additional -4 penalty to the save. Naturally, you want your party's wizard to hit you with a Dominate Person, which you then pass on to an opponent at a -4 penalty.
Besides that, Dark Blessing gives your Charisma to saves again.
Also, you gain another smite attack, more spells, and Law Devotion becomes +5 to attacks or AC. It's a good day to be evil. Some good blackguard spells: at this level blades of blood from PHB II for a little extra damage, while strategic charge from the Spell Compendium is a swift action to cast, and grants the Mobility feat.
Tactics:
As before, however now you can pass spells off from your party spellcaster.
Saves: Fort +21, Ref +11, Will +17, +25/+15/+22 against arcane spells. (Cloak +2, Divine Grace +4, Arcane Resistance +4, Dark Blessing +4).
Equipment: 9K - I'd grab a periapt of wisdom and a belt of constitution, and more poisons.
11th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 3
Spoiler
Show
You gain a second aura of despair, which I'll assume doesn't stack with Paladin of Tyranny, since they share the same name and have the same effect. If it does, hey, free -2 again. Additionally, you can Command Undead, so now Law Devotion should be 5/day.
Second level blackguards spells are rock solid - they include gems like curse of ill fortune and wave of grief, which both debuff opponents with -3 to the usual lineup each (wave of grief as a 30ft cone, ill fortune with a long duration). So if you're planning to really drop an opponent's saves, these spells replace charging as a R1 option.
Tactics:
R1:
Move: Move up to within 10ft of opponents
Free: Hexblade's Curse (DC
As before, however now you can start the combat with an AOE save reducer of Wave of Grief, which will then trigger Dreadful Wrath. If everything works out, you could hit a group of opponents with -9 to saves, and then another -4 from insane defiance, at a staggering -13 to saves, and -15 to a cursed opponent.
Equipment: 13K here - upgrade cloak of charisma to +4!
12th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 4
Spoiler
Show
You gain another +1 to Charisma, increasing all your saves and most of your ability DCs. At this point Hexblade's Curse should be DC 18, Dreadful Wrath should be DC 22, Abominable Form should be DC 21, Blackguard spells should be DC 15, and Intimidate should be at +33 or so. The 22 Charisma also means another bonus Hexblade spell and enough Rebuke/Command undead uses to have 7/day Law Devotion.
You gain +1d6 sneak attack, which is absolutely laughable in most situations. However, you also take the Craven feat at this level, which changes the sneak attack to 1d6+12. The dirt cheap Sudden Stunning enchantment from the DMG II allows you to set up your own sneak attack as a swift action for Cha times per day.
Tactics:
As before, but look for opportunities to sneak attack through flanking and stunning.
Equipment: 17K here with lots left over from previous levels! 16K makes your greatsword unholy, and 2K gets the Sudden Stunning enchantment from the DMG II.
13th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 5
Spoiler
Show
Smite good 2/day, and a fiendish servant. I'm not even going to pretend that your new dire rat buddy will scratch the opponent, but it is good for free flanking and that juicy 1d6+13 sneak attack.
In addition, you also get 3rd level spells. This is a good thing for one particular spell on your list: Mass Resurgence (Spell Compendium). Basically, as a standard action you grant 1 ally/level a second save against something they failed. Considering that you probably will never fail a save, this means that you will be there to keep your party in the action whenever they screw up a saving throw.
By now your caster level is also high enough to consider a 2nd level spell, Blade of Pain and Fear. You deal touch attacks for pitiful damage, but every hit forces the subject to make a will save or become frightened.
Now is a good time to purchase a belt of battle, which greatly improves your flexibility by giving variable actions in return for your swift actions.
Tactics:
Not much new here, flanking becomes much easier, belt of battle gives more options, etc.
Equipment: 22K here - spend 12K on a belt of battle (MIC), and 5K on upgrading your vest of protection, and save up 5K.
14th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 6
Spoiler
Show
All the saves improve and another 3rd level spell though. I'd put down the cash for a Ring of Evasion at this point.
Equipment: 22K here with another 5K from last level - spend 25K on a ring of evasion.
15th and 16th levels: Hexblade 4/Paladin of Tyranny 4/Blackguard 7/Entropomancer 1
Another +1d6 SA (Meh), and 4th level spells (Huzzah!). Some very choice picks here, especially Freedom of Movement. Additionally, Entropomancer 1! Shard of Entropy sucks though. Don't use it.
Law Devotion also becomes +7, which keeps it relevant. And a new elder evil feat - Evil's Blessing, which means you can spend a standard action at will to gain +Cha (+7) to saves a THIRD or FOURTH time for 5 rounds. Nifty stuff. +45 Fort against spells, anyone?
Tactics: Just more options and bigger numbers here.
Equipment: 40K at 15th -upgrade the vest for 16K, upgrade the cloak of charisma for 16K, and upgrade the armor by +2 for 8K. I'd do a massive overhaul of stat boosters at 16th and buy an item of flying, as well as a Tooth of Leraje from the Tome of Magic (1/day for 24 hours: Greater Magic Weapon (+5) to a weapon, costs 20K).[/spoiler]
20th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 7/Entropomancer 5
I've skipped the last 3 levels since I want to skip to the good stuff.
Entropomancer 5 is nice: your 2/day Entropic Field now lasts 5 rounds, goes out to a 25ft radius, stops all divine healing, and 1/round forces people to reroll an attack, save, or skill check. In other words, force the opponent to make another save (at -13 or whatever) against the GOD's spell, or reroll his check against your intimidate check, or grant your ally another save as a free action (on top of your chances to do so with Mass Resurgence). Basically, Entropomancer 5 is the sweet, delicious icing on the top of your action-denying evil cake.
Damage swings around pretty rapidly at higher levels, and there's no healing inside your Entropic Field, so Improved Toughness is a quick and simple bandaid for that.
Finally, your fiendish servant now should have around 11 HD (8 bonus HD), and assuming you pick its feats, you can give it some very good feats, such as binding and improved binding for Focolor's -2 aura against saves. The fiendish servant shares your base saves, has SR, and improved evasion, so hopefully it won't die if something sneezes in its direction.
Hexblade's Curse should be DC 18, Dreadful Wrath should be DC 28, Abominable Form should be DC 25, Blackguard spells should be DC 15, and Intimidate should be at +40 or so.
Tactics:
Standard battle tactics:
R0: If you get the opportunity to prepare before battle, use Evil's Blessing for +Cha to saves again, buff with Freedom of Movement, or Winged Mount, and cast any swift action spells such as Strategic Charge or use Law Devotion.
R1:
Move: Move up to opponents (-6 to saves from Aura of Despair, Dark Companion, and Fiendish Servant's Focolor's Sadness)
Standard: Activate Entropic field (No magical healing within 25ft, force 1 reroll/round)
Free: Hexblade's Curse (DC 20) (-2 to saves if successful)
Swift: Belt of Battle (2 charges) for a standard action
Standard: Cast Wave of Grief (DC 17 or so, -3 to saves in 30ft cone) (Triggers Dreadful Wrath (DC 27) - now up to -13 to saves)
Free: Abominable Form (DC 25) - another chance to reduce opponents to shaken, or frightened if already shaken
R2:
Swift: Belt of Battle for a move action
Move: Intimidate (opponent goes straight to cowering)
Full round: full attack (+29/+24/+19/+14, for 2d6+14/19-20x2 (assuming 22 strength and +5 weapon), increased accordingly by power attack. Or with flanking and sneak attack, 4d6+34/19-20x2.
R3:
Swift: Law Devotion
Move: Intimidate
Standard: Attack or cast spell
Against foes immune to intimidate and mind-affecting (undead, constructs, vermin, oozes)
R1:
Move: Move up to opponents (-6 to saves from Aura of Despair, Dark Companion, and Fiendish Servant's Focolor's Sadness)
Standard: Activate Entropic field (No magical healing within 25ft, force 1 reroll/round)
Free: Hexblade's Curse (DC 20) (-2 to stuff if successful)
Swift: Belt of Battle (3 charges) for a full round action
Full round: Full attack (+29/+24/+19/+14, for 2d6+14/19-20x2 (assuming 22 strength and +5 weapon), increased accordingly by power attack. Or with flanking and sneak attack, 4d6+34/19-20x2.
R2:
Swift: Law Devotion
Full round: Full attack (+36/+31/+26/+21, for 2d6+14/19-20x2 (assuming 22 strength and +5 weapon from Tooth of Leraje), increased accordingly by power attack and any other buffs or equipment. Or with flanking and sneak attack, 4d6+34/19-20x2.
Saves: Fort +37, Ref +23, Will +33, +45/+31/+41 against arcane spells. (Vest +5, Divine Grace +8, Arcane Resistance +8, Dark Blessing +8).
Equipment: It's pretty campaign-dependent from this point. I'd recommend minor rods of enlarge spell (60ft Cone of Despair!), extend spell, quicken spell, etc.
Equipment that's come before: Cloak of Charisma +6, Gauntlets of Strength +6, Vest of Resistance +5, Ring of Evasion, Belt of Battle, +3 Fearsome Full Plate, +1 Unholy Sudden Stunning Greatsword, Tooth of Leraje, poisons, and various minor magical items. That comes to about 175,000gp, leaving a LOT of room for whatever magic items suit your fancy.
Skills:
Spoiler
Show
1: Intimidate (4R), Hide (2R cross-class), Knowledge (Arcana) (4R)
2: Handle Animal +1 ranks, Ride +1 ranks, Hide +.5 rank
3: Ride +2 ranks, Hide +.5 rank
4: Intimidate +2 ranks, Hide +.5 rank
5: Hide +.5 rank, Knowledge (Religion) +2 ranks
6: Hide +.5 rank, Intimidate +2 ranks
7: Hide +.5 rank, Skill Trick: Never Outnumbered
8: Hide +.5 rank, Intimidate +1 ranks, Knowledge (Arcana) +1 ranks
9: Intimidate +2 ranks, Concentration +1 rank
10: Intimidate +1 ranks, Ride +2 ranks
11: Intimidate +1 ranks, Ride +2 ranks
12: Intimidate +1 ranks, Ride +2 ranks
13: Intimidate +1 ranks, Ride +2 ranks
14: Intimidate +1 ranks, Concentration +2 ranks
15: Intimidate +1 ranks, Concentration +2 ranks
16: Intimidate +1 ranks, Concentration +2 ranks
17: Intimidate +1 ranks, Concentration +2 ranks
18: Intimidate +1 ranks, Concentration +2 ranks
19: Intimidate +1 ranks, Concentration +2 ranks
20: Intimidate +1 ranks, Concentration +2 ranks
Total: Intimidate 23 ranks, Concentration 15 ranks, Ride 11 ranks, Knowledge (Arcana) 5 ranks, Knowledge (Religion) 2 ranks, Handle Animal 1 ranks
Some alternative builds:
Paladin of Tyranny 4/Hexblade 3/Divine Champion 4/Entropomancer 9
Paladin of Tyranny 4/Hexblade 4/Suel Arcanamach 4/Abjurant Champion 5/Binder 3