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  1. - Top - End - #571
    Barbarian in the Playground
     
    Damionte's Avatar

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    Default Re: Character Builder Thread

    I don't remember who asked me for this. But since I went through all of the trouble to figure out how to post it all pretty like I may as well share it.

    This is a Conjuration Summoner Specialist build.

    In this player group they're using all of the wizards 3.5 non campaign specific material. They're using traits & Flaws, & spell points from UA. No other Unearthed Arcana options are available. The character has to be a good guy, and has to keep his familiar.

    So with that in mind I came up with this build. Note I don't do designs with skill points, so you'll have to spend your skill points however you like.

    Books Required for build.

    PHB, PHB-II, Unearthed Arcana, Complete Arcane, Complete Mage


    Spoiler
    Show

    {table=head]TRAITS | FLAWS
    Spell Gifted: +1 CL(Conjuration) -1 CL (All Others) | Vulnerable: Take -1 to base AC
    Focused: +1 Concentration, -1 Spot & Listen | Noncombatant: -2 Penalty to melee attack rolls
    [/table]
    {table=head]Key | ACL = | ECL = | Spec-CL
    | Actual Caster Level | Effective Caster Level | Specialists Caster Level [/table]
    {table=head]Char Lvl | Class (Lvl) | Base Attack | Fort | Ref | Will | Spell Points | ACL ECL Spec-CL | Class Abilities, Feats
    1 | Conjurer (1) | +0 | +0 | +0 | +2 | 2 | 1/0/2 | Wizard Specialization (Conjurer), Scribe Scroll, Summon Familiar,Augment Summons, Bonded Familiar, Spell Focus (Conjuration), Cloudy Conjuration
    2 | Conjurer (2) | +1 | +0 | +0 | +3 | 4 | 2/1/3 | ----
    3 | Conjurer (3) | +1 | +1 | +1 | +3 | 7 | 3/2/4 | Combat Familiar
    4 | Conjurer (4) | +2 | +1 | +1 | +4 | 11 | 4/3/5 | ----
    5 | Conjurer (5) | +2 | +2 | +2 | +5 | 16 | 5/4/6 | Extend Spell
    6 | Conjurer (6) | +3 | +2 | +2 | +5 | 24 | 6/5/7 | Lurking Familiar
    7 | Conjurer (7) | +3 | +2 | +2 | +6 | 33 | 7/6/8 | ----
    8 | Conjurer (8) | +4 | +3 | +3 | +6 | 44 | 8/7/9 | ----
    9 | Conjurer (9) | +4 | +3 | +3 | +7 | 56 | 9/8/10 | Summon Elemental
    10 | Conjurer (10) | +5 | +3 | +3 | +7 | 72 | 10/9/11 | Obtain Familiar
    11 | Master Conjurer (1) | +5 | +3 | +3 | +9 | 88 | 11/10/12 | Skill Focus (Spellcraft)
    12 | Master Conjurer (2) | +6/+1 | +3 | +3 | +10 | 104 | 12/11/13 | Expanded Spellbook, Imbued Summoning
    13 | Master Conjurer (3) | +6/+1 | +4 | +4 | +10 | 120 | 13/12/14 | Greater Spell Focus (Conjuration)
    14 | Master Conjurer (4) | +7/+2 | +4 | +4 | +11 | 136 | 14/13/15 | Minor School Esoterica (Conjuration)
    15 | Master Conjurer (5) | +7/+2 | +4 | +4 | +11 | 152 | 15/14/16 | Expanded Spellbook:2, Spell Linked Familiar
    16 | Master Conjurer (6) | +8/+3 | +5 | +5 | +12 | 168 | 16/15/18 | Caster Level Increase (+1)
    17 | Master Conjurer (7) | +8/+3 | +5 | +5 | +12 | 184 | 17/16/19 | Moderate School Esoterica (Conjuration)
    18 | Master Conjurer (8) | +9+/4 | +5 | +5 | +13 | 200 | 18/17/21 | Expanded Spellbook:3, Twin Spell
    19 | Master Conjurer (9) | +9+/4 | +6 | +6 | +13 | 216 | 19/18/22 | Caster Level Increase (+2)
    20 | Master Conjurer (10) | +10/+5 | +6 | +6 | +14 | 232 | 20/19/23 | Major School Esoterica (Conjuration)
    [/table]
    <><><><><><><><><><>
    {table=head] Feat, Special Ability | Level | Quick Discription
    Wiz-Spec (Conjurer) | 1 | Bonus Spells: Conjuration / Prohibited Schools: Evocation & Necromancy
    Scribe Scroll | 1 | Can Scribe Scrolls
    Summon Familiar | 1 | May Summon a familiar
    Augment Summons | 1 | Summoned creatures gain +2 Str, & +2 Con
    Bonded Familiar | 1 | You and your familiar within 30ft, shift damage after deadly attack, 1/day
    Spell Focus (Conjuration) | 1 | +1 Bonus on save DC’s against conjuration
    Cloudy Conjuration | 1 | Conjuration accompanied by sickening cloud for 1round. (No Save)
    Combat Familiar | 3 | Familiar enters foes space without provoking attacks of opportunity
    Extend Spell | 5 | (Metamagic), Double Spells Duration, +1 Spell Level
    Lurking Familiar | 6 | Familiar can hide in your space
    Summon Elemental | 9 | (Reserve) 4th lvl Summoning Spell / Summon small elemental within 30ft Duration 1Round/Spell Lvl
    Obtain Familiar | 10 | Prestige class levels add on to base class levels for determining familiars abilities
    Skill Focus (Spellcraft) | 11 | +3 Bonus on Spellcraft checks
    Expanded Spellbook | 12 | Add a conjuration spell to your spell book which you could cast. Again at Master Conjurer 5th & 8th
    Imbued Summoning | 12 | Cast touch range buff spells on summoned creatures, simultaneously with the summons spell
    Greater Spell Focus (Conjuration) | 13 | +1 Bonus on save DC’s against conjuration
    Minor School Esoterica (Conjuration) | 14 | Summoned creatures gain bonus HP = to Caster Level
    Spell Link Familiar | 15 | Familiar gains limited spell casting ability
    Caster Level Increase | 16 | +1 to caster level with conjuration spells. Gain another +1 at level Master Conjurer Level 9.
    Moderate School Esoterica (Conjuration) | 17 | +5 caster level vs. dispel checks made against your conjuration spells.
    Twin spell | 18 | Simultaneously cast a single spell twice
    Major School Esoterica (Conjuration) | 20 | Can cast standard action conjuration spells as a swift action.
    [/table]



    Since this builder wanted to keep the familiar I figured you may as well do something interesting with it.
    Last edited by Damionte; 2007-08-27 at 12:33 AM.
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  2. - Top - End - #572
    Orc in the Playground
     
    Dr. Weasel's Avatar

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    Default Re: Character Builder Thread

    Damionte-Since you're taking Obtain Familiar anyway, wouldn't the Unearthed Arcana standard-action-summoning variant be a wise choice as long as you rotate the familiar feat chain to Obtain-Bonded-Combat-Lurking-Spell Linked (possibly dropping 'Lurking' altogether)?

    [Edit:]Ahhh.. I misread your UA comments. Ignore this
    Last edited by Dr. Weasel; 2007-08-28 at 10:26 AM.

  3. - Top - End - #573
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    Default Re: Character Builder Thread

    It would but it would assume I have access to that variant which in this case I do not. Good idea though.

    If Ihad access to more UA variants I'd take the specialists wizard variant in there, which gives you all kinds of crap without takign anythign away.

    It also has the disadvantage of losing the familiar for the first 10 levels. The familiar though is part of what makes this char this char, and was one of the few things he insisted on keeping.

    The reason we're taking obtain familiar in that build is so the prestige class levels count for increasing the familiars abilities.
    Last edited by Damionte; 2007-08-28 at 12:40 AM.
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  4. - Top - End - #574
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    SamuraiGuy

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    smile Re: Character Builder Thread

    Hey, I'm somewhat new here and I do have a request for a new character.

    Q. I am in need of a speedy fighter (early levels... 1-10ish), think you might be able to help?
    Books: Any Core, Supplement, or MMs. No settings.
    Race: Human would be best (no level adjustments, please) .
    Class: Any melee. Fighter or Rogue?
    Ability Scores: Standard points.
    Alignment: Non-Evil.
    House Rules: None that I know of at the moment.
    Concept: A very quick Single Sword-Fighting Fighter who relies more on his agility and skill rather than brute force. But, I'd also like to be able to take more than a hit or two. I'd like to be able to Dodge well enough while I'm in the fray. I still don't know what sword I'd use.

    If y'all could help me with this, it'd be appreciated.

  5. - Top - End - #575
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    Default Re: Character Builder Thread

    I hate to waste a good sample build. so here is one I created for a guy on the forums earlier today. He wanted a Draconic Lizard like character that used a big hammer. Thats's all he gave me before I started working on it, and so I put in more than he could use.

    with that in mind here's what i did come up with.

    This one does require a level adjustment.

    In this build you're working with an oversized version. I'll probably go look it up and change the post afterwords. Until you take exotic weapon profeciency (Goliath Warhammer) just use a great club.

    Some time later in this build when you can get your hands on one pick up a deep crystal version of the weapon. This way you'll be able to shunt to power points into at any time for an extra 2d6 damage.

    This is a variant on my ultimate power attack cleave build. The keys to this build are the powerful build racial ability of the half giant and the sweeping strike ability of the warmind.

    Powerful build will allow you to carry around and use a weapon with a base of 3d8 damage. This base will go up to 4d8 when you use the Psionic expansion power. Which will actually make you large size for the duration.

    Sweeping strike is the 5th level ability of the warmind. Every time you swing your weapon you hit foes in two adjacent squares. Including attacks of opportunity and cleave attempts.

    The rest of the combo, involved Knockback, (from Races of stone) gives you a free bull rush attempt whenever you hit an opponent while using your power attack feat.

    Shock Tropper from complete warrior, which allows you to direct which way you push someone back with a bull rush as well as giving you a free trip attempt on an opponent if yuo push them into another enemy.

    Improved trip, which gives you a free attack against anyone you trip.

    Imp Bull rush , and Improved trip combined with your powerful build racial ability will give you a +8 on both attempts.

    So the combo goes like so.

    Say you have a big baddie being flanked by two of his minions. Once they're all in range you swing at one of the minnions. Since your swings take up two squares you also hit the big baddie with this shot. If you do not not kill the minnion bull rus him into the baddie. And take free trip attempts on them both. If you manage to trip either you get another attack for free. Hit them both again with the sweeping strike. If you've now killed the minnion, CLEAVE!

    Hit the other minnion along with the big baddie again. Repeat the step above. if you manage to kill the minnion cleave again into the big baddie.

    Best case scenario, you've cleaned both of the minnions off the board and hit the big baddied 5 times. You're doing 4d8 damage with each swat, and that was only your first attack for the round!

    The down side of the build is losing two base attack bonus on P-warrior, but even that is not so bad.

    Here's a bit more. The race since you wanted somethign lizard/dragon like, is a Half-Crystal Dragon/Halfgiant. (for the smarty pants no that doesn't make you a quarter anything.) Half giants are an independant gene race not actually the mating of humans and giants. They're just called half giant because that's what they resemble.

    Total Racial Adjustment is LA+2

    Racial Abilities:
    Darkvision 60 feet
    Low Light Vision
    +4 Str
    -2 Dex
    +4 Con
    +2 Char
    +2 Intimidate, Spot
    +2 Saves VS fire
    +4 Save VS Sleep and Paralysis
    x2 Claw Attacks @ 1d3
    Naturally Psionic 2 power Points
    Cast Stomp 1/Day
    Giant Racial subtype: Not subject to spells that effect Humans such as Hold Person, Charm person.
    Dragonblooded

    All of that is at level 1.

    Somewhere in there I believe you also get a breath weapon Cone Of Light & Immunity to Cold. I wasn't exactly sure how that worked though or when you got those abilities.

    The build also varies depending on how your GM handles Level Adjustments. some have you buy it off as you level but they actually take up character levels. Others let you take an actual class level at lvl 1, but you take a % hit on your Xp throughout your career. In this case taking 20-30% less Xp than the rest of the party for your whole career. On the chart the spots on Lvl 1 & 2 are there to simply represent that at those levels you're buying down the level adjustments.

    Anyway here's the build chart I came up with. granted I'll have to start over now that you've given me what you Actually have to work with.

    Spoiler
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    {table=head]Key | ACL = | ECL =
    | P-Warrior CL | Warmind CL [/table]
    {table=head]Char Lvl | Class (Lvl) | Base Attack | Fort | Ref | Will | PP's | PCL WCL | Class Abilities, Feats
    1 | Half Dragon BD | +0 | +0 | +0 | +0 | 2 | 0/0 | H-Dragon Racial, H-Giant Racial, Combat Reflexes
    2 | Half Giant BD | +0 | +0 | +0 | +0 | 2 | 0/0 | ----
    3 | Fighter (1) | +1 | +2 | +0 | +0 | 2 | 0/0 | Exotic Weapon (Goliath Warhammer), Power Attack,
    4 | P-Warrior (1) | +1 | +4 | +0 | +0 | 2 | 1/0 | Power 1st , Cleave
    5 | P-Warrior (2) | +2 | +5 | +0 | +0 | 3 | 2/0 | Power, Combat Expertise
    6 | Fighter (2) | +3 | +6 | +0 | +0 | 3 | 2/0 | Improved Bull Rush, Improved Trip
    7 | P-Warrior (3) | +4 | +6 | +1 | +1 | 6 | 3/0 | Power
    8 | P-Warrior (4) | +5 | +7 | +1 | +1 | 11 | 4/0 | Power 2nd
    9 | P-Warrior (5) | +5 | +7 | +1 | +1 | 18 | 5/0 | Power, Shock Trooper, Knock back
    10 | P-Warrior (6) | +6/+1 | +8 | +2 | +2 | 29 | 6/0 | Power
    11 | Warmind (1) | +7/+2 | +10 | +4 | +2 | 31 | 6/1 | Power 1st, Chain of Personal Superiority +2
    12 | Warmind (2) | +8/+3 | +11 | +5 | +2 | 36 | 6/2 | Power, Chain of defensive Posture +2, Great Cleave
    13 | Warmind (3) | +9/+4 | +11 | +5 | +3 | 45 | 6/3 | Enduring Body (DR1/-)
    14 | Warmind (4) | +10/+5 | +12 | +6 | +3 | 59 | 6/4 | Power 2nd
    15 | Warmind (5) | +11/+6/+1 | +12 | +6 | +3 | 79 | 6/5 | Sweeping Strike, <FEAT>
    16 | Warmind (6) | +12/+7/+2 | +13 | +7 | +4 | 107 | 6/6 | Power 3rd , Enduring Body (DR 2/-)
    17 | Warmind (7) | +13/+8/+3 | +13 | +7 | +4 | 144 | 6/7 | Chain Of Personal Superiority +4
    18 | Warmind (8) | +14/+9/+4 | +14 | +8 | +4 | 191 | 6/8 | Power 4th , Chain of Defensive Posture +4, <FEAT>
    19 | Warmind (9) | +15/+10/+5 | +14 | +8 | +5 | 249 | 6/9 | Enduring Body (DR 3/-)
    20 | Warmind (10) | +16/+11/+6/+1 | +15 | +9 | +6 | 319 | 6/10 | Power 5th , Chain Of Overwhelming Force
    [/table]

    {table=head] Feat, Special Ability | Level | Quick Discription
    Half Dragon Racial Bonuses | 1 | Darkvision 60 Feet, Low Light Vision, +4 Save VS Sleep Paralysis / +2 Str, Con, Char / +2 Intimidate, Spot / x2 Claw attacks 1d3/1d3. 1d4/1d4 When enlarged. Dragonblood Subtype
    Halfgiant Racial Bonuses | 1 | Darkvision 60 Feet, Low Light Vision / +2 Str, Con, -2 Dex / +2 Save VS Fire / Naturally Psionic, Cast Stomp 1/Day, Powerful Build, Giant Subtype,
    Naturally Psionic | 1 | 2 Free Psionic Power Points, can take Psionic feats without a Psionic class.
    Powerful Build | 1 | Can count as one size category larger for weapon use and opposed rolls
    Giant Subtype | 1 | Not subject to effects that only target humanoids like Charm Person, or Hold Person.
    Combat Reflexes | 1 | May take as many attacks of opportunity each round = to Dex bonus +1. Can take attacks of opportunity even when flat footed.
    Exotic Weapon Proficiency (Goliath Warhammer) | 3 | Oversized G-Warhammer does 3d6 damage wielded two handed by a Halfgiant. 4d6 when you’re enlarged. Also gains a +2 bonus to sunder attempts.
    Power Attack | 3 | While wielding a two handed weapon you gain 2 points of extra damage for every one base attack bonus you drop.
    Cleave | 4 | If you do enough damage to drop a foe with any one attack you get a single immediate extra attack against another available foe you threaten.
    Combat Expertise | 5 | For each point you lower your base attack bonus you gain 1 AC, limit 5.
    Improve Bull Rush | 6 | You no longer suffer attacks of opportunity when attempting a bull rush. You gain +4 on bull rush attempts.
    Improved Trip | 6 | You no longer suffer attacks of opportunity when making a trip attempt. You gain +4 on trip attempts. If you successfully trip an opponent you get a free attack against them.
    Shock Trooper | 9 | (Tactical) Multi use feat.
    -- Directed Bull Rush | -- | If bull rushing as part of a charge you may push your foe one space left or right for every square back you push them.
    -- Domino Rush | -- | If you successfully bull rush an opponent into the same square as another foe you gain a free trip attempt against the both, neither foe get’s a chance to trip you if your attempt fails.
    -- Headless Charge | -- | If you charge and use power attack minimum -5 you may apply part of the attack penalty to your AC instead of damage.
    Knockback | 9 | If you hit a foe while using Power Attack, you can make a free bull rush against them, applying the PA penalty you took as a bonus to the bull rush roll. You may not chose to move with them and you do not provoke attacks of opportunity from the bull rush.
    Chain Of Personal Superiority | 11 | 3/Day as a free action you may grant yourself a +2 insight bonus to Str/Con for up to 1 minute. Bonus increases to +4 Str/Con at Warming Level 7.
    Chain Of Defensive Posture | 12 | 3/Day as a free action you may grant yourself a +2 insight bonus to AC for up to 1 minute. Bonus increases to +4 AC at Warming Level 8.
    Great Cleave | 12 | As cleave but there is no limit to the amount of times you may use this feat per attack.
    Enduring Body | 13 | You gain damage reduction ( 1/- ) This improves to ( 2/- ) @ Warmind Lvl 6, & ( 3/- ) @ lvl 9.
    Sweeping Strike | 15 | On each melee attack a warmind makes he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. Can be used on any attack, even an attack of opportunity or cleave. Cannot be used if you’ve moved more than 10 feet since the end of your last turn. You can make only one cleave attempt per sweeping strike even if you drop more than one foe.
    Chain Of Overwhelming Force | 20 | 1/Day As a free action you may deal an additional 10D6 Damage with a single attack. If attack misses the power is wasted.
    [/table]
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  6. - Top - End - #576
    Ogre in the Playground
     
    Threeshades's Avatar

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    Default Re: Character Builder Thread

    Hi, guys

    I recently came up with a character idea. That is basically an extremely agile melee Fighter who's actually using a large weapon. And I didnt want her look (with wich i mean the sole outward appearance that is to be imagined by the players) to cramped by any armor.
    So there is the problem: A melee character that can actually survive a melee for longer than 2 rounds without armor. The only answer to this can be a monk, because of some extra AC from the Wisdom bonus. Now I only need her to get a large weapon. Of course a greatsword would be nice, but since i have to get a lot of Dexterity and Wisdom to compensate missing armor. But thanks to races of the wild we have the Elven courtblade. So I started making up a build around the monk as 1st level and the elven courtblade as primary weapon.
    I thought it would be rather pointless to take more levels in the Monk class. Maybe evasion would be nice but that would be all. So I thought the rest can be fighter for bunch of feats.

    Well let's get down to business heres a 9th level build (since our party is aroun level 9 right now):

    Moon Elf (High Elf), female

    Abilities (32 points buy):
    {table]Ability|Score|Points|Race Adjust.|Final score|modifier

    STR|14|6|-|14|+2

    DEX|14|6|+2|16|+3

    CON|14|6|-2|12|+1

    INT|10|2|-|10|+0

    WIS|16|10|-|16|+3

    CHA|10|2|-|10|+0[/table]

    Levels
    1. Monk 1 / Bonus feat: Mobility / Feat: Dodge
    2. Fighter 1 / Bonus feat: Exotic Weapon Proficiency (Elven Courtblade)
    3. Fighter 2 / Bonus feat: Weapon Finesse / Feat: Power Attack
    4. Fighter 3 / +1 DEX
    5. Fighter 4 / Bonus feat: Cleave
    6. Fighter 5 / Feat: Improved Initiative
    7. Fighter 6 / Bonus feat: Great Cleave
    8. Fighter 7 / +1 DEX
    9. Fighter 8 / Bonus feat: Spring Attack / Feat: Yet to be decided


    So this is what i made so far. I know this build is way below optimal. I am actually pretty sure that the whole idea makes it impossible to get an optimal character, but this is more of a style oriented character, so its okay if its not able to beat up a level9 wizard in 2 rounds. Though I would like to ask you to help me making it at least kind of effective.
    The feats are chosen from the core book because i dont have any other books here at the moment (I dont even have the core book here, i just took these from online SRDs).

    So can you give me some advice how to get more out of the idea? Especially about the feats? (I'd prefer Feats from Core Books, Complete Warrior, the 3.0 Prestige class books (Sword and Fist and those type of books), Races of Faerûn and the Forgotten Realms Campaign Setting)

    Remember she should not come off these requisites:
    - Shes supposed to be a graceful, agile fighter with
    - NO armor (and no shields for that matter)
    - a large yet elegant weapon (preferably a type of sword)
    - if you have ideas for the abilities, i DON'T want to reduce INT or CHA below 10 because I dont want her to be stupid or uncharismatic (the character I am having in mind is actually a quite beautiful elven girl, so i have to make up a lot of bad character traits to justify the low charisma)


    Thanks in advance for any help.
    Last edited by Threeshades; 2007-08-28 at 10:21 PM.

  7. - Top - End - #577
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    Default Re: Character Builder Thread

    I don't normally do 3.0 builds. Now that I'm trying to I realised the one 3.0 book I need to help you with your build I don't have a copy of here at work.

    I woudl look into Oriental adventures to look for a large bladed monk weapon. Maybe a pole axe type weapon or a double blade weapon like the Double Scimitar.

    I mean if you're goign to be as exotic as a female elf monk, why be so typical as to use a big sword.
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  8. - Top - End - #578
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    Default Re: Character Builder Thread

    Quote Originally Posted by Damionte View Post
    I don't normally do 3.0 builds. Now that I'm trying to I realised the one 3.0 book I need to help you with your build I don't have a copy of here at work.

    I woudl look into Oriental adventures to look for a large bladed monk weapon. Maybe a pole axe type weapon or a double blade weapon like the Double Scimitar.

    I mean if you're goign to be as exotic as a female elf monk, why be so typical as to use a big sword.
    it isnt particularly a 3.0 build (if it were it had one less feat because 3.0 monks didnt have bonus feats) I posted my idea as a 3.5 build because thats what most people work with. And Im going to convert it back to 3.0 later since our party plays only 3.0.
    in 3.0 the feats would look like this
    1. Monk 1 / Feat: Dodge
    2. Fighter 1 / Bonus feat: Mobility
    3. Fighter 2 / Bonus feat: Weapon Finesse / Feat: Exotic Weapon Proficiency (Elven Courtblade)
    4. Fighter 3 / +1 DEX
    5. Fighter 4 / Bonus feat: Power Attack
    6. Fighter 5 / Feat: Cleave
    7. Fighter 6 / Bonus feat: Great Cleave
    8. Fighter 7 / +1 DEX
    9. Fighter 8 / Bonus feat: Spring Attack / Feat: Improved Initiative

    But that's not important sice its technically just a feat less. I think I will have a look in oriental adventures, but until i can get my hands on that, it would be nice to get this build running without OA. So i need ideas about the feats.

    Oh and a large sword is just neat and that's why (I would have considered a two-bladed sword if it was finessable, but it isn't)

  9. - Top - End - #579
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    Default Re: Character Builder Thread

    BUILD IN 3.5 - talk with your DM about it
    Hmm... eberron has a pair of feats that make some swords a special monk weapon. They work for longsword and two-bladed sword, though.
    Feats: Weapon Focus, Weapon Specialization, Melee weapon Mastery, Improved critical and later (ECL 15, probably) Slashing Flurry. they are from PHB I and II.
    With a pair of adjustments you can have not only a decent AC, but probably the best of your group: Two Weapon Defense tree, Combat expertise and monk bonuses + a little focus on AC (parrying weapons for start, ExPH) = a really good AC.
    It probably won't help you, though, I'll go:
    Monk 2/Swashbuckler 3/Ranger 2/Psychic Warrior 2/Fighter 4/Ranger +4/Fighter +2/Swashbuckler +1
    with the Natural Warrior Ranger variant.
    They are: Improved Unarmed Strike + 2 monk feats (UA variants can really help) + Weapon Finesse + Two Weapon Fighting + 2 Psychic Warrior feats + 3 Fighter feats + 1 Natural warrior Feat + Improved Two Weapon Fighting + 1 Fighter feat = 13 bonus feats (not the most possible, but a good Bab and feats are in a good selection).
    And: evasion, AC bonus, unarmed damage, Insightful Strike, Chosen Enemy +4/+2, Animal Companion, Psionic Powers (quite nothing, but some have their uses), Grace +1.
    Useless arcane powers are better than no arcane powers!

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  10. - Top - End - #580
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    Quote Originally Posted by The Mormegil View Post
    BUILD IN 3.5 - talk with your DM about it
    Hmm... eberron has a pair of feats that make some swords a special monk weapon. They work for longsword and two-bladed sword, though.
    Feats: Weapon Focus, Weapon Specialization, Melee weapon Mastery, Improved critical and later (ECL 15, probably) Slashing Flurry. they are from PHB I and II.
    With a pair of adjustments you can have not only a decent AC, but probably the best of your group: Two Weapon Defense tree, Combat expertise and monk bonuses + a little focus on AC (parrying weapons for start, ExPH) = a really good AC.
    So you recommend the weapon focus tree. I think i will keep that one in mind. Though i always hear that the whole tree sucks. But at least its cool.

    Combat expertise is a bit of a problem since it requires INT 13. Two weapon defense sounds nice to me unfortunately I doubt my DM will accept Eberron feats, so no two-bladed sword for me. But if he will than i will surely consider this.

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    Quote Originally Posted by Threeshades View Post
    So you recommend the weapon focus tree. I think i will keep that one in mind. Though i always hear that the whole tree sucks. But at least its cool.

    Combat expertise is a bit of a problem since it requires INT 13. Two weapon defense sounds nice to me unfortunately I doubt my DM will accept Eberron feats, so no two-bladed sword for me. But if he will than i will surely consider this.
    It sucks only if you can't afford to take other feats as well. But since you lose Bab I would recommand it.
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    Quote Originally Posted by The Mormegil View Post
    It sucks only if you can't afford to take other feats as well. But since you lose Bab I would recommand it.
    well i have to say that melee weapon mastery in my eyes makes up a lot for the little bonus that weapon focus gives.

    How about this?

    Levels
    1. Monk 1 / Bonus feat: Mobility / Feat: Dodge
    2. Fighter 1 / Bonus feat: Exotic Weapon Proficiency (Elven Courtblade)
    3. Fighter 2 / Bonus feat: Weapon Finesse / Feat: Weapon Focus (Elven Courtblade)
    4. Fighter 3 / +1 DEX
    5. Fighter 4 / Bonus feat: Weapon Specialization (Elven Courtblade)
    6. Fighter 5 / Feat: Improved Initiative
    7. Fighter 6 / Bonus feat: Spring Attack
    8. Fighter 7 / +1 DEX
    9. Fighter 8 / Bonus feat: Melee Weapon Mastery (Slashing) / Feat: Yet to be decided


    Aren't there any feats specifically for THF?
    Last edited by Threeshades; 2007-08-30 at 03:15 PM.

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    Apart from Power Attack, you mean?
    None that I can think of.
    But you could always try to put Dex on damage. Since you're a Moon Elf you could take some levels in Corellon's Champion (RotW). It does require Mounted Combat, but it makes up for it later (and you HAVE a spare feat), and you can put Dex to damage and have a pair of good abilities. Slows down feat progression, but you aren't starving for feats, right?
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    Default Re: Character Builder Thread

    Both of these builds have some problems.

    Originally posted by: Threeshades
    1. Monk 1 / Feat: Dodge
    2. Fighter 1 / Bonus feat: Mobility
    3. Fighter 2 / Bonus feat: Weapon Finesse / Feat: Exotic Weapon Proficiency (Elven Courtblade)
    4. Fighter 3 / +1 DEX
    5. Fighter 4 / Bonus feat: Power Attack
    6. Fighter 5 / Feat: Cleave
    7. Fighter 6 / Bonus feat: Great Cleave
    8. Fighter 7 / +1 DEX
    9. Fighter 8 / Bonus feat: Spring Attack / Feat: Improved Initiative
    In this first one you've got some weird contradictory feats in place. For instance you're taking weapon focus, but you're also taking power attack. The two feats cancel each other out. You can't use Power Attack with light weapons. And you can't use Weapon Finesses on non light weapons.

    Also are you taking improved initiative to qualify for a prestige class? If not it's a wasted feat. You're a high dex character you don’t have to worry about going first. You want to get shots off early in the round, take combat Reflexes instead.

    Lastly on all of these fighter/Monk builds take two levels of Monk before fighter. You'll pick up another bonus monk feat as well as Deflect arrows. (If you're using the 3.0 Monk. If you're using the 3.5 monk you'll get a bonus monk feat and Evasion @ lvl 2.

    Originally posted by: The Mormegil
    Monk 2/Swashbuckler 3/Ranger 2/Psychic Warrior 2/Fighter 4/Ranger +4/Fighter +2/Swashbuckler +1
    This one just has some class level imbalance. You're taking some pretty decent XP hits at higher levels. And this is assuming you're a Human or Half Elf. If you're not either of those you'll be taking XP hits early that won't go away for your entire career. Have to remember that when you're multi classing you take a hit of -20% to your XP for EACH CLASS that is more than 2 levels away from the others.

    At worst case in this build as written you're taking a 60% penalty to your XP after lvl 13.
    Last edited by Damionte; 2007-08-31 at 02:45 AM.
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    Another idea to achieve the special effect of a graceful fighter who uses a big sword. Play a scout.

    For this one you have to undestamnd the concept that special effects and game mechanics are not always the same thing.

    In this case we change the special effect of your skirmish ability from being, "Your quick movements help you open up weak points in your opponents defense..." to "You quick movements help you buidl momentum to flatten your foes with overwealming power."

    Same game mechanics but with different flavor text.

    In this case you mix the Scout and the Ranger. You're taking ranger levels in order to pump up your base attack bonus as well as allow you to do your skirmish damage against undead and constructs which it normally can't effect. Since you're not using two weapon fighting, choose the rangers Ranged specialisation to give the character more versatility and pack a short bow as a back up weapon.

    Take 4-5 levels of scout, and the rest all ranger. If you really want you could sprinkle a couple levels of fighter in there if you just have to have a couple of extra feats. You could also still lead off with your two levels of Monk if you like. You have enough feats over the course of the build to keep taking the Spring Attack & Power attack/Cleave trees if you like.

    If you are going to take Spring attack, the Ranger get's an alternate class ability in PHB-II replacing your animal companion, that allows you to flank for your team mates as long as you hit your opponent with a wepaon. Even with a ranged weapon. So you could spring attack and still flank for your team mates. or you could stay at range and still flank for your team mates.
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    Quote Originally Posted by Damionte View Post
    In this first one you've got some weird contradictory feats in place. For instance you're taking weapon focus finesse, but you're also taking power attack. The two feats cancel each other out. You can't use Power Attack with light weapons. And you can't use Weapon Finesses on non light weapons.
    1. Fixed it for you.

    2. The elven courtblade is a 2h finessable weapon (like the spiked chain). Finesse and Power Attack work perfectly for this weapon and others like it.

    Quote Originally Posted by Toxic_Avenger View Post
    Trust me, Ikkitosen knows what he's talking about.

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    I'm currently playing a Drow Rogue 3/ Wizard 2 in a Forgotten Realms Campaign. Stats: S11, D20, C12, I17, W11, Ch11. Feats: Blind Fighting and Weapon Finesse. Weapons: Rapier +1 and Light Crossbow. Books: Have access to all but Eberon.
    Here's the Question: How can I increase my melee damage?

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    Quote Originally Posted by Mithhuan View Post
    I'm currently playing a Drow Rogue 3/ Wizard 2 in a Forgotten Realms Campaign. Stats: S11, D20, C12, I17, W11, Ch11. Feats: Blind Fighting and Weapon Finesse. Weapons: Rapier +1 and Light Crossbow. Books: Have access to all but Eberon.
    Here's the Question: How can I increase my melee damage?
    The swift action spell Distract Assailant will allow you to deliver your sneak attack damage wwhen you can't get suprise or a flank. A Blurstrike weapon will do the same.

    TWF will get you more damage also when using your sneak attack.

    Power Attack and the spell Wraithstrike - which you'll acquire next level - will allow you to do your BAB x 2 as extra damage if you 2h your rapier (not a very nice image though).

    At higher levels, the Arcane Strike feat will help, but that's a ways off.



    For an ECL 7 character though you're hampered by your choices - none of your primary abilities (spells, sneak attack) are up to scratch, and your LA makes this MUCH worse. Do you have the opportunity to rebuild your character at all? If so then Rogue 2 / Swashbuckler 3 / Assassin X would be good, or for the wizard route - hampered by your LA I'm afraid - Wizard 5.

    Quote Originally Posted by Toxic_Avenger View Post
    Trust me, Ikkitosen knows what he's talking about.

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    Quote Originally Posted by Damionte View Post
    In this first one you've got some weird contradictory feats in place. For instance you're taking weapon focus, but you're also taking power attack. The two feats cancel each other out. You can't use Power Attack with light weapons. And you can't use Weapon Finesses on non light weapons.

    Also are you taking improved initiative to qualify for a prestige class? If not it's a wasted feat. You're a high dex character you don’t have to worry about going first. You want to get shots off early in the round, take combat Reflexes instead.

    Lastly on all of these fighter/Monk builds take two levels of Monk before fighter. You'll pick up another bonus monk feat as well as Deflect arrows. (If you're using the 3.0 Monk. If you're using the 3.5 monk you'll get a bonus monk feat and Evasion @ lvl 2.
    As Ikkitosen said the Elven Courtblade is a finessable TH-weapon and it even has added in its description that it works with Power attack
    Okay I'll cross out the initiative and leaves me with 2 unused feats. Whet could I take there?

    The 2 monk levels might be a good idea. I'll see about that.

    @The Mormegil
    I will check the Corellon's champion. Since as already mentioned i have more feats available than i can assign.


    EDIT
    I noticed that the Deflect Arrows feat requires me to have a free hand. If im holding a two handed weapon, do i have to constantly hold it woth both hands or only for attacking (so i could actually use deflect arrows while holding the courtblade)?
    Last edited by Threeshades; 2007-08-31 at 10:46 AM.

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    Quote Originally Posted by Mithhuan View Post
    I'm currently playing a Drow Rogue 3/ Wizard 2 in a Forgotten Realms Campaign. Stats: S11, D20, C12, I17, W11, Ch11. Feats: Blind Fighting and Weapon Finesse. Weapons: +1 Rapier and Light Crossbow. Books: Have access to all but Eberron.
    Here's the Question: How can I increase my melee damage?
    @Ikkitosen: rapier cannot be 2-handed.

    Anyway, I'd use some kind of ability stack: Swashbuckler 3 gives Int on damage, but it's way too long to wait.
    So I'll use ToB. Swordsage level 1 to gain some good manoeuvres (since you have 5 non MA levels, you start with Initiator Level 3. That means you could get: Burning Blade, Flashing Sun, Cloak of Deception, Counter Charge, Baffling Defense, Drain Vitality; grab Island of Blades and take the Shadow Blade feat. In one level you gain: Dexterity bonus and sneak attack bonus on damages, three good boosts, two great counters and a nifty strike, +1 on attack rolls and initiative. Definitly good-looking...! Another level could get Wis [hence +0, but the Carmedine Monk feat allows to take it to Int] to AC and a new manoeuvre. If you delay it to level 7 [-20% XP penalty OUCH!] and take a level of wizard before it, you could get a 3rd level manoeuvre [NOT Insightful Strike: Mind Over Body is definitly better. Remember: first to live, then to make sure others don't] AND a stance [Assassin's Stance? Yes, please.]).

    Ultimately: three levels to gain
    -2nd level spells (and therefore Wraithstrike and Alter Self and Bull's Strength and Cat's Grace etc. etc. etc.)
    -Dexterity on damages
    -+2d6 sneak attack
    -nifty manoeuvres, some of which greatly increase damage potential
    -Weapon Focus
    -Initiative +1
    -Wis to AC (ECL 9 Carmedine Monk switches to Int)

    I'd go this route, but you're free to consider every other possibility if you don't want to lose some XPs.
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    Quote Originally Posted by Threeshades View Post
    As Ikkitosen said the Elven Courtblade is a finessable TH-weapon and it even has added in its description that it works with Power attack
    Okay I'll cross out the initiative and leaves me with 2 unused feats. Whet could I take there?

    The 2 monk levels might be a good idea. I'll see about that.

    @The Mormegil
    I will check the Corellon's champion. Since as already mentioned i have more feats available than i can assign.


    EDIT
    I noticed that the Deflect Arrows feat requires me to have a free hand. If im holding a two handed weapon, do i have to constantly hold it woth both hands or only for attacking (so i could actually use deflect arrows while holding the courtblade)?

    Ooops I mistyped. Apparantly I said weapon focus when I meant weapon finesse, but you seemed to understand what I meant so no harf no foul.

    Removing your hand from your weapon or switching hands is kinda a free action i believe. Or it's a swift I can't remember. You'd have to ask your GM which he'd prefer. Personnally I'd allow you to remove a hand from your weapon in between turns so you could use deflect arrows, but I wouldn't let you take attacks of opportunity with your courtblade while you were holding it one handed.

    Granted you could still take attacks of opportunity with your kicks (unarmed strike) since you have improved unarmed strike even if you had both hands on the weapon. So I'd say yes you could take a hand away in between rounds and still take attacks of opportunity in that manner. Though if someone interupted your turn with a held action while you were in mid fight with your blade I'd say no you couldn't take your hand away in time.

    From what i understand there are no hard and fast rules on that particular subject, you guys may have to house rule something. check the FAQ on the wizards site.
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    To Ikkitosen and The Mormegil thanks!!
    I will defiantly look into sword sage. Unfortunately, I'm not able to rebuild the character. I was originally going with a straight rogue with maybe some assassin. But then our only arcane caster was killed and I had to take up the slack.

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    Default Re: Character Builder Thread

    I've taken a closer look at the Champion of Corellon and i came to the decision that it's better to work out with going without championship. I also made some adjustments on the abilities:

    {table]Ability|Score|Points|Race Adjust.|Final score|modifier

    STR|14|6|-|14|+2

    DEX|16|10|+2|18|+4

    CON|10|2|-2|8|-1

    INT|10|2|-|10|+0

    WIS|16|10|-|16|+3

    CHA|10|2|-|10|+0[/table]

    As for the level progression:
    1. Monk 1 / Bonus feat: Mobility / Feat: Dodge
    2. Fighter 1 / Bonus feat: Exotic Weapon Proficiency (Elven Courtblade)
    3. Fighter 2 / Bonus feat: Weapon Finesse / Feat: Weapon Focus (Elven Courtblade)
    4. Fighter 3 / +1 DEX
    5. Fighter 4 / Bonus feat: Weapon Specialization (Elven Courtblade)
    6. Fighter 5 / Feat: Power Attack
    7. Fighter 6 / Bonus feat: Cleave
    8. Fighter 7 / +1 DEX
    9. Fighter 8 / Bonus feat: Melee Weapon Mastery (Slashing) / Feat: Improved Critical


    This gives me a total attack bonus (using the courtblade) of 16 a damage total of d10+7 and a threat range of 15-20. And my AC without any gimmicks is 18

    As a champion of corellon I'd have to use at least 3 more points on INT and the only place to take that from would be WIS so i had an AC of only 17, my total attackbonus would be 13, at best 14 (since i'd have to leave out the focus tree mostly) a damage total of d10+3 (+8 when i reach 10th level) and a threat range of 18-20 (standard for courtblades). Okay in return i would get something as nifty as whirlwind attack but that feat is kind of dependent on the number of enemies youre fighting (if you're up against a single powerful enemy it's kind of useless)

    Oh yes and with the fighter line i can go for some very neat stuff around the higher levels such as slashing flurry (which is useful against both powerful and numerous enemies) and weapon supremacy
    Last edited by Threeshades; 2007-09-01 at 04:06 AM.

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    Default Re: Character Builder Thread

    Taking advantage of epic rolls, I'm throwing together a Gestalt Paladin/Warmage

    Rolls: 18, 17, 17, 15, 14, 13

    I'm of two minds about stat arrangements: (Str-Dex-Con-Int-Wis-Cha)
    18, 13, 17, 15, 14, 17
    or
    15, 13, 17, 17, 14, 18

    If I can persuade DM to use the reduce LA rule from Unearthed Arcana, Here are the proposal for an Aasimar PalMage:
    18, 14, 17, 15, 15, 19
    or
    15, 14, 17, 17, 15, 20

    So my questions are:
    1. Which stat arrangement should I pick? Would you arrange them differently?
    2. What feats should I pick up?
    3. Which spells should I learn?
    4. Should I dump every ability raise into Charisma?
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    Default Re: Character Builder Thread

    I'd put the 18 in your intelligence, and the 17's in your char and Strength.

    The Warmage get's bonus damage based off of Inteligince. But since you don't get retro skill points for raising your intelligence later you want to put your best even number stat there and leave it alone.

    Str and Char can both get bonuses when you pump them up later as you level. so put them both at 17 and then bump them up at 4th and 8th as you need to.

    As for the rest of your stats it doesn't matter. They're all good. Plan it out so your stat increases even out the odd stats at later levels.

    Try this array.

    17, 15, 14, 18, 13, 17

    The Warmage and Palladin both get good will saves so you're fine there. The palladin also get's a good Fort save so once again you're fine. Neither get good Ref. Also the Warmage has a lot of range touch spells and it will limit you to lighter armor so the extra dex will help out in more places.

    Use your stat increases to bump up Dex/Char/Str/Wis/Whatever for the last one. That way they'll all even out. Find items to bump up your charusma more.

    Take advantage of your multiple stat goodness by Gishing the build.
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    Default Re: Character Builder Thread

    Thanks for the advice. I have some follow-up questions:

    1. What does "gish" mean?
    2. Wouldn't it be better to pump everything into charisma, boosting Save DCs, Lay on Hands and Divine Grace?
    3. What Spells and Feats should I learn. I'm leaning towards Improved Edge to increase damage, but am open to suggestions.
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    Quote Originally Posted by The Mormegil View Post
    @Ikkitosen: rapier cannot be 2-handed.
    Hrmm, there's a technicality here that I personally wouldn't explot, but technically a rapier cannot be wielded 2-handed in order to get 1.5 times str to damage. It says nothing about 2:1 power attacking.

    I do not endorse this argument, I only state it as fact.

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    Quote Originally Posted by RMS Oceanic View Post
    Thanks for the advice. I have some follow-up questions:

    1. What does "gish" mean?
    2. Wouldn't it be better to pump everything into charisma, boosting Save DCs, Lay on Hands and Divine Grace?
    3. What Spells and Feats should I learn. I'm leaning towards Improved Edge to increase damage, but am open to suggestions.
    1) A "gish" is a warrior/magr. Someone who can fight and still cast spells.

    2) Pumping everythign into one stat is for when you didn't roll two 17's and an 18. You can't get much higher than you already have. +3 is good enough and you'll get the point back as you level and put a stat increase back into your strength and char.

    As a Palladin and Warmage you don't have many spells that rely on your opponent not making thier save. Save DC's don't scale that well with level. Not compared to folks ability to make thier saving throws which does scale with level.

    "Wait, ... ahh you meant your own saveing throws with Devine Grace. You haven't lowered your Char, not really. You've dropped your bonus by 1 point but you'll get it back later on when you level.

    3) Whatever you want to do. For a build liek this there's probably not a good "SHOULD" suggestion. Which do you want to concentrate on more, your warrior or caster sides? Are you trying to be a blaster who can fight in melee, or a Warrior who can toss out an occasional blast?

    As for warrior styles I would go with either a single one hand weapon style, or a large two handed weapon style of fighting. You'll need a hand free so you can cast, and two weapon fighting ro sword and board will mean you have to keep putting your weapon away, drop it, or take quick draw. Though for this kind of build quick draw isn't a bad idea.

    For a bit of stylisation try this. A two weapon fighting gish. :)

    Quick Draw
    Two Weapon Fighting
    Craft Wand
    Dual Wand Wielding / Twin Wand Wielding (Or whatever it's called, it's in complete arcane.)

    Quick draw will let you quickly switch between melee weapons and wands. One of those feats above let's you wield a wand as a light weapon in your off hand blowing charges as touch attacks or soemthign like that. I'm not in the modd to look it up right now so I'll let you do that. The other one let's you wield ((AND CAST FROM )) two wands at the same time.
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    I’m trying to build a powerful melee monster for a gestalt campaign. I have rolled the abilities with incredible luck, and I hope I could make an equal incredible character out of it. The final character level is 8.

    Books that can be used
    PHB 1&2, DMG 1&2, Unearthed Arcana, Complete Warrior, Champion, and Adventurer, Tome of Battle

    Race
    Human with “cultural bonus packet”; I got +1 to fortitude saves and Bastards swords as martial weapon)

    Class(es)
    I want to try something out of the tome of battle. And I have to take all three levels of human paragon. No “strong” caster classes like clerics or wizards; if it can do magic better than a ranger, I’m probably not allowed to play it.

    Ability Scores
    18, 18, 16, 14, 14, 11. Probably STR 18, but I’m not sure about the Rest.
    The Character also gets +2 bonus to one chosen ability score and a –2 penalty on one other ability score.

    Alignment
    NG or CG

    House Rules
    No multiclassing XP penalties, no favourite classes. Either a strong caster or a ToB class. If I want to, I could take Powerful Built instead of my normal Human Bonus (skills and extra feat), but I’m not sure if that is such a good idea.

    Concept
    The Character should be the protector of the somewhat weak group (no capable spellcasters or fighters). He should have enough Hitpoints to play the bodyguard and enough punch to hurt someone who hurts one of his friends. He should be a big and likeable giant, so he should be good in protecting the others.
    Since everyone else in the group seem to have some kind of pet I’d like a built without any animals, mounts, etc. It’s enough petting zoo as it is.
    Getting the bastard sword proficiency for free, I’d like to use a bastard sword. He doesn’t need to do anything else but hitting things with his sword, but he should be very good in it. The other characters are a Favoured Soul 8/Paladin5/Occult Slayer 3, a Specialist Wizard 8/Swashbuckler 8 and a Ranger 8/ Scout 8.

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    I've currently got a v3.5 level 2 (almost 3) Human, Chaotic Neutral Urban Ranger with stats of:

    Strength 14 (+2)
    Dexterity 16 (+3)
    Constitution 14 (+2)
    Intelligence 10 (+0)
    Wisdom 12 (+1)
    Charisma 12 (+1)

    Skill ranks in Climb, Hide, Jump, Knowledge (local), Move Silently, Sense Motive, Sense Motive, and Perform (dance). The ranks in dance are from when I thought I was going for levels in Shadow Dancer before Ir realized that it was more of a melee oriented class. Favored enemy is Constructs, and taken the archery track. Feats taken are Point Blank Shot and Precise Shot.

    Things are going well so far, but I think a prestige class could liven things up a bit. Arcane Archer is out because I'm not an Elf, and Assassin is out because I'm neutral. Shadow Dancer is too melee oriented and really not what I'm looking for.

    Any suggestions on how to advance this character? I'm really not sure where I'm going.

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