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  1. - Top - End - #841
    Halfling in the Playground
     
    SolithKnightGuy

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    Default Re: Character Builder Thread

    Probably bending the rules a teensy bit; this is a powerful antagonist NPC instead of a PC... but, he'll be getting a fair amount of screen time over the next few sessions, so he needs some extra work... and I plan to keep him around in my character vault for a theoretical high-level game that may or may not happen, some day.

    1. Which of the above are you asking for? I am asking for a character built from scratch to a certain level... sort of. As DM, I'm designing a single, powerful NPC to challenge the party, and prove antagonist for a short sequence, currently planned to be used twice. Ideal CR 11-12, so 9-10 class levels.

    2. In your request specify whether you have requirements, preferences, or no limits on the following:
    a. Books: Pretty much anything. I have access to dozens of books, but, for sake of simplicity... Any Complete, Compendium, Races of, and, obviously, the Tome of Magic. PHB 2, DMG 2, and most other 'common' books are in.

    b. Race: Karsite, from Tome of Magic, +1 LA/CR, as well as a homebrew template, +1 CR, which adds 5 Natural armor, and 10/bludgeoning DR, but reduces move speed to 20' and reduces Dex by 2.

    c. Class: Binder preferred, other classes allowed if needed.

    d. Ability Scores: 28 point buy to play with. Prefer him to be tough but not agile, so final Con needs to be higher than final Dex, and high Cha is recommended, but all other stats are flexible.

    e. Alignment: Neutral Evil.

    f. House Rules: Special template added, to help define the concept. Feel free to tack on an extra feat or two, this guy's going to have the odds stacked against him. Also, he wears no armor/clothing, so nothing in the torso, armor, or cloak item locations. Items should be applied generously... feel free to go up to PC standard wealth, instead of NPC. Their rewards have been light, lately, and they need some good treasure.

    g. Concept: I'm basing this character off one of the antagonists from Knights of the Old Republic 2, Darth Sion. For reference, he's, essentially, a walking corpse, so heavily scarred it's amazing he can even still move (reflected in the template above). He's a slow, walking tank, nearly indestructible, persevering through cool, calm force of will, unlike a frenzied berserker. In fact, the final build's HP may be arbitrarily bumped upwards, to reflect his tough nature. The choice of binder is for creepiness factor, as I allow the vestiges to take him over... he revels in their presence, only furthering his inhuman appearance.

    h. Other: This is a very combat heavy group, this will probably be their one big encounter for the day, so I'm planning on them going nova on him. I, essentially, want them to unload everything... and just have him laugh it off. This is planned to be a very atmospheric encounter, to leave a chill down their spine... so he needs to be able to, at the least, frighten the players, as well as their characters.

  2. - Top - End - #842
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    MonkGuy

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    Default Re: Character Builder Thread

    Jeremiahh...

    If you have access to the monster manual 3, check out the death knight template. +5 level adjustment for some sick things that make any creature into a walking undead tank.

    To list some immunities...

    cold, electricity, polymorph, turning, crits, fort save causing effects, energy/ability drain, etc...

    +5 nat armor, damage reduction, spell resistance

    and some more cool abilities. Replaces all hit dice with d12 and removes con score, but if you want to arbitrarily up his toughness you can still do that of course.

    As far as classes, I'm not familiar with Binder, but Dread Necromancer from heroes of horror may be something you want to look at.

  3. - Top - End - #843
    Halfling in the Playground
     
    SolithKnightGuy

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    Default Re: Character Builder Thread

    That.... that is *exactly* what I needed, for replacing the template. Just remove some of the abilities that don't work, and drop the CR adjustment to +2, not +3... perfect.

    BTW, it was in the MM2, not 3. =)

    I'll take a look at the Dread Necro... I just want something that has... 'odd' abilities, to throw my meta-gamey players off balance.

  4. - Top - End - #844
    Orc in the Playground
     
    RedWizardGuy

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    Default Re: Character Builder Thread

    I have a human rogue character who's specialised for skills, not combat. When he reaches 6th level I'd like to give him a 4th level cohort as a bodyguard. The details are:
    1) I'd like a build from scratch to ECL 4.
    2a) I'd like this built with just the core rules, and specifically without traits or flaws.
    b) Any core race is fine, as long as the character ends up ECL 4.
    c) Likewise any core class is fine, including core prestige classes.
    d) I'd like this character generated with 28 point buy.
    e) The alignment can be any Lawful.
    f) No house rules.
    g) My rogue character spends a lot of time burglarizing, spying on, infiltrating or just barging into various organisations filled with ill-tempered armed NPCs. I'd like a character that can rapidly detect threats to his safety and protect him, while not slowing him down or making him too conspicuous. There's an obvious problem with a level 4 character protecting a level 6, but since he has Strength and Constitution 8 every little bit helps. Any suggestions?

  5. - Top - End - #845
    Bugbear in the Playground
     
    Rad's Avatar

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    smile Re: Character Builder Thread

    Quote Originally Posted by gareth View Post
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    I have a human rogue character who's specialised for skills, not combat. When he reaches 6th level I'd like to give him a 4th level cohort as a bodyguard. The details are:
    1) I'd like a build from scratch to ECL 4.
    2a) I'd like this built with just the core rules, and specifically without traits or flaws.
    b) Any core race is fine, as long as the character ends up ECL 4.
    c) Likewise any core class is fine, including core prestige classes.
    d) I'd like this character generated with 28 point buy.
    e) The alignment can be any Lawful.
    f) No house rules.
    g) My rogue character spends a lot of time burglarizing, spying on, infiltrating or just barging into various organisations filled with ill-tempered armed NPCs. I'd like a character that can rapidly detect threats to his safety and protect him, while not slowing him down or making him too conspicuous. There's an obvious problem with a level 4 character protecting a level 6, but since he has Strength and Constitution 8 every little bit helps. Any suggestions?
    It looks like you'd need a battlefield controller to really be able to protect you. Barring spell use (cohort spellcasters are a bookkeeping nightmare) and the Knight class (PHBII) a fighter with a spiked chain and improved trip could do. You need him to be stealthy too; so that means high Dex (good for Combat Reflexes as well) and light armor. Int is needed for Improved Trip and that gives you more skills as well.

    A non-optimized build could be:
    Abilities: Str 10 Dex 18 (base 17; +1 at 4th lvl.) Con 10 Int 14 Wis 10 Cha 8
    Race and Classes: Human Ranger 1/Fighter 2/Ranger +1
    Feats: Exotic Weapon Proficiency [Spiked Chain](Human); Combat Reflexes (lvl 1); Track (Ranger 1); Weapon Finesse (fighter 1); Combat Expertise (lvl 3); Improved Trip (Fighter 2); Rapid Shot (Ranger 2).
    Favored Enemies: it looks like you're going to mainly encounter humans, so Humans.
    Skills:
    Spot & Listen: +5 (5 Ranger ranks)
    Search +7 (5 Ranger ranks; +2 Int)
    Hide & Move Silently +10 (6 Ranger ranks; 1 Fighter Rank; +4 Dex -1 Masterwork Chain Shirt)
    Knowledge [Geography]: +9 (5 Ranger ranks; 2 Fighter ranks; +2 Int)
    Survival: +7 (6 Ranger ranks; 1 Fighter rank)
    Tumble: +10 (7 Ranger ranks; +4 Dex; -1 armor)

    Tumble is useful to move around in combat and put himself between you and the enemies. Knowledge is to qualify for Horizon Walker at level 6. Stealth skills are prioritized over perceptions because messing with those is bad for you if he's with you. Survival is there because tracking is something you can't do. Search is a reliable +2 for you when he aids your rolls.

    Progression: Take one more Ranger level and then get into Horizon Walker. You do not have wisdom for the spells and the animal companion is not effective anyway.

    NOTE: Most players seem to prefer humans but this guy could be an elf. You need to drop some skills (maybe search) and possibly drop Int to 13 to get 11 Con after the racial modifier, which means you have to drop skill ranks again.
    Take Improved Trip at 6th level.

    Get him a masterwork chain shirt and a Spiked Chain. Remember that he can also use a wand of CLW too (as a DM I wouldn't approve him regularly using his wand to heal you, but you can always get one yourself and have him use that on you).

    NOTE: I picked Ranger for the skills he seemed to need. Barbarian would have been perfect too, but it can't be Lawful then. Rogue could do as well, but it's maybe too squishy and the skills seem enough as they are. Horizon Walker gives you more bonuses to your useful skills too.

    Feedback is welcome
    Last edited by Rad; 2008-02-27 at 07:09 AM.
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  6. - Top - End - #846
    Orc in the Playground
     
    RedWizardGuy

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    Default Re: Character Builder Thread

    Thanks for the build. It was a fairly difficult request and I thought a bodyguard might not even be possible, but what you've got looks good. A few things I left out of the first post:
    I'm playing in a urban setting, so perhaps I'd use the Urban Ranger variant instead of the standard. Horizon Walker may not be as useful.
    I can use the variant rules from the SRD, except traits and flaws. Is there anything there that would help me?

  7. - Top - End - #847
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    RogueGuy

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    Default Re: Character Builder Thread

    Ok, so I've been slightly fascinated with the whole pen and paper concept for a while, although my previous experience with it is at about zero (although I've played computer rpg's, and, for what it's worth, warhammer tabletop games, and feel like I have a pretty good idea about the concept without ever having read any actual rules.) I've ordered the three core books (might be off about the core part, but it's the PhB, MM and DMG), nothing fancy as of yet, but I was thinking about starting a rogue and finding some online game to participate in once I've gotten the basics down. Thus, it's fairly obvious to me that the endless horn of knowledge that is GitP-forums seems like a good place to ask for use- and helpful advice on how to get things going. Behold:

    1. As of now, I'd just require a level 1 character from scratch
    2a. PhB and DMG (+MM)
    2b. Human
    2c. Rogue
    2d. Ability Scores (I seem to be at a loss here, from what I could gather these are the stats, but I would assume you only get a fixed amount of those at level one?)
    2e. Thinking of going chaotic good for background purposes.
    2g. Tossing you some keywords from the background here: cautious (duh?), vigilante, emotionally lacking, moral
    2h. As a total, I'd like a character that's composed and focused, with skills more bent on spotting, listening and prowling around than brute strenght, charisma or constitution. I've seen dexterity, wisdom and intelligence as the strong points of the character, although this may all be obvious when playing a rogue, so forgive me if it's all excess information.

    Thank you.
    (Woo, first post )

  8. - Top - End - #848
    Bugbear in the Playground
     
    Rad's Avatar

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    Default Re: Character Builder Thread

    Quote Originally Posted by gareth View Post
    Thanks for the build. It was a fairly difficult request and I thought a bodyguard might not even be possible, but what you've got looks good. A few things I left out of the first post:
    I'm playing in a urban setting, so perhaps I'd use the Urban Ranger variant instead of the standard. Horizon Walker may not be as useful.
    I can use the variant rules from the SRD, except traits and flaws. Is there anything there that would help me?
    Urban Ranger is cool; you have a problem with the spells if you do not PrC out though.
    As things are, you have Wis 10 so you cannot get any; you could move some points around to get them, but then you'd have to take care of them.
    If you are evil, and do not mind spells Assasin could be a good option. The spells are relevant but are keyed off Int, which you already have (you need that for Improved Trip)
    Horizon walker, while not too consistent with the fluff, is still a valid way to get something in place of your spells. The planar terrains are good and the skill bonuses are still useful to you.

    EDIT: Shadowdancer could also be good. Consider taking two more fighter levels to reach the feat requirements by level 6. (Dodge as 6th level and Mobility as Fighter 4) Then take Ranger 3 at level 7 to get the skills.
    Last edited by Rad; 2008-02-28 at 03:47 PM.
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  9. - Top - End - #849
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    RedWizardGuy

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    Default Re: Character Builder Thread

    It would be nicely ironic to have an assassin acting as a bodyguard. I'll give it some thought.

  10. - Top - End - #850
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    SamTheCleric's Avatar

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    Default Re: Character Builder Thread

    I'd like an 11th level Archer

    Books: Core + All Complete and All Races books (No Campaign specific books, no psionics).

    Race: I'd prefer no LA for my race, but I'll keep an open mind.

    Class: Prefer to -not- be scout/skirmish based, if possible.

    Point buy: 32

    House Rules: No Flaws. Max HP at 1st, 1/2 +1 subsequent levels.
    Last edited by SamTheCleric; 2008-03-01 at 06:52 PM.

  11. - Top - End - #851
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    Iku Rex's Avatar

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    Default Re: Character Builder Thread

    Quote Originally Posted by SamTheCleric View Post
    Books: Core + All Complete and All Races books (No Campaign specific books, no psionics).
    Magic Item Compendium? Spell Compendium? PHBII?

    (Some people have a strange definition of "Core".)

    How do you feel about spellcasters?
    Last edited by Iku Rex; 2008-03-02 at 05:30 AM.

  12. - Top - End - #852
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    Athaniar's Avatar

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    Default Re: Character Builder Thread

    I have a character I would very much want some kind soul (corrupted souls are fine too) with a better mechanics sense than me to stat out.

    This is a level one character designed to start play with.

    Books: Any, just specify if you use any non-SRD material.

    Race: Half-Orc

    Class: Here's the interesting part: Barbarian, with variant rules Eagle Totem, "Hunting Barbarian", and Favored Environment. I call this the Hunter.

    Ability Scores: 32 point buy. All physical abilities (Str, Dex, Con) are important. Wis is somewhat important, I think. Int and Cha can, and should, unless you can come up with a reason why not, be dump stats, especially Cha.

    Alignment: CN

    House Rules: No

    Concept: A ranger-like guy from a barbarian tribe, as the class suggests. Alone in the wilderness, with only his weapons as friends. Until he inevitably joins an adventuring party, that is.

    Other: I came up with this idea while experimenting with the variant classes in the SRD. Please provide feedback.

  13. - Top - End - #853
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    SamTheCleric's Avatar

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    Default Re: Character Builder Thread

    Quote Originally Posted by Iku Rex View Post
    Magic Item Compendium? Spell Compendium? PHBII?

    (Some people have a strange definition of "Core".)

    How do you feel about spellcasters?
    Doh.. yes the MIC, SpC and PHB2 are in there... I forgot about them.

    I'm ok with spellcasters, so long as the main focus is an archer... not a wizard with a bow. :)

  14. - Top - End - #854
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    DruidGuy

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    Default Re: Character Builder Thread

    Quote Originally Posted by SamTheCleric View Post
    I'd like an 11th level Archer

    Books: Core + All Complete and All Races books (No Campaign specific books, no psionics).

    Race: I'd prefer no LA for my race, but I'll keep an open mind.

    Class: Prefer to -not- be scout/skirmish based, if possible.

    Point buy: 32

    House Rules: No Flaws. Max HP at 1st, 1/2 +1 subsequent levels.
    Hi

    First I'd like to ask just what your definition of Archer is. Personally I like Warlocks (Complete Arcane).
    For: Lots abilities, Lots damage
    Against: Only one attack/round.

    Here goes.....

    Elf Warlock lvl 11. CN Follower of Correllon

    St 12 De 22 Co 14 In 12 Wi 10 Ch 16

    (stat bumps to dex, includes Ioun Stone for Dex+2, Amulet for Con+2, Cloak Cha+2)

    HP 68 AC 24 (Touch 18, FF 18 AC 29 vs Ranged. AC 23 vs Ranged Touch, etc)

    Feats:
    1) Point Blank Shot
    3) Spell Penetration
    6) True Believer
    9) Precise Shot

    Class Abilities:

    Detect Magic at will
    DR 3/Cold Iron
    Resist NRG 10 (2 types)
    Take 10 on UMD even under stress
    Eldritch Blast 6D6

    Invocations:
    Devil's Sight (Darkvision & see in magial darkness. Can last 24 hrs)
    See Unseen (See Invisibility. Can last 24hrs)
    Eldritch Spear (120' eldritch blast)
    Brimstone Blast (Fire attack - target can catch fire for 2D6 damage/rnd)
    Flee the scene (Short range Dim Door & leaves behind Major Image of you)
    Walk Unseen (As Invisibility, but can last 24 hrs)
    Vitriolic Blast (Acid damage - NO SR!!! Target takes 2D6 acid damage/rnd)

    All these are at will, so no ammunition cost!

    BAB +8/+3
    Base Saves F3/R3/W7 (Need to add stat & resistance bonuses)

    Magic Items: (66,000 GP to spend)

    From Master Item Compendium
    Millenium Chainmail +1 (Can use Relic power of Fast Heal 3)
    Healing Belt (3 charges/day for up to 6D6 healing)
    Ring of Darkhidden (Remain unseen to Darkvision)
    Crystal of Arrow Deflection, Lssr. (+5 unspecified bonus to AC vs ranged attacks)
    Wraith's Woe - complete set. (Masses of bonuses vs undead/incorporeal targets, etc. Can also heal stat dam/drain)

    From DMG
    Ioun Stone Dex+2
    Amulet health+2
    Cloak Charisma +2
    Vest Resistance +2

    Still has few thousand GP to spend!

    Makes for a lot of sniping damage in single hits, but no Many Shot. Vitriolic Spear ignores SR & does continuous damage. Can go Invis at will, has Darkvision but unseen by Darkvision, effectively invis to Undead, etc. Can heal self & others, best UMD in game. Brilliant vs Undead, as long as there's no light source near.

    Think I'll keep this one myself.

    Cheers
    Paul H
    PS Can craft magic items next level. Only the Item Creation Feats needed plus skill check. No spells required!
    Last edited by Paul H; 2008-03-02 at 09:40 PM.

  15. - Top - End - #855
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    SamTheCleric's Avatar

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    Default Re: Character Builder Thread

    While that is fantastic artillery... and I'd play that in a heartbeat if we didnt already have a similar warlock in the party... I more meant a Bow-user... :)

    Thanks for the build though

  16. - Top - End - #856
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    Iku Rex's Avatar

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    Default Re: Character Builder Thread

    Quote Originally Posted by SamTheCleric View Post
    I'd like an 11th level Archer
    Wood Elf Ranger 5/Fighter 4/Wildrunner (RotW) 2

    Champion of the Wild, Spiritual Connection and Spiritual Guide ranger ACFs from CCha.

    32 pb
    Str 14 6
    Dex 16 10
    Con 16 10
    Int 12 4
    Wis 8 0
    Cha 10 2

    +2 Str levels
    +2 Dex +2 Str, -2 Con, -2 Int Wood Elf
    +2 Str, +2 Dex, +2 Con Items

    +2 Str, +6 Dex when using primal scream


    1 Ranger 1 Point Blank Shot, Track
    2 Fighter 1 Precise Shot
    3 Ranger 2 Rapid Shot, True Believer (MIC, Corellon Larethian)
    4 Fighter 2 Weapon Focus: Longbow
    5 Ranger 3 Endurance
    6 Fighter 3 Manyshot
    7 Ranger 4 Improved Rapid Shot (CWar)
    8 Ranger 5
    9 Fighter 4 Weapon Specialization, Ranged Weapon Mastery (PHBII)
    10 Wildrunner 1
    11 Wildrunner 1


    Equipment (66000 gp):
    9400 Bow of the Wintermoon (MIC 48) w/ Shock
    3000 Lesser Crystal of Cold Energy Assault (MIC 64)
    8500 Millennial Chainmail (MIC 20)
    9000 Vest of Resistance +3
    2000 Rod of Viscid Globs (MIC 176)
    8000 Belt of Strength +2 and Con +2 (MIC 234)
    1800 Quiver of Ehlonna
    16000 Boots of Speed and +2 Dex (MIC 234)
    2500 Goggles of Foefinding (MIC 108)
    3400 Scout's Headband (MIC 132)

    63600 Total
    2400 Left


    Description:
    It's a basic archer. Good attack bonus, decent damage and some skills (max survival) and abilities thrown in to make it more interesting out of combat. I'd ask the DM to change the primal scream fluff to something more fitting, like a "focusing breath", but the screaming archer has a certain charm to it as well.

    His AC is crap. Basic AC-boosters are usually plentiful on dead NCPs, so I've focused on less common items. Stay out of melee unless/until you improve the armor and get some deflection, natural armor, insight and shield bonuses. You may want to do something about his abysmal Will save as well.


    Other archer builds:

    The cleric archer is probably the best choice if you just want "power". Good buffs and the Holy Warrior (CCha) feat ensures plenty of damage. Divine Might (CWar) is also an option with good Cha. War and Elf (SC) domains.

    A Fighter 4/Wizard 2/Abjurant Champion 5 (spellsword next) gets you both fighter feats, high BAB and basic arcane buffs. Nifty.
    Last edited by Iku Rex; 2008-03-03 at 07:35 AM. Reason: errata

  17. - Top - End - #857
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    Default Re: Character Builder Thread

    Wow, I completely overlooked going for Wildrunner. I may spend some time looking up all those nifty items and abilities... you may have won the no-prize.

    Thanks!

  18. - Top - End - #858
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    Default Re: Character Builder Thread

    OK, need a little help. I have a 7th level warlock that is mostly complete, but wanted opinons and suggestions. I've hit a mentla roadblack on how to finish.

    Am thinking long range sniper, basically he is afraid of close combat and has no intention of ever entering melee if he can avoid it.

    http://www.myth-weavers.com/sheets/view.php?id=44302

    What should I do for feats, especially at third level? What magic items should I get (am allowed half price wands for half cost)? Other suggestions?

    Only get 14250 gp to start, consider all books as available.
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  19. - Top - End - #859
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    Default Re: Character Builder Thread

    I'm looking for the toughest martial character out there. He needs to able to dish out big hits, and be as effective as the minimum a martial character is expected, but emphasis is on being really, really hard to kill. This means he must have great HP and saves, as well as a good AC.

    Requested level(s): I'd like models at 8, 14, and 20 (level 8 holds priority).
    Races: Any core
    Attributes: 30pt buy
    Classes: Anything, so long as the character does not obtain spellcasting.
    Items: Don't worry about fancy equipment - just what is absolutely necessary to make the character tough.

  20. - Top - End - #860
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    Rad's Avatar

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    Default Re: Character Builder Thread

    Quote Originally Posted by Meat Shield View Post
    OK, need a little help. I have a 7th level warlock that is mostly complete, but wanted opinons and suggestions. I've hit a mentla roadblack on how to finish.

    Am thinking long range sniper, basically he is afraid of close combat and has no intention of ever entering melee if he can avoid it.

    http://www.myth-weavers.com/sheets/view.php?id=44302

    What should I do for feats, especially at third level? What magic items should I get (am allowed half price wands for half cost)? Other suggestions?

    Only get 14250 gp to start, consider all books as available.
    First things that came to my mind are:

    IF the campaign makes it worthwhile, Craft Wondrous Items could be what you are looking for. You'll never stop using that.
    IF you are getting some eldritch blast invocation you could consider Ability Focus [Eld. Blast].
    Knowledge, logic, reason, and common sense serve better than a dozen rule books.
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  21. - Top - End - #861
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    Chimera

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    Default Re: Character Builder Thread

    Quote Originally Posted by Deepblue706 View Post
    I'm looking for the toughest martial character out there. He needs to able to dish out big hits, and be as effective as the minimum a martial character is expected, but emphasis is on being really, really hard to kill. This means he must have great HP and saves, as well as a good AC.

    Requested level(s): I'd like models at 8, 14, and 20 (level 8 holds priority).
    Races: Any core
    Attributes: 30pt buy
    Classes: Anything, so long as the character does not obtain spellcasting.
    Items: Don't worry about fancy equipment - just what is absolutely necessary to make the character tough.
    If you are willing to be a little gracious with alignment restrictions, i have a GREAT build for a spike chain fighter (with the term fighter defined loosely).

    it basically involves multiclassing through fighter, monk (for saves, improved grapple (for free), monk damage, and combat reflexes (for free)), and barbarian. once your around level six you go into prestiege classes. here your looking at exotic weapon master, pious templar, and occult slayer.

    this is a character that i actually built up myself, and he is pretty darn resilliant even at low levels. he can dish out the hits due to nice chain damage as well as power attack, and the barbarian levels allow him the extra hp (as well as rage) needed to survive.

    if you want more specifics, just return the post. i don't really have time to list the build level by level right now, but if your really interested, i will go through the effort for you.

    "the only thing keeping the fact that that character has six different classes and no stable alignment tied down is the fact that he REALLY loves that spiked chain!"

    please keep in mind that i never really built him up past lvl 13 or 14 or so. as that was the limits of the campaign at the time. but with the hardest levels of his career behind him it should not be hard to continue the build out to 20 (ill just let you take care of that part) probably involves finishing of pious templar. but thats all i have to say.

    let me know what you think, and good luck.
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  22. - Top - End - #862
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    Default Re: Character Builder Thread

    Quote Originally Posted by Rad View Post
    First things that came to my mind are:

    IF the campaign makes it worthwhile, Craft Wondrous Items could be what you are looking for. You'll never stop using that.
    IF you are getting some eldritch blast invocation you could consider Ability Focus [Eld. Blast].
    Can I make magic items? Didn't think a warlock could do that until 12th level with the Imbue Item ability

    Also, not planning on eldritch essences for a while, so save DCs are not a high priority for me yet. Good thought though.
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  23. - Top - End - #863
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    Quote Originally Posted by Meat Shield View Post
    Can I make magic items?
    You can provide the spells you need through UMD. IIRC you need to "produce" a spell for each day of work (so you need a corresponding number of scrolls/wand charges).

    EDIT: if you were to take that later, doing so at 3rd level will save you a high level feat for a low-level one so, by all means, do it.
    Last edited by Rad; 2008-03-06 at 12:13 PM.
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  24. - Top - End - #864
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    DruidGuy

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    Hi

    If you're looking for a good 'Tank' then Kensai (CW) is a good choice.

    As you gain levels you can spend XP to increase your primary weapon abilities. My Samurai5/Kensai6 has spent 1440 xp converting his master crafted Katana to a Katana+1/Holy/Corrosive/Ghost Touch/Sacred (Lots of Undead/Evil Outsiders in our home campaign).

    Level Eight

    Dwarf Samurai1/Ftr4/Kensai3

    St 16 De 12 Co 18 In 14 Wi 8 Ch 6 (Level stats to Str)

    Feats:
    1) Samurai: Combat Expertise/Wpn Prof Katana (class free ability)
    2) Fighter: Wpn Focus Katana
    3) Pwr Attack
    5) Wpn Spec Katana
    6) Cleave
    9) Imp Crit Katana

    Full Plate +1/Gtr Blurring (MIC)
    Crystal iron Warding Lssr (DR 3/-)
    Crystal Rest
    Lge Shield +1
    Crystal True Death Lssr (Ghost Touch +D6 vs Undead)
    Belt of Healing
    Torc of the Titans

    AC 23 (28 with Combat Expert.).
    Blurring (20% miss - comcealment)
    DR 3/- (until 30 points absorbed)
    HP 10+4D10+3D8+32
    +5 dam with Torc
    Cold Iron Katana (Convert xp to Katana+1/Holy)
    Poor AC balanced with DR & constant blurring

    Good to hit. Good dam. Can first aid self. Good vs Undead/Evil
    Can use concentration to boost Str by 8 (non specific bonus).

    At 11th lvl make Katana +2/ Holy/Transmuting (Overcomes any DR)
    Also take Full set of Wraith's Woe (total cost 24,000GP) for extra bonuses vs Undead. (includes synergy)

    Cheers
    Paul H

  25. - Top - End - #865
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: Character Builder Thread

    Hi

    The short version is my Dwarf Samurai 5/Kensai 6

    Full Plate +1/Gtr Blurring. Crystal DR3/-. Lge Steel Shield +2. Ring Deflect+2. Ring Darkhidden. Torc of Titans. Strong Arm Bracers.
    Katana+1/Holy/Corrosive/Sacred/Ghost Touch.

    Vs Evil: (with Str boost, taking full +5 AC from Combat Expert.).
    Attack +16/+11 Dam 2D8+2D6+11+Corrosive+Sacred+Fiendslayer crystal

    AC 31 Touch 18. Blurring. DR 3/- Invis to those depending on Darkvision.

    Cheers
    Paul H

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    Quote Originally Posted by quotemyname View Post
    If you are willing to be a little gracious with alignment restrictions, i have a GREAT build for a spike chain fighter (with the term fighter defined loosely).

    it basically involves multiclassing through fighter, monk (for saves, improved grapple (for free), monk damage, and combat reflexes (for free)), and barbarian. once your around level six you go into prestiege classes. here your looking at exotic weapon master, pious templar, and occult slayer.

    this is a character that i actually built up myself, and he is pretty darn resilliant even at low levels. he can dish out the hits due to nice chain damage as well as power attack, and the barbarian levels allow him the extra hp (as well as rage) needed to survive.

    if you want more specifics, just return the post. i don't really have time to list the build level by level right now, but if your really interested, i will go through the effort for you.

    "the only thing keeping the fact that that character has six different classes and no stable alignment tied down is the fact that he REALLY loves that spiked chain!"

    please keep in mind that i never really built him up past lvl 13 or 14 or so. as that was the limits of the campaign at the time. but with the hardest levels of his career behind him it should not be hard to continue the build out to 20 (ill just let you take care of that part) probably involves finishing of pious templar. but thats all i have to say.

    let me know what you think, and good luck.
    I do not mind multiclassing, nor do I care so much about alignments. All I want is a super-resilient warrior - however, I could do without the spiked chain. I understand its usefulness, I simply do not like the aesthetics. But, you don't have to worry adjusting the build if it's vital - I can do that myself, to the effect I feel necessary.

    I would appreciate anything you're willing to relay.

  27. - Top - End - #867
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    Quote Originally Posted by Paul H View Post
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    Hi

    If you're looking for a good 'Tank' then Kensai (CW) is a good choice.

    As you gain levels you can spend XP to increase your primary weapon abilities. My Samurai5/Kensai6 has spent 1440 xp converting his master crafted Katana to a Katana+1/Holy/Corrosive/Ghost Touch/Sacred (Lots of Undead/Evil Outsiders in our home campaign).

    Level Eight

    Dwarf Samurai1/Ftr4/Kensai3

    St 16 De 12 Co 18 In 14 Wi 8 Ch 6 (Level stats to Str)

    Feats:
    1) Samurai: Combat Expertise/Wpn Prof Katana (class free ability)
    2) Fighter: Wpn Focus Katana
    3) Pwr Attack
    5) Wpn Spec Katana
    6) Cleave
    9) Imp Crit Katana

    Full Plate +1/Gtr Blurring (MIC)
    Crystal iron Warding Lssr (DR 3/-)
    Crystal Rest
    Lge Shield +1
    Crystal True Death Lssr (Ghost Touch +D6 vs Undead)
    Belt of Healing
    Torc of the Titans

    AC 23 (28 with Combat Expert.).
    Blurring (20% miss - comcealment)
    DR 3/- (until 30 points absorbed)
    HP 10+4D10+3D8+32
    +5 dam with Torc
    Cold Iron Katana (Convert xp to Katana+1/Holy)
    Poor AC balanced with DR & constant blurring

    Good to hit. Good dam. Can first aid self. Good vs Undead/Evil
    Can use concentration to boost Str by 8 (non specific bonus).

    At 11th lvl make Katana +2/ Holy/Transmuting (Overcomes any DR)
    Also take Full set of Wraith's Woe (total cost 24,000GP) for extra bonuses vs Undead. (includes synergy)

    Cheers
    Paul H
    Besides the fact that Samurai is usually not worth it (though, admittedly, Samurai 1 is better than fighter 5) you are missing one of your bonus feats in this build.
    Cleave is also not that great at 6th level too.

    If you HAVE to do TWF, use your feats to get Travel Devotion (CChamp) so you can move and full attack for one encounter per day. It would only be balancing if your DM allowed you to use your kensai abilities on both pieces of your daisho as well.

    On the fighter bonus feats side, Improved Buckler Defence will do great things for your AC.

    I'd also look for something to replace weapon focus/weapon specialization. Since you already picked up Combat Expertise Improved Trip would be good for actually stopping people.

    On a more radical change, you could take Monk instead of Samurai. The bonus is that you empower ALL your natural attacks with your kensai abilities while with Samurai your off-hand weapon has to come from your cash.

    Those are all quite sub-optimal choices, mind.
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  28. - Top - End - #868
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    DruidGuy

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    Default Re: Character Builder Thread

    Hi

    Wasn't going TWF with that build - strictly sword & shield.
    Not sure about the 'missed' bonus feat - but you get wpn prof with bastard sword (katana) free with Samurai.

    Went Samurai because it's the quickest way to Kensai, along with Paladin & Hexblade. (Concentration, Diplomacy & Ride prereqs.). With strong arm bracers the base dam is 2D8 not D10. Gtr Blurring on Full Plate is a personal choice - could have had extra +2 AC instead. If I started at 11th lvl I would take Adamantine Full plate.

    Cheers
    Paul H

  29. - Top - End - #869
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    Chimera

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    Quote Originally Posted by Deepblue706 View Post
    I do not mind multiclassing, nor do I care so much about alignments. All I want is a super-resilient warrior - however, I could do without the spiked chain. I understand its usefulness, I simply do not like the aesthetics. But, you don't have to worry adjusting the build if it's vital - I can do that myself, to the effect I feel necessary.

    I would appreciate anything you're willing to relay.
    The spiked chain is essential to the build. it is the reason for classing the way the character does. it takes advantage of the extra AOO's from the combat reflexes (free monk feat) very well. but without it your not entirely crippled. Ascetics aside, the spiked chain is in all senses (including literally, and quite literally i might add) the BEST melee weapon in D&D 3.5e. besides, i think it would just plain look cool to be waving around ten feet of viciously spiked chain :)

    alright let me get that build copied down. i pretty much have it dialed in from lvl 1, so i know you asked for examples at various levels, but for this ill just give you the build order, it should be simple enough to see the results from there. ill also make a few notes afterward about reasons for feats and combat tactics and tricks.


    Race: Human; Starting alignment: LN; Deity Tsolorandril* (living greyhawk)

    LVL1 - FIGHTER - Exotic Weapon Proficiency (Spiked Chain); Weapon Focus (spiked chain); Power Attack (bonus feat)

    LVL2 - MONK - Improved Unarmed Strike (class feature); Improved Grapple(bonus feat)**;

    LVL3 - MONK - Combat Reflexes (bonus feat); Improved Toughness; evasion!!!! (class feature)

    LVL4 - BARBARIAN*** - STAT BUMP STR +1

    LVL5 - FIGHTER - Cleave (bonus feat)

    LVL6 - BARBARIAN - True Believer

    LVL7 - PIOUS TEMPLAR* -

    LVL8 - EXOTIC WEAPON MASTER - Flurry of Strikes (class ability); STAT BUMP STR +1

    LVL9 - PIOUS TEMPLAR - Extra Rage

    LVL10 - PIOUS TEMPLAR -

    LVL11 - PIOUS TEMPLAR - Improved initiative (bonus feat)

    LVL12**** - OCCULT SLAYER - (bonus feat) (stat bump)

    LVL13 - OCCULT SLAYER -

    LVL14 - FTR/BRB/PT -

    LVL15 - FTR/BRB/PT - (bonus feat if ftr 14&15) (feat)

    LVL16 - BRB/PT - (stat bump)
    *the deity tsolorandril is the only one i know of with a favored weapon spiked chain. he exists in living greyhawk, (although i am sure if this is not your campaign, you will be able to work with the dm and adapt him to your campain. most DMs are pretty approachable about these things. i know i am)

    **Improved Grapple - one of the most overlooked feats in the game in my opinion. in any case it is at least a hell of a lot better than the stunning fist alternative to monk, because pretty much ANYTHING you fight past level 5 or so will be able to make that save (especially if you have a low wisdom and this build does not need wisdom for very much). taking improved grapple will turn your character into pure unadulterated spellcaster hatred. more on tactics later.

    ***Barbarian class levels - taking barbarian will require you to go either chaotic or true neutral (i recommend the latter), thus becoming an ex-monk (monks are required to be lawful). as an ex-monk, you lose a few class features, but thats okay, you would not be using those anyway...you lose armor bonus, and fast movement i think, but you get the fast movement from barb lvl1, and if your wisdom is low, the armor bonus wont matter since you will probably be wearing armor anyhow.

    if you need to roleplay changing your alignment, you can always go with something along the lines of, "Well, i thought a life of devotion would lead me down the right path, but i feel that Tsoloradril desires a servant that is more fanatical."

    ****This is where the build gets a little fuzzy. ive never played the character up this high, (though i desperately want to). basically from here on out you have a decision to make with stat bumps. when i was playing my character, he never had a high enough wisdom to cast spells through the templar levels. being able to self heal/self buff is pretty nice, however, so if you choose to put some points into wisdom, now would be the time. (or you may already have done so at character creation. thing is i rolled a 28 point buy character, and didn't have the points to spare on wisdom so this is where i took care of that.) the alternative is putting more points into str for obvious reasons. the second decision you should make is about your feats. i have a few ideas about what to take during these levels, but i never put any of them into practice. all are good choices though, and you get an extra one if you decide to take those two ftr levels in there. all up to you though.

    FEAT IDEAS/REASONS:
    Improved Crit (why not?)

    Quick Draw(also MASSIVELY underestimated feat in my opinion)
    at high levels you run into things with DR. its a great feeling to be able to
    drop your current weapon and draw another as a free action that does not provoke just in case you need to bypass DR (and multiple types per battle)

    ELUSIVE TARGET - BROKEN!!! need i say more? (complete warrior)

    Improved Trip/Disarm. at high levels trip sometimes looses effectiveness, as dragons and big things don't go down too easily. and disarm is less effective if your fighting monsters and stuff that just use natural attacks, but both are worth it if you find yourself fighting things with two legs that are your size catagory that use manufactured weapons. (i.e. a final boss with class levels maybe?) if they are tripped and don't have tumble they are forced to receive one of your many AOO's getting up. if they are disarmed and want to retrieve their weapon, that also provokes. (and hey if they disarm you, you can always drop it and quick draw another one!) also, improved trip works really well in conjunction with elusive target.

    basically its all your choice on where to go with feats and stuff, from level 12 and up. but classwise, i would keep what i put down till at least 13 for that 2nd level of OS. the class abilities really help.

    -- end build notations --

    tactics/other comments:

    fighting groups of enemies:
    1. be on the front line. there is nothing like the feeling of being able to meet a charge of pretty much anything, blow all your AOO's for the round, and not take a single point of damage because the bastards tried to charge you. *power attack here, they take a -2AC for the charge*

    2. the above works really well if you can orchestrate your team to fall in behind you. when you are the only person the enemies CAN charge, you get to take full advantage of the extra AOO's.

    3. move into the fray: your barbarian and ftr levels give you plenty of HP to soak tons of damage. (especially if you rage, and you get three of those per day thanks to extra rage). if you plunge into a group of enemies, you can attack all of them at will with your chain, AND if they don't want to come at you and want to go after someone else, they are force to move around in your threatened squares. can you say AOO?

    4. if you have not picked up on it already, one of this build's priorities is taking full advantage of the extra AOO's from combat reflexes. they are easy to setup because you have reach. and reach is awesome.

    5. get buffed: buffs are awesome. period. if theres a spellcaster to buff you, start the fight next to them (then charge in after delaying your initiative if you have to). bull strength for more damage, bears endurance for a longer rage (usually unecessary but the extra HP helps too). or preferably enlarge person. a large ftr with a spiked chain now reaches out to 15ft. (20ft diagonally!!!) and who does not love extra reach?

    6. spellcaster hatred: as much as you love the guys that buff you, you hate the ones that can blast you. you have good saves from your monk and PT levels (PT even gives you what is effectively evasion for will saves), but it might not be enough. so go threaten that spellcaster. two ways to do this:

    6a. the lone caster (preferred): grapple grapple grapple grapple. the grapple rules are complicated, but SO worth memorizing for this reason. you have a high grapple mod with your feat, and spellcasters DON'T, period. also, a caster can't cast if he is grappled. (must first make a grapple check, to be able to cast, then a concentration check or you get an AOO. he will pretty much be screwed). also, during a grapple, (as well as a pin) you get to deal damage as an unarmed strike AUTOMATICALLY without having to roll to hit. this means AUTO MONK DAMAGE every turn.

    6b. The guarded caster (only if you have to): a guarded caster is a little harder to hate against, but not that bad. you CAN still grapple him, but then you lose dex to AC, and basically any enemy guarding him can come up and whack you and break the grapple. (granted they have a 50% chance of hitting the caster, most enemies WILL take that risk). so instead of grapple you just threaten him. stand next to him, attack his guard (if he is in reach) or the caster if the guard isn't within reach. (do the guard first, cuz once he is down you can go to (6a).) but make sure of the following. DO NOT ATTACK if you had to move to get to the caster. instead, ready an action to take a five foot step to move when the caster moves. benefit? he can't get out of your threatened squares. this works best if you place him just at the edge of your reach. he will think he can five-foot-out and cast, but you get to follow him, your AOO's go off anyway = he's screwed.

    6c. the occult slayer levels make you REALLY good at caster hatred. extra d6 damage ANYTHING that casts arcane spells (or has spell like abilities). only with selected weapon tho. chain, or fists are a good choice, but i would go with the chain, (because dragons have arcane spell like abilities and you don't want to grapple them). but fists are not a bad choice if you like to grapple casters like i do. also, the 2nd level OS ability to reflect a targeted attack is REALLY nice. what? meteor swarm targeting me? i think not! right back at you! = dead caster round one :) you also get to reflect those nasty save-or-die spells (and even just "die" spells). all are bad news for the caster if for no other reason than he loses a whole round of casting cuz he just wasted a spell that was reflected back at him.

    -- end tactics notes --

    thats about all i have to say about this guy. this character is my brain child and took me years to perfect. so treat him with respect ;) also, this build is not just for you. anyone should feel free using it. and if you do decide to use it, i would LOVE to see where you take it at the higher levels. IM me, email me, message me, whatever. i am really interested in seeing how it works out for you. good luck, and happy spellcaster hunting! ^^
    Darnit Dave! what did i tell you about playin' that unicorns and corridors?!
    - Chuck

    Fool me once? shame on you,
    Fool me twice? Do you want your posessions identified?
    - Kevin, about nethack

  30. - Top - End - #870
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    Default Re: Character Builder Thread

    Quote Originally Posted by quotemyname View Post
    *a lengthy post*
    Pretty neat stuff.

    Thanks.

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