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  1. - Top - End - #61
    Dwarf in the Playground
     
    BardGirl

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    Default Re: Your favorite unplayable character option?

    I recently put way too much time into building a "Tour Guide" character who uses the Levitative Transport feat to cart around his "tour group."

    It's actually mechanically quite potent, but with enough shenanigans that no DM is likely to permit this.

    Since it's a gestalt build using PF and 3.5 content - including Initiate of the Sevenfold veil.

    (The synergy between Warding and Levitative Transport is nice tho.)

  2. - Top - End - #62
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    Troacctid's Avatar

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    Default Re: Your favorite unplayable character option?

    Ooh, I've got another one: Master of the Secret Sound. The capstone is amazing, but slogging through the rest of the class to get to it is just...bleh.

    Quote Originally Posted by Crake View Post
    For me, the best entry into MoMF is actually wildshaping ranger. You get full bab, d10 HD, and more skills for the first 5 levels, as well as whatever ACFs of ranger you end up taking, and the downsides of ranger wildshaping are completely rendered moot by entering MoMF, because it overrides the limitations.

    That way you also don't have to feel like you're giving up spellcasting, because as a ranger you practically had no spellcasting to begin with, and if you take one of the spell-less variants, you literally had none anyway.
    I think the best entry is totem druid because it gets wild shape at level 1, allowing you to take your first level of MoMF at level 2.
    Last edited by Troacctid; 2019-05-17 at 03:30 AM.

  3. - Top - End - #63
    Ettin in the Playground
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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by Luccan View Post
    Anything with "ninja" in its name. The base class, Ninja Spy, Shadow Sun Ninja, so on. These classes tend to have cool abilities that are way too limited/gained too late in comparison to spell or maneuvers.
    How about the Ninja of the Crescent Moon (Sword and Fist)?
    "Always Sneaky" comes online late, but it's one form of stealth which is neither detectable by magic, nor ruined by anti-magic

    Quote Originally Posted by Luccan View Post
    Honestly, you could throw most of the classes in CW here. I loved that book, but most of its offerings were kind of terrible in retrospect. I mean, this is the book that gave us Spell-less Rangers and Paladins.
    On the other hand, that book gave us Hulking Hurler - one of the strongest non-magical PrC ever; and Hunter of the Dead got ability to kill a Lich without a need to search for phylactery; Exotic Weapon Master may be good for TWF; Bear Warrior...


    Quote Originally Posted by Blue Jay View Post
    A swarm of itty-bitty fairies, like a shimmerling swarm, but not so "blind-everyting-within-300-feet"-ish.
    How about the Sleeping Blossom Sprites? (Still, no LA...)
    Quote Originally Posted by Blue Jay View Post
    An ethereal filcher.
    LA: +0!


    Quote Originally Posted by RaiKirah View Post
    Master of Masks has always really intrigued me, but it's kinda just straight garbage :/
    Suboptimal? Yes.
    But "straight garbage"? No.
    Assassin persona mask: extra SA die! Is it bad?
    Gladiator persona mask: instant proficiency with all the weapon may be worth a level...
    Jester persona mask: competence bonus on Balance, Perform, Sleight of Hand, and Tumble checks - may be useful for some builds.
    The thing is - to don't go up to the capstone, and leave it after a level or two


    Quote Originally Posted by Yael View Post
    An Illithid, or any non-elan aberration for that matter. They are just usually bad for their RHD for the appropiate party ECL, or their LA is way high (if there's any).
    Daelkyr Half-Blood (Magic of Eberron)


    EDIT:
    Quote Originally Posted by SimonMoon6 View Post
    For me, it's Master of Many Forms. And before someone says that MoMF isn't unplayable, I accept that for some people, it is perfectly playable. However, I just can't see giving up phenomenal cosmic power (spell-casting) just to change shapes a bit better than a normal druid.
    That's only in case if you entered as a Druid; you may qualify for MoMF by gaining Wild Shape from OA Shapeshifter, Abolisher (Lords of Madness), or Wild Monk (Dragon #324)
    Last edited by ShurikVch; 2019-05-17 at 04:18 AM.

  4. - Top - End - #64
    Ogre in the Playground
     
    RedWizardGuy

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    Default Re: Your favorite unplayable character option?

    Unarmed swordsage / Transmutation specialist will be the thing that I think give the most "Monk" feelings but my current group doesn't like DnD and even if they gave it a try, I fear they would feel that it would be too cheesy. ):

    Other idea was a Juvenile red Dragon in a evil Group.

    There was a Star Wars RP-game where I wanted to play as a member of an Alien race of very intelligent kinda big bunnies. Of course he had to be a Jedi, never was able to play him, though I still have the Charakter sheet.

    And of course a Malkavian in a game where he could use the 8th Level Dementation ability to ignore everything that happens to him in a Scene.

    "Oh by Kains beard look at my apartment, it looks like someone dropped a bomb there!"

  5. - Top - End - #65
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    Devil

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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by GreatWyrmGold View Post
    I initially assumed this was a deepwyrm (presumably some Underdark lesser dragon) with a half-drow template applied. I was surprised that such a template existed! Drow don't seem nearly as interfertile as humans are.
    It's from.... Dragon magic I think(or dragonomicon, or something) they're effectively just half elves with the dragonblood subtype and a handful of SLAs. But they're still La+0, so it makes some drow specific stuff playable from level 1.
    Last edited by mabriss lethe; 2019-05-17 at 08:28 AM.

  6. - Top - End - #66
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    GreatWyrmGold's Avatar

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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by RoboEmperor View Post
    Grab Assume Supernatural Ability. You can breath fire.
    If that let you assume supernatural abilities from all your forms, sure, but IIRC it gives you one supernatural ability from one form.
    MoMF gives you cool stuff, but it requires a lot of investment, and it requires more investment on top of that to get something remarkable out of that stuff. It's all the worse when you consider that, had you just gone straight druid, you would be just two levels away from casting shapechange, which is better in every way except duration (and 10 minutes per level, aka almost three hours at 17th level, is long enough for duration to almost be irrelevant).
    MoMF still has some sizes and types they can't transform into, shapechange doesn't. You get extraordinary special qualities and attacks, and supernatural abilities, all of them for each form you transform into. And you can just keep changing shape literally as often as you like.
    And this is on top of the 4-8th-level spells that the druid gets, and its own wild shape, and a better animal companion, and a bunch of other special features.

    MoMF just has too many levels. Being able to wild shape into a dragon would be cool at level 10, even without a breath weapon. But half your build is too much for too little benefit. When you get down to it, you don't even get much stronger wild shapes; animals are fairly weak, HD for HD, but getting to turn into a magical beast without any magic isn't that much stronger. They mostly gain wild shape versatility, by missing out on the versatility offered by spellcasting.
    It's not a bad class at heart, it's just diluted.
    Quote Originally Posted by The Blade Wolf View Post
    Ah, thank you very much GreatWyrmGold, you obviously live up to that name with your intelligence and wisdom with that post.
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    Winner of Villainous Competitions 8 and 40; silver for 32
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  7. - Top - End - #67

    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by GreatWyrmGold View Post
    If that let you assume supernatural abilities from all your forms, sure, but IIRC it gives you one supernatural ability from one form.
    It gives you one supernatural ability from any form that has it. So if you grab Assume Supernatural Ability:Breath Weapon, you get the breath weapon of all of your forms.

  8. - Top - End - #68
    Barbarian in the Playground
     
    NinjaGuy

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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by ShurikVch View Post
    Suboptimal? Yes.
    But "straight garbage"? No.
    Assassin persona mask: extra SA die! Is it bad?
    Gladiator persona mask: instant proficiency with all the weapon may be worth a level...
    Jester persona mask: competence bonus on Balance, Perform, Sleight of Hand, and Tumble checks - may be useful for some builds.
    The thing is - to don't go up to the capstone, and leave it after a level or two
    Sure, it has uses as a dip, but then you're not actually playing a Master of Masks. As a full 10 level build using it as the cornerstone of a build it's pretty terribad.

  9. - Top - End - #69
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    Dimers's Avatar

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    Default Re: Your favorite unplayable character option?

    Oh, right, there's another unplayable: arcane swordsage. Ain't no DM gonna touch that nonsense. But it sounds fun to try.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  10. - Top - End - #70
    Barbarian in the Playground
     
    NecromancerGirl

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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by Seerow View Post
    Agree with all this, but still agree with the op that duelist is essentially unplayable. The class does Grant basically +20 AC over twenty levels but the core concept has so little support it doesn't mean much. (Also by the time you're really seeing that payoff ac is often mostly irrelevant).
    Yeah, no, I'm firmly on the "Duelists are not good" side, along with pretty much everyone else. I was just pointing out that you can get stupidly high AC with them, enough so that even the Tarrasque's primary attack only hits you on a nat 20. But then again, you're doing pitifully small amounts of damage, and a single Will-based save-or-suck puts you out of the fight in two seconds flat.

    Quote Originally Posted by GreatWyrmGold View Post
    Inevitability's LA-reassignment project is going through the XPH right now. Once the gith and psillithids are evaluated, see if your DM lets you use those LAs.
    Assuming you can find a 3.5 DM, of course.
    Yeah no, the only 3.5 DM I can find is myself, and I already let players play as a Blue w/ no LA, or as a Gith w/ LA +1. I haven't had any players want to play a Mind Flayer, but if they did I'm sure I wouldn't stick them with a +7 LA, since that's just stupid. However, if one of my players ever wants to step up and run a campaign, I'll make sure to point that out to them. And then eat their brains!

  11. - Top - End - #71
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    GreatWyrmGold's Avatar

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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by RoboEmperor View Post
    It gives you one supernatural ability from any form that has it. So if you grab Assume Supernatural Ability:Breath Weapon, you get the breath weapon of all of your forms.
    That makes the feat (and MoMF) a bit better. I'd still argue that MoMF is strictly worse than sticking around in Druid until you get shapechange, barring some specific trick that requires getting a specific (set of) form's special abilities which doesn't benefit from spellcasting.
    Quote Originally Posted by The Blade Wolf View Post
    Ah, thank you very much GreatWyrmGold, you obviously live up to that name with your intelligence and wisdom with that post.
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  12. - Top - End - #72
    Barbarian in the Playground
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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by GreatWyrmGold View Post
    That makes the feat (and MoMF) a bit better. I'd still argue that MoMF is strictly worse than sticking around in Druid until you get shapechange, barring some specific trick that requires getting a specific (set of) form's special abilities which doesn't benefit from spellcasting.
    What's all this talk? Everyone knows that MoMF is a WS Ranger prestige class.
    shipping Sabine/Vaarsuvius

  13. - Top - End - #73
    Ettin in the Playground
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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by Bavarian itP View Post
    What's all this talk? Everyone knows that MoMF is a WS Ranger prestige class.
    You wanted to say - Wild Monk?..

  14. - Top - End - #74
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    GreatWyrmGold's Avatar

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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by Bavarian itP View Post
    What's all this talk? Everyone knows that MoMF is a WS Ranger prestige class.
    I will freely admit that I don't know enough about wild shape rangers to evaluate how useful the MoMF class is to them. My intuition is that it would turn them into basically the same thing as a druidic MoMF, but with several levels of ranger features instead of five levels of druid. Better BaB, favored enemies, and a fighting style that's useless while transformed versus...what a druid has.
    Granted, it's not really fair to compare core primary-martials to core primary-spellcasters...so the opportunity cost is definitely lower, I'll give you that.
    Quote Originally Posted by The Blade Wolf View Post
    Ah, thank you very much GreatWyrmGold, you obviously live up to that name with your intelligence and wisdom with that post.
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  15. - Top - End - #75
    Barbarian in the Playground
     
    Kaleph's Avatar

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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by GreatWyrmGold View Post
    I will freely admit that I don't know enough about wild shape rangers to evaluate how useful the MoMF class is to them. My intuition is that it would turn them into basically the same thing as a druidic MoMF, but with several levels of ranger features instead of five levels of druid. Better BaB, favored enemies, and a fighting style that's useless while transformed versus...what a druid has.
    Granted, it's not really fair to compare core primary-martials to core primary-spellcasters...so the opportunity cost is definitely lower, I'll give you that.
    You lose combat style, you gain wild shape and fast movement.

  16. - Top - End - #76
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    Maat Mons's Avatar

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    Default Re: Your favorite unplayable character option?

    Okay, yes. A Druid / Master of Many Forms is worse than a straight Druid. And a Wild Shape Ranger (or Wild Monk) / Master of Many Forms is also worse than a Druid. But is that really sufficient basis to classify it as "unplayable?" (Which, bear in mind, is what this thread is about.) Lots of stuff is worse than Druid.

  17. - Top - End - #77

    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by GreatWyrmGold View Post
    That makes the feat (and MoMF) a bit better. I'd still argue that MoMF is strictly worse than sticking around in Druid until you get shapechange, barring some specific trick that requires getting a specific (set of) form's special abilities which doesn't benefit from spellcasting.
    Each level is like 1-2 months of play so saying that you'll play a build you'll enjoy more after 17 months of play instead of from the start is not a reason. I sacrifice a great deal endgame power in all of my builds just to get my shtick online as early as possible.

    If you're happy with just wild shape until level 17 then that's great. If not then you go MoMF so you can enjoy 80% of the game instead of just the last 20%

    Ultimate endgame power does not matter. It's about enjoying your character as long as possible. Otherwise go Planar Shephred and get free wishes.
    Last edited by RoboEmperor; 2019-05-18 at 04:13 PM.

  18. - Top - End - #78
    Firbolg in the Playground
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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by Maat Mons View Post
    Okay, yes. A Druid / Master of Many Forms is worse than a straight Druid. And a Wild Shape Ranger (or Wild Monk) / Master of Many Forms is also worse than a Druid. But is that really sufficient basis to classify it as "unplayable?" (Which, bear in mind, is what this thread is about.) Lots of stuff is worse than Druid.
    We had a player who brought a Divine minion who went into master of many forms. That character wound up getting subbed out relatively quickly for sucking the fun out of the game. Free action at will wildshaping into basically whatever is ridiculous.

    Momf wildshape ranger I imagine is only strong, but absolutely still playable.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


  19. - Top - End - #79
    Barbarian in the Playground
     
    MindFlayer

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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by RoboEmperor View Post
    Each level is like 1-2 months of play
    This is not the case for a great many groups.

  20. - Top - End - #80
    Ogre in the Playground
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    Default Re: Your favorite unplayable character option?

    My favorite unplayable is the True Necromancer. The idea of someone who has gained arcane power from both the gods and their own arcane magic to become the best necromancer is really fun. Unfortunately, one isn't as good at necromancy as most straight clerics in terms of minions, nor as good at using necromancy to attack as a wizard. For the most part, it is more optimal to just end up taking levels in mystic theurge instead and taking a few necromancy themed feats, but there's so little synergy between the arcane and divine necromancy that it still doesn't end up working well.
    My homebrew:

    Spoiler
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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  21. - Top - End - #81
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    Starbuck_II's Avatar

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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by SLOTHRPG95 View Post
    It depends on what sort of table you're at, but I've found that giving a Hexblade the same casting progression as a Bard and allowing them casting in Medium armor w/o costing a feat can do the trick. It makes them more of an actual hexer with enough spells to back up their limited uses of their class abilities, and it makes them less MAD by de-prioritizing dexterity.
    I love it so simple yet to elegant.
    Do you change the Curse to more uses or get it back if target succeeds as well (common fix so curious)?

    My change was this below: yours is simpler.
    Spoiler
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    Hexblade Unchained:
    Duskblade spellcasting/day and known (but Cha based);
    Curse 1/hour. Increases in use to 2/hr at 5th and every 4 levels after. Penalty -2 attk, weapon damage, ability, skill, and saves for 1 hour. A successful save by the target reduces the penalties to -1 and cuts the duration to just one minute. A cursed hex can by ended prematurely by any effect that can remove a curse.

    Hexwarrior: May use cha for hit and damage for weapons. Max 1 bonus + ½ Hexblade level.

    Greater Curse: At 7th, the penalty of the curse is increased to -4 2 attk, weapon damage, ability, skill, and saves for 1 hour. A successful save by the target reduces the penalties to -2 and cuts the duration to just one minute.

    Curse Mastery at 2nd: +1 DC Curses, every 4 levels.

    Arcane Resistance: At 2nd, Cha to Saves vs spell/spell-like.

    Mettle at 3rd

    Scourge (Su): At 3rd level and every 3 levels thereafter (6th, 9th, 12th, 15th, 18th) a hexblade can choose one additional penalty or condition to apply to a target of his curse, chosen from the following list: ability and skill checks, armor class, fatigued, movement (reduced by 5ft. for each point of curse penalty), shaken, sickened. Targets that pass their save against a hexblade's curse still suffer scourge conditions when engaging the hexblade; the condition immediately fades when engaging targets other than the hexblade.
    At 9th level the hexblade adds the following scourges to the list of those that can selected: bleed (equal to twice curse penalty), caster level, confused, damage reduction, DC of the target’s special abilities, energy resistances (applies to all), exhausted, frightened, nauseated, saving throws.
    At 15th level the hexblade adds the following scourges to the list of those that can be selected: blinded, deafened, paralyzed, spell save DC, stunned (1d4 rounds, then staggered for the curses duration).

    Familiar at 4th

    Malice and Misfortune (Ex): At 6th level, the hexblade has taken to his blade just as intimately as he has his magic. Fusing the two together, the hexblade performs a violent stream of attacks at the cost of accuracy. The hexblade's finesse is enchanced by the spiteful link between him and his enemy. Acting on this malice, the hexblade skillfully executes a series of blows, increases his number of attacks by 1 by imposes a -2 penalty to hit. This increases by 1 every 6 levels (2 at 12th).

    Luckpool: Learns a new method to use his curses by changing luck
    Recharges by 1:
    You reduce an enemy to 0 hp, or an enemy adjacent to you drops to 0 hp.
    Deeds:
    Healing Curse: Cursed target dies, heal Hexblae level + Cha
    Cursed Critical: Any attack roll is a critical increased by 1.
    Lethal Curse: Bonus damage to a cursed target by Hexblade level for 1 minute with every strike.
    Armor Hex: Target of curse attempts to hit you, you may roll a d6, on a 5 or higher, it misses instead.
    Improved Armor Hex: Target of curse attempts to hit you, you may roll a d6, on a 3 or higher, it misses instead.

    Cursed Blade-Any creature injured by the weapon must make a Will save (DC 10 + ½ the Witchblade’s level + the Witchblade’s Charisma modifier) or suffer a cursed wound. The cursed wound cannot be healed until the curse has removed via a remove curse, break enchantment, or similar effect. All creature’s injured by the weapon during the round the cursed blade is active must save versus this effect, and the cursed wound damage stacks.
    Dispelling Strike: whenever the Hexblade hits an opponent in melee, and that opponent has one or more magical effects currently active on their person, the Hexblade can expend 2 points from his hex pool to trigger a targeted dispel magic on his opponent. Unlike the normal dispel magic spell, the dispelling hex does not have a cap on the Hexblade’s caster level.
    Martial Mojo: The hexblade may substitute her Charisma for any other ability score when determining the save DC of a maneuver from one of her hexblade disciplines she is initiating against an opponent afflicted by her Curse. In addition, she adds one-half her Charisma modifier (rounded down) to her hitpoints gained at each level (retroactive).


    I like the fallen Druid archetype: The Blighter. I love the idea, but it is pretty bad statistically.

    My fix for it is changing requirements and abilities: Change requirements as they are too high.
    Spoiler
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    Blighter:
    Prereq: 2nd level spells, +3 BAB

    1st: Wild Shape (the duration for blightshape is 1 hour per the blighter's level + his druid level , increases for uses/day but uses skeleton template on animal forms, 4th zombie forms [toughness adds temp hps], 5th large, 9th huge), Deforestation (1/day, must pray to regain spells after using this to cast spells, kills all non-sentient plant life in 20 ft radius), Defiler (like arcane casters, see below) , spellcaster +1+ 1/ 2 class levels, Spontaneous SNA with skeleton template
    Blight Shape: Type changes to undead
    Natural armor bonus of +0 (Tiny animal), +2 (Small), +4 (medium or Large), +6 (huge),
    +2 Dexterity, no Constitution score or Zombie: +4 Str, no Con, -2 Dex
    Immunity to cold
    Damage reduction 5/bludgeoning or Zombie: 5/slashing
    Cannot be turned or rebuked

    2nd level: Blightfire: Each use can be 10 ft spread 20 ft range or 20 ft burst, 5d6 + 1/class level fire (double versus objects), Reflex ½ save, DC is 10 + blighter’s class level + blighter’s Wis modifier, every 1d4 rounds. And ignites flammable objects it touches. Sustenance: no longer needs food/water.
    3rd: Speak with Dead animls: at will, Forest Fear (Su): Starting at 3rd level, the destructive force that the blighter has accepted into himself begins to portray itself in other ways. As a blighter moves, plants bend to avoid him. He may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. In addition, plant creatures take a -4 morale penalty to attack the blighter.

    4th: Spontaneous with Zombie template, Contagious Touch (Su): Starting at 4th level, a blighter may spend a move action to activate this ability. The next time the blighter takes damage from a natural melee weapon, or successfully deals damage with a natural melee weapon, the creature that attacked him or that he attacked is subject to a contagion spell (the DC of this effect is 10 + 1/2 the blighter's HD + the blighter's Wis modifier). When a blighter spends his move action, he must also choose which disease to inflict.

    At 5th level, Blightfire sets fire to area when Blight Fire hits it. The area the ability is used stays on fire for 1d4+1 rounds, Blighters are immune to this damage. Any creature starting turn in those areas must roll a Reflex ½ DC equal to Blightfire or take 1d6 fire damage each round. Any character that takes damage is catch on fire as Catch on Fire rules in SRD. Desolate Tracks (Ex): Starting at 4th level, a blighter begins to destroy the environment around themselves without even noticing. They wither plants and leave scorch marks in the earth (yes, extraordinary scorch marks). The survival DC for any attempts to track them is takes a -6 modifier.

    If they wish, a blighter may move at half speed and increase their destruction, leaving a charred line with a width equal to their body width along the ground, called a charnel path. If a blighter makes a closed shape with a charnel path, and repeats the path once per day for a week, and then uses deforestation in the enclosed area, the whole area is subject to the deforestation effect. The blighter may only use this for one hours (600 rounds) per day.

    6th: Animate Dead Animal: 1/day Animate Dead for free.

    7th: Meditation of Death (Su): Starting at 7th level, a blighter can choose to spend a move action in order to obtain a devastating safeguard. The next time the blighter takes damage from a natural melee weapon, or successfully deals damage with a natural melee weapon, the creature that attacked him or that he attacked is subject to a slay living spell (the DC of this effect is 10 + 1/2 the blighter's HD + the blighter's Wis modifier). When a blighter spends his move action, he can also choose to accompany Contagious Touch with this ability. In that case, the target would be subject to contagion if it succeeded on its save against slay living. He may not use this again until he has gone three consecutive turns without suffering damage, attacking, casting a spell, or being attacked.

    8th: Plague: Uses contagion on all targets she chooses within a 20 ft radius, but DC of this effect is 12 + 1/2 the blighter's HD + the blighter's Wis modifier .
    9th: You are the Desert: A blighter may use Desolate Tracks as much as he wants to in a day.
    10th: Epidemic: By meditating for an hour, a blighter may cause the effect of Contagious Touch in a one mile radius, centered around him, and may designate one target/level within the area to be unaffected by the effect.
    Blighter Spell List
    Blighters choose their spells from the the list in Complete Divine, with extra spells added here.
    0th: Bleed, detect magic, detect poison, flare, ghost sound, read magic, touch of fatigue
    1st: bane, burning hands, curse water, decomposition, detect undead, doom, endure elements, inflict light wounds, invisibility to undead, ray of enfeeblement, Babau Slime (SpC), BLood Wind (SpC), Magic Fang, Produce Flame, Raging Flame (SpC), Rot of Ages (DrMagic) Silver Claws (BoED), Summon Undead I (SpC), Wall of Smoke (SpC)
    2nd : chill metal, chill touch, darkness, death knell, fire trap, Flame blade, flaming sphere, Frigid touch, Frost Fall, heat metal, inflict moderate wounds, produce flame, resist elements, Stone call, warp wood, Align Fang (SpC), Countermoon (SpC), Creeping Cold (CoDi, SpC), Dessicate (Sand), Drifts of the Shalm (ash only) (PHBII), Halo of Sand (Sand), Heartfire (SpC), Summon Undead II (SpC), Defoliate,
    3rd: Ash Storm, Burst of nettles, Call Lightning, contagion, deeper darkness, desecrate, diminish plants, dispel magic, Heatstroke, Hurricane Blast, Ice Spears, inflict serious wounds, poison, protection from elements, stinking cloud, vampiric touch, Vengeful Comets, Arctic Forst (Forst), Crumble (SpC), Blinding Spittle (SpC)*, Dehydrate (SpC), Haboob (Sand), Heatstroke (SpC), Hypothermia (SpC), Infestation of Maggots (CoDi, SpC), Greater Magic Fang, Junglerazer (SpC), Summon Undead III (SpC),
    4th:, animate dead, antiplant shell, Ball Lightning, Blast Wall, blight, Cone of Cold , death ward, flame strike, inflict critical wounds, obsidian flow, repel vermin, rusting grasp, transmute mud to rock, unhallow, wall of fire, Volcanic Storm, Zone of Foul Flame, Blast of Sand (Sand), Bleakness (PHBII), Bright Worms (PHBII), Contingent Energy Resistance (SpC), Greater Creeping Cold (SpC), Giant Vermin, Miasma of Entropy (SpC), Pyroburst (PHBII), Starvation (SpC), Superior Magic Fang (SpC), Summon Undead IV (SpC), Unholy Beast (CoR), Wood Rot (SpC)
    5th: antilife shell, Call Lightning Storm, contagious touch, create undead, harm, fire snake, forbiddance, repel wood, waves of faigue, Choking Sands (Sand), Cold Snap (SpC), Death Ward, Inferno (SpC), Mass Contagion (SpC), Summon Undead V (SpC), Toxic Weapon (PHBII), Wall of Sand (Sand, SpC)
    6th: acid fog, antipathy, circle of death, finger of death, fireseeds, greater dispel, Sirocco, Quickened harm, Cometfall (SpC), Energy Immunity (SpC), Enveloping Cocoon (SpC), Chasing Perfection (PHBII), Fleshiver (SpC), Miasma (SpC), Summon Undead VI (SpC), Veil of Undeath (SpC)

  22. - Top - End - #82
    Dwarf in the Playground
     
    RedKnightGirl

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    Apr 2016

    Default Re: Your favorite unplayable character option?

    I've always wanted to play a half- Battle Dragon Half-Celestial Half-elf Ftr /Sor Gish; but the LA is straight up fatal (if it had racial hd instead; it would be playable; but alas it does not)

    Story wise she is the daughter of a Celestial Half-elf granddaughter of Corellon and a Battle dragon.; She would strongly favor the celestial side (losing things like the bite at for Appearence purposes.

    But she would in theory be practically immortal. (Though I can't find any age rules for Half-Celestial; just the simple progression of logic caused by the Aasimar's aging rules.)

  23. - Top - End - #83
    Ogre in the Playground
     
    GreatWyrmGold's Avatar

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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by RoboEmperor View Post
    Each level is like 1-2 months of play so saying that you'll play a build you'll enjoy more after 17 months of play instead of from the start is not a reason.
    You're assuming that a MoMF is superior to a druid up until shapechange? That's just wrong. Druids get spellcasting, and shapechange is just the worst offender in that regard (in that it does everything a MoMF does, better). If MoMF let your wild shape do things shapechange couldn't, it would be worth considering; as is, a druid is served better by just not taking it. I'm not sure MoMF justifies losing access to e.g. reincarnate and freedom of movement until pure druids are already taking liveoak or wall of fire.
    MoMF offers too little, too slowly. I'm not even sure a wild shape ranger would be better served by this than by their full-base-attack base class and its features. Unless I'm missing something, it doesn't seem like you'd be getting any substantial benefits from shaping into other forms (beyond a little flexibility and maybe some infiltration stuff that could mostly be duplicated with a hat of disguise) until you start getting extraordinary special qualities at seventh level, most of the way into the class. And as you put it, saying you'll play a build you'll get something out of after 10 months of play isn't a [good] reason.
    Quote Originally Posted by The Blade Wolf View Post
    Ah, thank you very much GreatWyrmGold, you obviously live up to that name with your intelligence and wisdom with that post.
    Quotes, more

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  24. - Top - End - #84
    Colossus in the Playground
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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by GreatWyrmGold View Post
    You're assuming that a MoMF is superior to a druid up until shapechange? That's just wrong. Druids get spellcasting, and shapechange is just the worst offender in that regard (in that it does everything a MoMF does, better). If MoMF let your wild shape do things shapechange couldn't, it would be worth considering; as is, a druid is served better by just not taking it. I'm not sure MoMF justifies losing access to e.g. reincarnate and freedom of movement until pure druids are already taking liveoak or wall of fire.
    MoMF offers too little, too slowly. I'm not even sure a wild shape ranger would be better served by this than by their full-base-attack base class and its features. Unless I'm missing something, it doesn't seem like you'd be getting any substantial benefits from shaping into other forms (beyond a little flexibility and maybe some infiltration stuff that could mostly be duplicated with a hat of disguise) until you start getting extraordinary special qualities at seventh level, most of the way into the class. And as you put it, saying you'll play a build you'll get something out of after 10 months of play isn't a [good] reason.
    Wildshape Ranger definitely gets more outta it: it gets Large, Huge and even Gargantuan forms (normally restricted to Medium), various types, Extraordinary Wildshape (Wildshape Ranger can't access Enhance Wild Shape for it so it's pretty darn key in making many forms much, much more formidable) and of course a ton of types, faster wildshaping and so on.
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
    Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
    SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.

  25. - Top - End - #85
    Ettin in the Playground
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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by GreatWyrmGold View Post
    You're assuming that a MoMF is superior to a druid up until shapechange? That's just wrong. Druids get spellcasting, and shapechange is just the worst offender in that regard (in that it does everything a MoMF does, better). If MoMF let your wild shape do things shapechange couldn't, it would be worth considering; as is, a druid is served better by just not taking it. I'm not sure MoMF justifies losing access to e.g. reincarnate and freedom of movement until pure druids are already taking liveoak or wall of fire.
    MoMF offers too little, too slowly. I'm not even sure a wild shape ranger would be better served by this than by their full-base-attack base class and its features. Unless I'm missing something, it doesn't seem like you'd be getting any substantial benefits from shaping into other forms (beyond a little flexibility and maybe some infiltration stuff that could mostly be duplicated with a hat of disguise) until you start getting extraordinary special qualities at seventh level, most of the way into the class. And as you put it, saying you'll play a build you'll get something out of after 10 months of play isn't a [good] reason.
    Quote Originally Posted by Eldariel View Post
    Wildshape Ranger definitely gets more outta it: it gets Large, Huge and even Gargantuan forms (normally restricted to Medium), various types, Extraordinary Wildshape (Wildshape Ranger can't access Enhance Wild Shape for it so it's pretty darn key in making many forms much, much more formidable) and of course a ton of types, faster wildshaping and so on.
    And Abolisher (Lords of Madness) will get even more: Wild Shape which granted by that PrC allow Medium-sized Animals... And no new shapes, or even sizes!

  26. - Top - End - #86
    Barbarian in the Playground
     
    NecromancerGirl

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    Jun 2013
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    Montreal, QC
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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by Starbuck_II View Post
    I love it so simple yet to elegant.
    Do you change the Curse to more uses or get it back if target succeeds as well (common fix so curious)?
    I do the latter, since it mirrors a change I already make for Paladins (so I didn't even think to mention it since I forgot it wasn't the default).

  27. - Top - End - #87
    Troll in the Playground
    Join Date
    Feb 2013

    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by JoshuaZ View Post
    My favorite unplayable is the True Necromancer. The idea of someone who has gained arcane power from both the gods and their own arcane magic to become the best necromancer is really fun. Unfortunately, one isn't as good at necromancy as most straight clerics in terms of minions, nor as good at using necromancy to attack as a wizard. For the most part, it is more optimal to just end up taking levels in mystic theurge instead and taking a few necromancy themed feats, but there's so little synergy between the arcane and divine necromancy that it still doesn't end up working well.
    Can I just say I hate the entry reqs with a burning passion? Not only are they legion but the spell requirements make it so every early entry trick I know of does not work properly. I still use it from time to time because it is not terrible (compared to many things anyways...) and I love the concept, but the best I have found is getting 17/16 casting and caster level 19/18 or 23/22 for necromancy (thanks Illumian).

  28. - Top - End - #88
    Pixie in the Playground
     
    HalflingRogueGuy

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    Default Re: Your favorite unplayable character option?

    Master Transmogrifist from Complete Arcane, It's definiately playable (Because polymorph hijinks) but I am irked that they dont get access to Shapechange because of the 4 dead caster levels. The class' abilities often name the spell in their descriptions.

  29. - Top - End - #89
    Ogre in the Playground
    Join Date
    Apr 2007
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    Boston, MA

    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by ZamielVanWeber View Post
    Can I just say I hate the entry reqs with a burning passion? Not only are they legion but the spell requirements make it so every early entry trick I know of does not work properly. I still use it from time to time because it is not terrible (compared to many things anyways...) and I love the concept, but the best I have found is getting 17/16 casting and caster level 19/18 or 23/22 for necromancy (thanks Illumian).
    Honestly, I'd be ok playing with it even without early entry shennannigans if it didn't have the lost caster levels on top of that.
    My homebrew:

    Spoiler
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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  30. - Top - End - #90
    Colossus in the Playground
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    Finland
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    Default Re: Your favorite unplayable character option?

    Quote Originally Posted by Greecy View Post
    Master Transmogrifist from Complete Arcane, It's definiately playable (Because polymorph hijinks) but I am irked that they dont get access to Shapechange because of the 4 dead caster levels. The class' abilities often name the spell in their descriptions.
    Well, you can access it, it just takes some serious hijinks. Sublime Chord plus some stuff to fit 3 dead levels before it suffices. Of course, that requires early entry. Beholder Mage is easier.
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
    Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
    SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.

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