Dragonchess Player |
Dragonchess Player wrote:Nonviable. Half-Fiend is an inherited template, thus the creature would be an outsider from birth, rendering it incapable of being a Lycanthrope.To get back on topic, how about this idea:
Half-Fiend/Lizardfolk Werecrocodile Warlock/Warshaper.
That's what I get for simplifying. The original concept was Lizardfolk Werecrocodile (Major Demon Bloodline) Warlock/Warshaper/Acolyte of the Skin, but I thought it excessively complicated.
The nastiest lycanthrope I've ever seen was a Half-Minotaur Were-Fleshraker Dinosaur. That flying pounce attack is brutal. Charge, Full Attack, Trip Attack, and Pin all in the same round. *Shudder*
Sounds nasty. Almost as bad as a Weretiger Rogue; pounce/grab/rake combo on a flat-footed opponent...
Dragonchess Player |
In the interest of more "typical" character concepts, here are a few using PHB races (consolidated from various PCs/NPCs I've developed and given a 20 level progression):
Dwarf Cleric (Moradin) 8/Battlesmith (RoS) 2/Fist of Raziel (BoED) 10 (Racial Substitution Levels)
Dwarf Ranger 1/Fighter 4/Deepwarden (RoS) 5/Dwarven Defender 10 (Racial Substitution Levels)
Elf Scout (CAd) 8/Dervish (CW, "Bladedancer") 8/Tempest (CAd) 4 (Slashing Blades with longsword instead of scimitar, Elusive Target from CW)
Elf Wizard 6/Fighter 1/Spellsword (CW) 1/Eldritch Knight 8/Archmage 4 (Racial Substitution Levels)
Gnome Bard 10/Seeker of the Song (CAr) 10 (Racial Substitution Levels)
Half-Elf Swashbuckler (CW) 8/Bard 4/Dread Pirate (CAd) 8 (Racial Substitution Level)
Half-Orc Barbarian 8/Fighter 2/Champion of Gwynharwyf (BoED) 10 (Racial Substitution Levels, Combat Brute and Shock Trooper from CW)
Halfling Druid 3/Conjurer 3/Arcane Heirophant (RotW) 10/Mystic Theurge 4 (Augment Summoning)
Halfling Monk (Hand and Foot Style from UA) 20 (Racial Substitution Level at 7th, Close-Quarters Fighting from CW)
Halfling Rogue 5/Thief-Acrobat (CAd) 5/Whisperknife (RotW) 10 (Improved Feint)
Human Barbarian (Bear Totem from UA) 8/Fighter 2/Bear Warrior (CW) 10 (Bear Fang from CW)
Human Cleric (Pelor) 6/Radiant Servant (CD) 8/Sacred Exorcist (CD) 6 (Disciple of the Sun from CD and Intuitive Attack from BoED)
Human Ranger 1/Paladin 10/Knight of the Chalice (CW) 9 (Divine Might from CW and Nemesis from BoED)
Human Rogue 1/Battle Sorcerer (UA, Metamagic Specialist from PHB2) 5/Daggerspell Mage (CAd) 10/Arcane Trickster 4 (Arcane Strike from CW, Empower Spell, Enlarge Spell)
Human Wizard (Storm Domain from UA) 6/Elemental Savant (CAr, Air) 10/Loremaster 4 (Born of the Three Thunders from CAr)
Jon O'Guin |
On of my players had a Six-Armed Half-Red Dragon Minotaur Barbarian 2. Total ECL=16. It was fun to watch him use 6 +1 keen adamantine katanas on one guy. He ripped people apart.
Another fun character concept: My 16th level Elf Mystic Theurge. The Dm wasn't quite as bright as me, so I was able to persuade him to allow me to purchase a golden apple of immortality. Using this, I was then able to demonstrate the power of an immortal being to cheaply build a castle (Built by my hands and my magic, over the course of 400 years. Cuts down on labor and materials. All enchantments done by myself.) and gain near-infinite wealth.(For game balance, I actually had very little, as it was all tied up in investments and the upkeep of the world's first hotel/casino. Why else would an immortal being build a castle?)
One character no one in my party can ever forget is the inappropriately named "Lucky", who was the victim of more fumbles, random encounters, and general bad luck than all the other characers I've ever played combined. "I swing at the camel." "Natural 1, fumble roll...You hit Lucky." "WHY!?" "Lucky, as you walk down the city street,(rolls, consults table, sighs) a board falls off a nearby house being constructed and hits you in the head. You're unconscious." All randomly rolled.
Thanis Kartaleon |
I have statted out quite a few character builds at DM Tools, and I encourage all of you to add to it.
Okay, here's some weird builds I've statted up:
Fire & Acid Breathing Two-Headed Five-Armed Half-Fiend Athach Barbarian 1/ Frenzied Berserker 5
Human Cleric 3 (Erythnul)/ Barbarian 4/ Blackguard 1
Githzerai Natural Weredire Bat Monk 6
Human Barbarian 2/Fighter 4/Horizon Walker 2/Ranger 1/Rogue 3/Wizard [Transmuter] 3
Golmoid Urban Druid 6/Osteomancer 10
Half-Elf Bard 10/Arcane Archer 10
Rajaat |
Ok, I think in terms of Munchkinism you don't have to go very far.
SPELLCASTER:
Just make a
- Class: wizard (or a Priest)
- Race: Spellweaver
- Prestige Class: Dry Lich (from Sandstorm).
- Template: Shadow Creature (LA +2, gives permanent concealment 50%, bonus to saving throws, regeneration) (from a Dragon Magazine)
You get fast healing immunity from most conditions (and criticals and sneaks), become immortal, and cannot be destroyed unless your phylactery is also. The dry lich is nasty enough to also have some other nasty special abilities.
The spellweaver (if i remember correctly, allows you to cast multiple spells per round) is from the MM 3 (or 2 or 4, see how precise i am??)
FIGHTER/COMBATANT:
- Template: some half dragon plus the feat from "Races of the Dragon" that allows you to breath once every 1d4 rounds (can't remember the name).
- Race: Troll On top of this give him a ring of Energy Immunity (immunity to fire, acid, electricity, sonic, and cold)(costs only one million gp, from Epic Handbook).
- Template: Deathknight
About abilities and feats for your warrior: Monkey grip, weapon Specializations (all 4 feats of weap focus/spec) on Mercurial Greatsword (nothing beats that 3d6 damage) [this is an exotic weapon from a WotC Book of equipment whose name i cannot remember now) and two weapon fighting. If you go to Epic make sure to get the appropriate Overwheliming/Devastating Critical feats, two weapon rend and perfect two weapon fighting.
If on top of that you get some more hands, well.....
NJOY!!
Lilith |
There's also a PC/NPC idea generator on the DM Tools site - any ideas you come up with here, please feel free to post there as well.
Chris P |
In the interest of more "typical" character concepts, here are a few using PHB races (consolidated from various PCs/NPCs I've developed and given a 20 level progression):
Human Barbarian (Bear Totem from UA) 8/Fighter 2/Bear Warrior (CW) 10 (Bear Fang from CW)
I'm played something very similar to this.
Human Barbarian (Bear Totem from UA) 8/Bear Warrior (CW) 9/Warshaper (CW) 2
Overall the Bear Warrior PrC isn't all that great but combined with the Warshaper it makes it better. It was an interesting character. I would have done more damage just sticking with Barbarian, but the amount of damage I could take was amazing.
Kiteko |
I'd say this would mainly be PC, but I didn't specify, it's just character ideas for novelty or fun. It doesn't have to be munchkinny, I just knew that I'd start it off with one.
For instance: my current character in an AoW game is something that may exist in other campaigns, but I thought it'd be neat either way: Half Drow Changeling (Elf Dominant - GitP variation). Having a drow parent and a doppelganger. There's a backstory to it all but that can come another time.
He isn't evil, but he isn't really good either, he's more in it for himself and someone he wants to keep safe. He is not too good with a sword (yay no clone there), having lost it in combat at least once (critical fumble, launched it from his grip). He prefers a ranged weapon, more of a bow/crossbow user because he's better with it which takes after his drow side. Taking sides with his doppelganger heritage, he is latently psionic (he just doesn't know it yet), and also better with social skills then physical ones.
Eventually he'l become a psionic bowyer, and possibly more. It makes a fun character idea to play, since he was raised more in a race amalgamation (Sp?) town (Diamond Lake <.< ick) and yet his racial heritage is indirectly influencing him even without his parents there to do it directly.
P.H. Dungeon |
I've got a PC in my party right now that is a lythari (elven werewolf), ranger, warshaper, foehunter. He has Fast Healing, DR, immunity to critical hits, and arms that stretch giving him a 10' reach. He also wears enchanted silvered beast claws (from the savage species hand book, which beef up his natural attack damage).
Note of warning: I think the Warshaper prestige class is a little over powered. If it were to let someone use it again, I'd change the immunity to critical hits power and make it more like fortification armour, where their is only a percentage chance of avoiding a critical hit, which make more sense given the premise for the immunity to crits described in the class.
The Jade |
I've got a PC in my party right now that is a lythari (elven werewolf), ranger, warshaper, foehunter. He has Fast Healing, DR, immunity to critical hits, and arms that stretch giving him a 10' reach. He also wears enchanted silvered beast claws (from the savage species hand book, which beef up his natural attack damage).
Note of warning: I think the Warshaper prestige class is a little over powered. If it were to let someone use it again, I'd change the immunity to critical hits power and make it more like fortification armour, where their is only a percentage chance of avoiding a critical hit, which make more sense given the premise for the immunity to crits described in the class.
Between two characters of mine... I have the exact same set-up.
Arctaris |
I've got one that has an interesting backstory. Six thousand years ago a group of powerful spellweavers kidnapped a tribe of stone giants and transported them to their distant extraplanar citadel. They then proceeded to expiriment on the stone giants in an attemp to create a powerful army to conquer the material plane as a new home for their scattered race. The spellweavers were eventually killed by a magical plague before their research was complete, leaving there creations to fend for themselves. Some of their number escaped from their imprisionment and made their way back to the material plane where they have began form loose associations that are devoted to hunting down their creators and making them pay for their crimes. Loose associations of six-armed giants with great martial prowess.
Arctaris |
OK you have Half-elves (half elf& half human), Half-orcs (half orc& half human) and Tieflings (humans with a fiendish heritage). So my question is thus; couldn't you have say a half elf/half orc or an elf with fiendish heritage? Would say an elf with a half fiend grandfather be a tiefling with some elf traits? I guess my real question is if you have a elf with fiedish heritage do you mix the abilities? Would I say get the elf's -2 Constitution and immunity to sleep effects and trance instead of sleep but also gain the tiefling's +2 Dexterity and darkvision? Or would I just have a normal Tiefling with pointed ears and a face like an elf? If you mix races can you combine traits?
Stebehil |
couldn't you have say a half elf/half orc
Ick! Thats pure nastiness.
I seem to remember that this combination isn´t fertile (besides being gross, but then - if you look at all those half-somethings...)I guess my real question is if you have a elf with fiedish heritage do you mix the abilities? Would I say get the elf's -2 Constitution and immunity to sleep effects and trance instead of sleep but also gain the tiefling's +2 Dexterity and darkvision? Or would I just have a normal Tiefling with pointed ears and a face like an elf? If you mix races can you combine traits?
I think that´s up to you. I recently extrapolated the tieflings mods as a template and had it applied to a female drow PC. It was a rather nasty combination, with cleric as class and aiming at becoming an assassin - sadly, my campaign didn´t get that far. A female drow with little horns on her forehead was just a great image...
But you could as well argue that the tiefling characteristics "overwrite" any racial traits, and just have a tiefling with elven appearance.Stefan
Arctaris |
I'll probably just mix some of the Tiefling and elven traits, taking the best and worst from each race.
I'll probably get +2 Dex (from both), -Cha (from Tiefling), Darkvision (from Tiefling), trance instead of sleep (from elf), and qualification for effects that only affect elves.
If this violates the rules somehow or you can think of a different combination of abilities pleaselet me know.
Dragonchess Player |
Now for some non-standard races (from the 3.5 MM), all at ECL 20 and mostly combat-types:
Aasimar/Half-Gold Dragon Paladin 10/Vassal of Bahamut (BoED) 6
Barbazu Fighter 4/Disciple of Dispater (BoVD) 4
Bralani Warmage (CAr) 7/Exalted Arcanist (BoED) 2
Centaur Ranger 6/Stalker of Kharash (BoED) 8
Doppleganger Rogue 5/Spymaster (CAd) 7
Grimlock Ranger 8/Exotic Weapon Master (CW) 3/Occult Slayer (CW) 5
Hound Archon Kensai (CW) 9
Lizardfolk Werecrocodile Warlock (CAr) 8/Warshaper (CW) 3*
Minotaur Battle Sorcerer (UA) 6/Warrior of Darkness (BoVD) 6
Ogre Mage Duskblade (PHB2) 8
Rakshasa Diabolist (BoVD) 6
Satyr Bard 3/War Chanter (CW) 10
Succubus Beguiler (PHB2) 5/Mindbender (CAr) 3
Troll Favored Soul (CD, Vaprak) 9
Yuan-Ti Pureblood Rogue 5/Assassin 9
*-It's a neat concept just by itself, without getting fiendish
Dragonchess Player |
Dragonchess Player wrote:In the interest of more "typical" character concepts, here are a few using PHB races (consolidated from various PCs/NPCs I've developed and given a 20 level progression):
Human Barbarian (Bear Totem from UA) 8/Fighter 2/Bear Warrior (CW) 10 (Bear Fang from CW)
I'm played something very similar to this.
Human Barbarian (Bear Totem from UA) 8/Bear Warrior (CW) 9/Warshaper (CW) 2
Overall the Bear Warrior PrC isn't all that great but combined with the Warshaper it makes it better. It was an interesting character. I would have done more damage just sticking with Barbarian, but the amount of damage I could take was amazing.
The synergies with Bear Totem Barbarian (Improved Grapple at 2nd, +4 to grapple checks when raging at 5th) and both Bear Fang style (see CW pg. 112-113) and Bear Form (turn into a bear when in a rage or frenzy) make this one of the most effective grapplers you can build. Considering that a Barbarian (Bear Totem) 5/Fighter 1 with 16 Str has a +19 grapple check when raging (at 6th level, before any buff spells), it just gets worse when he starts turning into a black bear (+8 Str), brown bear (+16 Str, large), or dire bear (+20 Str, also large).
Kiteko |
Since someone mentioned the Warshaper Prestige Class, I do also believe it's overpowered, but I had two simple ways to fix it:
-Immunity to Stunning comes at 3rd level instead of first
-25% Fortification, 50% Fortification, 75% Fortification, Immunity to Critical come at 1, 2, 4, and 5th levels, thus spacing out the power.
-The morphic Body ability of +4 Strength and +4 Constitution are only +2 Str/Con at 2nd level and become the full +4 at 4th level.
That's my way of fixing the Warshaper, by spacing it's abilities between it's 5 levels.
Lilith |
I don't have Unearthed Arcana, although its on my list.
A lot of the Unearthed Arcana details are part of the SRD - check out the Variant Rules section at d20srd.org.
Fatespinner RPG Superstar 2013 Top 32 |
What would people suggest (classes, equipment etc) as a build for a pair of dirty brutish but crafty bountyhunters at around 5th=-7th level? (A goliath and darfellan who work as a damaged and dangerous team.)
The goliath should be a barbarian (possibly with a few fighter levels) for the increased speed and added damage from rage once or twice a day. The darfellan should be a monk with bolas and Improved Grapple. They will be a very difficult pair to escape from without the aid of magic.
R-type |
R-type wrote:What would people suggest (classes, equipment etc) as a build for a pair of dirty brutish but crafty bountyhunters at around 5th=-7th level? (A goliath and darfellan who work as a damaged and dangerous team.)The goliath should be a barbarian (possibly with a few fighter levels) for the increased speed and added damage from rage once or twice a day. The darfellan should be a monk with bolas and Improved Grapple. They will be a very difficult pair to escape from without the aid of magic.
Quite a speedy duo! What sort of mounts do you think these guys would have (bearing in mind this is a pair of guys for use in my STAP)
The White Toymaker |
Anyone ever use a wereshark? I always wanted to use one ever since seeing reaper miniatures take on one in hybrid mode.
Only in referencing the list of things which Mr. Welch is no longer allowed to do in an RPG -- "There is no such game as Wereshark: The Buffet."
On the other hand, a wereporpoise gains Blindsight to a range of 120' feet in all forms.
Dragonchess Player |
I might have missed something, but is there a way to just create were-animals? And if so is it limited to animals or beast? I thinking some sort of magically plague?
Read the Lycanthrope entry in the Monster Manual.
Dragonchess Player |
This thread got me thinking on evil characters, so here are some ECL 20 evil character ideas. Many of them use the Book of Vile Darkness, but if you want evil characters, make them evil.
Drow Conjurer 6/Acolyte of the Skin (CAr) 8/Demonologist (BoVD) 4
Duergar Rogue 6/Disciple of Mammon (BoVD) 10/Invisible Blade (CW) 3
Dwarf Cleric (Elder Elemental Eye, RttToEE) 8/Stonelord (CW) 2/Entropomancer (CD) 10
+Elf Ranger 6/Wildrunner (RotW) 10/Darkwood Stalker (CW) 4
+Half-Elf Rogue 3/Hexblade (CW) 7/Bladesinger (CW) 10
Half-Orc Cleric (Nerull) 7/Master of Shrouds (CD Web) 9/Thaumaturgist 4
Halfling Rogue 4/Fighter 2/Streetfighter (CAd) 4/Disciple of Baalzebul (BoVD) 10
Halfling (Major Demon Bloodline, UA) Rogue 1/Warlock (CAr) 11/Bloodline 3/Dagger of Darkness* 5
Human Barbarian 6/Frenzied Berserker (CW) 10/Ravager (CW) 10
Human Bard 6/Disciple of Asmodeus (BoVD) 10/Virtuoso (CAd) 4
Human Druid 6/Nature's Warrior (CW) 4/Vermin Lord (BoVD) 10
Human ex-Paladin 5/Ranger 1/Fighter 1/Blackguard 7/Disciple of Mephistopheles (BoVD) 6
+Human (Major Red Dragon Bloodline, UA) Battle Sorcerer (UA) 7/Bloodline 3/Elemental Savant (Fire, CAr) 10
Tiefling Spellthief (CAd) 9/Ur-Priest (CD) 10
+Whisper Gnome (RoS) Illusionist 10/Geometer (CAr) 5/Shadowcraft Mage (RoS) 5
+-these characters don't have to be evil, but are easy to make so
*-personally created prestige class, details below
Dagger of Darkness
The dagger of darkness is an evil spellcaster who draws on the power of the lower planes to become a stealthy killer. Cleric/rogues, sorcerer/rogues, warlock/rogues, and wizard/rogues make up the majority of this prestige class, but some assassins also join the ranks.
Hit Die: d8.
Requirements:
To qualify to become a dagger of darkness, a character must fulfill all of the following criteria.
Alignment- Any evil.
Skills- Hide 8 ranks, Move Silently 8 ranks.
Feats- Evil Brand (BoVD), Weapon Focus (Dagger).
Special- Ability to cast Darkness and Invisibility as spells or use them as spell-like abilities.
Special- Caster level 5.
Special- Sneak attack +1d6.
Class Skills:
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at each level- 6 + Int modifier.
Level, BAB, Fort, Ref, Will; Special
1st, +0, +0, +2, +2; Death Attack, Poison Use, Sneak Attack +1d6, +1 existing spellcasting class level
2nd, +1, +0, +3, +3; Darkvision, Vile Dagger, +1 existing spellcasting class level
3rd, +2, +1, +3, +3; Hide in Plain Sight, Sneak Attack +2d6, +1 existing spellcasting class level
4th, +3, +1, +4, +4; Evasion, Uncanny Dodge, +1 existing spellcasting class level
5th, +3, +1, +4, +4; Shadow Walk 1x/day, Sneak Attack +3d6
Class Features:
Weapon and Armor Proficiency- Daggers of darkness gain no weapon or armor proficiencies.
Spellcasting- For every level of dagger of darkness, except 5th, the character gains spells per day (and spells known, if applicable) as if he has also gained a level in a spellcasting class to which he belonged before he added the prestige class. He does not gain any other benefit that a character of that classwould have gained. Warlocks improve their ability to cast invocations and gain increased damage on their eldritch blast as if they had gained a warlock level (per CAr, pg. 18). If the character had more than one spellcasting class before becoming a dagger of darkness, the player must decide which class improves at each dagger of darkness level.
Death Attack- As the assassin ability of the same name. The Fort save DC is 10 + twice the dagger of darkness class level + Int modifier. If the dagger of darkness has assassin levels, then the DC is 10 + assassin level + twice dagger of darkness level + Int modifier.
Poison Use- Daggers of darkness are trained in the use of poison and never accidentally poison themselves when applying poison to a blade.
Sneak Attack- As the rogue ability of the same name. This stacks with other sneak attack bonuses.
Darkvision- A 2nd level dagger of darkness gains Darkvision to 60 ft. If the dagger of darkness already has darkvision, then the distance he can see increases 30 ft.
Vile Dagger- When attacking with a dagger, a 2nd level dagger of darkness does one extra point of vile damage, as if he had the Vile Martial Strike feat (BoVD).
Hide in Plain Sight- A 3rd level dagger of darkness can use the Hide skill even while being observed, as long as he is within 10 feet of some sort of shadow other than his own.
Evasion- A 4th level dagger of darkness gains evasion.
Uncanny Dodge- At 4th level, a dagger of darkness retains his Dex bonus to AC when flat-footed or struck by an invisible attacker. If the character already has uncanny dodge from a second class, then he automatically gains improved uncanny dodge.
Shadow Walk- As the spell of the same name at caster level 10.
Valegrim |
well, I am always looking for a way to combine a monk and a barbarian; i know it sounds weird; but would be really cool combination of stuff.
Also, would like to find a way to completely revamp the feats in the game; there are more feats than skills; some feats that probably aught to be skill; there has to be a good way to have character get more feats; with hundred to choose from the and average character only gettting about five; this seems very much a waste; am thinking about doubling the number of feats a person gets or something; haven't work out anything yet, maybe a feat school you buy a feat with exps; dont know; jsut need to do something.
Dragonchess Player |
well, I am always looking for a way to combine a monk and a barbarian; i know it sounds weird; but would be really cool combination of stuff.
Barbarian 6/Cleric (Kord) 4/Sacred Fist (CD) 10
Too bad they changed the Drunken Master (CW) from the 3.0 version in Sword and Fist to require Flurry of Blows. One of my favorite characters from 3.0 was a Half-Orc Barbarian 4/Rogue 6/Drunken Master 6 (shooting for Drunken Master 10/Thief-Acrobat 10 in Epic play).
Dragonchess Player |
Also, would like to find a way to completely revamp the feats in the game; there are more feats than skills; some feats that probably aught to be skill; there has to be a good way to have character get more feats; with hundred to choose from the and average character only gettting about five; this seems very much a waste; am thinking about doubling the number of feats a person gets or something; haven't work out anything yet, maybe a feat school you buy a feat with exps; dont know; just need to do something.
Think carefully about this. Feats are powerful and providing more of them to the PCs will make them more powerful. Fighters, rangers, and wizards are three of the most popular core classes at least in part because of their bonus feats.
One thing you might think about is giving characters one background/regional feat (usually something minor like the feats that grant a +2 bonus to two skills) when first created. If you want to make the effort, you can develop feat chains specific to each background/region (gained for free at 1st, 5th, 10th, 15th, and 20th); just make sure you come up with a theme to tie them together and don't make them too powerful/class specific. For example, suppose you have a character from a port city noted for its knife duels; a feat progression for this background might be 1st- Athletic, 5th-Weapon Focus (Dagger), 10th- Persuasive, 15th- Quick Draw, 20th- Improved Initiative.
Valegrim |
i have no problem with pcs having more feats; anything pcs get my mobs get too so as the gm it is my job to keep the job fun, entertaining and a challenge, and as long as everyone has the same rules; it should all work out. I always like running a high fantasy heroic game so peeps aught to be able to do heroic things. No pc can build a character that a gm cant touch, sure fighters would end up with a lot of feats, but they are argueably the wimpiest character classes in the game. there are a lot of feats that aren't combat feats that would just be cool game enhancing things; was thinking to make a list of these and giving one of these in addition to the picked feat when a feat is earned per the list in the beginning of the P.H. So, mostly I am considering non combat type feats.
Kirwyn |
Cool ideas. One of my players did an arcane archer type using the cleric with the elf domain. It worked out wreally well, fixing holes in the groups healing area as well as being able to use a lot of wands.
As far as feats go, About a year ago we switched over to Characters (and all nps) get feats on the following schedule: One at first, third, fourth, sixth, eighth, tenth, twelvth, fourteenth, sixteenth, eighteenth and twentieth. This change was done to make the game more fun. It gives players more to look forward too, and allows more involved/exotic builds. It is also more fun for me as I can build npc's the same way making encounters more varied and unique.
We also adopted the talent concept from arcana unearthed. but made most of the talents from the players guide to Fearun. So far it has been fun. I suppose it is overpowered compared to someone elses game but it seems to pretty smooth with this group, I guess because every one gets them.
Steven Purcell |
I’ve got a few interesting concepts for this or at least, interesting to me:
First, Paragon Great Wyrm Prismatic Dragon/ Cleric 1/ Dispassionate Watcher of Chronepsis (or Sacred Warder of Bahamut or Unholy Ravager of Tiamat, depending on alignment preferences) 12/ Sovereign Speaker 9/ Dragon Ascendant 12
Also Monk with the Reflect Arrows, Infinite Deflection and Exceptional Deflection feats as well as Whirlwind attack to deal with either ranged or melee, respectively.
Another idea: Orc/ Neanderthal/ Half Orc Fighter 5 (having taken Education at 1st for Knowledge (Arcana) as class skill)/ Dragon Devotee 5 (Races of the Dragon, which gives you bonus feats, +2 to each of Str, Con and Cha and two levels worth of sorcerer spellcasting)/ Dragon Disciple 10 (additional spellcasting, d12 HD, good fort and will saves, wings, claws, bite AND an additional +8 to Str, +2 to Con, +2 to Int, +2 to Cha (total increase +10 Str, +4 Con, +2 Int, +4 Cha before magic items are applied); Half Ogre would be even nastier but is a +1/+2 (depending on source) level adjusted; Goliath or Half Giant or Eneko (Secrets of Sarlona) would work as well.
Dragonchess Player |
Dragonchess Player:
Saw your post above about Dwarf Ranger 1/Fighter 4/Deepwarden (RoS) 5/Dwarven Defender 10 (Racial Substitution Levels).Can you help guide me through this build? I'm new to the RoS book, but the concept sounds fantastic. What would be your abilities, skills, feats, etc?
The only restriction is that you need a 13+ Dex to take Dodge (requirement for Dwarven Defender). Below is a stripped-down advancement guide for ensuring the character can qualify for the prestige classes at the minimum levels. Anything not detailed can be determined to suit your preferences and campaign specifics.
Ranger 1- Climb 4, Heal 4, Jump 4, Knowledge (Dungeoneering) 4, Survival 4, Toughness; Favored Enemy (+2 Giants)
Fighter 1 (Dwarf Fighter Substitution level)- Climb 5, Jump 5; Axe Focus
Fighter 2 (Dwarf Fighter Substitution level)- Knowledge (Dungeoneering) 5, Survival 4.5, Endurance; Racial Foes
Fighter 3- Heal 4.5, Survival 5
Fighter 4- Heal 5; Weapon Specialization (Waraxe)
Deepwarden 1- Dodge
Deepwarden 2
Dwarven Defender 1
Rageing_Mage |
ok so this build relies heavily on everything being RAI. that being said,
Str:+16
Dex:-4
Con:+8
Ini:-6
Wis:+4
Cha:-2
Natural Armor:+10
monstrous humanoid
Large size
50 ft land speed
2 claw's at 2d6
1 Dammage catagory 6 gore attack
improved grab
Darkvision 120ft
fast healing 2/round
scent
always know north
+4 maze
track
+2 spot search listen
no that you have a Retardedly powerful LA+0 char
use a build like
Barbarian/Frenzied berserker/warhulk
feats
power attack
cleave
great cleave
extended rage
really any feat you want to make you attack more and hit heavier.
YeuxAndI |
+Whisper Gnome (RoS) Illusionist 10/Geometer (CAr) 5/Shadowcraft Mage (RoS) 5
I would think a whisper gnome would make one of the best rogue/illusionist combos. Something like this: rogue 6/illusionist 8/assasin 6. Perhaps add the shade template?
Instead of taking assasin levels, the gnome would take the rogue/shadowcaster prestige class that effectively gives them the shade template. I don't have the book with me but that seems like a powerful combination.
Dragonchess Player |
Dragonchess Player wrote:I would think a whisper gnome would make one of the best rogue/illusionist combos. Something like this: rogue 6/illusionist 8/assasin 6. Perhaps add the shade template?
+Whisper Gnome (RoS) Illusionist 10/Geometer (CAr) 5/Shadowcraft Mage (RoS) 5
I'd like Tiefling Rogue 1/Beguiler (PHBII) 6/Dagger of Darkness (above) 5/Arcane Trickster 7 better, I think. Splitting spellcasting progressions between classes usually gives up too much.
The whisper gnome concept was a "patterns of light and shadow" spellcaster. I was also trying to avoid having too many rogues and rogue-like concepts together. A Whisper Gnome Beguiler (Shadowcaster) is a character concept with a lot of potential, though.
Instead of taking assasin levels, the gnome would take the rogue/shadowcaster prestige class that effectively gives them the shade template. I don't have the book with me but that seems like a powerful combination.
(Goes to pull out Dragon #136 and look through Gates of Oblivion) Do you mean Child of Night from Tome of Magic? That might be better than Arcane Trickster for spellcasting, but doesn't look like it helps with increasing rogue skills and abilities.