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Jackelope King |
Re: Sneak Attack is not a power play | ||
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Good point, Crashinibon. I'd thought I would've seen something like that when I was looking through the PHB to work on this today. Fixed in the build above.
Winner of the 3ebb Location Creation Contest and 3ebb Encounter Creation Contest |
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Navaruk |
Id like you thoughts on this one. | ||
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The wild monk
I am one with nature, now it is time to make you one with the dirt! This concept takes the shifter/survivor and Piledriver ideas and combines them into a deadly force. The RP concept is sound as many fighting stiles come from nature. Mechanically many of the abilities tend to stack. With a boosted base speed from wild shape and the monk you are the fastest thing out there. You can get killer unarmed attacks and cast magic fang for an extra punch. Speaking of unarmed, according to S&F you get to stack your monk unarmed bonus with unarmed attack as an animal or similar creature. and who can forget stacking unarmored and natural armor. With all these bonuses, those who feared the bear barreling toward them before will discover new level of pain once they enter grapple. But that is just what I see. You had a lot of good points against that rouge/druid build I suggested and I can see how a straight build would be more powerful (though I still salivate over pounce, but that can be gotten with polymorph scrolls) |
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Jackelope King |
Re: Id like you thoughts on this one. | ||
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Heh... just because I make points against or for it doesn't mean you shouldn't go for it if the idea still seems cool to you.
Winner of the 3ebb Location Creation Contest and 3ebb Encounter Creation Contest |
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Green Gnome |
... | ||
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This is some good stuff...2 classes in one weekend!
About the 6th level Monk bonus feat. Being a 6th level Monk lets you get Improved Trip or Improved Disarm without having the prerequisites. This means, not only is Combat Expertise unnecessary, but a 13 Int is also unnecessary. Improved Trip tends to favor warriors with a high Str, whereas Improved Disarm tends to favor warriors with a high Dex, and who use Weapon Finesse. One key advantage of using Unarmed Strike is that you will never need the Quick Draw feat. You can carry a weapon and still use your Unarmed Strike. Also, if the weapon you carry is a reach weapon, you will threaten 2 squares with your reach weapon and 1 square with your Unarmed Strike. 2 reach weapons work particularly well with Monks. The Guisarme is useful for high-Str Monks who get Improved Trip, and take Fighter levels. 10-foot targets are threatened by the Guisarme, and 5-foot targets are threatened by the Unarmed Strike. Dwarves are particularly good at fighting this way. The Spiked Chain costs a feat, but it's well worth it for high-Dex characters, because it works with Weapon Finesse. It threatens 10-foot targets and 5-foot targets, so targets 5 feet away are threatened by both the Spiked Chain and the Unarmed Strike. It also gets a bonus to Disarm, so a Rogue-Monk with a high Dex taking Improved Disarm will have a very good chance of disarming an opponent. Even a Halfling, despite his Small size, will have a good chance of disarming an opponent. A Monk using a reach weapon would definitely want Combat Reflexes as one of his feats. He can choose it as a bonus feat at 2nd level. Another great thing about the Shuriken is that since it counts as ammo, it only costs a free action to draw. So even with a Spiked Chain in both hands, Shurikens can be fired with no trouble, by taking a free action to shift the Spiked Chain to 1 hand, and then a free action to draw the Shuriken. When all Shurikens are fired, another free action to shift the Spiked Chain to 2 hands. The Rogue-Monk combos allow access to the powerful Rogue special abilties--especially the Crippling Strike special ability which was upgraded from v3.0 to v3.5. Crippling Strike now inflicts 2 points of Str damage on each sneak attack (in v3.0 it was only 1 point). This damage can be done with either ranged or melee attacks. So using Shurikens or Unarmed Strikes with sneak attack can result in some deadly Str damage. |
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Jackelope King |
3.5 Power Play- Paladin | ||
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Whats Changed?
Fans of the paladin really felt left out in the rain when 3.5E rolled around. He was definitely improved, with increasing smites and a far superior mount, but a high level paladin still doesnt seem very appealing. But guess what: a little imagination can make any class powerful. Now here we go - Less front-loaded. - Smiting attempts per day increase over levels. - Minor changes to spell list. - Summoned mount. General tactics You have access to one of the best mounts in the game: put it to good use! Being specialized against evil makes you one of the best choices to wipe the floor with the Big Bad Evil Guy. Holy sword is an absolutely deadly spell, and combined with smite *drool* Being a paladin means you get to pick from the best weapons and armors in the game. Youre made-to-order for melee, and youre right up there with the barbarian for the best damage potential of a melee class. You dont have the feats to be tricky in combat: pick a combat style and stick with it. Sword & board, big honkin sword, mounted, super spring-attack, whatever floats your boat. Youre a back-up healer and never forget it. You can stabilize a friend with a touch and make sure the cleric gets back on his feet. Save your healing for when its needed. Wands, wands, and more wands. All your spells can fit into a wand, and though theyre expensive, they can make multiclassing much easier on your spellcasting ability. Multiclass notes Unless you really want to push your mounts abilities through the roof, mutliclassing the paladin opens up the path for specialization in his chosen method of combat. Grabbing levels of fighter will help you get more specific combat feats, whereas levels of ranger can make your paladin better at wilderness survival and two-weapon fighting (which is a great thing with sword & board). Sorcerer is a natural choice for a paladin who wants to fall into more of a caster route. Good mutliclasses with paladin include: - Bard- A good ex-bardic paladin can be an amazingly charismatic and inspirational leader. - Fighter- Bonus feats make combat specialization easier. - Ranger- Stealth and some combat focus in two-weapon fighting. - Sorcerer- Charisma-based spellcasting? Sign me up! The levels to keep in mind for paladin are: - Level 2 (divine grace & lay on hands) - Level 4 (paladin spell list is open & turn undead) - Level 5 (2 smites per day & your special mount) - Level 10, 15, and 20 (more smiting) What are the basic ways to build a paladin? A paladin is first and foremost a melee beast. Good defenses, plenty of damage-dealing potential, and the ability to use your mount to increase all your other abilities. - The Blooded- Using levels of sorcerer, this paladin becomes a dragon disciple - The Cavalier- A paladin who uses his abilities to devastating affect while mounted. - The Holy Shield- A great defensive character who makes for an amazing meat shield. - The Vigilante- Sword and board the way only a paladin/ranger knows how. The Blooded My blood is a gift of the divine. Paladin multiclasses well with sorcerer, assuming youre done with one or the other when you start your multiclassing. The goal here is to come up with a character who has a nice array of spells and manages a good melee attack. Start with a level of sorcerer who can speak draconic, then add nine levels of paladin, and make sure to spend a skill point each level to keep maxing up knowledge (arcana) up to 8 ranks (doable by level 9). Nine levels of paladin will give you two smites per day, two remove diseases per week, and up to second level paladin spells, in addition to your special mount. For your weapon, take a two-handed weapon beyond a doubt. Youll want it for what we do next. Its called dragon disciple. The end-result of this change is +8 strength, +2 constitution, +2 intelligence, +2 charisma, which is a LOT. Also, paladin 9/sorcerer 1/dragon disciple 10 still grants you a +16 base attack bonus. Sure your sorcerer spells are really limited, but you can easily enough grab goodies like true strike and shield. Plus you have a standing strength thats sky-high, which is great when you use a two-handed weapon (that 1.5x strength modifier to damage starts adding up), and then when you throw in things like smite and holy sword (with a wand, of course), youre dealing disturbing amounts of damage (and you can be assured youll hit with true strike). Not only that, but you can fly, have the mount of a level 10 paladin, and a fairly decent breath weapon to boot! What paladin wouldnt want a little dragon blood if it meant he could kick evils butt all the way from here to Ghostwalk like that? Other than the main build, grab feats to boost your damage, like power attack, weapon focus (to help you hit), and cleave (to take out the next one after youve hit for so much damage). The Cavalier Nobility. Honor. Chivalry. And a sharp lance coming at your throat. A pure paladin build in essence, but one that can definitely stand a splash of fighter. You have two main choices when doing this build. The first is to go paladin 16/fighter 4 for weapon specialization in lance. This will grant you a very strong mount overall and 4th level paladin spells, which are nothing to sneeze at. The other option is to go paladin 8/fighter 12 for greater weapon specialization, because having a base +4 to damage when youre hitting for triple damage on a charge is a beautiful thing, but at the expense of spells, smites, and your mounts power. Whichever way you decide to go, youll also want to take the mounted combat tree up to spirited charge to do some very nasty damage on a charge. Other feats to take are power attack (like Id go through a melee build without mentioning that one), weapon focus (and the greater version if you go for an extended fighter build), and probably weapon focus in a good one-handed weapon (for those times you have to fight on the ground). Far shot is also extremely useful for using thrown weapons from your mount (with the obvious addition of mounted archery). For a ranged weapon, I recommend javelins, because thrown weapons allow you to add your strength bonus to damage, and javelins do a respectable amount of damage (they also fit the theme of a guy carrying a bunch of pointy weapons) and have a decent range. In combat, charge early and charge often. Let your mount get his licks in too (especially if you have an extended paladin build) and you can cause plenty of damage. If youre fighting something too dangerous to charge, soften it up with thrown weapons and then charge in. Use your spells to buff yourself a bit before rushing in (holy sword is great) and milk that x3 damage for everything you can. The Holy Shield I am the right hand of a loving god, and no harm shall touch those who are pure. A purely defensive paladin is an interesting build, because most people think of a paladin as a living smite-machine. The advantage of it is that you can have exceptional saves and wear excellent armor, translating into a character who is hard to hit and difficult to affect with spells. Now the question is whether to go with a polearm or sword & board. Personally, I prefer having reach with my characters, but getting a one-handed weapon and a shield is definitely a strong choice as well to boost your armor class tremendously. Feats of choice for a build like this are dodge, combat expertise, combat reflexes (if going with a reach weapon), and power attack. This build serves surprisingly well if you use your smites defensively. Unlike most meat-shield characters, you are exceptionally mobile with your mount, and you also have the ability to effectively block two places on the battlefield with the help of your mount. Working together, you should be able to hold the line effectively. Rather than the traditional paladin build, this paladin uses his smites defensively, making sure that the enemies who try to charge him are put down fast. This build is also one that is designed to take into account the extreme power of higher level casters, who can kill the Big Bad Evil Guy much faster than you can. Your smites should be used to make sure anyone who tries to get to the casters are dead before they can reach the casters. Note that using smites in this way really only becomes necessary if a powerful enemy, such as the Big Bad Evil Guys lieutenant, charges your party. You dont need to smite the goblin with three hit points (unless youre really fond of Goblin McNuggets). The Vigilante Truth and justice can never be mistaken with the wanton corruption of these kingdoms. Time for some old school sword and board action with a new twist. This character is somewhat difficult to pull off, depending on how you roleplay it. You can either play a ranger who goes paladin, a ranger who goes paladin and then goes back to being a ranger, or a paladin who goes ranger. They key here is to be a deadly effective warrior, and what that means in your campaign should determine how you build the character. The base build I will describe is paladin 10/ranger 10, which grants you three smites, a good mount and a good animal companion, evasion, 3 smites per day, 3 favored enemies, two combat style feats, and plenty of other goodies. The goal of this build is to get plenty of attacks in a single round, from yourself, your mount, and your animal companion. The more times you attack, the more times you can deal damage. And paladins are very good at dealing lots of damage. The feats to focus on are the two-weapon fighting tree (from the ranger) and improved shield bash. In an ideal world, you can smite three times in a single round, all on a very high base attack bonus, and this can bring down a deadly foe very quickly. Couple this with the extremely nasty bashing enhancement for your shield and you effectively have a +1 longsword in your offhand that you can attack with 3 times in a round. Between yourself, your mount, and your animal companion, you can get off 11 or 12 attacks in a round. Now just make sure to become real good friends with the druid so he can keep greater magic fang on your mount and companion at all times and youre looking at a good deal of damage. Conclusion With great offensive power, excellent defenses, and a powerful mount, a paladin really is a very powerful class. Just make sure you use everything you have access to, and use it fully, or youre only selling the paladin short. 3.0 Splash Notes Defenders of the Faith and the divine feats (like divine might) can make a paladins damage sickening. Definitely consider getting an improved mount as outlined in Defenders of the Faith. Cavalier (Sword & Fist) fits the build of the same name mentioned above very well. The spells from Defenders of the Faith make paladin damage buffs even nastier. Winner of the 3ebb Location Creation Contest and 3ebb Encounter Creation Contest |
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Jackelope King |
3.5 Power Play- Ranger | ||
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Whats Changed?
Ive always loved the ranger, and in 3.5 a ranger is once again a great class, and one that can be played straight through for twenty levels. - Less front-loaded. - Choice between two-weapon fighting and archery. - More skill points. - Better focus on stealth overall. General tactics For being a stealthy character, you are one of the meatiest. Rangers now probably make the best scouts because of their sheer survivability. Your spells are designed to allow you to survive in the wilderness, so dont hesitate to use them if you really need to hide well or make sure that something is safe. A d8 hit die, while not terrible, is still a bit on the weak side when it comes to melee. Rather than just slugging it out on the front lines, use your stealth to find a better position on the battlefield where you arent as vulnerable. Youre the next best thing to a druid when it comes to staying alive in the wild, and you arent as reliant on magic as the druid. If it comes down to a grim and gritty trek across the wilderness, youre well suited for it. Remember that a ranger isnt pigeonholed into one type of fighting style: feel free to use your combat styles as backup for your main method of combat. Animal companions you can gain arent as strong as a druids but having them on call can only be helpful. Multiclass notes Multiclassing the ranger is no longer necessary by any stretch of the imagination, but the ranger can still benefit greatly from multiclassing to focus on a specific combat style or niche to fill. If you decide to multiclass, decide well ahead of time and know what role your party needs filled. Good mutliclasses with ranger include: - Barbarian- An easy multiclass to rationalize. You lose skill points, but the others will overlap well. - Bard- You keep up good skill points, stay in light armor, and get some spells to boot. - Fighter- Bonus feats are a great thing, though your skills will take a hit. - Rogue- Two weapon fighting and sneak attack are sick, and youll get plenty of skills. The levels to keep in mind for paladin are: - Level 2 (first combat style feat) - Level 3 (endurance) - Level 5 (Improved combat style) - Level 11 (combat style mastery) - Level 13 (camouflage) - Level 17 (hide in plain sight) What are the basic ways to build a ranger? As a ranger, you need to keep in mind that you are the most highly skilled warrior-type in the game. Playing a pure hack & slash whirling warrior of doom is a mistake here: take advantage of your skills! - The Bounty Hunter- Everyone loves bounty hunters. And rangers make great bounty hunters. - The Forward Scout- With a polearm and two-weapon fighting as a back-up, this scout is a tough nut to crack. - The Master Archer- A character who knows the two keys to being a good archer: mobility and stealth. - The Vagabond- Hes seen it all, and has killed a lot of it, too. The Bounty Hunter Go on and run. I enjoy a good chase. The fascination with bounty hunters is enough that finding a good way to build one is something many players have tried. It isnt a difficult task to accomplish, but it requires some forethought. The build I will present to you is ranger 11/assassin 9. A simple one, and one that works very well. Remember that the death attack ability of the assassin does not have to kill a target: it can paralyze a target too. The combat style of choice here two weapon fighting: this character is going to have a lot of attacks by the end of his development. As this build emphasizes high dexterity and intelligence, weapon finesse is a great choice for a feat, especially if you decide to use two of the same weapons, like shortswords. Weapon focus is another good choice to help alleviate some of the penalty from attacking with two weapons. For your favored enemies, pick races you plan on hunting, probably common races like humans, elves, and dwarves. Some of your skill points will go to craft (poisonmaking) so that you can always have some poisons to deal with your foe. An interesting option here is to poison several shortswords, and then use the quickdraw feat to ensure that you can attack with poison each time you strike, which gets up to around 7 attacks by level 17. Also, you are also capable of paralyzing your opponent with your deadly strike. And even better: all your spells fit into wands, so you can use a wand of greater invisibility to ensure that youll be able to get plenty of poisoned sneak attacks against your foes. Which poison you decide to use is up to you. The Forward Scout He didnt see me until I had my spear in his chest. Heres a pure ranger build for everyone who really wants to see what the class is capable of now. The concept were going for is a character who uses a reach weapon to keep foes at bay (to compensate for his relatively low hit points and armor class). Now you might think this is stupid, because this seems to ignore the two combat styles a ranger can pick from. However, consider the fact that most reach weapon do not allow for attacks on adjacent foes. Two weapon fighting would serve as an excellent backup to a primary combat style such as a polearm. The focus of this ranger is stealth. This character takes the role of the scout for the party, keeping his eyes open for trouble, and setting up ambushes to take out enemies who are less aware. While developing the two weapon fighting combat style through ranger, spend normal feats to build up polearm combat. Weapon focus, power attack, and combat reflexes are all great choices that let you drop foes more quickly. When fighting with your group, use your polearm to its best affect. Keep out of close melee, as rangers lack the staying power of other melee classes. Set up flanking opportunities with allies to make the best use of your power attack. When stuck in combat alone (which happens to scouts), use your polearm as best you can, and then quickdraw out your weapon or weapons for two-weapon fighting. The volume of attacks here should provide for a bit of a shock to anyone who though closing with a polearm would be a good idea. You should be able to hold out long enough to withdraw and hide (hide in plain sight is an amazingly good ability) or wait for reinforcements to show up. When not in combat, stay ahead of the group and make sure the path is clear. Blaze a trail. Consider taking a level of rogue for the trapfinding ability just to make yourself into the best possible scout. The Master Archer If shooting someone in the back is fighting dirty, then I must be filthy. One of the things I most like about the ranger is the new choice of the archery tree. Although archers are considerably weaker now than in 3.0, they are still a viable combat build. The goal with this build is to create a character who is highly mobile and skilled at getting into the right position to fire. The good old Deepwood Sniper builds of 3.0 are all about catching someone off-guard and keeping them that way. The Shadowdancers abilities fit the role of a fast and furious archer very well. With his shadows, this character can draw enemies into an ambush, striking with arrows and using his summoned shadow companions to keep the enemy from closing. The key though, is shadow jump. Simply shadow jump to a different area of the battlefield and then hide in the shadows, then ready yourself for another attack. If enemies manage to close, the shadowdancer has abilities that make your archer very survivable, like uncanny dodge and defensive roll. Improved evasion and slippery mind will make it difficult to be hit with spells. With the end build of ranger 10/shadowdancer 10, youll need to invest in more archery feats than normal, but otherwise the build is straight forward. Investing in shot on the run is very useful when used in conjunction with manyshot, especially considering the focus on mobility of this build. Keep moving and shooting, taking advantage of manyshot to pump your foes full of arrows. Only stand still while youre lying in wait, and make sure youre moving at any other time. The Vagabond Been there. Done that. Now lets try something a little more interesting. The previous master archer build is a lot of fun, no two ways about it. However, what if you want to get some delicious melee in and remain mobile. Then let me introduce to you a nasty and completely relentless build. We start with ranger and throw in levels of barbarian, and eventually take levels of horizonwalker. The goal is to end your build as a ranger 9/barbarian 5/horizonwalker 6. This grants you 2 ranges per day, improved uncanny dodge, evasion, and then five horizonwalker terrain masteries and a single planar mastery. For your feats, grab the ones for two weapon fighting. Your weapon of choice is going to be an old classic: the quarterstaff. Fitting for a traveler, eh? Anyway, the advantage of this weapon is that you can use it two-handed or as a double weapon, and it requires no special proficiency to use. Feats to grab are power attack, weapon focus, and probably greater two weapon fighting. The two must have abilities from horizonwalker are the terrain mastery for desert (which makes you immune to fatigue excellent for raging) and the planar mastery for shifting planes (which gives you the incredible ability to use dimension door every 1d4 rounds). So what you do is dimension door right next to someone, strike up a rage, then start wailing away. Use your staff two-handed when charging and as a double weapon when in extended melee. In addition to your rather impressive little set of skills, youre absolutely tireless in melee. Put it to good use and get stuck in real good. Your hit points might not be sky-high, but youre hitting plenty hard. Dont hold back: just kill the other guy and dimension door out if you need to. Conclusion The ranger has access to a great selection of skills, good combat abilities, and offers many opportunities for different combat styles. Make sure you take advantage of all the rangers abilities. The new ranger is a great class, and disserves some respect. 3.0 Splash Notes And in case you didnt know, the good old Holy Liberator is a great addition to any ranger build. For anyone who likes playing a tracker, break out the Bloodhound or Consecrated Harrier from Masters of the Wild and Defenders of the Faith, respectively. Any ranger who likes archery should pick up the Deepwood Sniper or Order of the Bow Initiate from Masters of the Wild and Sword & Fist respectively. If you want a fighter/mage, pick up Unapproachable East (a Forgotten Realms accessory) and make a ranger/wizard who grabs the Master of Yurinwood prestige class. Full spell progression and full base attack bonus is sweet. |
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Jackelope King |
3.5 Power Play- Rogue | ||
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Whats Changed?
And now my favorite class ever, the rogue. Rogues have always seemed great to me because of their versatility, and 3.5 hasnt changed that. - Uncanny dodge and improved uncanny dodge at higher levels. - New ability: trap sense (like the barbarians ability of the same name). General tactics You can do almost anything you want with a rogue, but some things are better than others. At the start of combat, if youre in range to take a pot-shot at an enemy who hasnt acted yet, do so to get your sneak attack damage in. Generally speaking, skills work even in antimagic fields. Make sure you dont become reliant on the wizard just because he has knock or the sorcerer for invisibility: keep increasing your ranks in key skills. Stay out of melee unless you can flank to deliver a flurry of sneak attacks. Anything else isnt worth the risk. Quite possibly the scariest thing in the world is being flanked by two rogues. The only thing scarier is being flanked by two rogues with reach weapons. Rogues have a poor selection of weapons, but starting as an elf or taking levels of fighter or ranger to expand your choices might be a good idea if you want to be more melee oriented. Tumble early and tumble often. When moving in combat, try to tumble from place to place to avoid being hit by attacks of opportunity, and if the enemy is bearing down on you, tumble as a full defensive action. Multiclass notes For the rogue, multiclassing is done to specialize on a specific set of rogue skills or to broaden the rogues abilities outside of troubleshooting with his skills. The two big losses for the rogue in multiclassing are skill points and sneak attack. Good mutliclasses with rogue include: - Bard- Almost as many skill points, similar skills, some magic, and some extra weapons to boot. - Fighter- For the price of a lot of skill points, you can grab armor proficiencies and weapon proficiencies, as well as a free bonus feat. - Ranger- Everyone loves skill points, and I cant emphasize enough how well two weapon fighting and sneak attack work in conjunction. - Wizard- Another class that needs a high intelligence and adding some spells to your repertoire could prove very useful. The levels to keep in mind for rogue are: - Level 2 (Evasion) - Level 4 (Uncanny dodge) - Level 8 (Improved uncanny dodge) - Level 10 (first rogue special ability) What are the basic ways to build a rogue? Rogues are the kings of skills and can do insane amounts of damage with sneak attack. However, their base attack bonus progression and hit die prevent them from being great melee combatants. Use you skills and sneak attack to get your licks in combat - The Arcane Sniper- Excellent stealth, sneak attack, and some magic can make a great sniper. - The Dilettante- A rogue who acts like a bard, casts like one, and still sneak attacks very well. - The Troubleshooter- With a huge number of skills, this character is there to solve problems fast. - The Whirling Dervish- Old school two-weapon fighting sneak attack build. The Arcane Sniper Its only a headshot if his head comes off after you hit it. Getting lots of sneak attack is always fun, and this character takes it pretty far. By the end of the build, you have +11 base attack bonus, +11d6 sneak attack, and full assassin spell progression (and depending on how you interpret it, more than full assassin spell progression). This character is similar to the Master Archer which I described for the ranger, but it works far better as a hidden ally on the battlefield who picks a foe off at the beginning of combat and then continues to pick foes off. The build we are going for is rogue 5/assassin 5/arcane trickster 10. Rogue and assassin give you +3d6 sneak attack each, and arcane trickster will give you another +5d6, for a total of +11d6 sneak attack. Now your low base attack bonus makes your secondary and tertiary attacks almost useless, but when you use magic device on your scroll of true strike ahead of time, well then youre going to hit the guy. Feats of choice are select feats from the archery tree: point blank shot, precise shot, improved precise shot. Weapon focus is good too. You want to be sure that you hit. Now the problem of getting sneak attack while in combat. You should try early on to make friends with the wizard or sorcerer so they can cast improved invisibility on you. Once you take levels of assassin, you can use a wand of improved invisibility until you are able to cast it yourself. Poison your arrows well and pick your targets well with your poisoned arrows. Have wands on hand to use for tricky situations. In combat, you want to be hidden extremely well, preferably with invisibility cast upon yourself. Then sneak attack whichever foe needs to go down with a nasty little headshot. If you absolutely cannot go invisible or hide, use impromptu sneak attack to shoot with an attack that normally wouldnt do sneak attack damage. Its a nasty little surprise. And if it really makes you feel good, refer to your bow as an AWP. The Dilettante I couldnt have sneak attacked him, old boy. Im just a simple bard. Using a build almost identical to the one for the arcane sniper, we can create a very different, and very powerful character. This character, by the end of his development, has full +10d6 sneak attack and casts spells as an 11th level bard. Not too shabby, eh? Alright, the build were looking at is bard 1/rogue 4/assassin 5/arcane trickster 10. Feats of choice: pretty much whatever you want. Those two-for-one skill feats are nice, as is skill focus. Weapon focus in your weapon of choice is pretty nice, and maybe a weapon proficiency in an inconspicuous weapon would be a good choice. Another one that would work extremely well would be improved feint, as would quickdraw. As for style of play, this character is an infiltrator. He gets into a place where hes not supposed to be, sets up an alibi, then kills his target, using his impressive array of spells as back-up. This character, with ranks in perform, bluff, and disguise, should have no trouble convincing people that hes just a low-level bard. The character should use social skills to stay out of combat if he can, and use his spells and minor bardic music abilities to assist his allies in combat. If he can get an enemy alone, he might be able to catch him off guard and then sneak attack him hard enough to drop him, or at least make him think twice about attacking you. Overall, your spells and skills make you an absolute master of the social scene, and your sneak attack makes you quite possibly the deadliest person in the room. And while its not exactly the smartest thing to do, you can unsheathe your deadly mandolin and probably kill someone with it. Now that would be one embarrassing cause of death.. The Troubleshooter If its locked, Ill open it. If its trapped, Ill disable it. And if its sexy, Ill seduce it like only I can. A character who likes to solve every problem while avoiding a real fight if at all possible. Need to get a body out of town? Disguise it like a living person, then use strings and pulleys to make him seem real. Do you need to get through that door locked from the inside, with no keyhole on your side? Luckily you have ranks in craft: masonry and can take the wall apart instead. Is that box suspended over the lava pit by a complex series of ropes holding the one treasure you need? Just have to cut the right one. And this character always cuts the right one. This character is a straight rogue with high intelligence and dexterity. He makes sure to keep many skills maxed out, and to take a smattering of little knowledge and craft skills, just in case. He uses his rogue special abilities to take skill mastery to make sure he can always succeed at the critical rolls, skill focus as a feat to increase his chances at making an important roll, and those two-for-one skill feats to further increase his skill modifiers. The key is to take ranks in the main rogue troubleshooting skills and keep them maxed out: disable device, open lock, sleight of hand. Stealth skills like hide and move silently are also quite helpful. Keep use magic device ranks high. Other than that, buy skills that might come in handy. Just a smattering of 3 or 4 skill points in each one should be enough. When it comes to combat, get back and let the others deal with it, but dont hesitate to stick someone with some nasty sneak attack damage if you can manage it. This character is not very focused on combat, and instead is the one you turn to time and time again to solve problems. Your party will thank you when you rig up a way to get at that treasure chest balanced precariously atop a thin spire in the middle of the lake of boiling acid, and do so with unmatched style. The Whirling Dervish A storm of steel. Now if you know my stance on two-weapon fighting, you know that I think one of the best ways to make it work for you is with sneak attack. This is an old school multiple attack build focused on using sneak attack to its maximum. The build is the rather simple: either go ranger 7/rogue 13 or ranger 5/rogue 15. The levels of ranger are in there to set the foundation for your two weapon fighting, while the levels of rogue are there to get plenty of sneak attack in. Ranger 5/rogue 15 just barely gets you the +16 base attack bonus needed to have four attacks by level 20. Ranger 7/rogue 13 gets you +17 base attack bonus, the second combat style feat, and woodland stride. The cost for this is a single sneak attack die, bringing the ranger 7/rogue 13 down to +7d6, which isnt too bad. Feats of choice here are ones to make your chances of hitting better, and of course finishing off the two weapon fighting tree. By level 20, the ranger 7/rogue 13 build, assuming no weapon focus, enhanced weapons, or bonus to strength, attack at +15/+15/+10/+10/+5/+5/+0. That is a whole lot of attacks in one round. Now make sure you hit with them. Grab feats like weapon focus to increase the chances that you hit, and if you have a higher dexterity than strength, try to grab weapon finesse and use a pair of shortswords or even daggers. The meat of the damage is going to come from sneak attack, not from your weapon itself. So if you somehow manage to hit all seven times while flanking, youll be rolling 49d6 for bonus damage (an average of 174.5 damage, max 294), which is a pretty good chunk of damage. Aside from two weapon fighting and weapon focus, consider getting combat expertise and doge to keep your armor class at a good level, and keep your skills high! Those skills are what will give you an advantage over the fighter or barbarian. Conclusion Rogues are still the kings of skills, and they are still the only core class that can sneak attack. Use your skill to get into a position so you can use your abilities to their utmost. The barbarian, the fighter, the paladin, and the uber-buff cleric rush into melee. You finesse your way in to combat. If you use all your abilities to their utmost, you can be a force to be reckoned with in the game. 3.0 Splash Notes Flick of the wrist is a feat from Song & Silence that lets you sneak attack with a light weapon you just used quickdraw to unsheathe, which is an excellent option to use if you charge. The ranged sneak attack from order of the bow initiate from Sword & Fist stacks with rogue sneak attack damage to make for a good archery rogue. Grabbing levels of guild thief (Forgotten Realms Campaign Setting) is an easy way to increase your sneak attack, as is invisible blade (Dragon Magazine. In fact, with rogue 5/assassin 5/guild thief 5/invisible blade 5, you can sneak attack for +12d6 damage at +14 base attack bonus, which isnt too shabby. |
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Andorax |
Re: 3.5 Power Play- Monk | ||
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Just wanted to toss out another useful bit, compliments of one of my players.
If you have a Monk all the way up to 16th level, take a long, hard look at picking up Improved Sunder for a feat. Between the damage you can dish out thusly, especially unarmed, and the fact that Ki Strike: Adamantine lets you ignore a *lot* of Hardness...you can be fighting unarmed versus unarmed without too much difficulty. "Whadda ya mean, Orcs get levels too?!?"
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wildingo |
Re: 3.5 Power Play- Monk | ||
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Yeah, but then you just might sunder your loot for the encounter.
Btw, Unapproachable East and the more recent faerun books are pretty compatible with 3.5, if you notice the Master of the Yuirwood requires survival, not wilderness lore. |
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Jackelope King |
Re: 3.5 Power Play- Monk | ||
Green Gnome |
the Scorpion | ||
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The Scorpion: pub175.ezboard.com/f3ebb8...D=21.topic The Scorpion is a character build that centers around Dexterity. He can be of any race, but the recommended race is Halfling. The Scorpion at 20th level reaches class levels of Monk 8/Rogue 12. This combination allows him to maintain a +15 BAB (as opposed to +14 for some level combinations), max out in 5 skills (with an Int of 8 ), achieve a Sneak Attack damage of 6d6+ 2Str, and gain bonus Monk feats. The influence of Dexterity is prevalent in many aspects of the game. Skills, whether gained as a Rogue or Monk, are based on Dex(e.g., Hide, Move Silently). In combat, Dex provides an unlimited bonus to AC (thanks to wearing no armor), an attack bonus for ranged attacks, and an attack bonus for melee attacks (thanks to Weapon Finesse). Because of the emphasis on stealth & detection skills, and because Improved Disarm is available to a Monk with an 8 Int, stat points can be concentrated on Dex and Wis, rather than Int. The Spiked Chain is the key weapon which brings together advantages of both classes. Because of Weapon Finesse, the high Dex required for various skills also applies to attack rolls. 2 bonus feats gained as a Monk, Combat Reflexes and Improved Disarm, are more effective with the Spiked Chain thanks to its extended reach. The Flurry of Blows ability allows the character to attack with Unarmed Strike or Shuriken more often than normal. For example, his BAB with Flurry will be +14/+14/+9/+4, gaining an extra attack as if wielding 2 weapons, but with a lesser penalty. Base damage as an 8th level Monk (upgraded to 13th level with a Monk's Belt) is better than typical 1-handed weapons. On top of this, the high Dexterity still applies to attack rolls (thanks to Weapon Finesse), as well as the full Str bonus for damage (while still allowing Power Attack for Unarmed Strike). The level combination of Rogue 12/Monk 8 was carefully chosen. The Rogue level is taken high enough so that Crippling Strike can be gained at 18th level, and that 5 skills can be maxed with only an 8 Int. Having Crippling Strike to supplement Sneak Attack damage by doing 2 points of Str damage ensures that Sneak Attacks remain potent despite the lower Rogue level. The Monk level is taken high enough so that bonus feats, Unarmed Strike damage, saving throws, and armor class pass a plateau. Alternatively, the Rogue 11/Monk 9 could be taken instead. This would result in no penalty for Flurry of Blows, but with only a +14 BAB (because of the uneven advancement of BAB). So Unarmed Strikes would still use the same bonus, but weapon attacks would be lowered by -1 (because of the lower BAB). Improved Evasion would be gained as a 9th level Monk, but Trap Sense would go down by -1. The extra skills of the Rogue and the extra +1 attack with weapons are the deciding factors which favor the Rogue 12/Monk 8 combination. Finally, his wide variety of weapons adds versatility. Being good with the Spiked Chain, Unarmed Strike, and Shuriken, and being able to switch between any of them without taking Quick Draw is a definite advantage. |
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Navaruk |
Re: 3.5 Power Play- Rogue | ||
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Some of your builds use the assassin class, is there a substitute for this if your not planing on playing an evil character?
www.VillainSupply.com, Your Online Source For Everything EVIL.
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Jackelope King |
Re: 3.5 Power Play- Rogue | ||
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I use assassin because it is one of the best choices to qualify a character for a prestige classes and to round out a set of abilities. It's also a great way to increase sneak attack for a character who needs it.
Alternatives should be considered on a case-by-case basis. For the Ninja (monk), rogue levels can work just as well for a non-evil character. For 3.0, grab Ninja of the Crescent Moon from Song & Silence. For the Bounty Hunter (ranger), I'd just say take levels of rogue instead of assassin. For the Arcane Sniper (rogue), it's a bit more difficult. The beauty of that build was that it lead up perfectly to arcane trickster so easily. For 3.5, there aren't a lot of alternatives, but if you don't mind using 3.0 materials, consider the Vigilante from Song & Silence. It will progress rogue skills and let you fight evil fairly easily, but you lose out on 3d6 of sneak attack. For the Diletante (rogue), you can stay purely 3.5 by grabbing seven levels of bard, 3 of rogue, and then 10 of arcane trickster. More bardic music ability at the cost of 3d6 sneak attack, but a fair trade. You can use 3.0 and just play a spymaster instead, but this costs you spell progression. |
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Green Gnome |
... | ||
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How exactly does the "death attack" work?
Does it apply to an entire sequence of attacks, or only the first attack after the "3 rounds of study"? And can it be used with ranged attacks? |
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Crashinibon |
Re: ... | ||
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From what I understood of it it works pretty much along the lines of a sneak attack with heavier restrictions and the ability to chose between a attempt on the mark's life or simply paralyzing them.. and I think (emphasis on this word)that it's only usable once per study
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Jackelope King |
3.5 Power Play- Sorcerer | ||
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Whats Changed?
While most other classes (aside from the cleric) have been increased a couple of nudges in power, the sorcerer has generally been toned down. However, sorcerer fans should rejoice when they realize that the sorcerer has only been toned down relative to other classes: relative to the wizard (the sorcerers main competition), the sorcerer has gone up in power. - Major changes to the spell list - Ability to swap out spells at certain levels - Changed familiars (most are more powerful) - Better skill list (bluff is finally a class skill) General Tactics The sorcerer has two huge advantages over the wizard: a sorcerer doesnt need to prepare spells in advance, and he has the ability to cast many more in a given day than the wizard. Do not hesitate to use a spell if you think it can solve a problem or end an encounter quickly. Using metamagic feats is easier and harder for a sorcerer. While you dont have to prepare it in advance, it does take you a full round to cast any spell you use a metamagic feat with. Try to learn when you need to start casting to use a metamagic feat or when a normal spell will do. Your selection of weapons is impressive for a mage type. Having a good weapon at hand could be the difference between victory and defeat, especially if the enemy has closed with you. Your charisma is excellent, so make use of it by investing some skill points in social skills. Never underestimate the advantage having a few utility spells in scroll form can give you in terms of versatility. Whereas the 3.0 sorcerer had to get only spells that could be useful straight through to level 20, the sorcerer now has the luxury of taking spells that are only useful for a few levels and then swapping them back out later. Multiclass Notes As the sorcerer is a primary caster, multiclassing a sorcerer only decreases the overall power of the character unless doing so provides spell progression (such as through a prestige class). That said, sorcerer does mesh well with fighter-types who want to add some magic to their repertoire and arent trying to fill the role of the arcane artillery. The only levels to keep in mind for sorcerer are the levels at which you can take new spells. Generally speaking, familiar ability progression is rarely worth planning your development around. Good multiclasses with sorcerer include: - Barbarian- A class that can really get a lot out of some buff spells. - Bard- Grab some social skills and put that charisma to good use! - Fighter- While fighters wont get as much out of buff spells as barbarians, their feats open up interesting opportunities for a sorcerer. - Monk- Being able to use monk unarmed strikes with touch spells is a lot of fun, and not relying on armor is a plus. - Paladin- Divine grace and smite evil can make paladin a tempting multiclass. What are the basic ways to build a sorcerer? In order to get the most out of the sorcerer, we need to create builds that maximize the use of casting without preparation and that benefit from being able to cast many a lot of spells. Combos will focus more on spells than on feats, but Ill give a little bit of everything. - The Bombardier- This character likes making things go boom. - The Caller- A sorcerer/cleric who overcomes the problems of multiclassing through summoning. - The Disciple- A sorcerer with a splash of monk who delivers deadly touch attacks. - The Fortress- A sorcerer who shows that defensive spells can change a battle too. The Bombardier You wanna talk power? Lets talk about body counts. While save or die spells might be able to take out the Big Bad Evil Guy faster, your fighter friends would be stuck in a sea of minions if you werent there to blast a hole in the enemy lines for them. And this sorcerer makes area of affect spells into an art. The goal here is to command the battlefield by blowing up big chunks of it. Your job isnt to take down single monsters: you are specialized in removing the smaller enemies on the field. The obvious tool of your trade are spells like fireball, cone of cold, and meteor swarm. But it is the more subtle tools you will use that will make this character viable. First, we must identify the weakness of area of affect spells: anyone with a good reflex save and anyone with evasion (and of course improved evasion). This means that monk, rangers, and rogues need to some how be knocked down a few pegs before you can effectively blow them to pieces. In order to remove their mobility, you need to render them flat-footed, which isnt exactly easy. Most spells that can slow foes down or hold them in place grant a reflex save. However, there are other options. Hold person will nail your targets feet to the ground, and ray of enfeeblement can encumber a character who is carrying a lot of items. Spell focus and greater spell focus in your main artillery school will make your spells more difficult to avoid, and investing in spell focus for your disabling school is also a good idea. Finally, levels of archmage truly make this build shine. Abilities of choice are spell power, mastery of elements, and mastery of shaping. Remember, most of the foes you are dealing with will have poor saves, so you should have little trouble roasting them to a crisp. The Caller I call thee forth to do my bidding! Most people know that being able to cast dozens of low level spells does not hold a candle to being able to cast a few high level spells, because that is where the power is. This build exploits the one advantage of being able to cast many lower-level spells to create a summoner who fills the battlefield with summoned monsters. The build is a somewhat graceless one: sorcerer 4/cleric 3/mystic thurge 9/thuamergist 4. Thuamergist should be taken as early as possible, and cleric levels should be taken first to gain a higher hitpoint total, so the real build should look something like: cleric 1/sorcerer 2/cleric 1/sorcerer 1/cleric 1/sorcerer 1/mystic thurge 3/thuamergist 4/mystic thurge 6. Thuamergist should be used to increase caster level for both cleric and sorcerer, so that by level 20, you are casting as a sorcerer 15/cleric 14, which isnt bad for a level 20 character. Alternatively, you can reach 8th level cleric spells if you assign a third thuamergist level to cleric instead of sorcerer, which allows for sorcerer 14/cleric 15, which is a slightly stronger build. Now in terms of feats, extend spell and still spell should be considered. Extend spell will stack with the thuamergists ability to extend summoning spells, which means your friends will be on the field for a long time. Still spell is a great choice, especially if you decide to wear the armors cleric levels give you access to. Spell focus (conjuration) is needed to qualify for thuamergist, and also makes a few of your offensive spells more powerful. Hold off on grabbing augment summoning, because thuamergist gives it to you for free. As for tactics: summon, summon, and summon some more. Keep the battlefield full of your allies and keep them in the fight. With this many allies on the field, your spells are conserved, because your allies are being hit less and thus need less healing. Use this opportunity to get a few licks in the way a cleric knows how. The Disciple I reach in to harness my strength, then reach out to crush my foes. The monk and the sorcerer present an interesting synergy in terms of abilities. The sorcerer cannot wear armor, and the monk provides a way to maintain a fair armor class without armor. The sorcerer has access to some interesting touch spells but is ineffective at using them, and the monk is an expert at striking with fists. Combining the two into an effective build presents an interesting balancing act of how to maximize the synergy between the two. The build I present is a blend of the two designed to be somewhat skilled in social situations (bluffing enemies into believing the character harmless) and a master of delivering deadly touch attacks. As much as I love quivering palm, finger of death is head and shoulders above it. The build is simply monk 2/sorcerer 18. The first two levels are of monk. Bonus feats should be stunning fist and deflect arrows. Deflect arrows basically makes the first arrow fired at you each round an automatic miss, whereas stunning fist lets you disable a foe who breaks through the lines. Skill points should be put into traditional sorcerer skills (concentration and spellcraft) as well as social skills. Sorcerer only provides bluff, but monk levels will give you a smattering of others (diplomacy, perform, and sense motive). For spells, grab touch spells, buff/defensive spells, and enchantment spells to round out your repertoire. Feats to keep in mind are defensive feats like dodge and the spring attack tree. Spell focus, greater spell focus, spell penetration, and greater spell penetration make your spells that much more potent. Craft wondrous item will keep you outfitted in the best gear possible, and is an excellent choice. In combat, try to disable foes with enchantment spells. Keep yourself well protected with magic, and dont hesitate to deliver a deadly stunning fist of death if the opportunity presents itself, but dont leave yourself vulnerable if you can at all help it. Levels of archmage might be considered for arcane reach and spell power, but little else is needed. The Fortress Get out and stay out! One of the overlooked types of spells is the type that creates a wall or barrier. This is surprising, because the ability to add barriers to the battlefield is something that a party with good tactical sense can use to great advantage. This sorcerer uses his large number of spell slots to fill the battlefield with barriers. The build is simply sorcerer 15/archmage 5. Feats to get are extend spell (primarily to make your barriers last longer). All other feats are secondary. Your character is a support caster first and foremost, although his support is an interesting type. After changing the battlefield into something more suitable for the party, you then begin to use a few powerhouse spells to take out key opponents. Spell focus, greater spell focus, etc. should be taken to supplement your choice killer spells. Archmage abilities of choice are mastery of shaping, mastery of counterspelling, spell power, and arcane fire. Why arcane fire? you might be asking. Well, looking at the focus of this character, first level spells offer very little of what we want: few barrier-type spells and zero killer spells. So giving up a magic missile for 6d6 points of damage, no save, is a pretty decent trade off. The higher you go in your spell slots, the less attractive it becomes, but it is a nice way to deliver the finishing blow to someone, or to take a chunk of hit points off the first person to breach your defenses. Your first response to a fight should be to throw up a wall to divide your foes or set up a line of defense, then begin to strategically reshape the battlefield, isolating enemies to let your allies fight them one at a time rather than all at once. After youve accomplished this, you can fall back onto your offensive casting ability. Remember to divide first and conquer second and youll make this build work well. Conclusion The sorcerer is still one of the most powerful classes in the game once you reach higher levels. He is closer in power to the wizard than ever, and still maintains his excellent flexibility and the ability to cast spells all day long. Use these abilities to your advantage and nobody should doubt your choice of sorcerer over wizard. 3.0 Splash Notes A single level splash of alienist from Tome & Blood makes summoned monsters even beefier, and is a great choice for the Caller build. I remain a big fan of the sorcerer/shadow weave adept (Forgotten Realms Campaign Setting) enchanter-type build, which allows for strong illusion and enchantment spells. Mage of the arcane order (Tome & Blood) is the answer to all of the sorcerers problems, and represents one of the most broken combos in the 3.0 rules. A monk/sorcerer with levels of Blood Magus (Tome & Blood) is a frightening opponent. |
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Jackelope King |
Re: 3.5 Power Play- Wizard | ||
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Whats Changed?
The wizard, aside from changes to his spell list, is largely unchanged. However, the changes to the spell list are very important, so take the time to read over old favorite spells to understand whats changed and what is still the same. - Major changes to the spell list - Changed familiars (most are more powerful) General Tactics Wizards need to be more conservative with their spells. Make sure you know what is coming before you start slinging spells unless you want to be left helpless later on in the day. Metmagic feats do not increase the casting time for a wizards spells, but must be carefully selected and prepared in advance. You are better at making magic items than the sorcerer. Remember that this is a cheap way to produce the items you and your party need. Your high intelligence gives you access to plenty of skill points. Taking a few ranks in some skills (even cross-class skills) could be a wise investment. You can close the gap in terms of casting potential with the sorcerer by getting wands, staves, and scrolls to take the burden of casting off of your spell slots. Multiclass Notes The 3.5 Core environment gives access to many prestige classes that can increase caster level, although the core classes still remain a poor choice for mutliclassing, even moreso than with the sorcerer, who can cast more often than a wizard and thus loses less than a wizard from multiclassing. The only levels to keep in mind for wizard, like the sorcerer are the levels at which you can take new spells. Generally speaking, familiar ability progression is rarely worth planning your development around. Good multiclasses with wizard include: - Fighter- Good for grabbing some armor and weapon proficiencies for a fighter/mage concept. - Ranger- Good weapons, decent armor, excellent skills. A good synergy for the intelligent wizard. - Rogue- Many skill points and high intelligence are a great combination. What are the basic ways to build a wizard? Wizards are more flexible in their casting day-to-day (whereas sorcerers are more flexible minute-to-minute). Coupled with their bonus feats and easier access to metamagic feats, wizards can make strong specialists or generalists. - The Arcane Duelist- A wizard who specializes in taking out the Big Bad Evil Guy quickly. - The Artificer- A wizard/cleric who creates what he needs with item creation feats. - The Mirage- A cunning master of illusions who uses illusions as cover to sneak attack foes. - The Seer- Someone who knows that information can win the day. The Arcane Duelist If you hesitate, you die. This is the epitome of the wizard everyone says will win every fight against a single adversary: a wizard who takes the initiative and then blasts a single enemy into oblivion. The build is the powerful wizard 5/red wizard 10/archmage 5. The build sacrifices versatility for raw power in a single aspect of magic (in this case, being able to get off a spell like disintegrate first). The school of choice for specialization is transmutation. Schools to drop should initially be enchantment and illusion, and necromancy after becoming a red wizard. Feats of choice are spell focus, spell penetration, the greater versions of both, and improved initiative. Skill focus and spell focus in a backup school are needed to qualify for archmage, whereas tattoo focus and two metamagic or item creation feats will be required to become a red wizard. Early on this wizard should invest in feats like craft wondrous item and a metamagic feat like heighten spell. Once qualified for red wizard, the caster should focus on the aforementioned focus and penetration feats, and of course improved initiative. If possible, taking quicken spell allows for a wizard to get a quickened true strike followed by a disintegrate off in a single round. Spell power will help beat spell resistance and makes your spells a bit more powerful (though no harder to resist). Specialist defense against transmutation protects you against spells like disintegrate, baleful polymorph, and flesh to stone. Archmage abilities to get are spell power, arcane reach, mastery of counterspelling, master of elements, and perhaps spell-like ability. In combat, your role is to eliminate the biggest threat as quickly as possible with your deadly spells. Specialization has a price, but for this character, the price is one that you should be more than willing to pay. The Artificer A magic sword? Sure. You want a potion with that? Magic items can make or break a party, and a character willing to go into a support role can serve very well as a source of cheap magic items. The balancing act we must perform here is one between earning XP and spending it on new items. Our build is wizard 5/cleric 5/mystic thurge 10, and the goal is to create a character who is able to produce magic items very easily. Feats of choice are item creation feats, for obvious reasons. The choice item creation feats are craft wondrous item, craft magic arms and armor, and craft staff. Wizards gain scribe scroll for free as a way to produce cheap scrolls. Cleric domains should be chosen to provide the widest variety possible of spells, so the weaker domains like animal, plant, the elemental domains, etc. should all be considered to enhance your variety of spells. Aside from item creation feats, spell penetration and greater spell penetration are both excellent choices for feats (to make up for caster levels lost to multiclassing) and still spell will let you wear armor and still cast. Your main source of backup casting comes from the staff you craft for yourself, while most of the rest of the items you create go to help other party members. You should try to use your versatility to solve problems in and out of combat that the specialists cannot handle. Your party should be well equipped in terms of magical items, and that should make up for the spellcasting power you lost because of multiclassing. This build is designed for a player who can take the support role, and in the hands of such a player the build flourishes. The Mirage The hand is quicker than the eye. Especially if the eye is watching a strip-tease. Illusion has always been a favored school for me, just because the sheer versatility illusion spells offer. A single spell could create a new defender, an ally in melee, cover for your allies to hide, a distraction to buy you time to escape, or a performance that will linger in the minds of the audience for the rest of their lives. This build is a traditional arcane trickster build, and one that should work very well overall. Our build is simply rogue 3/wizard 7/arcane trickster 10. Of course if you wish to replace some of the post-trickster levels of wizard with archmage, that is fine as well, but this build requires more feats than most wizard builds. Our feats of choice are weapon focus, spell focus, spell penetration, greater spell focus, and greater spell penetration. Weapon focus is a good choice, especially if you use it to boost your archmages arcane fire attack roll. Keep in mind that if you decide to take levels of archmage, using arcane fire to burn a first level spell slot will do 13d6 damage to a flat-footed enemy, no save. Another thing to keep in mind for anyone who decides to use archmage is that arcane reach allows you to use all your low-level melee touch attacks as deadly vessels for carrying ranged sneak attack. In combat, use greater invisibility to cover yourself and deliver sneak attacks. Illusions should be used to reshape the battlefield with new features and illusionary allies for your opponents to fight. Use illusions to set ambushes to get the most out of your sneak attack damage, and never forget that you can use illusions to solve almost any problem that arises. Just be sure to use your imagination. The Seer When nothing is unexpected, nothing can defeat you. Divination is the cheapest school to specialize in, as it only costs you one other school. This build takes the weak specialist and shows how powerful of a character you can create with just divination as your specialty. Which school you drop is up to you, as is specializing at all. The build assumes someone skilled at divination, not necessarily a wizard specialized at divination. The build itself is simply wizard 10/loremaster 10. Loremasters requirements in knowledge become useful to a character who uses this knowledge to identify enemies, figure out what to expect in a hidden temple, or know what a specific culture of goblins uses in battle. Feats of choice are spell focus and greater spell focus in divination (as scry now has a save), as is skill focus (to qualify for loremaster). Loremaster is used primarily to provide extra abilities and for its lore ability, which can cheaply identify items or prominent individuals. It also fits the theme of a seer very well. Your role in things usually comes up before combat starts as you use spells to watch the enemy, learn the layout of an area, and identify the strengths and weaknesses of your foes. Once that is done, you prepare your spells carefully, picking the best possible spells for the situation. Fireball is usually stronger than acid arrow, but what happens when you walk into a fire giant den? Then fireball is useless. So long as you look ahead and discern what you need, you will rarely get caught with useless spells. Spells usually work best in certain situations, and since you know when those situations are going to come up, you are typically able to use your spells to their maximum possible affect. Conclusion The wizard who is prepared is a force to be reckoned with. All of these builds are designed to make the best possible use of a wizards abilities without leaving him unprepared. Regardless of how you create your wizard, remember that you are limited in how many spells you can cast. Never waste a spell. A sorcerer can afford that, but a wizard cannot. So long as you avoid that mistake, there is not much that can challenge a wizard. 3.0 Splash Notes Nar Demonbinder (from Unapproachable East) can often substitute for a wizard in a build while still granting access to higher level spells. Elemental savant (Tome) is a good choice for a wizard who wants to focus more on a specific element for his spells. The true necromancer from Tome & Blood become a great choice when used with mystic thurge. The cosmopolitan feat (Forgotten Realms Campaign Setting) allows for a wizard/assassin combo instead of wizard/rogue to qualify for arcane trickster. |
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wildingo |
Re: 3.5 Power Play- Wizard | ||
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I'd just to point out another 3.0 combo for sorceror-Master of the Yuirwood. This class is superior to the sorceror in all ways possible.
He gets a d8 hitdice, 3/4 attack, full spell progression, uncanny dodge, and charisma to saves at 9th level. Granted, the skills are difficult, and will require multiclassing into druid/ranger, or cosmopolitan would work just as well. The sorceror, all he gets is to swap out spells, and a better familiar. The MotY is the clear winner here, so if you're an elf/half-elf, and don't mind a dip into ranger/taking cosmopolitan, then by all means get into this class ASAP. |
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Navaruk |
Re: 3.5 Power Play- PRC | ||
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Just wondering how far are you going to go with this. Will you just cover the core classes or are you going to touch on the 3.5 prcs?
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Jackelope King |
Re: 3.5 Power Play- PRC | ||
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I'm probably going to go into the prestige classes and do some work on them this weekend. The posts will probably be shorter overall, but should generally be the same outline.
Following that, I might try to tackle psionics, but that is still up in the air. Third party books aren't even on my radar right now. But we'll see how things go. |
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