Author Topic: Core Compositions  (Read 11881 times)

0 Members and 1 Guest are viewing this topic.

Solo

  • Organ Grinder
  • *****
  • Posts: 2684
  • Solo the Sorcelator, at your service
Core Compositions
« on: May 22, 2010, 01:23:54 PM »
Alright, I've been building a few core only builds myself as a sort of exercise, and was wondering what people could come up with for each base class, prestige class, and then just wacky fun builds.

So far I have:

Solo's Core Sorcerer
Solo's Core Bard
Solo's Core Rogue
Solo's Core Assassin

Ninjarabbit:

Core Paladin
[spoiler]
Aasimar paladin19

28 point buy

Str 14
Dex 8
Con 14
Int 10
Wis 14 (12 +2)
Cha 18 (16 +2)

Feats
1-Power attack
3-Mounted combat
6-Ride-by attack
9-Spirited charge
12-Improved initative
15-Quick draw
18-Trample[/spoiler]

Core Eldritch knight
[spoiler]
Dwarf Fighter1/Transmuter6/Eldrtichknight10/Archmage2/Fighter1

Barred schools: Evocation, Enchantment

High arcana: spell like ability (polymorph), mastery of shaping

28 point buy

Str 14
Dex 8
Con 16 (14 +2)
Int 18
Wis 8
Cha 6 (8 -2)

Feats:
1-Combat Expertise
Fighter 1 bonus feat: Improved trip
3-Spell focus: Transmutation
6-Spell focus x
Wizard 5 bonus feat: Still Spell
Eldrtich Knight bonus feat: Power Attack
9-Improved familiar: Earth Elemental
12-Quicken Spell
15-Skill focus: Spellcraft
18-Quicken spell-like ability: (polymorph)
Fighter2 bonus feat- Improved Initative

Solo: I am perplexed by the Fighter2 in the EK.[/spoiler]

The Core Arcane Trickster
[spoiler]
Human Rogue1/wizard5/assassin1/arcanetrickster10/archmage3

28 point build

str 8
dex 14
con 14
int 18
wis 8
cha 8

High arcana:
arcane reach
spell like ability: empowered vampric touch
mastery of shaping

Feats:
1-point blank shot, precise shot
3-spell focus x
6-improved familiar: air elemental
Bonus wizard feat-empower spell
9-spell focus y
12-quicken spell
15-skill focus: spellcraft
18-quicken spell like ability: empowered vampric touch [/spoiler]

The Core Orc Throwing Machine
[spoiler]
Orc ranger3/fighter4/horizonwalker8/barbarian5

Stats (28 point build)

Str 22 (18 +4)
Dex 14
Con 14
Int 6 (8 -2)
Wis 6 (8 -2)
Cha 6 (8 -2)

Feats:
1-point blank shot
ranger2- rapid shot
3-quick draw
fighter1-precise shot
fighter2-far shot
6-weapon focus: spear
fighter4-weapon specialization: spear
9-power attack
12-improved initative
15-improved critical: spear
18-quicken spell-like ability: dimension door

Terrain mastery: desert, plains, hills, underground, forest, shifting (planar), cavernous (planar), aligned (planar)

The Duke of the Dagger

Wood Elf ranger6/fighter4/asssassin10

Feats:
1-track, point blank shot
ranger2-two weapon fighting
3-quick draw, endurance (ranger 3)
6-improved two weapon fighting (ranger 6), rapid shot
fighter1-weapon focus: dagger
fighter2-precise shot
9-improved critical: dagger
fighter4-weapon specialization: dagger
12-far shot
15-greater two weapon fighting
18-improved precise shot[/spoiler]

Mixter:

Druid
[spoiler]
Druid 20
Feats: Natural spell.
32 point buy:
Str 8
Dex 8
Con 16
Wis 18
Int 14
Cha 10

There you go, best core build I can think of.

Solo: Wanker.

Surreal: Take a level of Heirophant at the end to give your party members wildshape as well. [/spoiler]

Akalsaris:

The Rage Machine
[spoiler]Orc Barbarian 20 (Half-Orc if Orc not allowed)
Stats: 32 PB
Str: 22
Dex: 14
Con: 16
Int: 6
Wis: 6
Cha: 6

Feats:
1: Power Attack
3: Cleave
6: Combat Reflexes
9: Improved Critical (Greatsword)
12: Improved Sunder
15: Improved Initiative
18: Iron Will

Starting skills: Survival (4), Intimidate (4)

Tactics: Run up and hit things with your greatsword.  This is as easy-mode as a character in 3.5 can really get: the only major tactical decision is usually how many points you want to shift into power attack.  Improved Sunder is included as a tactic for sundering spell components, holy symbols, bowstrings, unholy artifacts, and the like - don't use it on any loot that might be valuable. [/spoiler]

Bard builds:
[spoiler]
"Whip It!" - Melee Bard
Human Bard 20
Stats: 32 PB
Str: 8
Dex: 16
Con: 14
Int: 14
Wis: 8
Cha: 16

Feats:
1: Combat Expertise
1: Improved Disarm
3: Weapon Finesse
6: Combat Reflexes
9: Improved Trip
12: Improved Critical (Rapier)
15: Improved Initiative
18: Extend Spell or Exotic Weapon Proficiency (Spiked Chain)

Starting skills: 9/level.  4 ranks each: Perform (Sing or Oratory), Bluff, Concentration, Diplomacy, Gather Info, Sense Motive, Spellcraft, Tumble, Use Magic Device

Tactics: This is a bard build designed to disarm opponents with a whip (15ft reach, but doesn't threaten), which bards are automatically proficient in.  The bard can use the whip two-handed for +15 to disarm at 3rd level, and unlike trip attacks disarming does not require a high strength to be effective.  Improved Trip is for use against low strength opponents such as arcane casters, while the rapier is for damage.

Good spells: Silent Image, Hideous Laughter, Glitterdust, Cat's Grace, Mirror Image, Heroism, Fear, Glibness, Haste, Freedom of Movement, Greater Heroism, Shadow Walk, Shadow Evocation, Heroes' Feast, Irresistible Dance

Important equipment: Chain shirt, rapier, whip, masterwork instrument, and shortbow.

"Sing and Shoot" - Archer bard
Elf Bard 20
Stats: 32 PB
Str: 14
Dex: 18
Con: 12
Int: 8
Wis: 8
Cha: 16

Feats:
1: Point Blank Shot
3: Precise Shot
6: Rapid Shot
9: Manyshot
12: Improved Critical (Longbow)
15: Improved Initiative
18: Improved Precise Shot

Skills: 4/level.  Perform (Sing), Use Magic Device, Bluff, Tumble

Starting Equipment: Buy a Longbow, and upgrade to a composite longbow with a strength bonus as soon as possible.  Also grab a (mithril) buckler, a chain shirt, and a melee weapon - probably a rapier.

Special magical equipment: Bracers of Archery, Greater

Good spells: Silent Image, Hideous Laughter, Glitterdust, Cat's Grace, Mirror Image, Heroism, Fear, Glibness, Haste, Freedom of Movement, Greater Heroism, Shadow Walk, Shadow Evocation, Heroes' Feast, Irresistible Dance

Tactics: A very straightforward archer build - start each combat with 1 round of buffing.

"Riding Shotgun" - Caster Bard
Forest Gnome Bard Bard 20 (Otherwise Gnome)
Stats: 32 PB
Str: 6
Dex: 14
Con: 16
Int: 12
Wis: 8
Cha: 18

Feats:
1: Spell Focus (Enchantment)
3: Greater Spell Focus (Enchantment)
6: Mounted Combat
9: Extend Spell
12: Improved Initiative
15: Spell Penetration
18: Greater Spell Penetration

Skills: 7/level. 4 ranks each: Perform (Sing or Oratory), Bluff, Concentration, Sense Motive, Spellcraft, Tumble, Use Magic Device

Tactics: Ride around on a phantom steed, staying out of range of melee whenever possible.  With +4 to beat SR, +2 to enchantment DCs, and +1 to illusion DCs, the focus is really on offensive casting, such as Charm Monster.  Try to get some permanent minions through charm spells (which goes for all bards really).

Starting Equipment: Buy a Longbow, and upgrade to a composite longbow with a strength bonus as soon as possible.  Also grab a (mithril) buckler, a chain shirt, and a melee weapon - probably a rapier.

Special magical equipment: Metamagic rods are especially useful for this build.

Good spells: Silent Image, Charm Person, Hideous Laughter, Glitterdust, Minor Image, Mirror Image, Fear, Glibness, Haste, Charm Monster, Suggestion, Confusion, Freedom of Movement, Greater Heroism, Shadow Walk, Shadow Evocation, Heroes' Feast, Irresistible Dance[/spoiler]

Cleric builds
[spoiler]
Melee Cleric
Human Cleric 20
Stats: 32 PB
Str: 16
Dex: 10
Con: 14
Int: 10
Wis: 16
Cha: 10

Alignment: depends on the game.  I find that neutral with rebuking is best past 5th level, as you can animate and rebuke undead.

Deity: Kord.  Domains: Strength, Luck

Feats:
1: Martial Weapon Proficiency: Greatsword
1B: Power Attack
3: Cleave
6: Craft Wondrous Item
9: Extend Spell
12: Quicken Spell
15: Improved Critical (Greatsword)
18: Improved Initiative

Skills: Concentration (4)

Tactics: This is a well-known cleric strategy and probably one of the most effective for its investment.  Spend the first round of combat casting a buff spell like Divine Power or Righteous Might, then head into melee.  At 1st level your initial buff spell should be Enlarge Person (from Strength domain) - with it your attacks with a great sword will be +4 for 3d6+6, 19-20 x2.

Starting equipment: Scale Mail, Greatsword, 2 scrolls of Cure Light Wounds

Notable equipment: Strand of Prayer Beads, Spell-Storing weapons, wands of cure light wounds

Good spells: Cure Light Wounds, Protection from Evil, Enlarge Person, Divine Favor, Bull's Strength, Bear's Endurance, Resist Energy, Animate Dead, Magic Circle, Dispel Magic, Air Walk, Divine Power, Freedom of Movement, Righteous Might, Wall of Stone, Greater Dispel Magic, Heal, Heroes' Feast, Wind Walk, Holy Aura, Moment of Prescience (Domain), Gate, Mass Heal, Miracle (Domain),

Recommended domain spells:
1: Enlarge Person
2: Bull's Strength
3: Protection from Energy
4: Freedom of Movement
5: Righteous Might
6: Stoneskin
7: Spell Turning
8: Moment of Prescience
9: Miracle[/spoiler]

Prime32:

Novelty build - just about everything a monk 20 gets, at higher power[spoiler]
Monk without a monk
Rogue 4/Fighter 2/Assassin 10/Blackguard 2/Dragon disciple 2
Feats: Cleave, Improved Sunder, Improved Unarmed Strike, Multiattack, Power Attack, Stunning Fist
Items: +1 adamantine gauntlet of speed, Monk's belt, Periapt of health, Ring of evasion, Ring of feather falling (optional)

Use dragon disciple to get two extra 4th-level assassin spell slots, and put dimension door in one of them. Death Attack emulates Quivering Palm. Your DD natural weapons, gauntlet and +16 BAB emulate flurry. The blackguard's Dark Blessing improves your saving throws, and CLW 1/day makes up for Wholeness of Body. Still rather MAD, unfortunately (needs 14 Int for assassin spells, plus Wis 11 and good Cha for blackguard). Oh, and rogue and assassin have UMD as class skills. ;)

[/spoiler]

Carnivore:

PIXIE WIZARD
[spoiler]Wizard 15/ Archmage 1

Attributes: (25pt buy)

Base
10 Str(14 -4 Racial)
18 Dex(10 +8 Racial)
14 Con(14)
22 Int(16 +6 Racial)
13 Wis(9 +4 Racial)
14 Cha(8 +6 Racial)

@16th lvl: (ECL20)
10 Str(14 -4 Racial)
22 Dex(10 +8 Racial +4 Gloves)
18 Con(14 +4 Amulet)
32 Int(16 +6 Racial +4 Levels +6 Headband)
13 Wis(9 +4 Racial)
14 Cha(8 +6 Racial)


Feats:
Dodge (pixie bonus)
Alertness (pixie bonus)
Weapon Finnesse(pixie bonus)
Scribe Scroll(Wizard Bonus)
Extend Spell(Wizard Bonus)
Empower Spell(Wizard Bonus)
Quicken Spell(Wizard Bonus)
1st lvl: Flyby Attack
3rd lvl: Skill Focus (Spellcraft)
6th lvl: Spell Focus(Illusion)
9th lvl: Spell Focus(Transmutation)
12th lvl: Spell Penetration
15th lvl: Greater Spell Penetration


Archmage High Arcana Show

Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.


16th lvl Wizard(8th lvl spells max(-1 seventh level slot))
16th lvl Caster(20th vs SR)
Spell DC 31+spell lvl(33+ spell lvl for Illusion and Transmutation)[/spoiler]

Saph:

The Horizon Tripper

Gorfnad:

Variant Horizon Tripper

[spoiler]Human
1. Ranger - Weapon Finesse, Exotic Weapon Proficiency: Kusari-Gama (DMG page 144), B: Track
2. Ranger - B: Two Weapon Fighting
3. Fighter - Combat Expertise, B: Improved Trip
4. Barbarian
5. Ranger - B: Endurance
6. Barbarian - Combat Reflexes
7. Horizon Walker
8. Horizon Walker
9. Horizon Walker - Improved Two Weapon Fighting
10. Horizon Walker
11. Horizon Walker
12. Horizon Walker - Greater Two Weapon Fighting
13. Horizon Walker
14. Horizon Walker
15. Horizon Walker - Dodge
16. Horizon Walker
17. Fighter - B: Mobility
18. Fighter - Spring Attack
19. Fighter - B: Whirlwind Attack
20. Shadowdancer (or something else, Hide in Plain Sight is an okay capstone though)[/spoiler]

Gish Archer Bard

[spoiler]Elf
1. Bard - Point Blank Shot
2. Bard
3. Bard - Precise Shot
4. Bard
5. Bard
6. Bard - Weapon Focus: Longbow
7. Bard
8. Bard
9. Arcane Archer - Rapid Shot
10. Arcane Archer
11. Eldritch Knight - B: Manyshot
12. Eldritch Knight - Improved Critical: Longbow
13. Eldritch Knight
14. Eldritch Knight
15. Eldritch Knight - Improved Precise Shot
16. Eldritch Knight
17. Eldritch Knight
18. Eldritch Knight - Improved Initiative or Far Shot
19. Eldritch Knight
20. Eldritch Knight[/spoiler]

Jameswilliamogle

Core Crafting Cleric

[spoiler]
Domains: Animal, Trickery
Human
1,b Improved Turning, Scribe Scroll
3 Craft Wonderous Item
6 Craft Arms and Armor
9 Craft Rod
12 Maximize Spell
15 Quicken Spell
18 Craft Staff[/spoiler]

Core Summoning / Commanding Cleric

[spoiler]Domains: Fire, Earth, Rebuke undead (that's over 250 creatures in the SRD)
1,b Improved Turning, Spell Focus: Conjuration
3 Augment Summoning
6 Power Attack
9 Improved Initiative
12 Maximize Spell
15 Quicken Spell
18 -anything-[/spoiler]

Core Generalist Wizard 10 / Lormaster 10

[spoiler]Grey Elf
1,b Scribe Scroll, Improved Initiative
3 Craft Wonderous Item
6 Craft Wand
9 Skill Focus: Knowledge whatever
12 Quicken Spell
bonus Forge Ring
15 Craft Staff
18 Maximize Spell

Core Evil Cleric 8 / Thaumaturgist 5

[spoiler]Domains Trickery, Death
1,b Power Attack, SF: Conj
3 Craft Wonderous Items
6 Craft Arms and Armor
b Augment Summoning
9 Quicken Spell
12 Cleave[/spoiler]
« Last Edit: October 27, 2010, 08:27:06 PM by Solo »

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

carnivore

  • Grape ape
  • *****
  • Posts: 1671
Re: Core Compositions
« Reply #1 on: May 22, 2010, 02:26:39 PM »
do they need to be Single classed?

i have a bunch of CORE only builds if you want me to post them?

i can do some CORE only single classed builds also if you like

 :D

Solo

  • Organ Grinder
  • *****
  • Posts: 2684
  • Solo the Sorcelator, at your service
Re: Core Compositions
« Reply #2 on: May 22, 2010, 02:44:42 PM »
Single classed and multiclassed builds are ok.

No pixies. Out of pure spite.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

carnivore

  • Grape ape
  • *****
  • Posts: 1671
Re: Core Compositions
« Reply #3 on: May 22, 2010, 02:57:40 PM »
what!!!! NO Pixies ..... :notlistening  ... well .. ok

 :D

Necrosnoop110

  • That monkey with the orange ass cheeks
  • ****
  • Posts: 270
    • Email
Re: Core Compositions
« Reply #4 on: May 22, 2010, 06:22:59 PM »
No pixies. Out of pure spite.

what!!!! NO Pixies ..... :notlistening  ... well .. ok

 :D
lol


Cheers,
Necro

PS - I'm looking for a Core (or nearly core) dwarven cleric if anyone just happens to have one laying around.
« Last Edit: May 22, 2010, 06:26:43 PM by Necrosnoop110 »

The_Mad_Linguist

  • Organ Grinder
  • *****
  • Posts: 8780
  • Simulated Thing
Re: Core Compositions
« Reply #5 on: May 22, 2010, 08:35:52 PM »
what!!!! NO Pixies ..... :notlistening  ... well .. ok

 :D
Oh, come on, the restrictions aren't that bad.
Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.

altpersona

  • Organ Grinder
  • *****
  • Posts: 2939
  • BG forum Emperor Ad Litem
    • Altpersona.net
Re: Core Compositions
« Reply #6 on: May 22, 2010, 09:50:52 PM »

lol


Cheers,
Necro

PS - I'm looking for a Core (or nearly core) dwarven cleric if anyone just happens to have one laying around.

not alot to do for that,

what type o cleric? archer? summoner?
The goal of power is power. - idk
We are not descended from fearful men. - Murrow

The Final Countdown is now stuck in your head.

Anim-manga sux.


Solo

  • Organ Grinder
  • *****
  • Posts: 2684
  • Solo the Sorcelator, at your service
Re: Core Compositions
« Reply #7 on: May 23, 2010, 01:36:11 AM »
PS - I'm looking for a Core (or nearly core) dwarven cleric if anyone just happens to have one laying around.

Cleric7/Thaumaturge5/Loremaster 8
Feats: Spell Focus: Conjuration, Empower Spell, Extend Spell, Quicken Spell, Skill Focus: Knowledge Religion, Craft Wondrous Item, Spell Penetration
« Last Edit: May 23, 2010, 01:42:32 AM by Solo »

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

Surreal

  • Hong Kong
  • ****
  • Posts: 1430
    • Email
Re: Core Compositions
« Reply #8 on: May 23, 2010, 05:24:26 AM »
I've always liked the concept of Minotaur 8/Bard 2/Dragon Disciple 10.
---
"The late, sedate, and no to great." ~Surreal

Some Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc.
Archived version of the above with working links

The Mango Index - a giant index for all things D&D and where to find them
The Mango List Reborn! - rehosted by KellKheraptis

Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category
Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities
Alternative Class Features
alternative ways to get class skills

ninjarabbit

  • Hong Kong
  • ****
  • Posts: 1442
    • Email
Re: Core Compositions
« Reply #9 on: May 23, 2010, 03:58:01 PM »
Core Paladin

aasimar paladin19

28 point buy

str 14
dex 8
con 14
int 10
wis 14 (12 +2)
cha 18 (16 +2)

Feats
1-power attack
3-mounted combat
6-ride-by attack
9-spirited charge
12-improved initative
15-quick draw
18-trample

Mixster

  • Grape ape
  • *****
  • Posts: 1642
Re: Core Compositions
« Reply #10 on: May 23, 2010, 04:22:07 PM »
Core druid.
Druid 20
Feats: Natural spell.
32 point buy:
Str 8
Dex 8
Con 16
Wis 18
Int 14
Cha 10

There you go, best core build I can think of.
Monks are pretty much the best designed class ever.

JaronK

Meep Meep - Mixster out

ninjarabbit

  • Hong Kong
  • ****
  • Posts: 1442
    • Email
Re: Core Compositions
« Reply #11 on: May 23, 2010, 04:33:17 PM »
Core Eldritch knight

Dwarf fighter1/transmuter6/eldrtichknight10/archmage2/fighter1

Barred schools: evocation, enchantment

High arcana: spell like ability (polymorph), mastery of shaping

28 point buy

Str 14
Dex 8
Con 16 (14 +2)
Int 18
Wis 8
Cha 6 (8 -2)

Feats:
1-combat expertise
Fighter1 bonus feat: improved trip
3-spell focus: transmutation
6-spell focus x
Wizard5 bonus feat: still spell
Eldrtich knight bonus feat: power attack
9-improved familiar: earth elemental
12-quicken spell
15-skill focus: spellcraft
18-quicken spell-like ability (polymorph)
Fighter2 bonus feat- improved initative
« Last Edit: May 23, 2010, 05:00:30 PM by ninjarabbit »

weenog

  • Grape ape
  • *****
  • Posts: 1706
Re: Core Compositions
« Reply #12 on: May 23, 2010, 04:37:26 PM »
Don't forget the fighter bonus feat you're giving up a caster level for with that 1st EK level.
"We managed to make an NPC puke an undead monster."
"That sounds like a victory to me."

ninjarabbit

  • Hong Kong
  • ****
  • Posts: 1442
    • Email
Re: Core Compositions
« Reply #13 on: May 23, 2010, 04:40:39 PM »
Don't forget the fighter bonus feat you're giving up a caster level for with that 1st EK level.

thanks

Surreal

  • Hong Kong
  • ****
  • Posts: 1430
    • Email
Re: Core Compositions
« Reply #14 on: May 23, 2010, 07:25:50 PM »
Core druid.
Druid 20
Feats: Natural spell.
32 point buy:
Str 8
Dex 8
Con 16
Wis 18
Int 14
Cha 10

There you go, best core build I can think of.
Take a level of Heirophant at the end to give your party members wildshape as well.
---
"The late, sedate, and no to great." ~Surreal

Some Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc.
Archived version of the above with working links

The Mango Index - a giant index for all things D&D and where to find them
The Mango List Reborn! - rehosted by KellKheraptis

Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category
Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities
Alternative Class Features
alternative ways to get class skills

Solo

  • Organ Grinder
  • *****
  • Posts: 2684
  • Solo the Sorcelator, at your service
Re: Core Compositions
« Reply #15 on: May 24, 2010, 12:14:09 AM »
Updated original post.

I am perplexed by the Fighter2 in the EK.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

Akalsaris

  • Hong Kong
  • ****
  • Posts: 1143
    • Email
Re: Core Compositions
« Reply #16 on: May 24, 2010, 01:22:11 AM »
I have a bunch I've made recently as part of a project I'm planning for the OoTS forums.  Here they are so far:

The Rage Machine
Orc Barbarian 20 (Half-Orc if Orc not allowed)
Stats: 32 PB
Str: 22
Dex: 14
Con: 16
Int: 6
Wis: 6
Cha: 6

Feats:
1: Power Attack
3: Cleave
6: Combat Reflexes
9: Improved Critical (Greatsword)
12: Improved Sunder
15: Improved Initiative
18: Iron Will

Starting skills: Survival (4), Intimidate (4)

Tactics: Run up and hit things with your greatsword.  This is as easy-mode as a character in 3.5 can really get: the only major tactical decision is usually how many points you want to shift into power attack.  Improved Sunder is included as a tactic for sundering spell components, holy symbols, bowstrings, unholy artifacts, and the like - don't use it on any loot that might be valuable. 

Bard builds:

"Whip It!" - Melee Bard
Human Bard 20
Stats: 32 PB
Str: 8
Dex: 16
Con: 14
Int: 14
Wis: 8
Cha: 16

Feats:
1: Combat Expertise
1: Improved Disarm
3: Weapon Finesse
6: Combat Reflexes
9: Improved Trip
12: Improved Critical (Rapier)
15: Improved Initiative
18: Extend Spell or Exotic Weapon Proficiency (Spiked Chain)

Starting skills: 9/level.  4 ranks each: Perform (Sing or Oratory), Bluff, Concentration, Diplomacy, Gather Info, Sense Motive, Spellcraft, Tumble, Use Magic Device

Tactics: This is a bard build designed to disarm opponents with a whip (15ft reach, but doesn't threaten), which bards are automatically proficient in.  The bard can use the whip two-handed for +15 to disarm at 3rd level, and unlike trip attacks disarming does not require a high strength to be effective.  Improved Trip is for use against low strength opponents such as arcane casters, while the rapier is for damage. 

Good spells: Silent Image, Hideous Laughter, Glitterdust, Cat's Grace, Mirror Image, Heroism, Fear, Glibness, Haste, Freedom of Movement, Greater Heroism, Shadow Walk, Shadow Evocation, Heroes' Feast, Irresistible Dance

Important equipment: Chain shirt, rapier, whip, masterwork instrument, and shortbow. 

"Sing and Shoot" - Archer bard
Elf Bard 20
Stats: 32 PB
Str: 14
Dex: 18
Con: 12
Int: 8
Wis: 8
Cha: 16

Feats:
1: Point Blank Shot
3: Precise Shot
6: Rapid Shot
9: Manyshot
12: Improved Critical (Longbow)
15: Improved Initiative
18: Improved Precise Shot

Skills: 4/level.  Perform (Sing), Use Magic Device, Bluff, Tumble

Starting Equipment: Buy a Longbow, and upgrade to a composite longbow with a strength bonus as soon as possible.  Also grab a (mithril) buckler, a chain shirt, and a melee weapon - probably a rapier.

Special magical equipment: Bracers of Archery, Greater

Good spells: Silent Image, Hideous Laughter, Glitterdust, Cat's Grace, Mirror Image, Heroism, Fear, Glibness, Haste, Freedom of Movement, Greater Heroism, Shadow Walk, Shadow Evocation, Heroes' Feast, Irresistible Dance

Tactics: A very straightforward archer build - start each combat with 1 round of buffing.  At higher levels, I like to grab lesser metamagic rods of Quicken Spell so I can apply them without extending the casting time of the spell - that lets you do a quickened Haste followed by a full attack or starting bardic music.


"Riding Shotgun" - Caster Bard
Forest Gnome Bard Bard 20 (Otherwise Gnome)
Stats: 32 PB
Str: 6
Dex: 14
Con: 16
Int: 12
Wis: 8
Cha: 18

Feats:
1: Spell Focus (Enchantment)
3: Greater Spell Focus (Enchantment)
6: Mounted Combat
9: Extend Spell
12: Improved Initiative
15: Spell Penetration
18: Greater Spell Penetration

Skills: 7/level. 4 ranks each: Perform (Sing or Oratory), Bluff, Concentration, Sense Motive, Spellcraft, Tumble, Use Magic Device

Tactics: Ride around on a phantom steed, staying out of range of melee whenever possible.  With +4 to beat SR, +2 to enchantment DCs, and +1 to illusion DCs, the focus is really on offensive casting, such as Charm Monster.  Try to get some permanent minions through charm spells (which goes for all bards really).

Starting Equipment: Buy a Longbow, and upgrade to a composite longbow with a strength bonus as soon as possible.  Also grab a (mithril) buckler, a chain shirt, and a melee weapon - probably a rapier.

Special magical equipment: Metamagic rods are especially useful for this build. 

Good spells: Silent Image, Charm Person, Hideous Laughter, Glitterdust, Minor Image, Mirror Image, Fear, Glibness, Haste, Charm Monster, Suggestion, Confusion, Freedom of Movement, Greater Heroism, Shadow Walk, Shadow Evocation, Heroes' Feast, Irresistible Dance

Cleric builds

Melee Cleric
Human Cleric 20
Stats: 32 PB
Str: 16
Dex: 10
Con: 14
Int: 10
Wis: 16
Cha: 10

Alignment: depends on the game.  I find that neutral with rebuking is best past 5th level, as you can animate and rebuke undead. 

Deity: Kord.  Domains: Strength, Luck

Feats:
1: Martial Weapon Proficiency: Greatsword
1B: Power Attack
3: Cleave
6: Craft Wondrous Item
9: Extend Spell
12: Quicken Spell
15: Improved Critical (Greatsword)
18: Improved Initiative

Skills: Concentration (4)

Tactics: This is a well-known cleric strategy and probably one of the most effective for its investment.  Spend the first round of combat casting a buff spell like Divine Power or Righteous Might, then head into melee.  At 1st level your initial buff spell should be Enlarge Person (from Strength domain) - with it your attacks with a great sword will be +4 for 3d6+6, 19-20 x2. 

Starting equipment: Scale Mail, Greatsword, 2 scrolls of Cure Light Wounds

Notable equipment: Strand of Prayer Beads, Spell-Storing weapons, wands of cure light wounds

Good spells: Cure Light Wounds, Protection from Evil, Enlarge Person, Divine Favor, Bull's Strength, Bear's Endurance, Resist Energy, Animate Dead, Magic Circle, Dispel Magic, Air Walk, Divine Power, Freedom of Movement, Righteous Might, Wall of Stone, Greater Dispel Magic, Heal, Heroes' Feast, Wind Walk, Holy Aura, Moment of Prescience (Domain), Gate, Mass Heal, Miracle (Domain),

Recommended domain spells:
1: Enlarge Person
2: Bull's Strength
3: Protection from Energy
4: Freedom of Movement
5: Righteous Might
6: Stoneskin
7: Spell Turning
8: Moment of Prescience
9: Miracle

Solo

  • Organ Grinder
  • *****
  • Posts: 2684
  • Solo the Sorcelator, at your service
Re: Core Compositions
« Reply #17 on: May 24, 2010, 02:40:56 AM »
Bards can't apply the Rod of Quicken to their spells.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

Akalsaris

  • Hong Kong
  • ****
  • Posts: 1143
    • Email
Re: Core Compositions
« Reply #18 on: May 24, 2010, 02:48:26 AM »
Ah, I'd forgotten that.  I've been playing too much PF :P

carnivore

  • Grape ape
  • *****
  • Posts: 1671
Re: Core Compositions
« Reply #19 on: May 24, 2010, 07:00:39 PM »
cant resist the pull of the force....


PIXIE
Wizard 15/ Archmage 1

Attributes: (25pt buy)

Base
10 Str(14 -4 Racial)
18 Dex(10 +8 Racial)
14 Con(14)
22 Int(16 +6 Racial)
13 Wis(9 +4 Racial)
14 Cha(8 +6 Racial)

@16th lvl: (ECL20)
10 Str(14 -4 Racial)
22 Dex(10 +8 Racial +4 Gloves)
18 Con(14 +4 Amulet)
32 Int(16 +6 Racial +4 Levels +6 Headband)
13 Wis(9 +4 Racial)
14 Cha(8 +6 Racial)


Feats:
Dodge (pixie bonus)
Alertness (pixie bonus)
Weapon Finnesse(pixie bonus)
Scribe Scroll(Wizard Bonus)
Extend Spell(Wizard Bonus)
Empower Spell(Wizard Bonus)
Quicken Spell(Wizard Bonus)
1st lvl: Flyby Attack
3rd lvl: Skill Focus (Spellcraft)
6th lvl: Spell Focus(Illusion)
9th lvl: Spell Focus(Transmutation)
12th lvl: Spell Penetration
15th lvl: Greater Spell Penetration


Archmage High Arcana Show

Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.


16th lvl Wizard(8th lvl spells max(-1 seventh level slot))
16th lvl Caster(20th vs SR)
Spell DC 31+spell lvl(33+ spell lvl for Illusion and Transmutation)


 :D