Author Topic: [CO Project] Pure SRD Builds  (Read 42679 times)

0 Members and 1 Guest are viewing this topic.

Scottbert

  • Ring-Tailed Lemur
  • **
  • Posts: 12
Re: [CO Project] Pure SRD Builds
« Reply #20 on: July 09, 2008, 02:43:42 PM »
Me, I like the idea of a cleric (possibly cloistered) (of a deity of knowledge and magic) with the scribe scroll feat (heck, the rune domain gives that feat for free!). Be like a divine wizard, with a scroll ready for every occasion! Plus with the magic domain you can use arcane items you find! Plus if you're a halfling cleric, at the early levels you can fight well with magic stone.

I also like the idea of a shaper. With Astral Construct and Minor Creation, you are a problem-solving machine! You really don't need non-SRD materials at all for this (heck, Complete Psi just makes you worse!)

When restricted to SRD I prefer to optimize for versatility. Naturally wizard is awesome too, but buying spells is a big pain at lower levels.
-Characters-
Samuel Belmont, NG Human Strong/Fast/Martial Magus 8. Crafter of awesome swords and haver of ideas that don't work.
Staren - Human NG Smart/Conjurer 2. Future savior of the multiverse. Prime directive? What's that?
Fate - 4E G Wizard 2. Little girl, big magic power.
Staren (again) -  NG Human Paragon/Fighter/Evoker/Havoc Mage 9. Eager biter of adventure hooks.
Red Mage - NG Cansin Factotum 5. Breaker of the wrong fourth wall.

PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
Re: [CO Project] Pure SRD Builds
« Reply #21 on: July 09, 2008, 07:48:03 PM »
The Other Psi-Gish:

Ranger 1/Psion 4/Elocater 2/Slayer 10/Elocater +2/Psion +1.
This build isn't legal. Elocater requires Spring Attack, which requires BAB +4. A Ranger 1/Psion4 has a BAB of 3. Slayer also requires BAB +4. I like the idea, though, and have made similiar builds myself. I prefer them to be able to function as a rogue, though, instead of a ranger.

Feat Rogue 3/Psion 4/Elocater 4/Slayer 9 would be legal, but would only have a ML of 15. Or you could go FR 1/Psion 12/Elocater 7 and eventually get 9th level powers, along with decent elocater powers. If you want to be more of a "gish" instead of a rogue/caster, I'd drop Elocater entirely and just take Slayer. Rng2/Psion8/Slayer10 is the "classic" SRD psionic gish build. I don't think taking the 2nd level of ranger is worth it, unless you're going to play into Epic, though.


I like Scottbert's "Wannabe wizard" cleric idea, too. I ran something similiar through Meyer's "Overpowered casters" gauntlet on the CO board and had fun with it.
« Last Edit: July 09, 2008, 07:51:58 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Cyrocloud

  • Curious George
  • ****
  • Posts: 333
    • Email
Re: [CO Project] Pure SRD Builds
« Reply #22 on: July 09, 2008, 08:28:01 PM »

How about gnome Illusionist 7/Loremaster 1/Prestige Bard 2/Lore master +1/Illusionist +3/Lore Master +2/Archmage 4

 Bann evocation and necromacy since the pres bard will give you negitive CL on them any way, but it gives a +2 to illusion and a few others paired with being a gnome that gives you some extra bonuses to illusion.

PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
Re: [CO Project] Pure SRD Builds
« Reply #23 on: July 09, 2008, 08:56:41 PM »

How about gnome Illusionist 7/Loremaster 1/Prestige Bard 2/Lore master +1/Illusionist +3/Lore Master +2/Archmage 4

 Bann evocation and necromacy since the pres bard will give you negitive CL on them any way, but it gives a +2 to illusion and a few others paired with being a gnome that gives you some extra bonuses to illusion.
That's interesting. You basically trade 1 caster level for access to some spells at earlier levels, and access to a few spells wizards don't normally get. Heroes Feast, Freedom of Movement, and the Cure X Wounds spells are the ones that stick out immediately.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

awaken DM golem

  • Organ Grinder
  • *****
  • Posts: 3294
  • PAO'd my Avatar
Re: [CO Project] Pure SRD Builds
« Reply #24 on: July 11, 2008, 05:11:32 PM »
Custom Item of Imbue With Spell Ability, is the early entry trick of core.
Wizard 9 / Cleric 1 / MT 10 , with Leadership (+sufficient Cha) such that the Cohort Cleric provides the slot.


Wilder 4 and the Torc / Psion 16 isn't as strong as
Wilder 9 / Slayer 10 or (*belive it or not*) straight Wilder 19, and chisel your exp on Researching powers.
The subtlety on straight Wilder is earlier access to higher level spells/powers.
Bag of Rats and Mindfeeder Weapon (+3) isn't available til 15th level; the recharge route for other psionic classes.
But if it's available at your/our local pSi-AM'S club, well then great. Mindfeeder has to be the un-errata'd version(s).
Buy a Bend Reality to make spells as psionic powers, to be researched.

carnivore

  • Grape ape
  • *****
  • Posts: 1671
Re: [CO Project] Pure SRD Builds
« Reply #25 on: July 12, 2008, 07:47:25 PM »
heres 2 builds:
Core Dragon Slayer
[spoiler]
CORE Dragon Slayer

This should be effective vs any creature....but especially vs Dragons(ANY)

try this ..... first what the Dragon of Similar CR can do.... CR 20 Red Dragon =


CR 20 Old Red DragonBlindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feetKeen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills:
Spot 36
Listen 36
Search 36
[/indent]

vs:

Human
Ranger 6/ Fighter 4/ Horizon Walker 6/ Shadowdancer 4

28 Str (Base 14+4 inherent +4 levels+ 6 item)
28 Dex (Base 16+5 inherent +1 level +6 item)
20 Con (Base 14+6 item)
12 Int (Base 12)
10 Wis (Base 10)
8 Cha (Base 8)

Base Saves(FRW)15/12/6 ...
+1 Luck all
+1 Haste(Ref)
+5 Fort(con)
+9 Ref(Dex)
+4 Resistance(rod) all
+2 Morale All
final saves:
FRW 27/29/13

BAB +19
Attack: BAB+19 + 1 Haste + 1 Insight +2 Competence +7 Enhancement+ 9 Dex +2 Morale = +41 Attack

Full Attack with Rapid Shot and Haste @ 330'= +35/+35/+35/+30/+25/+20

Damage:
4.5 Composite Arrow + 4 Fav enemy + 2 Morale +1 Insight + 1 Competence +9 Str +2 Wpn Spclz + +7 Holy +7 Axiomatic +7 Bane +5.25 frost = average 49.75 points of Damage + 1pt Con damage with each hit(2 Hits do 28 additional points of Damage from Con loss)

estimate 1 1/2 rounds of Combat to Kill...if 4 shots Hit(199 damage+56 from con damage) round 1, 4 shots Hit(199 damage+56 from con damage) round 2

AC +1 Haste +1 Insight +2 Deflection(Magic Circ vs Evil)


Skills:.... these might be higher, havent checked for everything yet
29 Spot 23 ranks + 4 competence + 2 Morale
26 Search 23 ranks +1 Int+ 2 Morale
25 Listen 23 ranks+ 2 Morale
38 Hide 23 ranks + 4 competence+ 2 Morale+9 Dex
34 Move Silent 23 ranks + 2 Morale+9 Dex



[sblock=Horizon Walker Terrain Mastery chosen]
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.[/sblock]
[sblock=Stealth and Detection in Mountains]
Stealth and Detection in Mountains: As a guideline, the maximum distance in mountain terrain at which a Items:

201300gp +1 Dragon Bane Flaming Frost Holy Axiomatic Wounding Composite Longbow(+9 Str)
27000gp 9x Greater magic weapon +5 (oil) 
22060 gp  +2 Luckblade(0 wishes)+1 Luck to all saves, and reroll any one Roll 1/day
50000 gp Rod of Flailing: Once per day the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to Armor Class and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit. Transforming it into a weapon or back into a rod is a move action.
3350gp 50 Adamantine Arrows
700gp 50 Cold Iron Arrows
352gp 50 Alchemical Silver Arrows

238770gp +9 Inherent to Attributes
25000gp Greater bracers of Archery(+2 Competence Att, +1 Damage)
18900 gp +3 Banded Mail of Luck..... force opponent reroll att 1/week..didnt know what to pick????
36000gp +6 Amulet of Con
36000gp +6 Gloves of Dex
36000gp +6 Belt of Str
5000gp Dusty rose Ioun Stone....+1 Insight to AC
6500 gp Horn of goodness....1/day Magic circle vs Evil
20,000 gp Ring of Invisibility: By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
2500gp 10x Elixers(5 Hiding, 5 Sneaking)
2000gp Handy haversack
3600gp 2x Efficient Quiver
2500gp Ring of Sustenance
12000gp Boots of Speed
2,250 gp Elemental Gem: ...Air...Large Air Elemental.... if needed...have the Air Elemental throw this(Dust of Sneezing and Choking) at the Dragon, if it tries to land and initiate Melee combat
2,400 gp Dust of Sneezing and Choking: This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as [COLOR="Red"]stunned[/COLOR]) for 5d4 rounds.
1500gp 2x Potions Heroism(+2 morale bonus on attack rolls, saves, and skill checks)



Overview:
This is a Ranged Attack Specialist ...... he is designed for Long Range Attacks, and Hit-and-Run tactics. this character can handle most anything thrown at him , in any circumstance, but Dragons are his specialty.... he Knows where they live, tracks them down..... prepares his assault, he knows thier Tactics,Strengths, Weaknesses. he then Plans his attack....while Hidden and Invisible.... he locates the battlefield, scouts the area for backup DD locations that give overlapping areas of Fire...so if he abandons one spot, he can direct fire back on his previous location(preferably from a Flanking Position)

he is patient...waits for his Prey...when he spots his prey.... he starts his Buffing...while remaining Invisible and Hiding, with Cover and Concealment.... then at the right moment(when the Dragon is leaving his Lair) he opens fire....usually when the Dragon is Flying AWAY FROM HIS POSITION or Directly overhead if possible(this is why he takes so long in scouting the area and his Preys habits)...remember old Dragons are CLUMSY flyers...they fly fast in a straight line, but cant manuver or stop very well..... the first Round is a Surprise Round, the second he will gain Initiative and fire a Second full attack.....there is no third round for the Dragon

and at the end of the battle.... this character is still ready to go for more..... he doesnt have to wait until the next morning to get more spells..... he is ready to take on some more Bag Guys RIGHT NOW:elf: :thumbsup:

More tactics:this only helps if the creature that the Dragon is looking for is within 60'...outside of that range, he doesnt even know you are there78 Immobile or 58 moving, with his Spot check (31 Ranks + 5 Wis) = 36....even if he took 20, he could not Spot my Character Moving

besides that..... my character is aware of HOW to Hunt Dragons,thier Senses, and Weaknesses...... My character can easily Find,stalk, and kill the Dragon ..... even if he saw him out in the open...he can Drop the Dragon in 2 rounds, before the Dragon can get to him..... he could even wait for the Dragon to See Him...Charge to Attack him, Hold an Action to DD when he gets 80' from him...and DD Behind the Dragon, who cant Stop Fast enough..and can only Slowly Turn...While the Archer...puts 2 rounds of Arrows into him

a Final Note about Capabilities:

Vs other things besides Dragons... he still does just fine.... he still gets the same Number of Attacks, his attack bonus goes down to +39 ... and the damage goes down an Average of 7 hp/shot , vs Undead or Constructs he dosent do Con damage...but Direct Damage still works just fine

the Main Weakness of this Character:

1)Melee Combat...... this guy is Death from Afar, but is much weaker in Melee, he can do it....but it is just more efficient to keep his distance...it is better to reach out and touch someone else, than to have them be able to touch you back.

2)Multiple Strong Foes ..... although he can Dispatch many very strong Enemies. large numbers of them can overwhelm him..... but at least he can escape(DD) and Hide...then Start attacking from Range again.

[/spoiler]
Core Undead/Demon Hunter
[spoiler]
Core Undead/Demon Hunter

Human
Ranger 6/ Fighter 4/ Horizon Walker 7/ Shadowdancer 2

26 Str (Base 14+3 inherent +3 levels+ 6 item)
28 Dex (Base 16+5 inherent +1 level +6 item)
20 Con (Base 14+6 item)
12 Int (Base 12)
10 Wis (Base 10)
8 Cha (Base 8)

Feats:
1st lvl Point Blank Shot
Weapon Focus(Composite Long bow)(human Bonus)
Track (Ranger Bonus)
Rapid Shot (Ranger Bonus)
3rd lvl Precise Shot/ Endurance (Ranger Bonus)
6th lvl Dodge/ Many Shot (Ranger Bonus)
Mobility (Fighter Bonus)
Combat Reflexes(Fighter Bonus)
9th lvl Quickdraw
Weapon Specialization(Composite Longbow)(Fighter Bonus)
12th lvl Shoot on the Run
15th lvl Improved Precise Shot
18th lvl Improved Initiative


Favored Enemy:
Undead
Evil Outsiders




Base Saves(FRW)15/12/6 ...
+1 Luck all
+1 Haste(Ref)
+5 Fort(con)
+9 Ref(Dex)
+4 Resistance(rod) all
+2 Morale All
final saves:
FRW 27/29/13

BAB +19
Attack: BAB+18 + 1 Haste + 1 Insight +2 Competence +7 Enhancement(+5+2 Bane)+ 9 Dex +2 Morale = +40 Attack

Full Attack with Rapid Shot and Haste @ 330'= +34/+34/+34/+29/+24/+19

Damage:
4.5 Composite Arrow + 4 Fav enemy + 2 Morale +1 Insight + 1 Competence +8 Str +2 Wpn Spclz + +7 Holy +7 Axiomatic +7 Bane  = average 43.55 points of Damage + 1pt Con damage with each hit(2 Hits do 28 additional points of Damage from Con loss)





VS a Balor(AC 35, 290hp)..... you will probably get at least 5 Hits and do 215+ and an additional 56 from Con Damage.... he goes down in one round if someone else in your party can at least hit him, 2 rounds if you have to do it all

VS a Nightcrawler(undead)(AC35, 212hp) ...... mostly the same, except he drops in one round
 


AC +1 Haste +1 Insight +2 Deflection(Magic Circ vs Evil) +16 Celestial Armor and 28 Dex = AC 30


Skills:.... these might be higher, havent checked for everything yet
29 Spot 23 ranks + 4 competence + 2 Morale
26 Search 23 ranks +1 Int+ 2 Morale
25 Listen 23 ranks+ 2 Morale
38 Hide 23 ranks + 4 competence+ 2 Morale+9 Dex
34 Move Silent 23 ranks + 2 Morale+9 Dex



[sblock=Horizon Walker Terrain Mastery chosen]
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.


Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and . You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.

[/sblock]

Items:

201300gp +1 Undead Bane Demon Bane Ghost Touch Holy Axiomatic Wounding Composite Longbow(+9 Str)
27000gp 9x Greater magic weapon +5 (oil) 
22060 gp  +2 Luckblade(0 wishes)+1 Luck to all saves, and reroll any one Roll 1/day
50335 gp Sun Blade

3350gp 50 Adamantine Arrows
700gp 50 Cold Iron Arrows
352gp 50 Alchemical Silver Arrows
22400 gp Celestial Armor: This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence.this gives +16 to AC(+3 Enhancement+8 Dex + 5 Armor)

212240gp +8 Inherent to Attributes
25000gp Greater bracers of Archery(+2 Competence Att, +1 Damage)
36000gp +6 Amulet of Con
36000gp +6 Gloves of Dex
36000gp +6 Belt of Str
5000gp Dusty rose Ioun Stone....+1 Insight to AC
6500 gp Horn of goodness....1/day Magic circle vs Evil
20,000 gp Ring of Invisibility: By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
2500gp 10x Elixers(5 Hiding, 5 Sneaking)
2000gp Handy haversack
3600gp 2x Efficient Quiver
12000gp Boots of Speed
1500gp 2x Potions Heroism(+2 morale bonus on attack rolls, saves, and skill checks)

also this character is great at Hiding ..... and sneaking up on stuff.... they wont even Know he is there.... until the Arrows start sprouting from thier bodies


[/spoiler]

Squirrelloid

  • Bi-Curious George
  • ****
  • Posts: 407
Re: [CO Project] Pure SRD Builds
« Reply #26 on: July 15, 2008, 07:39:44 PM »
Rogue 20 potion thrower, but you probably know about this one already.  (Ok, there probably exists a rogue/assassin build that's better, but that would require work).  TWF tree, rapid fire, sleight of hand 1 rank (to draw potions as free actions without using a feat on quickdraw).  Simple, effective, won't feel embarassed to play with the Druid 20, Cleric 20, and Wizard 20 party.
The ignorant shall fall to the squirrels. -Chip 4:2

Tshern

  • Clown Prince of Crime
  • Organ Grinder
  • *****
  • Posts: 5726
  • Aistii valoa auttavasti
    • Email
Re: [CO Project] Pure SRD Builds
« Reply #27 on: July 15, 2008, 10:08:13 PM »
Rogue 20 potion thrower, but you probably know about this one already.  (Ok, there probably exists a rogue/assassin build that's better, but that would require work).  TWF tree, rapid fire, sleight of hand 1 rank (to draw potions as free actions without using a feat on quickdraw).  Simple, effective, won't feel embarassed to play with the Druid 20, Cleric 20, and Wizard 20 party.
Oh? How many planes of existence can he create with those potions?

Handy Links

Squirrelloid

  • Bi-Curious George
  • ****
  • Posts: 407
Re: [CO Project] Pure SRD Builds
« Reply #28 on: July 16, 2008, 04:09:43 AM »
Rogue 20 potion thrower, but you probably know about this one already.  (Ok, there probably exists a rogue/assassin build that's better, but that would require work).  TWF tree, rapid fire, sleight of hand 1 rank (to draw potions as free actions without using a feat on quickdraw).  Simple, effective, won't feel embarassed to play with the Druid 20, Cleric 20, and Wizard 20 party.
Oh? How many planes of existence can he create with those potions?

This is pure SRD, how many planes of existence is the wizard, druid, and cleric creating again?  Oh right, zero.

I won't say he's as good, just that he won't feel embarassed (unlike virtually any other noncaster).  And besides, he can one-up the cleric on casting by grabbing a candle of invocation.  I mean, if there exists item cheese, the rogue can do it.
The ignorant shall fall to the squirrels. -Chip 4:2

Tshern

  • Clown Prince of Crime
  • Organ Grinder
  • *****
  • Posts: 5726
  • Aistii valoa auttavasti
    • Email
Re: [CO Project] Pure SRD Builds
« Reply #29 on: July 16, 2008, 09:52:31 AM »
Pure SRD? I don't know, they buy a scroll of Genesis and make billions of copies of it via Astral Projection. After it probably depends how many times you want to use that Nightmare to cast the AP on you. Ad nauseaum so to say.

And I do not doubt the effectiveness of this build, I simply have hard time believing it's on par with your examples.

Handy Links

Akalsaris

  • Hong Kong
  • ****
  • Posts: 1143
    • Email
Re: [CO Project] Pure SRD Builds
« Reply #30 on: July 16, 2008, 12:11:21 PM »
Rogue 20 potion thrower, but you probably know about this one already.  (Ok, there probably exists a rogue/assassin build that's better, but that would require work).  TWF tree, rapid fire, sleight of hand 1 rank (to draw potions as free actions without using a feat on quickdraw).  Simple, effective, won't feel embarassed to play with the Druid 20, Cleric 20, and Wizard 20 party.

Not all of us know about the potion thrower actually - what is the purpose behind the build?  I gather that he throws potions, but what potions, and how does it match up to a druid, etc?

PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
Re: [CO Project] Pure SRD Builds
« Reply #31 on: July 16, 2008, 03:09:28 PM »
This is pure SRD, how many planes of existence is the wizard, druid, and cleric creating again?  Oh right, zero.
Genesis is in the SRD.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Tshern

  • Clown Prince of Crime
  • Organ Grinder
  • *****
  • Posts: 5726
  • Aistii valoa auttavasti
    • Email
Re: [CO Project] Pure SRD Builds
« Reply #32 on: July 16, 2008, 03:39:16 PM »
This is pure SRD, how many planes of existence is the wizard, druid, and cleric creating again?  Oh right, zero.
Genesis is in the SRD.
Exactly what I said. SRD has so much crazy stuff.

Handy Links

Squirrelloid

  • Bi-Curious George
  • ****
  • Posts: 407
Re: [CO Project] Pure SRD Builds
« Reply #33 on: July 16, 2008, 04:45:42 PM »
This is pure SRD, how many planes of existence is the wizard, druid, and cleric creating again?  Oh right, zero.
Genesis is in the SRD.

Genesis is in the SRD - for Psionicists. 

Genesis is in CD for Clerics iirc.

(Ok, that is S/W.. in the epic section?  WTH?  not where I would have looked for it.  I don't remember Genesis being in the ELH, but its been a long time since I even looked at that.)
« Last Edit: July 16, 2008, 04:49:37 PM by Squirrelloid »
The ignorant shall fall to the squirrels. -Chip 4:2

PhaedrusXY

  • Organ Grinder
  • *****
  • Posts: 8022
  • Advanced Spambot
Re: [CO Project] Pure SRD Builds
« Reply #34 on: July 16, 2008, 04:47:53 PM »
This is pure SRD, how many planes of existence is the wizard, druid, and cleric creating again?  Oh right, zero.
Genesis is in the SRD.

Genesis is in the SRD - for Psionicists.

Genesis is in CD for Clerics iirc.
Click. The. Link.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Operation Shoestring

  • King Kong
  • ****
  • Posts: 937
  • Quis custodiet ipsos custodes?
    • Email
Re: [CO Project] Pure SRD Builds
« Reply #35 on: July 16, 2008, 04:58:16 PM »

How about gnome Illusionist 7/Loremaster 1/Prestige Bard 2/Lore master +1/Illusionist +3/Lore Master +2/Archmage 4

 Bann evocation and necromacy since the pres bard will give you negitive CL on them any way, but it gives a +2 to illusion and a few others paired with being a gnome that gives you some extra bonuses to illusion.

Why 10 levels of illusionist?  losing three feats (or even just one) and taking 4 empty levels for a +1 DC isn't worth it, IMO.  Also, Loremaster is well worth taking all 10 levels, IMO.  The ability to spam Legend Lore lets you basically steal the DM's notes.  Gnome Illusionist 6/Prestige bard1/Loremaster10/Archmage3?

Squirrelloid

  • Bi-Curious George
  • ****
  • Posts: 407
Re: [CO Project] Pure SRD Builds
« Reply #36 on: July 16, 2008, 05:04:31 PM »
Rogue 20 potion thrower, but you probably know about this one already.  (Ok, there probably exists a rogue/assassin build that's better, but that would require work).  TWF tree, rapid fire, sleight of hand 1 rank (to draw potions as free actions without using a feat on quickdraw).  Simple, effective, won't feel embarassed to play with the Druid 20, Cleric 20, and Wizard 20 party.

Not all of us know about the potion thrower actually - what is the purpose behind the build?  I gather that he throws potions, but what potions, and how does it match up to a druid, etc?

So, the potion thrower uses alchemical potions to deal massive amounts of elemental damage.  I'll restrict my comments to the SRD to start with, but note a few important things in additional supplements.

(1) Potions?  
The potion thrower uses Alchemist's Fire and Flasks of Acid.  The potion thrower takes 1 rank in sleight of hand so he can take a -20 to draw them as a free action (Failing the sleight of hand check just means the enemy notices you pulled one out, it doesn't stop you from drawing them as a free action).

You can also use non-damaging potions (ie, contact poisons), which should still get SA damage because they require a touch attack, and should probably do some small amount of damage as an improvised weapon (you are breaking a glass vial against something, that should do *some* damage), but you definitely get the poison effects.  Using things like Potions of Sleep has also been suggested elsewhere, but that can get expensive at the levels where its good.

(2) Getting sneak attack.  
The potion thrower can use hide/ms at low levels, or just winning initiative and hitting them while they're flat footed.  By mid levels you will buy/acquire a Ring of Blinking, which will guarantee you sneak attack against virtually everything that can be sneak attacked (only broken if they see invisible and ethereally).

Note that as all your base damage is elemental, the SA is also elemental.

(3) Holding your potions.
The potion thrower wants at least one handy haversack just for potions, possibly 2.  This ensures you always draw the type you want.

(4) Feats
TWF tree + Rapid Fire are the key feats in core.  

(5) Builds
Obviously, Rogue 20 is playable, but you can do better.  Gaining BAB without losing SA dice can be worthwhile, as can trying to optimize for pure SA dice (ranged touch attack means sacrificing a little BAB for SA dice is quite worthwhile).  In core, Rogue/Assassin is also quite viable.

(6) Beyond Core
The most important things are Improved Blink (CA, SC) and potions of other elements (frost and electricity I know exist, I forget which supplements).

Obviously other feats which tweak throwing builds beneficially for you are desirable.
The ignorant shall fall to the squirrels. -Chip 4:2

carnivore

  • Grape ape
  • *****
  • Posts: 1671
Re: [CO Project] Pure SRD Builds
« Reply #37 on: July 16, 2008, 06:07:34 PM »

(5) Builds
Obviously, Rogue 20 is playable, but you can do better.  Gaining BAB without losing SA dice can be worthwhile, as can trying to optimize for pure SA dice (ranged touch attack means sacrificing a little BAB for SA dice is quite worthwhile).  In core, Rogue/Assassin is also quite viable.


i prefer Rogue 16/ Ranger 2/ Fighter 2 .... for this type of Build.... best of Everything for a Sneak Attack based Build... using Thrown Alchemical Weapons, the best part is....... ALL Attacks are Ranged Touch Attacks

 :D

Squirrelloid

  • Bi-Curious George
  • ****
  • Posts: 407
Re: [CO Project] Pure SRD Builds
« Reply #38 on: July 16, 2008, 06:23:52 PM »

(5) Builds
Obviously, Rogue 20 is playable, but you can do better.  Gaining BAB without losing SA dice can be worthwhile, as can trying to optimize for pure SA dice (ranged touch attack means sacrificing a little BAB for SA dice is quite worthwhile).  In core, Rogue/Assassin is also quite viable.


i prefer Rogue 16/ Ranger 2/ Fighter 2 .... for this type of Build.... best of Everything for a Sneak Attack based Build... using Thrown Alchemical Weapons, the best part is....... ALL Attacks are Ranged Touch Attacks

 :D

What does ranger 2/fighter 2 really do for you other than lose 2d6 SA to each attack?  IMHO, not worth it.
The ignorant shall fall to the squirrels. -Chip 4:2

BowenSilverclaw

  • Organ Grinder
  • *****
  • Posts: 5337
  • Walking that fine line between genius and insanity
    • Email
Re: [CO Project] Pure SRD Builds
« Reply #39 on: July 16, 2008, 07:08:37 PM »
Get's your total BAB up to +16, so more attacks per round :)
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol