Each of the builds was based on a concept for the ultimate party, all are gestalt, and use all WotC books. I would like to keep both the concepts the same and races almost have to stay the same, including the massive racial hd+La of The Heavy. They are designed for a campaign were pure spell casters are not in existence(ex no wizards, druids, sorcerers. clerics, and the like). I would like suggestions as to how to improve upon their overall effectiveness as a party
The Leader
[spoiler]Human w/ Devil Bloodline
Factotum 20//Savage Bard 3+ Fighter 2+ Heartfire Fanner 5+ War Chanter 10
1.Skill Focus: Perform[Oratory(Command)], Negotiator, Font of Inspiration(f:Shaky), Font of Inspiration(f:Inattentive)
2.Dodge(DB)
3.Master of Poisons
4.Combat Expertise(F)
5.Exotic Weapon Proficiency: Locking Garrote(F)
6.Dragonfire Inspiration
9.Weapon Focus(Locking Garrote)
12.Font of Inspiration
13.Alertness(DB)
15.Font of Inspiration
18.Font of Inspiration[/spoiler]
Almost everything he does personally is based off int, and most of his buffs are cha based. Designed to be the ultimate 5th wheel, he uses dragonfire inspiration and heartfire fanner to buff the entire party. He can also step into any of the 4 party rolls for short periods of time, and can also act as a general skill monkey and get rid of any traps. He can also use a locking garrote to assassinate or take an enemy out of the battle for good.
The Heavy
[spoiler]Half-Minotaur Hunched Giant(Maur) Stoneboned Mineral Warrior (Stoneboned and Mineral Warrior were acquired after the first LA was bought off [ELC 18])
Racial HD 12 + LA 8(It should be 9, but the Stoneboned and Mineral Warrior template were added after the first LA was bought off, at 18) // Barbarian 5 + Fighter 2 + Frenzied Berserker 10 + Fist of the Forest 3
1. Power Attack, Cleave (f:Shaky), Destructive Rage(f:Vulnerable)
3. Instantaneous Rage
6. Intimidating Rage, Improved Bull Rush (F)
7. Shock Trooper(F)
9. Imperious Command
12. Improved Unarmed Strike
15. Great Fortitude
18. Large and in Charge[/spoiler]
Designed to strike fear into all comers, he wades into melee and drops anything that gets too close without being dropped himself. (I need a way to keep him from killing the party after he drops everyone else.)
The Sniper
[spoiler]Warlock 7+ Hellfire Warlock 3+ Legacy Champion 10//Rogue(fighter feat variant) 1+ Psychic Warrior 1+ Scout 1 Psychic Warrior 1(Psychic Warrior level 2)+ Scout 3(scout levels 2-4)+ Ranger 1+ Binder 1+ Ranger 11(levels 2-12)
muckdweller
1.Point Blank Shot, Mounted Combat(R), Precise Shot(f:Noncombative), Mounted Archery(f:Vulnerable), Weapon Finesse(B)
2.Psionic Shot(PW)
3.Ride-By-Attack
4.Psychic Meditation(PW)
6.Least Legacy
9.Swift Hunter
12.Greater Psionic Shot
15.Improved Critical
18.Improved Precise Shot[/spoiler]
Designed to take out enemies after they have been softened up, he uses Eldritch Blast 5d6+Hellfire Blast 22d6+Greater Psionic Shot 4d6+Skirmish +4d6=35d6 for =~=122.5 damage per round, every round infinitely, and uses Binder to bind Naberius for fast ability healing 1 to negate Con damage from Hellfire Warlock. He rides on the back of The Heavy for mobility. Skirmish ruled to work while mounted.
(This is the build I think is the weakest, as he is supposed to be able to drop an enemy in a single ranged shot, and yet he only does an average of 123 damage a round.)
The Artillery
[spoiler]muckdweller
Dragonfire Adept 20//Dragon Shaman 20
1. Entangling Exhalation, Power Surge(f:Noncombative), Clinging Breath(f:Vulnerable)
3. Lingering Breath
6. Recover Breath
9. Quicken Spell-like Ability
12. Rapid Breath
15. Double Draconic Aura
18. Mounted Combat
[/spoiler]
Designed to provide battle field control and to soften up enemies for both The Heavy and The Sniper, he uses dragonfire adept breath to control the enemy and dragon shaman auras to keep the party at the top of their game. He rides alongside The Sniper on top of The Heavy for mobility.