Author Topic: Death Level Builds  (Read 16307 times)

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Amadi

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Death Level Builds
« on: December 13, 2008, 10:16:01 AM »
Allright, here it goes. I am starting a thread for level 1 (Our playgroup refers to it as 'death level' because a lucky crit from a housecat can pretty much kill you..) characters. If we get a decent thread going it might even turn into a handbook, although I'm not sure if anyone needs to be told that at first level play more than 2hp is pretty much a must-have. Effectively we're going to try and create as powerful level one characters as possible withing certain set of rules, and those rules are coming now:

1: No Pazuzu, Pazuzu, Pazuzu. :banghead
2: Any official WotC published material.
3: Unearthed Arcana rules are acceptable - Flaws and traits are fine, but builds without them are just more awesome.
4: Builds should be efficient both in the group and on their own, and preferably should be able to do 4-5 encounters without losing too much efficiency.
5: We're using 28pb by default, if you want to create character with other system, you must note it in the sheet.
6: The builds need not be efficient after level one, although it'd be good if they were.
7: Please use the following format, if you don't then... Well, I probably fix it for you to get the build into the first post, but I'd prefer if you did, indeed use it.

[spoiler=Build Name]
Build Name
Race: (And any templates.)
Class: (Or the type of HD, if you don't get class levels yet. Also list variants here.)
Stats:
Flaws&Traits:
Feats:
Noteworthy Skills:
Spells Prepared/Known/Powers Known: (No need to go on extreme detail here, but the spells prepared are quite an important part for spellcasters.)
Options: (Such as choosing a different race instead or so.)
Explanation: (If needed.)
Personal Thoughts/Summary: (If you think, that is.)[/Spoiler]

I'll begin the thread here.

[spoiler=Incarzard]
Incarzard
Race: Azurin
Class: Wizard, Fighter feats variant, Focused Specialist (Conjuration, give up Evocation, Enchantment and Abjuration (Not needed at lvl1).).
Stats: Str 8, Dex 14, Con 16 , Int 16, Wis 10, Cha 8
Flaws&Traits: Murky-Eyed, Spellgifted (Conjuration), Feeble, Quick.
Feats: Shape Soulmeld: Dissolving Spittle, Expanded Soulmeld Capacity: Dissolving Spittle, Share Soulmeld, Incarnum Spellshaping, Point Blank Shot.
Noteworthy Skills: N/a.
Spells Prepared: Level 0: Caltrops x3. Level 1: Color Spray x2, Grease x2
Explanation: You shape Dissolving Spittle, share it with your familiar (High-dex one, preferably.) and invest 2 essentia in it. That's 3d6 damage as ranged touch both for you and your familiar. It's at-will, and you still can keep up with casting spells.
Personal Thoughts/Summary: 6d6+1 damage output every round is nothing to sneeze at, especially at first level. That's an average of 22 damage, and you have +3 to hit if target's within 30ft, +2 otherwise. Your familiar might just have more.
Options: Best option is probably to switch from wizard to druid, you'll lose the bonus fighter feat, but gain a bit larger HD and access to some 'better' spells: Impeding Stones/Entangle. In addition to that, choosing your familiar well is a good idea. Toad isn't awesome, but +3 HP at first level is nice buff to your 6 HP, while hawk can be used as a cannon while you yourself are running away with your speed of 40ft. You can also meddle with traits, if quick isn't your thing.. Slippery for example is nice.[/Spoiler]

[spoiler=Reserve Wizard v2.0 By BowenSilverclaw]Build Name: Kill it with fire
Race: Strongheart Halfling
Class: Wizard 1, Fighter Feat Variant Wizard, Focused Specialist Evoker
Stats: Str 6, Dex 16, Con14, Int 18, Wis 8, Cha 8
Flaws&Traits: Murky-Eyed & Noncombatant; Spellgifted: Evocation
Feats: Bloodline of Fire, Precoscious Apprentice (Strongheart Halfling bonus), Fiery Burst (Flaw bonus), Spell Thematics (pick Ray of Flame and Scorching Ray)(Flaw bonus), Improved Initiative (Fighter Feat Wizard Bonus)
Noteworthy Skills: n/a
Spells Prepared/Known/Powers Known: Burning Hands (lvl. 1), Ray of Flame (lvl. 1), Lesser Orb of Fire (lvl. 1) and Scorching Ray (lvl. 2) will be your 'arrows' when playing this 'SFX archer' with a +4 to hit for ranged touch attacks (+1 size, +3 Dex)
Options: Pick a Familiar. Either a Toad for 3 more HP or a Hummingbird for +4 Initiative.
Explanation: Caster level 7 (Wizard 1, +1 Spellgifted Trait, +1 Fire Affinity Evoker, +2 Bloodline of Fire, +1 Fiery Burst, +1 Spell Thematics) for Evocation spells with the [Fire] descriptor means you get 2 rays per casting of Scorching Ray, so 2x 4d6. Between Precoscious Apprentice, Focused Specialist and your Int bonus you get 3 level 2 spells per day.
Personal Thoughts/Summary: Played this guy through the first 3 levels of Age of Worms before the campaign ended, and he performed pretty damn good, as long as you have fellow party members to take care of any enemies that get within charging/melee range.[/spoiler]

[spoiler=Incarnate Construct Combateer]Incarnate Construct Fighter
Race: Incarnate Construct Warforged Necropolitan Evolved Undead x2
Class: Crusader
Stats: Str 22, Con -, Dex 12, Int 16, Wis 6, Cha 6
Flaws&Traits:
Feats: Bind Vestige: Savnok
Noteworthy Skills: N/a
Maneuvers Known: Crusader Strike, Leading the Attack, Stone Bones, Charging Minotaur, Vanguard Strike.
Stances Known: Iron Guard's Glare
Options: Flaws & Traits, obviously. Incarnate construct base is ridiculously broken, and just about anything can be made better with it.
Explanation: Fast healing 4, AC 21, SLA's, Strength, 12hp, Steely Resolve 5..
Personal Thoughts/Summary: Pretty much the ultimate level 1 tank, heals himself, is immune to a lot of things that would disable him, forces opponents to attack him or take penalties, is hard to hit, has fair amount of HP, deals damage rather well: Wielding a greatsword it'd be +8 to hit, 2d6+12 damage. Just make him go first anywhere and follow behind with casters. ;)[/Spoiler]

[spoiler=HULK SMASH! by InnaBinder]Race: Azurin
Class: Lion Totem Whirling Frenzy Variant Barbarian
Stats: STR 14 DEX 12 CON 16 INT 8 WIS 13 CHA 8
Flaws&Traits: Inattentive, Shaky; Aggressive, Reckless
Feats: Cobalt Rage, Extra Rage, Power Attack, Animal Devotion
Noteworthy Skills:  None.
Spells Prepared/Known/Powers Known:None
Options: If really worried about defenses (for some reason), drop Animal Devotion in favor of Mad Foam Rager to delay certain effects, or Eyes in the Back of Your Head if DM likes dogpiling you.
Explanation: HULK SMASH!
Personal Thoughts/Summary: Grab a high damage  TH weapon.  Break faces.  Repeat.  3 combats/day you'll be doing 3d6 + 8 per attack, the last combat or 2 will be without Rage if 4-5 combats are expected.[/spoiler]

----------

Allright. That's that, now it's trime to see your builds. I am sure you can come up with a lot more ways to make your character own the death level, I believe that Anthropomorphic Bat characters with flight speed & zen archery and shapers with construct skin or whatever feat that was that gives a level 1 astral construct augment for yourself can be quite deadly, considering that both of them can fly. There is a lot of things to do on first level, and I'm counting on you to find the most broken ones.  :smirk
« Last Edit: December 13, 2008, 07:43:43 PM by Amadi »

InnaBinder

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Re: Death Level Builds
« Reply #1 on: December 13, 2008, 11:03:50 AM »
[spoiler]Race: Azurin
Class: Lion Totem Whirling Frenzy Variant Barbarian
Stats: STR 14 DEX 12 CON 16 INT 8 WIS 13 CHA 8
Flaws&Traits: Inattentive, Shaky; Aggressive, Reckless
Feats: Cobalt Rage, Extra Rage, Power Attack, Animal Devotion
Noteworthy Skills:  None.
Spells Prepared/Known/Powers Known:None
Options: If really worried about defenses (for some reason), drop Animal Devotion in favor of Mad Foam Rager to delay certain effects, or Eyes in the Back of Your Head if DM likes dogpiling you.
Explanation: HULK SMASH!
Personal Thoughts/Summary: Grab a high damage  TH weapon.  Break faces.  Repeat.  3 combats/day you'll be doing 3d6 + 8 per attack, the last combat or 2 will be without Rage if 4-5 combats are expected.[/spoiler]
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Kaelik

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Re: Death Level Builds
« Reply #2 on: December 13, 2008, 03:57:44 PM »
[spoiler]I am Wizard, Hear me Roar.
Race: Gray Elf Wizard
Class: Elf Generalist Wizard, Fighter feats variant
Stats: 32 PB Str 6 Dex 20 Con 6 Int 20 Wis 8 Cha 8
28PB Str 6 Dex 18 Con 6 Int 20 Wis 8 Cha 8
Flaws&Traits: Non-Combatant, Aggressive, Vulnerable, Quick
Feats: Faerie Mysterious Innate, Keen Intellect (Dragon), Extend Spell (for the future), Improved Init.
Noteworthy Skills: +13 Spot, +9 spellcraft, +13 Search, +9 Knowledges, other crap.
Spells Prepared/Known/Powers Known: Color Spray x3, Sleep
Options: Be a worse Wizard, or shift Sleep/Color Spray balance.
Explanation: You cast Color Spray or Sleep at DC 16 each of your four encounters. You have the highest Spot and Search checks in the party, you have an AC of 13, and an Init mod of +15. You also know more shit then anyone else. You're the best, na na, never gonna keep you down.
Personal Thoughts/Summary: Right on track to break the game at level 8 when you persist Greater Invis and cast extended spell with a duration of 16 hours before resting and adventuring.[/spoiler]
« Last Edit: December 13, 2008, 08:20:37 PM by Kaelik »

woodenbandman

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Re: Death Level Builds
« Reply #3 on: December 13, 2008, 04:30:12 PM »
Kaelik, you can't kill everyone in a single color spray, and a single sling bullet will kill you. You have one hit point, and you gain 1 per level, so you get 20 hp at level 20, and not enough spells to kill all the enemies at once, especially if they do tactics. It doesn't matter how invincible you are, eventually you'll fail a balance check or a ride check or something and fall and take 1 lethal damage and 2 nonlethal, and you'll be totally vulnerable.

Just personally, I'd change that race to something with a Con bonus, say... dragonborn dwarf.

[spoiler]I am Wizard, Hear me Roar.
Race: Dragonborn Dwarf
Class: Dwarf Focused Conjurer, Fighter Feats Variant, Abrupt Jaunt
Stats: 32 PB Str 8 Dex 10 Con 18 Int 18 Wis 14 Cha 6
28PB Str 8 Dex 10 Con 18 Int 18 Wis 10 Cha 6
Flaws&Traits: Non-Combatant, Aggressive, Stout or slow or that one for more HP, poor reflexes
Feats: Improved Initiative, Spell Focus (conjuration), Augment Summoning, open feat.
Noteworthy Skills: +13 Spot, +9 spellcraft, +13 Search, +9 Knowledges, other crap. Banned Evocation, Necromancy, Illusion.
Spells Prepared/Known/Powers Known: Color Spray x3, summon monster 1
Options: Be a worse Wizard, or shift Summon Monster/Color Spray balance.
Explanation: You still cast color spray and its DC is still really high. You can, however, contribute meaningfully to the ethnic cleansing of the housecats. Also you summon.
Personal Thoughts/Summary: You don't really need all that much move speed, 10 feet should be fine. Fly is only what, a 2nd level spell? see you in 3 levels. Also, the party'd damn well better move at your pace, you're the one carrying the team at this point. You can color spray AND survive.[/spoiler]

PhaedrusXY

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Re: Death Level Builds
« Reply #4 on: December 13, 2008, 04:37:44 PM »
Kaelik, you can't kill everyone in a single color spray, and a single sling bullet will kill you. You have one hit point, and you gain 1 per level, so you get 20 hp at level 20, and not enough spells to kill all the enemies at once, especially if they do tactics. It doesn't matter how invincible you are, eventually you'll fail a balance check or a ride check or something and fall and take 1 lethal damage and 2 nonlethal, and you'll be totally vulnerable.

Just personally, I'd change that race to something with a Con bonus, say... dragonborn dwarf.

[spoiler]I am Wizard, Hear me Roar.
Race: Dragonborn Dwarf
Class: Dwarf Focused Conjurer, Fighter Feats Variant, Abrupt Jaunt
Stats: 32 PB Str 8 Dex 10 Con 18 Int 18 Wis 14 Cha 6
28PB Str 8 Dex 10 Con 18 Int 18 Wis 10 Cha 6
Flaws&Traits: Non-Combatant, Aggressive, Stout or slow or that one for more HP, poor reflexes
Feats: Improved Initiative, Spell Focus (conjuration), Augment Summoning, open feat.
Noteworthy Skills: +13 Spot, +9 spellcraft, +13 Search, +9 Knowledges, other crap. Banned Evocation, Necromancy, Illusion.
Spells Prepared/Known/Powers Known: Color Spray x3, summon monster 1
Options: Be a worse Wizard, or shift Summon Monster/Color Spray balance.
Explanation: You still cast color spray and its DC is still really high. You can, however, contribute meaningfully to the ethnic cleansing of the housecats. Also you summon.
Personal Thoughts/Summary: You don't really need all that much move speed, 10 feet should be fine. Fly is only what, a 2nd level spell? see you in 3 levels. Also, the party'd damn well better move at your pace, you're the one carrying the team at this point. You can color spray AND survive.[/spoiler]

Fairy Mysteries Initiate allows him to use his Int mod for hit points at 1st level. I'd rather use a (forest) gnome for your build. Small size is actually an advantage for casters.

Fly is a 3rd level spell, with a crappy duration. Phantom Steed would work to give you long duration flight, but those have low hit points, and are vulnerable. If you want long duration flight with little risk, you have to wait till you get Overland Flight, a 4th level spell. Alter Self is decent at 2nd, though.

Edit: Here is my contribution. A halfling wizard who can kill any 1 HD creature vulnerable to negative levels with a ranged touch attack 3/day. He can also turn invisible when he needs to 1/day, and has decent hit points (for a wizard) and an ok AC. He has +10 initiative, and uses a war pony to compensate for his incredible slowness. That used a 32 PB, though, as I built it for the BG arena. Oh yeah, and he has Abjupt Jaunt. The Aristocrats!

Another option might be to get Alter Self with Precocious Apprentice instead of Invisibility, and exchange  Arcane Mastery for the Reserve feat that lets you get temporary hit points as a swift action. Alter Self offers tons of versatility (fly, burrow, skills, feats, etc), and the Reserve feat gives you a bit more cushion in case you do get hit. Of course, you'd have to be careful managing the action for that with the need for Abrupt Jaunt.

Edit2: Another addition.

Dragonborn (breath) Warforged Psion (Shaper) 1
Feats: Adamantine Body, Entangling Exhalation, Dragon Wings

Benefits: +4 racial bonus to Con, adamantine full plate at level 1, immune to poison and can make a large amount of powerful poison that lasts for an hour for 1 power point. He also has a breath weapon that he can entangle foes with, and wings which he can glide with (and fly at 6th level).
« Last Edit: December 13, 2008, 06:03:08 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]

Straw_Man

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Re: Death Level Builds
« Reply #5 on: December 13, 2008, 04:47:41 PM »

  Doesn't Fairy Mysterious come with some hard RP fluff to fulfill?

  As well, for the OP's post, Necropolitan can't be applied at first level. You lose a lvel through death and then another 1000 Xp is lost in the process.
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BowenSilverclaw

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Re: Death Level Builds
« Reply #6 on: December 13, 2008, 05:08:29 PM »
Bugger, I wanted to post the Incarnum Wizard :P

Okay, a little improvement on your Reserve Wizard then, Amadi :)

[spoiler]
Build Name: Kill it with fire
Race: Human
Class: Wizard 1, Fighter Feat Variant Wizard, Focused Specialist Evoker
Stats: Str 8, Dex 14, Con 14, Int 18, Wis 8, Cha 8
Flaws&Traits: Murky-Eyed & Noncombatant; Spellgifted: Evocation
Feats: Bloodline of Fire, Precoscious Apprentice (Strongheart Halfling bonus), Fiery Burst (Flaw bonus), Spell Thematics (pick Ray of Flame and Scorching Ray)(Flaw bonus), Improved Initiative OR Point Black Shot (Fighter Feat Wizard Bonus)
Noteworthy Skills: n/a
Spells Prepared/Known/Powers Known: Burning Hands (lvl. 1), Ray of Flame (lvl. 1), Lesser Orb of Fire (lvl. 1) and Scorching Ray (lvl. 2) will be your 'arrows' when playing this 'SFX archer' with a +2 to hit for ranged touch attacks (+2 Dex)
Options: Pick a Familiar. Either a Toad for 3 more HP or a Hummingbird for +4 Initiative.
Explanation: Caster level 7 (Wizard 1, +1 Spellgifted Trait, +1 Fire Affinity Evoker, +2 Bloodline of Fire, +1 Fiery Burst, +1 Spell Thematics) for Evocation spells with the [Fire] descriptor means you get 2 rays per casting of Scorching Ray, so 2x 4d6. Between Precoscious Apprentice, Focused Specialist and your Int bonus you get 3 level 2 spells per day.
Personal Thoughts/Summary: Played this guy through the first 3 levels of Age of Worms before the campaign ended, and he performed pretty damn good, as long as you have fellow party members to take care of any enemies that get within charging/melee range.
[/spoiler]

EDIT: Changed race after finding out Halflings don't qualify for Bloodline of Fire  :banghead
« Last Edit: January 09, 2009, 02:56:23 PM by BowenSilverclaw »
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altpersona

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Re: Death Level Builds
« Reply #7 on: December 13, 2008, 05:31:38 PM »
i only count three 2nd lvl spells.

1 for each of PA, FS, and int bonus.

is focues specialist different than i think it is? have a page number/ book?
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Kaelik

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Re: Death Level Builds
« Reply #8 on: December 13, 2008, 05:32:21 PM »
Kaelik, you can't kill everyone in a single color spray, and a single sling bullet will kill you. You have one hit point, and you gain 1 per level, so you get 20 hp at level 20, and not enough spells to kill all the enemies at once, especially if they do tactics. It doesn't matter how invincible you are, eventually you'll fail a balance check or a ride check or something and fall and take 1 lethal damage and 2 nonlethal, and you'll be totally vulnerable.

Just personally, I'd change that race to something with a Con bonus, say... dragonborn dwarf.

I have 8HP, the entire point of the build is to reduce the entire class to two stats. (technically, Con still affects Forts saves, but that can be fixed with Persistent Polymorph at level 8.)

I have more HP then any other Wizard presented here, and my job is not to kill everything with one spell. Yes, I can kill most encounters all on my own because Cr 1/2 and 1/4 creatures are rare, and if that's what you face, then you can literally stand around doing nothing because they are no threat. And if you actually face a non-undead enemy of CR 1-3 you instantly winzor them.

The point is to contribute to a party at level 1 as a super being, not to make the misguided claim that you are invulnerable, since any level 1 character, after facing 13 encounters to level, is bound to have had at least one creature roll a 20 at one point. And that alone is enough to kill it. The point is that I can totally contribute more to an actual party then anyone has any right to expect of me.

Also, changing the race completely destroys the build, because it takes away the Elf sub level and all that provides, and drops Int and Dex, the only two stats that matter.
« Last Edit: December 13, 2008, 05:36:32 PM by Kaelik »

PhaedrusXY

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Re: Death Level Builds
« Reply #9 on: December 13, 2008, 05:59:13 PM »
The point is to contribute to a party at level 1 as a super being, not to make the misguided claim that you are invulnerable, since any level 1 character, after facing 13 encounters to level, is bound to have had at least one creature roll a 20 at one point. And that alone is enough to kill it.
Not if you have Abrupt Jaunt.
[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]

PhaedrusXY

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Re: Death Level Builds
« Reply #10 on: December 13, 2008, 06:09:25 PM »
i only count three 2nd lvl spells.

1 for each of PA, FS, and int bonus.

is focues specialist different than i think it is? have a page number/ book?
Were you talking about my build? I wasn't using the cheesy "add 2nd level spell slots to your 1st level wizard" trick with Focused Specialist + Precocious Apprentice. I was using Fell Drain + Metamagic School Focus to cast fell draining cantrips in 1st level spell slots 3/day, and then using the actual spell slot granted from Precocious Apprentice to cast Invisibility, which with Arcane Mastery never fails to work.
[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]

JaronK

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Re: Death Level Builds
« Reply #11 on: December 13, 2008, 06:43:11 PM »
Human Crusader 1 with Extra Granted Manuever and Stone Power is always nice and solid.  Gear would be a heavy wooden shield and some one handed weapon, plus Brigadine mail (A&EG, it's cheap).  Very high AC for the level, great self healing, and the other manuevers are nice too.  For an upgrade, take 1 flaw and add in EWP: Spinning Sword.  Now you have reach too.

If you've got a group of people, Human Fighter 1 with Point Blank Shot, Rapid Shot, and Cooperative Archery is a heck of a lot of fun... if you have enough of them.  Just aim at an area and blow every thing away at this level.

And how about a group of Spellscale Bards with Dragonfire Inspiration, each picking a different damage type?  6 of them at level 1 would add +6d6 damage to all attacks, and a 7th bard of any type would add +1 to hit and +1 to damage to the mix.  All Bard groups are hilarious.

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BowenSilverclaw

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Re: Death Level Builds
« Reply #12 on: December 13, 2008, 06:50:03 PM »
i only count three 2nd lvl spells.

1 for each of PA, FS, and int bonus.

is focues specialist different than i think it is? have a page number/ book?
My bad, I didn't have the original build at hand, so I misremembered the number of level 2 spells.
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BowenSilverclaw

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Re: Death Level Builds
« Reply #13 on: December 13, 2008, 06:53:17 PM »
I have 8HP, the entire point of the build is to reduce the entire class to two stats. (technically, Con still affects Forts saves, but that can be fixed with Persistent Polymorph at level 8.)
Minor nitpick: Polymorph can't be Persisted, you'll have to wait till level 9 for Draconic Polymorph ;)
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Kaelik

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Re: Death Level Builds
« Reply #14 on: December 13, 2008, 07:17:12 PM »
How can Polymorph not be persisted?

PhaedrusXY

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Re: Death Level Builds
« Reply #15 on: December 13, 2008, 07:22:42 PM »
How can Polymorph not be persisted?
It doesn't have a fixed or personal range. Yes, there is a debate about whether touch counts as fixed, but there have been a couple of clarifications from WotC that it doesn't.
[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]

Amadi

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Re: Death Level Builds
« Reply #16 on: December 13, 2008, 07:46:01 PM »
While I'm certain that most of the character ideas of yours, JaronK, are very valid, the point was that the character in question should be able to function fine on his own, which the bards don't really do. (Okay, if we start to argue that Summon Instrument can be used to call a pipe organ or somesuch, that takes up epic amount of space, and used as A: Battlefield Control and B: Something to knock over on other people's heas..).

Kaelik

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Re: Death Level Builds
« Reply #17 on: December 13, 2008, 08:20:12 PM »
How can Polymorph not be persisted?
It doesn't have a fixed or personal range. Yes, there is a debate about whether touch counts as fixed, but there have been a couple of clarifications from WotC that it doesn't.

Yeah, touch is fixed range. Tough titties. Customer Service has ruled in multiple contradictory ways on every question they've been asked more then twice. I could probably get them to say anything I wanted by asking the question a specific way too, but I don't care what they say, and Touch is fixed.

I'm talking about playing a Elf Generalist Wizard going into Incantatrix with FMI, are you seriously going to tell me that my DM is going to try to prevent me from Persisting obviously fixed range spells because Customer service ruled once that they aren't fixed?

Oh, wanted to add, Humminbird Familiar: +15 Init. Will edit original build.

PhaedrusXY

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Re: Death Level Builds
« Reply #18 on: December 13, 2008, 08:24:15 PM »
How can Polymorph not be persisted?
It doesn't have a fixed or personal range. Yes, there is a debate about whether touch counts as fixed, but there have been a couple of clarifications from WotC that it doesn't.

Yeah, touch is fixed range. Tough titties. Customer Service has ruled in multiple contradictory ways on every question they've been asked more then twice. I could probably get them to say anything I wanted by asking the question a specific way too, but I don't care what they say, and Touch is fixed.
The 3.0 FAQ explicitly said it wasn't. Nothing in the Persistent Spell feat changed, except for the level adjustment, so it still applies. Your opinion may be that it is fixed, but the official word from WotC is that it isn't. And way to derail a thread on ~5 a year old argument.
[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]

anomalousman

  • That monkey with the orange ass cheeks
  • ****
  • Posts: 253
Re: Death Level Builds
« Reply #19 on: December 13, 2008, 09:31:54 PM »
The 3.5 FAQ discussion on mass lesser vigor pretty much confirms by implication that touch spells are not fixed range, by contrasting the mass version, which is 20' rather than touch.

On a different topic, it turns out that if you write so as to piss people off, they get pissed off.  And if you escalate a situation, it gets escalated.  And vice versa.  What will we do with our great powers?