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.
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 NameRace: (
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]
IncarzardRace: 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 FighterRace: 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]
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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.