Author Topic: Tweaking a Malconvoker build  (Read 6521 times)

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Stormcrow

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Tweaking a Malconvoker build
« on: October 20, 2010, 11:07:03 PM »
Ok i am building my first epic character and I was hoping I could get some options on the build that I have now and ways to improve it (ok it is not complete I still need to go over equipment and spell list)
Character sheet
http://www.myth-weavers.com/sheetview.php?sheetid=248396

Rules
http://brilliantgameologists.com/boards/index.php?topic=9714.0

Fluff
Raynor is a Malconvoker in a order known for there magic and at times summoners he public he is a respected Thaumaturgist that teaches magic , summoning, six languages. As well as dealing with two younger apprentices.  Privately he is a powerful Malconvoker and one of his orders that specialises in hunting devils and demons. As well in his sire time he hunts powerful monstrous creatures that are a danger to his order. He accepted this job hoping to find a worthy prey He also is viewing this as an opportunity for a working vacation.
« Last Edit: October 21, 2010, 01:08:25 AM by Stormcrow »

fuinjutsu

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Re: Tweaking a Malconvoker build
« Reply #1 on: October 21, 2010, 02:20:26 AM »
It's considered polite to at least post your build, instead of making us chase links.

Like, say, Focused Abyssal Planar Wizard5/Malconvoker5/Legacy champion6 (advancing wizard)/Malconvoker+4

or whatever it is you are currently planning.
Eh, the wizard have more money than them combined, he could in theory just use all his money on a fleet of trained attack mules, but then we aren't playing 3.5 but zergling rushing in Starcraft instead.

Stormcrow

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Re: Tweaking a Malconvoker build
« Reply #2 on: October 21, 2010, 11:41:47 AM »
ok rule set

1) Make what you consider the world's greatest hunter. You do not have to take this literal. It can be any kind of hunter, whether someone who hunts animals, or a bounty hunter.  However, you MUST be able to explain your character, and how/why they are a hunter.
2) No Pun-Pun, dragonwrought kobolds, warforged barbarian, barbarian/horizon walker, or other combinations that are considered "broken".
3) a) Books that are allowed are all the "Complete" books, the core books (including all monster manuals), Dragon Magic, Cityscape, the Races books (minus Eberron), Miniatures Handbook, Spell Compendium, Magic Item Compendium, Unearthed Arcana, Expanded Psionics Handbook, Savage Species, and Tome of Battle (see rule #5 on class changes). The Slayer prestige class from the SRD will be used over the Expanded Psionics book version. Web Enhancements of the above books are also allowed. Just name the source (ie Player's Handbook II Web Enhancement). Everything must be 3.5 only (including 3.5 update).
b) Book of Exalted Deeds, Draconomicon and Dungeonscape are pending. Combat Styles for rangers noted on the site Crystal Keep (www.crystalkeep.com) under Base Classes and "Fangshield Ranger" from Champions of Valor are allowed, as of now. At this time, no 3.0 books are allowed to be used.
4) Dead Levels are allowed.
http://www.wizards.com/default.asp?x=dnd/cwc/20061013a
http://www.wizards.com/default.asp?x=dnd/cwc/20070227x
5) Tome of Battle classes and the Complete Warrior class hexblade will be as per the suggested blog revisions as per creators Mike Mearls and Richard Baker. Note: ToB classes can't recharge in a battle, Warblades are d10 instead of d12, and Crusaders no longer have random manuevres given to them each round. ToB classes will be limited to one class per character (ie no warblade 6/swordsage 7). Hexblades have a new class level progression. Contact the DM in charge for further details. (I've provided the link here http://i124.photobucket.com/albums/p8/cybervid/Hexbladefix.jpg)
7) Original druid wildshape ability, sorcerer/wizard polymorph spell, and psion's metamorphosis power are not allowed. Use their variants, if any.
8) All races available in the books in Rule 3 are allowed. If it has a level adjustment, it can not be bought off. Unearthed Arcana Bloodlines are also allowed.
9) Like the races, you are allowed any template (ie winged creature, half elemental, half-dragon, etc). Again, level adjustments are kept, not bought off. The Feral template is not allowed though.
10) Racial substitutions are allowed (ie Goliath Barbarian, Warforged Paladin, Half-Elf Urban Ranger, Gnome Illusionist, Elf Generalist Wizard).
11) Variant classes and class features are allowed, just name the source (ie Paladin of Freedom, Druid Aspect of Nature, etc).
12) No generic classes (ie warrior, expert, or adept) from Unearthed Arcana. Standard base classes only.  Prestige classes of base classes are also not allowed (Paladin, Ranger, Bard) as the standard base classes are present.
13) Stats will be built with the 32-point system as per the DMG, and all characters are 20th level with 760,000 gold.
14) Choose any alignment necessary for the classes. Favored classes for racial XP penalties is a factor.
15) Hit Points will be at one-half over half die progression (ie d4=3; d6=4; d8=5; d10=6, d12=7).
16) Characters are allowed 1 (optional) flaw from Unearthed Arcana.
17) Spells can be done with either the original progression, magic spell point progression, or spontaneous progression, as per the SRD. http://www.d20srd.org/ There are no recharges on spells short of using a pearl of power wondrous item.
18) All characters will have a death threshold of CON score + HD instead of -10. This makes Diehard that much more important/valuable a feat. (Likely change for the convention's game, and be put back to the -1 to -9.)
19) Death effects do 20d6+1d6 per caster level instead of instant death. http://www.wizards.com/default.asp?x=dnd/ei/20030105a (This will likely change when the actual convention starts.)
20) No Epic Destinies.
21) The Dodge feat variant will be used. This means that it gives a continuous +1 to AC so long as you're not flat-footed.
22) All characters will be looked at for approval by the DM in charge before being accepted. They must be handed in on the Friday before. Final copies are to be completed an hour prior to starting.


Stormcrow

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Re: Tweaking a Malconvoker build
« Reply #3 on: October 21, 2010, 12:09:29 PM »
Class    Cleric 10 / Thaumaturgist 5 / Malconvoker 5

Stats Str 10, Dex 15, Con 14, Int 14, Wis 21, Cha 10
Init 2+4 =6

HP 130 / 130 or 10d8+10d4+40
AC ---- (not done with equipment)
Melee attack 9+4
Ranged 13+8+3
Weapions blank
Armour
+5 +5 Mithral Full plate = fortification Heavy,  Mithral

Feats
Domains Magic and __________ need to pick a second one
Turn or rebuke undead
Aura
Spontaneous Casting (heal)
Improved ally
augment Summoning
extend Summoning
Contingent Conjuration
Planar Cohort
Unrestricted conjuration
Desptive Summons
unrestricted conjuration
planar binding
skill focus bluff
Desptive Summons (furry
fiendish legion
FF Spell Focus (Conjuration)
1 Extend Spell
1 INVISIBLE SPELL
3 Rapid Spell
6 Improved Initiative
9 Summon Elemental
12 Twin spell
15 Divine Metamagic (twin spell)
18 Practiced Spellcaster
Ranks
Bluff 15
Concentration 22
Heal 10
Knowledge (Plans) 17
Knowledge (Arcana) 17
Spellcraft 22
speak langue 5

langue (other then common)
Celestral , Infernal , Abyssal, Auran  Ignan Terran arian

Flaws
Noncombatant
You take a -2 penalty on all melee attack rolls.
[SIZE=+1]Raynor[/SIZE][/URL]
M N Human Cleric 10 / Thaumaturgist 5 / Malconvoker 5, Level 20, Init +6, HP 130/130/130, Speed 
AC 25, Touch 12, Flat-footed 23, Fort +11, Ref +7, Will +20, Base Attack Bonus +11/+6/+1   
fortification Heavy,  Mithral  +5 Mithral Full plate (+13 Armor, +2 Dex)
Abilities Str 10, Dex 15, Con 14, Int 14, Wis 21, Cha 10
Condition None

Fluff
Raynor is a Malconvoker in a order known for there magic and at times summoners he public he is a respected Thaumaturgist that teaches magic , summoning, six languages. As well as dealing with two younger apprentices.  Privately he is a powerful Malconvoker and one of his orders that specialises in hunting devils and demons. As well in his sire time he hunts powerful monstrous creatures that are a danger to his order. He accepted this job hoping to find a worthy prey He also is viewing this as an opportunity for a working vacation. 


Endarire

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Re: Tweaking a Malconvoker build
« Reply #4 on: October 21, 2010, 05:45:37 PM »
Nerfing Tome of Battle?  Rark?

Anyway, COnjurer Summoner.
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

Rebel7284

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Re: Tweaking a Malconvoker build
« Reply #5 on: October 21, 2010, 06:05:06 PM »
Why 10 levels of cleric when there are so many yummy PrCs?
Negative level on a chicken would make it a wight the next day.  Chicken the other wight meat. -borg286

Stormcrow

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Re: Tweaking a Malconvoker build
« Reply #6 on: October 22, 2010, 12:14:39 AM »
Why 10 levels of cleric when there are so many yummy PrCs?

well for why the base class is cleric lets see it is very good if not the best for the Thaumaturgist / Malconvoker  with the armour and spells and for 3 levels two spare there is little two work with.

vilenatas

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Re: Tweaking a Malconvoker build
« Reply #7 on: October 22, 2010, 12:41:28 AM »
Why 10 levels of cleric when there are so many yummy PrCs?

well for why the base class is cleric lets see it is very good if not the best for the Thaumaturgist / Malconvoker  with the armour and spells and for 3 levels two spare there is little two work with.

The point was why 10 levels on not 5 or 3 or something before entering a prc.  You could have gone cloistered cleric5/Malconvokerx/Thaumaturgistx/and even possibly slipped in some loremaster for flavor or something.