3.5 Character Builds
3.5 Character Builds
3.5 Character Builds
Arcane Gish
1 Paladin
2 Paladin
3 Cleric
4 Sorcerer
5 Mystic Theurge
6 Mystic Theurge
7 Spellsword
8 Spellsword
9 Spellsword
10 Spellsword
11 Spellsword
12 Abjurant Champion
13 Abjurant Champion
14 Abjurant Champion
15 Abjurant Champion
16 Abjurant Champion
17 Eldrich Knight
18 Eldrich Knight
19 Eldrich Knight
20 Eldrich Knight
BAB
Hit Die
1 d10
2 d10
2 d8
2 d4
2 d4
3 d4
4 d8
5 d8
6 d8
7 d8
8 d8
9 d10
10 d10
11 d10
12 d10
13 d10
14 d6
15 d6
16 d6
17 d6
CL
0
0
1
1
2
3
4
4
5
5
6
7
8
9
10
13
14
15
16
17
Fort
2
3
5
5
5
5
7
8
8
9
9
9
9
10
10
10
Arcane Gish
1 Paladin
2 Paladin
3 Cleric
4 Sorcerer
5 Mystic Theurge
6 Mystic Theurge
7 Spellsword
8 Spellsword
9 Abjurant Champion
BAB
Hit Die
1 d10
2 d10
2 d8
2 d4
2 d4
3 d4
4 d8
5
6 d10
CL
0
0
1
1
2
3
4
Fort
2
3
5
5
5
5
7
10 Abjurant Champion
11 Abjurant Champion
12 Abjurant Champion
13 Abjurant Champion
14 Eldrich Knight
15 Eldrich Knight
16 Eldrich Knight
17 Eldrich Knight
18 Eldrich Knight
19 Eldrich Knight
20 Eldrich Knight
Arcane Gish
1 Paladin
2 Paladin
3 Cleric
4 Sorcerer
5 Mystic Theurge
6 Mystic Theurge
7 Sorcerer
8 Spellsword
9 Abjurant Champion
10 Abjurant Champion
11 Abjurant Champion
12 Abjurant Champion
13 Abjurant Champion
14 Eldrich Knight
15 Eldrich Knight
16 Eldrich Knight
17 Eldrich Knight
18 Eldrich Knight
19 Eldrich Knight
20 Eldrich Knight
Dwarven Gish
1 Fighter
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Runesmith
7 Runesmith
8 Runesmith
7 d10
8 d10
9 d10
10 d10
11
12
13
14 d6
15 d6
16 d6
17 d6
BAB
1
2
2
2
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
Hit Die
10
10
8
4
4
4
4
8
10
10
10
10
10
6
6
6
6
6
6
6
half-elf
Wizard
ninja
ninja
ninja
ninja
ninja
Bladesinger
Bladesinger
7
8
9
10
13
14
15
16
17
9
9
10
10
10
CL
0
0
3
3
4
5
6
7
8
9
10
11
12
12
13
14
15
16
17
18
Fort
2
3
5
5
5
5
7
8
8
9
9
9
9
10
10
10
9 Runesmith
10 Spellsword
11 Abjurant Champion
12 Abjurant Champion
13 Abjurant Champion
14 Abjurant Champion
15 Abjurant Champion
16 Eldrich Knight
17 Eldrich Knight
18 Eldrich Knight
19 Eldrich Knight
20 Eldrich Knight
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Bladesinger
Bladesinger
Bladesinger
Bladesinger
Bladesinger
Bladesinger
Bladesinger
Bladesinger
Arcane Trickter
Arcane Trickter
Arcane Trickter
Arcane Trickter
Link
Half-Elf
Warlock
Warlock
Warlock
Warlock
Warlock
Warlock
Warlock
Fighter
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Spellsword
Bladesinger
Link
Ref
0
0
0
0
0
0
0
0
1
1
1
1
1
2
2
2
Will
0
0
2 CL
4 CL
6 CL
7 CL
8 CL
9 CL
9 CL
11 CL
11 CL
13 CL
14 CL
14 CL
14 CL
14 CL
CL
CL
CL
CL
Ref
0
0
0
0
0
0
0
Will
0
0
2 CL
4 CL
6 CL
7 CL
8 CL
Spells as
1
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
Spells as
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
1
2
3
4
4
5
5
6
7
8
9
10
11
11
12
13
14
Spells as
1
2
3
3
3
Spells as
Sor
Sor
Sor
Sor
1
2
3
4
Sor 5
1
1
2
2
2
13 CL
14 CL
14 CL
14 CL
14 CL
CL
CL
CL
CL
Ref
0
0
0
0
0
0
0
0
1
1
1
1
1
2
2
2
Will
0
0
2 CL
4 CL
6 CL
7 CL
8 CL
9 CL
9 CL
11 CL
11 CL
13 CL
14 CL
14 CL
14 CL
14 CL
CL
CL
CL
CL
Evil Gish
ex-paladin
blackguard
blackguard
blackguard
blackguard
blackguard
blackguard
blackguard
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
3
3
3
3
3
3
3
3
3
Spells as
1
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
6
7
8
9
10
10
11
12
13
14
15
Spells as
Sor 1
Sor 2
Sor 3
Sor 4
Sor 5
Sor 6
Sor 7
Sor 8
Sor 9
Sor 10
sor 10
sor 11
sor 12
sor 13
sor 14
sor 15
sor 16
Unarmed
Monk
Monk
Monk
Monk
Monk
Monk
Fist of the Forest
Fist of the Forest
Dwarf
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Fighter
Runesmith
blackguard
blackguard
blackguard
Nar Demonbinder
arcane Trickster
arcane Trickster
arcane Trickster
arcane Trickster
spellsword
spellsword
spellsword
ninja
Link
Runesmith
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Spell Sword
Link
Requirements
Feats
Improved Sigil (Krau)
Divine Metamagic (persist)
Combat Casting
Combat Casting
Extra Turning
Quickdraw (B)
Extra Turning
Requirements
Feats
Improved Sigil (Krau)
Divine Metamagic (persist)
unesmith
Combat Casting
Combat Casting
Extra Turning
Quickdraw (B)
Extra Turning
Requirements
Feats
Improved Sigil (Krau)
Divine Metamagic (persist)
Combat Casting
Combat Casting
Arcane Strike
Qickdraw
Divine Metamagic (Twin spell) (B)
Extra Turning
unesmith
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
pell Sword
gic (persist)
gic (persist)
Power Attack
avg hp
Improved Sigil (Aesh)
gic (persist)
Bonus
Score
1246810 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50 52 54 56 58 60 -
2ND
2
2
3
3
4
4
5
5
5
5
5
cast
cast
cast
cast
cast
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
3rd
1
2
2
3
3
4
4
5
5th
spells
spells
spells
spells
spells
tied
tied
tied
tied
tied
6th
to this
to this
to this
to this
to this
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
4th
1
2
2
3
3
4
7th
ability
ability
ability
ability
ability
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
5th
1
2
2
3
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
6th
1
2
12
13
14
15
16
17
18
19
20
9
9
9
9
9
9
9
9
9
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
4
4
4
4
4
4
4
4
4
3
4
4
4
4
4
4
4
4
2
3
3
4
4
4
4
4
4
1
2
2
3
3
3
3
3
3
y
y
y
y
y
8th
9th
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
7th
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
8th
-
9th
-
1st
x
x
x
2nd
x
3rd
Sorcerer
Shield - Abj (PHB)
Magic Missile (PHB)
Enlarge Person (PHB)
Benign Transposition (SPC)
Ray of Enfeeblmenet (PHB)
Wings of cover (RotD 119)
Heroics (SPC)
Scorching Ray (PHB)
Blur (PHB)
Wraithstrike (SPC)
Girallons Blessing - Trans (MiC)
Dispel Magic
1
2
2
3
3
3
3
1
2
2
3
3
4rd
1
2
3
5th
6th
7th
8th
sposition (SPC)
eblmenet (PHB)
ver (RotD 119)
Cleric
1st
2nd
ow - Trans (Mic)
Conj (MiC)
ry (RotD 119)
---->
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Race:
Align:
Level:
Class:
1 Paladin
2 Paladin
3 Battle Sorcerer
4 Battle Sorcerer
5 Battle Sorcerer
6 Battle Sorcerer
7 Battle Sorcerer
8 Battle Sorcerer
9 Battle Sorcerer
10 Battle Sorcerer
11 Dragon Slayer
12 SpellSword
13 Sacred Excorcist
14 Sacred Excorcist
15 Sacred Excorcist
16 Sacred Excorcist
17 Sacred Excorcist
18 Sacred Excorcist
19 Sacred Excorcist
20 Sacred Excorcist
Feats
BAB: +
Caster Level: 18 (9th
Saves: +11
Special: Familiar, Divine Grace, Aura of Courage, Ignore 10% ASF, Exorcism D
Requirements: Knowledge(planes) 10, Knowledge(religion) 7, Knowledge(arcana) 6
Will, Dodge, all Armor P
Books: Unearthed Arcana, Complete War
UA Variant
BAB: +16
Caster Level: 18 (9th level Sor spells)
Saves: +11/+4/+16
gnore 10% ASF, Exorcism Domain, Turn Undead, Consecrated Presence, Chosen Foe, Dispel Evil, etc.
on) 7, Knowledge(arcana) 6, Tumble 2 Able to cast dispel evil or dismissal and 2nd level arcane spells, Iron
Will, Dodge, all Armor Proficiencies, BAB +5
thed Arcana, Complete Warrior, Complete Divine, Draconomicon
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Race:
Align:
Level:
Class:
1 Battle Sorcerer
2 Battle Sorcerer
3 Battle Sorcerer
4 Battle Sorcerer
5 Battle Sorcerer
6 Battle Sorcerer
7 Battle Sorcerer
8 Witch Hunter
9 Witch Hunter
10 Spellsword
11 Spellsword
12 Spellsword
13 Sacred Excorcist
14 Sacred Excorcist
15 Sacred Excorcist
16 Sacred Excorcist
17 Sacred Excorcist
18 Sacred Excorcist
19 Sacred Excorcist
20 Sacred Excorcist
Feats
Witch Hunter
Special notes
Race:
Align:
Level:
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Elf
Class:
1 Fighter
2 Wizard
3 Wizard
4 Wizard
5 Elf Paragon
6 Elf Paragon
7 Elf Paragon
8 Arcane Archer
9 Arcane Archer
10 Spellsword
11 Eldritch Knight
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight
Feats
BAB: +
Caster Level: 15 (8th
Saves: +16
Special: Familiar, Scribe Scroll, Fighter Feat, Elfsight, resist enchantments
Requirements: Elf, Point Blank Shot, Precise Shot, Weapon Focus(bow),
Books: Unearthed Arcan
Eldritch Archer
Special notes
BAB: +18
Caster Level: 15 (8th level Wiz spells)
Saves: +16/+10/+9
lfsight, resist enchantments, Weapon Focus, +2 Int, Bonus Feat, Enhance Arrow +1, Imbue Arrow
Shot, Weapon Focus(bow), Able to cast 2nd level arcane spells, all Armor Proficiencies, BAB +6
Books: Unearthed Arcana, Complete Warrior
bue Arrow
BAB +6
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Race:
Align:
Level:
Class:
1 Sorcerer
2 Sorcerer
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Witch Hunter
8 Witch Hunter
9 Spellsword
10 Rauthmari Battlemage
11 Rauthmari Battlemage
12 Rauthmari Battlemage
13 Rauthmari Battlemage
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight
Feats
BAB
Caster Level: 18 (9
Save
Special: Ignore 10% ASF, Kami's Grace, detect evil, smite
Requirements: Knowledge(arcana) 10, Able to cast 3nd level arcane spells an
EWP:Bastard Sword, Combat Casting, One Metamagic feat,
Books: Oriental Adventures, Comp
Rauthmari Battleleader
Special notes
BAB: +16
Caster Level: 18 (9th level Sor spells)
Saves: ???
ace, detect evil, smite evil, sword focus, battle spell(silent, still), channel spell I&II
d level arcane spells and magic circle against evil, Able to read Roushoum and Imaskari, Militia, Track,
g, One Metamagic feat, Martial Weapon Proficiency, all Armor Proficiencies, BAB +5
ental Adventures, Complete Warrior, Unapproachable East
, Militia, Track,
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Race:
Align:
Level:
Class:
1 Fighter
2 Battle Sorcerer
3 Battle Sorcerer
4 Battle Sorcerer
5 Battle Sorcerer
6 Spellsword
7 Spellsword
8 Spellsword
9 Spellsword
10 Spellsword
11 Eldritch Knight
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight
Feats
BAB: +
Caster Level: 16 (20 with practic
Saves: +14
Special: Ignore 20% ASF, 3 Bonus Feats, Channel Spell 3/day. You have no
Requeriments: Knoledge (Arcana) 6, +4 BAB, All armors and all simple and ma
proficiencies and 3rd le
Books: Dungeon Master's Guide, Comp
It's a very neat and easy build. You have virtually no requeriments and a lot of ro
playable at low levels as you will have good HP and good BAB
The Gish
Special notes
BAB: +19
er Level: 16 (20 with practiced spellcaster, 1 8th lvl slot)
Saves: +14/+5/+11
nel Spell 3/day. You have no feat requeriments at all, so you are free to chose the path you prefer.
mors and all simple and martial weapons proficencies, 2nd level arcane casting && all martial weapon
proficiencies and 3rd level arcane casting.
geon Master's Guide, Complete Warrior and Unearthed Arcana.
requeriments and a lot of room to choose your feats. You can even try a tactical gish with this build. It is
have good HP and good BAB. Consider yourself as a fighter with lots of magical tricks.
you prefer.
martial weapon
th this build. It is
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Race:
Align:
Level:
Class:
1 Fighter
2 Fighter
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Spellsword
8 Spellsword
9 Spellsword
10 Spellsword
11 Spellsword
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight
Feats
BAB:
Caster level: 15 (19 with
Saves: +14
Special: A bit lower CL than other popular gish builds but with plenty of feats and
all the
BAB: 18
Caster level: 15 (19 with Practiced Spellcaster)
Saves: +14/+5/+11
ut with plenty of feats and Channel Spell included, which more than compensates. ASF -20%. A solid build
all the way.
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Race:
Align:
Level:
Class:
1 Fighter
2 Battle Sorcerer
3 Battle Sorcerer
4 Battle Sorcerer
5 Battle Sorcerer
6 Battle Sorcerer
7 Battle Sorcerer
8 Battle Sorcerer
9 Battle Sorcerer
10 Eldritch Knight
11 Eldritch Knight
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Spellsword
Feats
BAB: +
Caster Level: 18 (20 with practiced spellcaster,
Saves: +13
Special: Ignore 10% ASF, 2 Bonus Feats, Ignore all
Requirements: All martial weapon and armor proficiencies, able to cast 3rd level
(Arcana) 6
Books: Dungeon Master's Guide, Comp
Battlemage
Special notes
BAB: +18
with practiced spellcaster, 2 9th lvl base slots, 1 9th level spell known)
Saves: +13/+5/+11
F, 2 Bonus Feats, Ignore all ASF when in light armor. No feat requirements.
ncies, able to cast 3rd level arcane spells, must defeat an enemy through force of arms alone, Knowledge
(Arcana) 6 ranks.
geon Master's Guide, Complete Warrior and Unearthed Arcana.
alone, Knowledge
Race:
Align:
Level:
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Dwarf (duergar or goliath)
Class:
1 Samarai
Feats
EWP: Bastard Sword(B), Combat
Reflexes
Power Attack
Arcane Strike
Knockdown
Reckless Rage
Mage Slayer
Quicken Spell
Ragin' M
Race: Dwarf (Duergar or Golia
Samurai 1/Wolf Totem Barbarian 2/Battle Domain Wizard
BAB: +17/+1
Saves: +18
Caster Lev
Benefits: EWP: Bastard Sword, Improved Trip (leading to Knockdown), Arcane Sp
Ragin' Ma
Race: Dwarf (or Duergar
Fighter 1/Wolf Totem Barbarian 2/Battle Domain Wizard
BAB: +16/+1
Saves: +17
Ragin' Ma
Race: Dwarf (or Duergar
Fighter 1/Wolf Totem Barbarian 2/Battle Domain Wizard
BAB: +16/+1
Saves: +17
Caster Lev
Benefits: Cast spells in any armor, Improved Trip (->Knockdown), Casts sp
Feats would probably go
1: Weapon Focus: Greatc
3: Improved Trip (Bar bo
4: Scribe Scroll
6: Power
9: Mage
12: Quicke
15: Arcane Strike
18: Reckle
Ragin' Magin'
Special notes
Ragin' Magin':
ce: Dwarf (Duergar or Goliath if LA buyoff rules used)
rian 2/Battle Domain Wizard 3(UA)/Rage Mage 3/Spellsword 1/Eldritch Knight 10
BAB: +17/+12/+7/+2
Saves: +18/+5/+8
Caster Level: 14th
g to Knockdown), Arcane Spell Failure -25% (good enough for Mithril Full Plate), Casts spells while Raging
Race:
Align:
Level:
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Dwarf
Class:
1 Fighter
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Runesmith
7 Runesmith
8 Runesmith
9 Runesmith
10 Spellsword
11 Eldritch Knight
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight
Feats
BAB: +16/+1
Caster Le
Saves: +16
Special: Must be a Dwarf,
The con bonus helps to offset the low HD. Grab some Mechan
Spellhammer
Special notes
BAB: +16/+11/+6/+1
Caster Level: 18
Saves: +16/+5/+13
Special: Must be a Dwarf, Familiar, Rune magic.
low HD. Grab some Mechanus gear armor, an Animated Tower shield, and go wild!!!
Sa
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Race:
Align:
Level:
Class:
1 Fighter
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Wizard
7 Eldritch Knight
8 Eldritch Knight
9 Eldritch Knight
10 Eldritch Knight
11 Eldritch Knight
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Archmage
18 Archmage
19 Archmage
20 Archmage
Feats
BAB: +15
Caster Level: 18 (20 with Practised
Saves: +12
Special: 4 High Arcanas, 2 Fighter Fea
Requirements: All Martial Weapons, Skill Focus (
Books: Players Handbook,
I like this build because although it doesn't have the 4th attack, it has a lot of ver
Wizard that can fight, rather than a Fighter that can cast spells, which is the conc
difficult for any DM to disallo
Note: If you are really interested on the last attack than you could give up the
Spellsword, and still k
Arcane Fighter
Special notes
BAB: +15/10/5
Level: 18 (20 with Practised Spell Caster or 2 Spell Powers)
Saves: +12/+5/+11
High Arcanas, 2 Fighter Feats, 1 Wizard Feat, completely core.
artial Weapons, Skill Focus (Spellcraft), 2 Spell Focus of creators choice.
Books: Players Handbook, Dungeon Master Guide.
th attack, it has a lot of versatility, (with 4 High Arcanas you can do a lot), second I feel that is option is a
ast spells, which is the concept i had set up to create, third there is no flavour conflict, finally it would be
fficult for any DM to disallow this build, since is Core.
than you could give up the last 2 levels of Archmage and take one lvl of Dragon Slayer and one lvl of
Spellsword, and still keep 9th lvl spells.
that is option is a
finally it would be
and one lvl of
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Race:
Align:
Level:
Class:
1 Sorcerer
2 Sorcerer
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Sorcerer
8 Sorcerer
9 Sorcerer
10 Sorcerer
11 Spellsword
12 Dragonslayer
13 Divine Crusader
14 Mystic Theurge
15 Mystic Theurge
16 Mystic Theurge
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge
Feats
BAB:+11/
Caster Le
Saves: +12
Special: Ignore 10% Arcane Spell Failure, Summon Familiar, Aura of
Requirements: Dodge, Iron Will, Tumble 2 ranks, All Martial Weapons and All Ar
Books: Player's Handbook, Draconomicon, Complete W
This build could use some explanation. Two Words: Divine Power. You take War
Charisma. Not too feat hungry, gets access to the other War spells, I'm thinking
Arcane Strike will do it. I suggest a de
Drakebane Crusader
Special notes
BAB:+11/+6/+1
Caster Level: 18
Saves: +12/+5/+19
Summon Familiar, Aura of Courage, +1 Damage bonus against Dragons, Aura, War Domain
Martial Weapons and All Armor, Knowledge (religion) 2 ranks, Weapon Focus (deity's favored weapon).
Draconomicon, Complete Warrior, Complete Divine, Dungeon Master's Guide.
Divine Power. You take War domain and 3 times a day base, plus Divine Crusader's spellcasting stat is
her War spells, I'm thinking Craft Magic Arms & Armor along with some Practiced Spellcasting and maybe
ike will do it. I suggest a deity who supports slaying dragons.
main
vored weapon).
llcasting stat is
asting and maybe
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Race:
Align:
Level:
Class:
1 Egoist
2 Egoist
3 Egoist
4 Egoist
5 Ranger
6 Ranger
7 Illithid Slayer
8 Illithid Slayer
9 Illithid Slayer
10 Illithid Slayer
11 Illithid Slayer
12 Illithid Slayer
13 Illithid Slayer
14 Illithid Slayer
15 Illithid Slayer
16 Ghostwalker
17 Ghostwalker
18 Ghostwalker
19 Ghostwalker
20 Ghostwalker
Feats
Egoist4/Ranger2/Illithid S
BAB: +18/+1
Manifester L
Saves: +11
Special: Too m
Books: Players Handbook, Expand
True it's not the greatest build, but it's so incredibly fun. TWF, Improved TWF, and
essentially all of the remaining feats, so there's very little feat flexibility, but he
Cerebral Blind, Cerebral Immunity, and Anonymity work very well together, and he
flayers happened across will die, simple as that, and feign death is a saving grace
painful rec
Egoist4/Ranger2/Illithid Slayerl9/Ghostwalker5
BAB: +18/+13/+8/+3
Manifester Level: 12
Saves: +11/+8/+18
Special: Too many to list
: Players Handbook, Expanded Psionics, Song and Silence
n. TWF, Improved TWF, and Greater TWF, Improved Critical (bladed gauntlet), and Quicken Power take up
y little feat flexibility, but he fights with a longsword and a deepcrystal bladed gauntlet (15-20 critical).
k very well together, and he can provide transportation for himself and is group via shadow walk. Any mind
gn death is a saving grace against too-powerful foes (who will later get whiped across the floor because of
painful reckoning).
ial aspect of "gish", as it should be, and nearly all of his powers are buff with five total attack or offensive
powers.
attack or offensive
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Race:
Align:
Level:
Class:
1 Sorcerer
2 Sorcerer
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Fighter
8 Spellsword
9 Spellsword
10 Spellsword
11 Serpent Slayer
12 Serpent Slayer
13 Serpent Slayer
14 Serpent Slayer
15 Serpent Slayer
16 Serpent Slayer
17 Serpent Slayer
18 Serpent Slayer
19 Serpent Slayer
20 Serpent Slayer
Feats
BAB:+12/
Caster Le
Saves: +12
Special: Ignore 15% Arcane Spell Failure, Summon Familiar, Loads of anti-reptilian
Requirements: Dodge, Mobility, Combat Casting, skill/spellcasting/proficiency r
Spellsword
Books: Player's Handbook, Comple
I'm shifting to the school of thought that survival in combat is more important th
cleric, they're good enough for a gish. You have Arcane Strike and Tenser's Transfo
need more of: HP (Hit Dice is 1d10 + 6d4 + 13d8, not far short of cleric). You can
spells for more A
Fangbreaker
Special notes
BAB:+12/+7/+2
Caster Level: 18
Saves: +12/+5/+15
miliar, Loads of anti-reptilian humanoid abilities, good skills, and an average of 83 hp before Con bonuses.
ll/spellcasting/proficiency requirements. Take Fighter first level, to get most HP and make qualifying for
Spellsword easier.
Player's Handbook, Complete Warrior, Serpent Kingdoms.
ombat is more important than BAB, except for attacks. And if 3 attacks are good enough for a nonbuffed
Strike and Tenser's Transformation if that's not good enough for you. This guy has a lot of what all Gishes
far short of cleric). You can get even more with a Battle Sorceror, if you so wish, personally I prefer more
spells for more Arcane Strikes.
h for a nonbuffed
t of what all Gishes
nally I prefer more
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Race:
Align:
Level:
Class:
1 Swashbuckler
2 Wizard
3 Swashbuckler
4 Fighter
5 Fighter
6 Swashbuckler
7 Bladesinger
8 Bladesinger
9 Bladesinger
10 Spellsword
11 Spellsword
12 Spellsword
13 Spellsword
14 Bladesinger
15 Bladesinger
16 Bladesinger
17 Bladesinger
18 Bladesinger
19 Bladesinger
20 Bladesinger
Feats
Weapon Finesse, Weapon Focus
Scribe Scroll (B)
Combat casting
Dodge
Combat Reflexes
Improved unarmed Strike
Arcane Strike
Practiced Spellcaster
2-Weapon Fighting
wizard players
swashbuckler com
bladesinger com
spellsword com
bab 19/1
twf 17/17
song 15/15/1
dex 20/20/2
you could also add a +19 for arcane strike even toug
Bladesinger
Special notes
for arcane strike even tough you would be spending many of your spell slots
Class:
1 Fighter
2 Fighter
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Spellsword
8 Spellsword
9 Lasher
10 Lasher
11 Lasher
12 Abjurant Champion
13 Spellsword
14 Spellsword
15 Spellsword
16 Abjurant Champion
17 Abjurant Champion
18 Abjurant Champion
19 Abjurant Champion
20 Eldritch Knight
Feats
Combat Expertise, EWP (Whip
Dagger)(B)
2-Weapon Fighting(B)
Improved Trip
Imprived Disarm
Improved Initiative
Reactive Counterspell
Fighter2/Sorcerer4/Spellsw
Base Attac
Caster
Saves: +
Hit Dice/Average Hit Points: 2d10 + 4d4
R
With a build like this you are excellent over a wide area of fields. Magical sup
counterspell feats you acquire you can be perfect mage support by possibly di
effective and useful. If you don't want to both tripping, you can simply full-atta
continuing into Epic you have both
Master of Whips
Special notes
r2/Sorcerer4/Spellsword5/Lasher4/Eldritch Knight5
Base Attack Bonus: +18
Caster Level: 12th
Saves: +13/+7/+10
t Points: 2d10 + 4d4 + 5d8 + 10d8 + 5d6 (110 hp without Con)
Result
of fields. Magical support focuses on buff spells, a few offensive spells, and with dispel magic and the
upport by possibly dispelling an enemy caster's spell. Improved Disarm/Trip + Bull's Strength is always
u can simply full-attack for 7 whip dagger attacks. The build has incredible saves (+13/+7/+10) and if
o Epic you have both Lasher to focus on for an extra attack.
Class:
1 Ranger
2 Battle Sorcerer
3 Battle Sorcerer
4 Battle Sorcerer
5 Battle Sorcerer
6 Prestige Bard
7 Dragonslayer
8 Spellsword
9 Bladesinger
10 Prestige Bard
11 Master harper
12 Master harper
13 Master harper
14 Master harper
15 Master harper
16 Master harper
17 Master harper
18 Master harper
19 Master harper
20 Master harper
Feats
BAB:+16/+1
Caster Le
Saves: +10/
Special: Ignore 10% Arcane Spell Failure, Bladesong Style, excellent skills, Rogue H
vs Dragons, Harper Knowledge, Craft Harper Item, Mielikki's truth, Eldrath's landto
echo
Feat requirements: Dodge, Combat Expertise, Combat Casting
Skill requirements: Know (local) 12 ranks, Bluff 8 ranks, Diplomacy 8 ranks, Perfo
ranks, Spellcraft 8 ranks, Balance 2 ranks,
Books: Player's Handbook, Complete Warrior, Drac
This is, to me, the best gish I've ever seen who has Hide and Move Silently totally
a lot in terms of feats, but
Note: This build has, without flaws, 13 feats. Trully awesome. Use the familiar c
character a lot
Master Harper
Special notes
BAB:+16/+11/+6/+1
Caster Level: 18
Saves: +10/+15/+20
yle, excellent skills, Rogue HP (average), Bardic Knowledge, Bardic Music, Aura of Courage, Damage Bonus
kki's truth, Eldrath's landtouch, Lycanbane, Milil's ear, Lliiras' hand, Deneir's orel, Tymora's smile, Oghma's
echo.
t Expertise, Combat Casting, Weapon Focus (longsword or rapier), Alertness, Iron Will.
s, Diplomacy 8 ranks, Perform (sing or dance) 12 ranks, Perform (sing or dance) 2 ranks, Sense Motive 8
t 8 ranks, Balance 2 ranks, Concentration 4 ranks, Tumble 2 ranks.
ok, Complete Warrior, Draconomicon, Wizards web site, Unearthed Arcana.
e and Move Silently totally buffed up. A true Ranger gish with loads of skills. Sure Master Harper demands
a lot in terms of feats, but I think it's well worth it.
wesome. Use the familiar cheese to get Alertness and you've got a LOT of free feats to really give your
character a lot of flavour.
s, Sense Motive 8
er Harper demands
really give your
Evi
Class:
1 Ex-Paladin
2 Blackguard
3 Blackguard
4 Blackguard
5 Blackguard
6 Blackguard
7 Blackguard
8 Blackguard
9 Blackguard
10 Blackguard
11 Blackguard
12 Nar Demonbinder
13 Arcane Trickster
14 Arcane Trickster
15 Arcane Trickster
16 Arcane Trickster
17 Spellsword
18 Spellsword
19 Spellsword
20 Ninja
Feats
+6d6 Snea
+17 B
Full NB casting (at 12th level, 16th
1 miserable b
-15% ASF (that means you can u
Dark Blessing (d
Smite G
Special M
10th level Blackguard casting (more buffs - Bull's Stren
Sure, it doesn't really fill the skill-monkey function in a given party, but it works.
and drop the Ninja levels; Human Paragon 2-3 and drop Spellsword 2-3, sell y
Sure, you lose 1 BAB and +1d6 SA, but you don't have to take the cheesy Ninja a
Spellsword
wap Ninja for the variant Fighter with sneak atack, and voil:
a given party, but it works. If it gets too hard to qualify to AT because of the skills, take Human Paragon 1
d drop Spellsword 2-3, sell your twilight mithril full plate and buy a bended quartz twilight full plate :D
e to take the cheesy Ninja and gain +2 to a stat. You also gain a bonus feat, but you've just lost one from
Spellsword anyway.
Human Paragon 1
ht full plate :D
Evil
Class:
1 Hexblade
2 Hexblade
3 Hexblade
4 Fighter
5 Fighter
6 Ur-Priest
7 Ur-Priest
8 Ur-Priest
9 Ur-Priest
Prestige Paladin of
10 Tyranny
Prestige Paladin of
11 Tyranny
Prestige Paladin of
12 Tyranny
13 Nar Demonbinder
14 Spellsword
15 Spellsword
16 Spellsword
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge
Feats
BAB +
- 9th level divine s
- 8th level ND sp
- Cha bonus
- Cha bonus (then agai
- 3 bonus
- Aura of d
- Special Mount (a weak o
Not a quadruple threat like the previous one, but a better spellcaster nonetheless
spells. Fiendform should be ser
Ur-Priest Gish
Special notes
BAB +16
- 9th level divine spells (CL 17th)
- 8th level ND spells (CL 12th)
- Cha bonus to saves
- Cha bonus (then again) to saves vs spells
- 3 bonus feats
- Aura of despair
- Special Mount (a weak one, but still, it's there)
ter spellcaster nonetheless. It's even more stat-intensive, because you gotta have Wis 19 to cast all these
ls. Fiendform should be seriously considered in combat
Feats Expertise,
Scribe Scroll(B),
Improved Trip
Weapon Finesse
EWP-Spiked Chain
Extend Spell
Power Attack
Improved Expertise, Empower
Spell
Arcane Strike
Improved Crit (Spiked Chain)
Persistent Spell
Quicken Spell
BAB +
Caster Lev
Abilities: Str 13, Dex 14, Con
Feats: EWP-Spiked chain, Ar
This is a character I plan to use for a new campaign I will be playing in soon. It st
first 7 levels, balancing short term survival with adequate spellcasting ability. The
PRCs I can add in there, but I'm lim
BAB +18
Caster Level 13th
bilities: Str 13, Dex 14, Con 12, Int 15, Wis 10, Cha 8
eats: EWP-Spiked chain, Arcane Strike, Power Attack
will be playing in soon. It starts at 2nd level, but I'm planning ahead. The order of classes will vary for the
ate spellcasting ability. The aim is to get Insightful Strike and Channel Spell. I know there are tons of better
can add in there, but I'm limited to core material and CW.
FeatsSpirit Charge,
Mounted Combat,
Ride by Attack
Trample
Mounted Spellcasting
Combat Casting
Sculpt Spell
Mounted Archery
Cavalry Charger
Widen Spell
Improved Familiar
Energy Substitution
Energy admixture
Fighter2/Wizard5/Eldritch Knight
Base Attack
Caster Le
Saves: +1
Hit Dice/ Average Hit Points: 2D10+5
The Calvary Caster is a battle field controler whose job it is to support the troops w
ride by attack, spirited charge, and trample allow him to ride in with a summoned m
Calvary Charger would allow him to fell trample all opposition in his w
The fun really begins at 12th level with Improved Familiar as the Calvary Caster c
guy is shared by the familiar so here comes bulls strength, shield, blink,etc., etc
spearing a foe for scorching ray+lance (x3)+ 4 is pretty good
Cavalry Caster
Special notes
is to support the troops with area spells and ride in to lay the smack after that is done. In the early levels,
ide in with a summoned mount and lance opponents (doing x3 dmg) without provoking AoOs. By 9th level,
ple all opposition in his way to get to any spellcasters that thought obstacles kept them safe.
ar as the Calvary Caster can now have a familiar who is a mount as well. Every personal spell cast by the
gth, shield, blink,etc., etc. Using Channel spell to put scorching ray in a lance, using leaping charge, and
nce (x3)+ 4 is pretty good. Exchange Widen Spell for Arcane Strike and it gets worse.
Class:
1 Ranger
2 Psychic Warrior
3 Psychic Warrior
4 Psychic Warrior
5 Psychic Warrior
6 Nentyar hunter
7 Nentyar hunter
8 Psychic Theurge
9 Psychic Theurge
10 Psychic Theurge
11 Illithid Slayer
12 Illithid Slayer
13 Illithid Slayer
14 Illithid Slayer
15 Illithid Slayer
16 Illithid Slayer
17 Illithid Slayer
18 Illithid Slayer
19 Illithid Slayer
20 Illithid Slayer
Feats
BAB: +
Caster Level: 9 (Manife
Saves: 13
Special: Great tracker, very little MAD for a gish (especially a multi-spellcasting
archery, Practiced spellcaster, and P
Requirements: Alertness, Combat
Books: Expanded Psionics Hand
Ya, so its psionic. Ya, so it get divine spellcasting. Ya, so its a shameless conversion
its co
Psychic Gish
Special notes
BAB: +16
Caster Level: 9 (Manifester level 16 or 20).
Saves: 13/10/11.
ecially a multi-spellcasting class one!), can wear armor (duh). Good feats are Intuitive strike and/or Zen
Practiced spellcaster, and Practiced manifester (imaginary).
ements: Alertness, Combat casting, Track, skill ranks, BAB.
ks: Expanded Psionics Handbook, Unapproachable East.
its a shameless conversion of the Ran 1/Src 4/NH 2/MT 3/MoY 10 or Ran 1/Wiz 4/NH 2/MT 3/Geo 10. I think
its cool
Class:
1 Ranger
2 Hexblade
3 Hexblade
4 Hexblade
5 Psychic Warrior
6 Psychic Warrior
7 Warmind
8 Warmind
9 Warmind
10 Warmind
11 Warmind
12 Exotic Weapon Master
13 Exotic Weapon Master
14 Exotic Weapon Master
15 Warmind
16 Warmind
17 Warmind
18 Illithid Slayer
19 Illithid Slayer
20 Illithid Slayer
Feats
BAB
Manifester Level: 10/2 (
Saves:
Special: Track, Wild Empathy, Two Favored Enemies, Hexblade's Curse, Arcane Res
2/-, Sweeping Strike, Brain Nausea, Lu
Requirements: Knowledge(history) 2, Knowledge(dungeoneering)
Books: SR
War Slayer
Special notes
BAB: +19
anifester Level: 10/2 (Warmind/Psychic Warrior)
Saves: +16/11/9
e's Curse, Arcane Resistance, Mettle, Chain of Personal Superiority +4, Chain of Defensive Posture +4, DR
trike, Brain Nausea, Lucid Buffer, 3 Ewm Tricks, 2 Bonus Feats
edge(dungeoneering) 4, Knowledge(psionics) 8, Exotic Weapon Proficiency, Weapon Focus
Books: SRD 3.5 (XPH)
an to pull this off. Both Psw levels' skill points go into knowledge(psionics).
pon should be either a spiked chain or a bastard sword.
wm tricks if you picked the spiked chain, or uncanny blow, trip attack and any other trick if you picked the
uld swap out a level or two of Ewm for Ftr, to get more bonus feats.
ayer levels' caster level increase goes into Wmd.
ories larger. Other nice powers include psionic lion's charge and hostile empathic transfer.
, but doable with a pb 32: Str 16 Dex 10 Con 16 Int 12 Wis 14 Cha 8.
cus
er.
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Race:
Align:
Level:
Class:
1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 Bard
9 Dragonslayer
10 Eldritch knight
11 Sublime Chord
12 Sublime Chord
13 Eldritch knight
14 Eldritch knight
15 Eldritch knight
16 Eldritch knight
17 Eldritch knight
18 Eldritch knight
19 Eldritch knight
20 Eldritch knight
Feats
BAB: +18/+1
Caster Level: 19 (spells as 9th level bard and 1
Saves: +10 /+9 /+16
Special: One EK feat, Immune to fear, Bard abilities (as
Requirements: All Martial W
Books: Players Handbook, Dungeon Master
I like this build because as a later level caster you can select from the bard and wi
serious wounds, mass cure moderate wounds! Blasting, information gathering ,figh
to charm the pants
Sublime Knight
Special notes
BAB: +18/+13/+8/+3
pells as 9th level bard and 10th level sublime chord - 9th level spells!)
Saves: +10 /+9 /+16 (includes Iron Will)
ne to fear, Bard abilities (as 8th level), +1 dmg to dragons, cast in light armor!
Requirements: All Martial Weapons, Iron Will, Dodge
Handbook, Dungeon Master Guide, Draconomicon, Complete Arcane
select from the bard and wiz/sorc lists. A sample spell list for this gish could include neutralize poison, cure
, information gathering ,fighting, healing - watch out, this cat is darn near a triple threat! Plus he'll be able
to charm the pants off of anything!
Class:
1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 Master Thrower
9 Master Thrower
10 Druid
11 Sublime Chord
12 Fochlucan Lyrist
13 Fochlucan Lyrist
14 Fochlucan Lyrist
15 Fochlucan Lyrist
16 Fochlucan Lyrist
17 Fochlucan Lyrist
18 Fochlucan Lyrist
19 Fochlucan Lyrist
20 Fochlucan Lyrist
Feats
The advantage of it is that you can take Bard from levels 1-7. So you can be focus
ls 1-7. So you can be focused. Master Thrower also has Perform skill, which helps for the FL requirements.
e(Arcane), but at least the levels of complete suck are almost completely minimized - and you're likely to
requirements anyway. Then you get Sublime Chord, which fixes the caster problems.
evel Divine, +16 BAB, lots of skills, and 16 levels of Bard Music/Knowledge
e FL requirements.
nd you're likely to
Class:
1 Swashbuckler
2 Swashbuckler
3 Swashbuckler
4 Ranger
5 Ranger
6 Pyrokinetisist
7 Pyrokinetisist
8 Pyrokinetisist
9 Pyrokinetisist
10 Pyrokinetisist
11 Pyrokinetisist
12 Pyrokinetisist
13 Pyrokinetisist
14 Chameleon
15 Chameleon
16 Chameleon
17 Chameleon
18 Chameleon
19 Chameleon
20 Chameleon
Feats
BAB +
Int to Damage and 4
at will 8d6 ranged t
5th lvl Arcane and
16th caster lvl(20th wi
good s
Pyro-Chameleon Gish
Special notes
BAB +16
Int to Damage and 4d6 weapon afire
at will 8d6 ranged touch attack(fire)
5th lvl Arcane and Divine Spells
16th caster lvl(20th with practiced caster)
good skills
e) ability(or is it consecrate spl-like, i dont remember), ........that way 1/2 of the fire damage is holy and will
affect creatures immune or resistant to Fire.
Class:
1 Warblade
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Wizard
7 Jade Phoenix Mage
8 Jade Phoenix Mage
9 Abjurant Champion
10 Abjurant Champion
11 Abjurant Champion
12 Abjurant Champion
13 Abjurant Champion
14 Jade Phoenix Mage
15 Jade Phoenix Mage
16 Jade Phoenix Mage
17 Jade Phoenix Mage
18 Jade Phoenix Mage
19 Jade Phoenix Mage
20 Jade Phoenix Mage
Feats
IL 15 (8t
This build is very well balanced and has very little requ
This build can also be tweaked to have AC4/JPM 10 to grant Emerald Immolation,
Jade Champion
Feats
Special notes
BAB 17
CL 17
IL 15 (8th Level Manuevers)
F 10
R5
W 11
and has very little requirements. It only requires Combat Casting for Abjurant Champion.
nt Emerald Immolation, +2 to Fort, -1 Will, 1 less use of swift abjuration, and -1 AC to your Mage armor type spe
on.
Race:
Align:
Level:
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Human/strongheart Halfling
Class:
1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 Marshall
9 Marshall
10 Marshall
11 Sublime Chord
12 Sublime Chord
13 Sublime Chord
14 Sublime Chord
15 Sublime Chord
16 Sublime Chord
17 Sublime Chord
18 Sublime Chord
19 Sublime Chord
20 Sublime Chord
Feats
Dragon Touched, Draconic
Heritage
Dragonfire Inspiration
Item
Badge of Valor Item (1400G, Magic Item Compendium 208): +1 on current Inspi
round you use Ins
Vest of Legends Item (16,000G, Dungeon Master's Guide II 272): Your Bardic Mu
effects.) Thus your bard level is that of a 12th level bard (7+5 from the Vest of L
attempts per day (7 base, 5 Vest of Legends, 1
Super-Support Bard
Special notes
Items
m 124): +1 on next Inspire Courage started within 1 round. Swift action to activate, 1st level Bard Spell.
to make this a wand since it is a 1st level spell with no caster level effect.
m 208): +1 on current Inspire Courage. Intermediate Action to activate. Activate immediately after the
round you use Inspire Courage.
uide II 272): Your Bardic Music is treated as being 5 levels higher. (There are some other, less important
ard (7+5 from the Vest of Legends) and your Default Inspire Courage is +2 and you get 13 bardic music
7 base, 5 Vest of Legends, 1 for you get half your sublime chord level).
atable if it only doubles the +2 base or the +6 final result thus your total damage is going to be
+8 to Attack and Damage or 8d6 Sonic Damage or
+12 to Attack and Damage or 12d6 Sonic Damage.
s (cast with a caster level of 9, you can boost this with Song of the Arcane Power)
3 1st, 2 2nd, 0 3rd, 2 4th, 2 5th + Bonus Spells
and Spot checks due to your Draconic Aura. You can always have your Draconic Aura and your Minor Aura
Aura and your Major Aura out at the same time unless you take another feat called Double Draconic Aura
ng to be
Race:
Align:
Level:
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Dwarf
Class:
1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Cleric
6 Cleric
7 Cleric
8 Cleric
9 Hammer
10 Hammer
11 Hammer
12 Hammer
13 Hammer
14 Hammer
15 Hammer
16 Hammer
17 Hammer
18 Hammer
19 Fighter
20 Fighter
Feats
2-Weap Fight, Oversize 2-Weap Fight
Weapon Focus (Warhammer)
Iron Will
Power Attack
Improved Sunder
of
of
of
of
of
of
of
of
of
of
Moradin
Moradin
Moradin
Moradin
Moradin
Moradin
Moradin
Moradin
Moradin
Moradin
Anvil of Thunder
Combat Brute
Feats
Fight, Oversize 2-Weap Fight
pon Focus (Warhammer)
Iron Will
Power Attack
Special notes
Improved Sunder
Anvil of Thunder
Combat Brute
King
Race:
Align:
Level:
Forum Link
Dwarf
Class:
1 Fighter
2 Fighter
3 Paladin
4 Paladin
5 Paladin
6 Paladin
7 Pious Templar
8 Pious Templar
9 Pious Templar
10 Pious Templar
11 Hammer of Moradin
12 Hammer of Moradin
13 Hammer of Moradin
14 Hammer of Moradin
15 Hammer of Moradin
16 Master Thrower
17 Master Thrower
18 Master Thrower
19 Master Thrower
20 Master Thrower
Feats
Weapon Focus (Warhammer), Iron Will
Power Attack
True Believer
Divine Might
Hammer Thrower
Feats
Focus (Warhammer), Iron Will
Power Attack
True Believer
Special notes
Divine Might
wer
Race:
Align:
Level:
Forum Link
Dwarf
Class:
1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Cleric
6 Cleric
7 Cleric
8 Dwarven Cleric (Sub)
9 Battlesmith
10 Hammer of Moradin
11 Hammer of Moradin
12 Hammer of Moradin
13 Hammer of Moradin
14 Hammer of Moradin
15 Hammer of Moradin
16 Hammer of Moradin
17 Hammer of Moradin
18 Hammer of Moradin
19 Deepwarden
20 Deepwarden
Feats
Power Attack, Weapon Focus (Warhammer)
Improved Bull Rush
Iron Will
Weapon Specialization
Endurance
Shock Trooper
Dodge
Mobility
Elusive target
Books used: Co
An expression of Dwarf-ness, you get CON to AC instead of DEX, WIS to damage, a
Hammer Master
Feats
ack, Weapon Focus (Warhammer)
Improved Bull Rush
Iron Will
Weapon Specialization
Special notes
Endurance
Shock Trooper
Dodge
Mobility
Elusive target
ter
Race:
Align:
Level:
Forum Link
Dwarf
Class:
1 Cleric
2 Cleric
3 Cleric
4 Warblade
5 Warblade
6 Warblade
7 Warblade
8 Warblade
9 Hammer of Moradin
10 Hammer of Moradin
11 Hammer of Moradin
12 Hammer of Moradin
13 Hammer of Moradin
14 Hammer of Moradin
15 Hammer of Moradin
16 Hammer of Moradin
17 Bloodstorm Blade
18 Bloodstorm Blade
19 Bloodstorm Blade
20 Bloodstorm Blade
Feats
Power Attack
Weapon Focus (Warhammer)
Free
Free
Free
Free
Books used:To
Better than carrying around a sack, Heward's Handy Haversack or Gloves of Stor
you full-attack with a Warhammer and ch
Warhammer Acolyte
Special notes
Race:
Align:
Level:
Forum Link
Dwarf
Class:
1 Cleric
2 Cleric
3 Cleric
4 Dwarven Cleric (sub)
5 Fighter
6 Fighter
7 Pious Templar
8 Divine Oracle
9 Divine Oracle
10 Hammer of Moradin
11 Hammer of Moradin
12 Hammer of Moradin
13 Hammer of Moradin
14 Hammer of Moradin
15 Hammer of Moradin
16 Kensai
17 Kensai
18 Kensai
19 Kensai
20 Kensai
Feats
Iron Will
True Believer
Weapon Focus (Warhammer)
Combat Expertise, Skill focus (Knowledge
Free
Free
Free
Free
Books Use
Prescient Sense + Withstand and Mettle protect you from anythi
Special notes
True Believer
Weapon Focus (Warhammer)
Expertise, Skill focus (Knowledge Religion)
Free
Free
Free
Free
Forum Link
Race:
Align:
Level:
Class:
1 Cleric
2 Cleric
3 Cleric
4 Dwarven Cleric (Sub)
5 Ordained Champion
6 Ordained Champion
7 Ordained Champion
8 Ordained Champion
9 Hammer of Moradin
10 Hammer of Moradin
11 Hammer of Moradin
12 Hammer of Moradin
13 Hammer of Moradin
14 Hammer of Moradin
15 Hammer of Moradin
16 Hammer of Moradin
17 Hammer of Moradin
18 Hammer of Moradin
19 Ordained Champion
20 Cleric
Feats
Iron Will
Weapon Focus (Warhammer)
Divine Shield
Law Devotion
Free
Free
Free
War Domain, Earth domain -> Improved Shield Bash, Protection domain -> Agile Shield Fighter
Forum Link
Race: Any
Align: Any non-lawful
Level: Class:
1 Spellthief
2 Sorcerer
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Sorcerer
8 Spellwarp Sniper
9 Spellwarp Sniper
10 Spellwarp Sniper
11 Spellwarp Sniper
12 Spellwarp Sniper
13 Arcane Trickster
14 Arcane Trickster
15 Arcane Trickster
16 Arcane Trickster
17 Arcane Trickster
18 Arcane Trickster
19 Arcane Trickster
20 Arcane Trickster
Feats
Point Blank Shot
Weapon Focus (Ray)
Twin Spell
Empower Spell
Maximize Spell
Spellwarp Trickster
Special notes
Caster Level
Race:
Align:
Level:
Forum Link
Gray Elf
Class:
1 Wizard
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Wizard
7 Swiftblade
8 Swiftblade
9 Swiftblade
10 Swiftblade
11 Swiftblade
12 Swiftblade
13 Swiftblade
14 Swiftblade
15 Swiftblade
16 Abjurant Champion
17 Abjurant Champion
18 Abjurant Champion
19 Abjurant Champion
20 Abjurant Champion
Feats
Dodge
Mobility
MM:Empower or extend
Practiced Spellcaster
Arcane Strike
Power Attack
Combat Casting
BAB: +1
Average Hi
(4, 2, 3, 2, 3, 2, 4, 3, 4, 3, 4, 3, 4, 3, 4, 6, 5, 6, 5, 6 + 20 Co
Base
Fort: 8 (7 Base (2W
Reflex: 12 (9 Base (2
Will: 14 (15 Base (5
CL: 20 (Practic
Spell
4///6, 6, 5, 5
Base Move
Skill Poi
(W1=24, W2-6=30, S1=8, S
Race:
Align:
Level:
0
0
1
1
2
0
1
2
3
3
4
5
6
6
7
0
1
1
2
0
Human
Class:
1 Spellthief
2 Wizard
3 Wizard
4 Wizard
5 Fighter
6 Daggerspell Mage
7 Daggerspell Mage
8 Daggerspell Mage
9 Daggerspell Mage
10 Daggerspell Mage
11 Daggerspell Mage
12 Daggerspell Mage
13 Daggerspell Mage
14 Daggerspell Mage
15 Daggerspell Mage
16 Abjurant Champion
17 Abjurant Champion
18 Abjurant Champion
19 Abjurant Champion
20 Abjurant Champion
BAB
Feats
0
0
1
1
2
2
3
4
5
5
6
7
8
8
9
10
11
12
13
14
Empower Spell
Combat Casting
Daggerspell Champion
Special notes
Saves
Ref
Fort
Will
Caster Lvl
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
0
0
1
1
3
3
3
4
4
4
5
5
5
6
6
6
6
7
7
7
0
0
1
1
1
3
4
4
5
5
6
6
7
7
8
8
8
9
9
9
4
5
5
6
6
8
9
9
10
10
11
11
12
12
13
15
16
16
17
17
Forum Link
Race:
Align:
Level:
d10
d10
d10
d10
d10
d10
d8
d8
d8
d8
d8
d8
d8
d8
d8
d6
d10
d10
d10
d10
Elf
Lawful Good
Class:
1 Paladin
2 Paladin
3 Paladin
4 Paladin
5 Pious templar
6 Pious templar
7 Ordained Champion
8 Divine Crusader
9 Seeker of the misty Isle
10 Seeker of the misty Isle
11 Seeker of the misty Isle
12 Seeker of the misty Isle
13 Seeker of the misty Isle
14 Seeker of the misty Isle
15 Seeker of the misty Isle
16 Contemplative
17 Fist of Raziel
18 Fist of Raziel
19 Fist of Raziel
20 Fist of Raziel
BAB
Feats
1
2
3
4
5
6
7
7
7
8
9
9
10
11
12
12
13
14
15
16
Domain Crusader
Special notes
Diety: Torm (forgotten realms campaign setting)
Forum Link
Race:
Align:
Level:
Class:
1 Barbarian
2 Barbarian
3 Crusader
4 Crusader
5 Fighter
6 Fighter
7 Crusader
8 Crusader
9 Crusader
10 Crusader
11 Crusader
12 Crusader
13 Crusader
14 Crusader
15 Crusader
16 Crusader
17 Crusader
18 Crusader
19 Crusader
20 Crusader
Feats
Imp shield bash, power attack
Imp Trip
Imp bull rush
Shield Charge
Shield Slam, Extra Granted
Manuever
Shock Trooper
Leap Attack
Shield Specialization
Shield Ward
General strategy: Charge enemy using a charge manuever (Battle Leader's Charg
Shield Charge both activate, potencially tripping and dazing your enemy. If they ge
so you do a ton of damage this way (at level 20, it's +80 damage IIRC, which sho
this probably kills the enemy. Even at lower levels it's dangerous as all heck. Keep
of the fight for a couple rounds (one round due to dazing, one round to get back
boosting your to hit and the save DCs for Shield Slam (which are 10+1/2 charact
charge manuevers readied at all times, meaning the vast majority of the tim
If anyone attacks you or attacks a friend within range, Shield Counter them or Shie
ally +20 to AC, which should handle things quite nicely. If an ally is hurt, just smac
up. You can heal yourself that way too... and any round in which you don
Basically, charge the big threats on the battlefield, making sure to charge those
Counters, and Shield Blocks to bodyguard your party's squishy people. Both whe
your party at
Gear would be pretty straight forward tank stuff, though you'll want to go with med
or maybe a Chain Shirt and Dastanas if that's allowed. For the Shield, a nice Hea
Discipline Weapon (White Raven) + Valorous... not sure about other boosts, but tha
likely always) and making a White Raven strike (which is every time except with
should probably be a light mace that's Undead Bane and Disruption, since undea
Skillful weapon, either a Spinning Sword or Kusari Gama, thus allowing you to incre
Spinning Sword of Warning woul
Manuev
Basic manuever load outs at a few assorted levels would be as follows, with starre
might have us
7: Leading the Attack*, Vanguard Strike*, Crusader's Strike*, Stone Bones*, Charg
as stan
10: Battle Leader's Charge*, Crusader's Strike, Stone Bones, Leading the Attack,
Iron Guard's Glare and Ma
15: Battle Leader's Charge*, Stone Bones, White Raven Tactics*, Covering Strike, S
Shield Counter*, Rallying Strike, with Iron Guard's Gla
Stat priority is of course strength above all... that's the primary thing you need.
10: Battle Leader's Charge*, Crusader's Strike, Stone Bones, Leading the Attack,
Iron Guard's Glare and Ma
15: Battle Leader's Charge*, Stone Bones, White Raven Tactics*, Covering Strike, S
Shield Counter*, Rallying Strike, with Iron Guard's Gla
Stat priority is of course strength above all... that's the primary thing you need.
hitpoints too, but really it's all about the strength. You might as well have a nice
Intelligence is basically unneeded t
Special notes
Wolf Totem
ever (Battle Leader's Charge, Warleader's Charge, Warmaster's Charge, Radiant Charge). Shield Slam and
azing your enemy. If they get tripped, make an immediate attack again. Note that you have Shock Trooper,
80 damage IIRC, which should apply to both attacks). At high levels when you have Warmaster's Charge,
dangerous as all heck. Keep doing this each round, charging a new enemy every time and taking them out
zing, one round to get back up when they only have a standard action left). Once per day you can Rage,
(which are 10+1/2 character level + strength mod). Note that at a lot of levels you'll have two or three
the vast majority of the time you can charge with a manuever instead of just doing a regular charge.
hield Counter them or Shield Block. The combination of Iron Guard's Glare and Shield Block gives a nearby
y. If an ally is hurt, just smack one of your downed and dazed foes with a healing strike to bring them back
any round in which you don't use counters, go with White Raven Tactics (when it's up of course).
aking sure to charge those that get to close to your party. If you can't charge, use healing strikes, Shield
squishy people. Both when charging and when bodyguarding, regularly use White Raven Tactics to keep
your party at full speed.
h you'll want to go with medium armour (Mithral Full Plate, perhaps) to take advantage of Barbarian speed,
. For the Shield, a nice Heavy Spiked Shield that's a Martial Discipline Weapon (Devoted Spirit) + Martial
about other boosts, but that will give a solid +6 to hit right there when in a Devoted Spirit stance (which is
h is every time except with the healing strikes), plus double damage when charging. Your other weapon
and Disruption, since undead are immune to your Shield Slams. The other option, if allowed, would be a
a, thus allowing you to increase your reach (and your Iron Guard's Glare range). A Skillfull Defending Eager
ning Sword of Warning would be incredibly useful, in fact.
Manuevers:
d be as follows, with starred manuevers ready normally (nonstarred manuevers are for utility, or because I
might have use for them):
Crusader's Strike*, Stone Bones*, Charging Minotaur*, with Iron Guard's Glare as the stance.
rike*, Stone Bones*, Charging Minotaur, Battle Leader's Charge*, with Iron Guard's Glare and Martial Spirit
as stances
Bones, Leading the Attack, White Raven Tactics*, Revitalizing Strike*, Covering Strike*, Shield Block* with
Iron Guard's Glare and Martial Spirit as stances
n Tactics*, Covering Strike, Shield Block*, Radiant Charge*, Elder Mountain Hammer, War Leader's Charge*,
Strike, with Iron Guard's Glare, Thicket of Blades, and Martial Spirit as stances
Ancient Mountain Hammer, Battle Leader's Charge, White Raven Tactics*, Shield Block*, Shield Counter*,
n Hammer, with Iron Guard's Glare, Thicket of Blades, Immortal Fortitude and Martial Spirit as stances.
he primary thing you need. A little dex for higher initiative and better AC is certainly handy, and con for
of Barbarian speed,
d Spirit) + Martial
pirit stance (which is
our other weapon
owed, would be a
ull Defending Eager
utility, or because I
ance.
r Leader's Charge*,
*, Shield Counter*,
pirit as stances.
Race:
Align:
Level:
Forum Link
Human
Class:
1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Fighter
6 Fighter
7 Fighter
8 Fighter
9 Fighter
10 Fighter
11 Fighter
12 Fighter
13 Fighter
14 Fighter
15 Fighter
16 Fighter
17 Fighter
18 Fighter
19 Fighter
20 Fighter
Feats
Power Attack, Shield Specialization, Imp
Shield Bash
Imp Trip
Shield Charge
Shield Ward
Feats
Special notes
CL
Forum Link
Race: Human
Align: Lawful Good
Level: Class:
1
1 Cleric
2
2 Cleric
3
3 Cleric
4
4 Cleric
4
5 Knight of the Crown
4
6 Ordained Champion
5
7 Ordained Champion
6
8 Knight of the Sword
7
9 Knight of the Sword
8
10 Knight of the Sword
9
11 Knight of the Rose
10
12 Knight of the Rose
11
13 Knight of the Rose
12
14 Knight of the Rose
13
15 Knight of the Rose
14
16 Knight of the Rose
15
17 Knight of the Rose
16
18 Knight of the Rose
17
19 Knight of the Rose
18
20 Knight of the Rose
0
1
2
3
4
5
6
6
7
8
9
10
11
12
13
14
15
16
17
18
Feats
Honor-bound, Endurance
Weapon Focus
Leadership
Diehard(B)
Special notes
Fort
ref
2
3
3
4
6
8
9
11
12
12
14
15
15
16
16
17
17
18
18
19
will
0
0
1
1
1
1
1
1
1
2
2
2
3
3
3
4
4
4
5
5
2
3
3
4
4
6
7
9
10
10
12
13
13
14
14
15
15
16
16
17
Forum Link
Race:
Align:
Level:
CL
1
2
3
4
5
6
7
8
Class:
1 Ranger
2 Ranger
3 Ranger
4 Ranger
5 Knight of
6 Knight of
7 Knight of
8 Knight of
9 Knight of
10 Knight of
11 Knight of
12 Knight of
13 Knight of
14 Knight of
15 Knight of
16 Knight of
17 Knight of
18 Knight of
19 Knight of
20 Knight of
Feats
the
the
the
the
the
the
the
the
the
the
the
the
the
the
the
the
Crown
Raven
Raven
Sword
Sword
Sword
Rose
Rose
Rose
Rose
Rose
Rose
Rose
Rose
Rose
Rose
1
2
3
4
5
6
7
7
8
9
10
11
12
13
14
15
16
17
18
19
Special notes
Forum Link
Race:
Align:
Level:
Class:
1 Paladin
2 Paladin
3 Paladin
4 Paladin
5 Knight of the Crown
6 Ordained Champion
7 Ordained Champion
8 Knight of the Sword
9 Knight of the Sword
10 Knight of the Sword
11 Knight of the Rose
12 Knight of the Rose
13 Knight of the Rose
14 Knight of the Rose
15 Knight of the Rose
16 Knight of the Rose
17 Knight of the Rose
18 Knight of the Rose
19 Knight of the Rose
20 Knight of the Rose
Feats
1
2
3
4
5
6
7
7
8
9
10
11
12
13
14
15
16
17
18
19
Special notes
Link To Forum
Race:
Human
Align:
Level:
Class
1 Scout
2 Scout
3 Scout
4 Scout
5 Barbarian
Feats
Power Attack, EWP Minotaur
Greathammer
Improved Skirmish(B)
6 Ranger
Track(B)
7 Ranger
8 Ranger
2-weap fighting(B)
Endurance(B)
9 Ranger
10 Ranger
11 Ranger
Swift Hunter
Improved 2-weap Fighting(B)
12 Ranger
13 Ranger
14 Ranger
15 Ranger
16 Ranger
17 Ranger
18 Ranger
19 Ranger
20 Ranger
Animal Companion
2nd Favored Enemy
Improved Combat Style
Woodland Stride
Swift Tracker
Evasion
3rd Favored Enemy
Combat Style Mastery (2-weapon fighting)
ckless Step
g)
Link To Forum
Race:
Human
Align:
Level:
Class
Feats
1 Scout
2 Scout
3 Scout
4 Scout
5 Cleric
6 Ranger
7 Ranger
8 Ranger
2-weap fighting(B)
Endurance(B)
9 Ranger
10 Ranger
11 Ranger
Swift Hunter
Improved 2-weap Fighting(B)
12 Ranger
Crossbow Sniper
13 Ranger
14 Ranger
15 Ranger
16 Ranger
Expeditious Dodge
Quick Draw(B)
17 Ranger
18 Ranger
19 Ranger
20 Ranger
Animal Companion
2nd Favored Enemy
Improved Combat Style
Woodland Stride
Swift Tracker
Evasion
pion of the wild Ranger Variant (p50 Comp Champ) non-spell casting
pion of the wild Ranger Variant (p50 Comp Champ) non-spell casting
ckless Step
owledge Devotion
g)
Undead
Improved Favored
Enemy
Construct
Greater 2-weapon
fighting
Blind Fight
Ranged Sunder
2
3
5
6
4
5
6
6
7
7
Sw
Whisper
Gnome
Race:
Align:
Level:
Class
HD
1 Scout
2 Scout
3 Scout
4 Warlock
d8
d8
d8
d6
5 Warlock
d6
6 Warlock
d6
7 Warlock
8 Warlock
d6
d6
9 Warlock
10 Scout
11 Rogue
d6
Feats
Improved Initiative
Weapon Finesse
2-Weapon Fighting
4
4
5
Swift Ambusher
15 Rogue
16 Rogue
17 Rogue
20 Rogue
0
1
2
2
3
12 Rogue
13 Rogue
14 Rogue
18 Rogue
19 Rogue
BAB
Greater 2 Weapon
Fighting
6
6
7
8
9
9
10
11
12
12
13
14
14 BAB
Saves 12/6/
Evasion, Skirmish (+4d6, +3AC, +2d6/2AC if over 20 ft), Eldr
3 Least and 1 Lesser Invocation 6th level caste
14 BAB
Saves 12/6/
Evasion, Skirmish (+4d6, +3AC, +2d6/2AC if over 20 ft), Eldr
3 Least and 1 Lesser Invocation 6th level caste
Swift Ambushlock
Other Notes
Skirmish (+1d6), Trapfinding
Battle Fortitude +1, Uncanny Dodge
Fast Movement +10, Skirmish (+2d6, +1 AC), Trackless Step
Eldritch Blast 1d6, Invocation (least)
Detect Magic
Damage Reduction 1/Cold Iron, Eldritch Blast 2d6
Deceive Item
Eldritch Blast 3d6
14 BAB
Saves 12/6/9
+2d6/2AC if over 20 ft), Eldritch Blast 3d6, 5d6 Sneak Attack, DR 1/Cold Iron,
er Invocation 6th level caster, free dimension door every round
Invocations
Known
Invocations
p
1
2
2
3
3
Baleful Utterance
Link To Forum
Race:
Align:
Level:
Class
1 Cleric
2 Cleric
3 Cleric
4 Human Paragon
5 Human Paragon
6 Human Paragon
7 Shadow Adept
8 Ruathar
9 Ruathar
10 Ruathar
11 Contemplative
12 Divie Desciple
13 Divie Desciple
14 Divie Desciple
15 Divie Desciple
16 Contemplative
17 Contemplative
18 Contemplative
19 Contemplative
20 Contemplative
Feats
Extend Spell, Reach Spell
DMM (reach)
Ocular Spell
Shadow Weave Magic
Tenacious Magic, Pernicious
Magic, Insidious Magic
Initiate of Mystra
DMM (Ocular)
Persistent Spell
DMM (Persistent)
Post #8
Race:
Align:
Level:
Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Sentinal
8 Sentinal
9 Sentinal
10 Sentinal
11 Sentinal
12 Sentinal
13 Sentinal
14 Sentinal
15 Sentinal
16 Sentinal
17 Warlock
18 Warlock
19 Warlock
20 Warlock
Feats
Sacred Vow, Education
Vow of Poverty
Nyph's Kiss
Point Blank Shot, Vow of Obedience
of
of
of
of
of
Bharri
Bharri
Bharri
Bharri
Bharri
of
of
of
of
of
Bharri
Bharri
Bharri
Bharri
Bharri
Consecrate SLA
Precise Shot
Purfiy SLA
Benifits: Spells dont damage trees, Tracks, 4 forms of Energy Resistance 10, Hide in Plain S
call lightning as spell-like ability, q
Cons: Lose of half your Warlock abilitie
Exalted Warlock
Feats
Sacred Vow, Education
Other Notes
Vow of Poverty
Nyph's Kiss
Point Blank Shot, Vow of Obedience
Consecrate SLA
Precise Shot
Purfiy SLA
4 forms of Energy Resistance 10, Hide in Plain Sight in woods, with a +10 bonus, Bear Shapes, Healing ability, s
call lightning as spell-like ability, quickened lightning storm as a spell like ability.
Cons: Lose of half your Warlock abilities, reduction in BAB, Fort and Ref saves, feat issues
Post #8
Race:
Align:
Level:
Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Chameleon
7 Chameleon
8 Warlock
9 Warlock
10 Warlock
11 Warlock
12 Warlock
13 Warlock
14 Warlock
15 Warlock
16 Warlock
17 Warlock
18 Warlock
19 Warlock
20 Warlock
Feats
Able Leraner, Point Blank Shot
Precise Shot
Spell Penetration
Versatile Warlock
Other Notes
Link To Forum
Race:
Align:
Level:
Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Rogue
8 Spellthief
9 Telflammar Shadowlord
10 Telflammar Shadowlord
11 Telflammar Shadowlord
12 Telflammar Shadowlord
13 Telflammar Shadowlord
14 Arcane Trickster
15 Arcane Trickster
16 Arcane Trickster
17 Arcane Trickster
18 Arcane Trickster
19 Arcane Trickster
20 Arcane Trickster
Feats
That gives 7d6 Eldritch blast (9d6 with greater chausuble), 6d6 Sneak attack, 3 least/3 le
and some other neat abilities. Some people go for rogue 3 for evasion and more skills and
exac
The invocations I
I am avoiding blast shapes mostly because this is a melee build. I've actually considered
around co
Warlock TShL
Other Notes
d6 Sneak attack, 3 least/3 lesser/2 greater invocations, shadow pounce, 3rd level spells, shadowlord discorpora
r evasion and more skills and also take the 6th level in shadowlord for the death attack, but I think this build is m
exact.
The invocations I would take are:
uild. I've actually considered enervating shadow, but I just don't think it's worth if, even for a melee build that m
around constantly
s, shadowlord discorporation,
, but I think this build is more
Race:
Align:
Level:
Link To Forum
Human
Evil
Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Warlock
11 Disciple of
12 Disciple of
13 Disciple of
14 Disciple of
15 Disciple of
16 Disciple of
17 Disciple of
18 Disciple of
19 Disciple of
20 Disciple of
Feats
Able Learner, Disciple of
Darkness
Evil Brand
Leadership
Mortalbane
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Live My Nightmare
Extra Invocation
Extra Invocation
Flavorful and Fun! The Eeeeeeevil Warlock. Tons of nifty spell like abilities that add some fl
ke abilities that add some flexibility to the Warlock invocations. Nice social skills. Dread Might is just icing on the
Link To Forum
Race:
Human
Align:
Level:
Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Warlock
11 Dragonslayer
12 Dragonslayer
13 Dragonslayer
14 Dragonslayer
15 Dragonslayer
16 Dragonslayer
17 Dragonslayer
18 Dragonslayer
19 Dragonslayer
20 Dragonslayer
Drago
Feats
Dodge, Iron Will
Power Attack
Battlecaster
Practiced Spellcaster
Mobility
Flyby Attack
Arcane Mastery
ry good against dragons (duh) but not bad against anyone else.
Link To Forum
Race:
Xeph
Align:
Level:
Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Warlock
11 Warlock
12 Warlock
13 Warlock
14 Warlock
15 Warlock
16 Warlock
17 Warlock
18 Warlock
19 Warlock
20 Warlock
Mas
Feats
Point Blank Shot
Psionic Shot
Psychic Meditation
Mortalbane
Mortalbane
Capable of Tossing out a 15d6 blast all day long, he can make it 17d6 10 times a day, and
Oh. And he gets some invocations, too. Also worth noting that he can
MasterBlasterlock
Other Notes
e it 17d6 10 times a day, and can use one his Warlock's Scepters for up to 21d6. Half of which is Vile. Ow.
Also worth noting that he can really make the most out of fell flight, when he needs to.
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Race:
Align:
Level:
Spellstiched
Necropolitan (human)
Class
1 Warlock
2 Cleric
3 Cleric
4 Cleric
5 Cleric
6 Cleric
7 True Necromancer
8 True Necromancer
9 True Necromancer
10 True Necromancer
11 True Necromancer
12 True Necromancer
13 True Necromancer
14 True Necromancer
15 True Necromancer
16 True Necromancer
17 True Necromancer
18 True Necromancer
19 True Necromancer
20 True Necromancer
Feats
Spell Focus: Necromancey,
Pracitced Caster (Cleric)
Corpsecrafter
Necromantic Presence
Destruction Retribution
Hardened Flesh
Nimble Bones
Necromantic Might
Use The Dead Walk for suprisingly effective and buffed emergency support, or fodder. Alte
like it costs anything. Also gets a nice suite of necrothemed thi
NecroLock
Other Notes
support, or fodder. Alternatively, use the dead walk and then eldritch blast skeletons to death to heal yourself. It
uite of necrothemed things from True Necromancer, and rebukes undead. Bolster yourself!
Race:
Align:
Level:
Link To Forum
Ilumian
Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Ur-Priest
11 Ur-Priest
12 Mystic Theurge
13 Mystic Theurge
14 Mystic Theurge
15 Mystic Theurge
16 Mystic Theurge
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge
Feats
Warlock Ur-Priest
Other Notes
pawn template
Link To Forum
Race:
Human
Align:
Level:
Class
1 Artificer
2 Artificer
3 Artificer
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Artificer
11 Artificer
12 Warlock
13 Warlock
14 Warlock
15 Warlock
16 Warlock
17 Warlock
18 Warlock
19 Warlock
20 Warlock
Feats
Able Learner, Scribe Scroll, Exceptional Artisan,
Legendary Artisan, Extraordinary Artisan
Brew Potion
Craft Wondrous Item, Magical Artisan (craft
Wondrous Item)
Craft Staff
32 point buy, 2 flaws at first level, at each artificer level from 1 to 4, crafted some magi
Crafterlock
Feats
Other Notes
Frightf
See the
Ability Focus (Eldritch blast)
Entropic
Practiced Spellcaster (warlock)
Craft Homonculus, Extend Spell
Craft Magic Arms and Armor
Magical Artisan (Craft magic Arms and Armor)
Flee th
Quicken SLA (Eldritch Blast)
Eldritch
Chilling
Craft Staff
Vitrioli
Wall of Per
vel, at each artificer level from 1 to 4, crafted some magic items to "hold" the craft reserve for later. Starting we
Stats are optimized for Intellectual experimentation and usage of crafted items.
ck
Frightful Blast
See the unseen
Entropic Warding
Frightful Blast -> Baleful Utterance, Fell Flight
Race:
Align:
Level:
Link To Forum
Human
Class
1 Cloistered Cleric
2 Cloistered Cleric
3 Cloistered Cleric
4 Cloistered Cleric
5 Warlock
6 Eldritch Disciple
7 Eldritch Disciple
8 Eldritch Disciple
9 Eldritch Disciple
10 Eldritch Disciple
11 Eldritch Disciple
12 Eldritch Disciple
13 Eldritch Disciple
14 Eldritch Disciple
15 Eldritch Disciple
16 Mystic Theurge
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge
Feats
* With Divine Magician (CM) and Spontaneous Domain (PHII) alternate class features. Gets
you can Polymorph Any Object
BAB +11
Saves +12/+5/
Invocations as Warlock 16 (1 Dark, 3 ea
Spells as Cleri
Choice of Abjuration, Divination, and Necromancy spells from Sor/W
Recommended F
Human: Zen Archery or Mortalbane
Level 1: Ability Focus (e
Level 3: Extend
Level 6: Craft Wondrous Item (the best it
Level 9: Quicken
Level 12: Persiste
Level 15: Divine Metamagic
Level 18: Extra Invoca
Recommended Sor/Wiz Spells from
1. Shield
* With Divine Magician (CM) and Spontaneous Domain (PHII) alternate class features. Gets
you can Polymorph Any Object
BAB +11
Saves +12/+5/
Invocations as Warlock 16 (1 Dark, 3 ea
Spells as Cleri
Choice of Abjuration, Divination, and Necromancy spells from Sor/W
Recommended F
Human: Zen Archery or Mortalbane
Level 1: Ability Focus (e
Level 3: Extend
Level 6: Craft Wondrous Item (the best it
Level 9: Quicken
Level 12: Persiste
Level 15: Divine Metamagic
Level 18: Extra Invoca
Eldritch Disciple
Other Notes
Knowledge & Trickery
ernate class features. Gets the Knowledge domain, plus one other of your choise. I recommend Trickery, so
can Polymorph Any Object at into an outsider.
BAB +11
Saves +12/+5/+18
as Warlock 16 (1 Dark, 3 each of Greater, Lesser, Least)
Spells as Cleric 18
cromancy spells from Sor/Wiz list, one for each spell level added to cleric spell list.
Recommended Feats:
Zen Archery or Mortalbane (depending on your Dex)
Level 1: Ability Focus (eldritch blast)
Level 3: Extend Spell
Wondrous Item (the best item creation feat for warlocks)
Level 9: Quicken Spell
Level 12: Persistent Spell
Level 15: Divine Metamagic Persistent Spell
Level 18: Extra Invocation (lesser)
mmend Trickery, so
Link To Forum
Race:
Align:
Level:
Class
1 Warlock
2 Cleric
3 Warlock
4 Cleric
5 Warlock
6 Cleric
7 Eldritch Disciple
8 Eldritch Disciple
9 Enlightened Soul
10 Eldritch Disciple
11 Eldritch Disciple
12 Eldritch Disciple
13 Enlightened Soul
14 Enlightened Soul
15 Enlightened Soul
16 Enlightened Soul
17 Enlightened Soul
18 Enlightened Soul
19 Eldritch Disciple
20 Eldritch Disciple
Feats
Point Blank Shot, Far Shot
Precise Shot
Incarnum Spellshaping
Healing Soul
Divine Soultouch
Extra Turning
Divine Justice
Pros: cleric spells, nice abilities from PrCs (aura of courage, aura of menace, holy blast, h
Blast of 8d6 (only 1d6 l
Cons: Stunted access to invocations (least and lesser
Race:
Align:
Level:
Link To Forum
Gray Elf
Chaotic Good
Class
1 Warlock
2 Warlock
3 Cloistered Cleric
4 Cloistered Cleric
5 Cloistered Cleric
6 Eldritch Disciple
7 Eldritch Disciple
8 Eldritch Disciple
9 Eldritch Disciple
10 Eldritch Disciple
11 Eldritch Disciple
12 Eldritch Disciple
13 Eldritch Disciple
14 Eldritch Disciple
15 Eldritch Disciple
16 Contemplative
17 Paragnostic Apostle
18 Paragnostic Apostle
19 Paragnostic Apostle
20 Paragnostic Apostle
Para
Feats
Domain
Healing.....cast any Healing Dom
Celerity ..... gives Time Stop
Animal ...... gives S
Knowledge .. lots of info
Spell Cast
Caster level 17th(20th wit
9th level Divin
Turn Unde
Base Turn Undead(w
as 17th lvl Cleric +2(paragnostic apostle
Invocatio
Least:
Eldritch Spear.........2
Beguiling Influence....+6 Bluff
All Seeing Eyes.........+6 Search, Spot, and
Domain
Healing.....cast any Healing Dom
Celerity ..... gives Time Stop
Animal ...... gives S
Knowledge .. lots of info
Spell Cast
Caster level 17th(20th wit
9th level Divin
Turn Unde
Base Turn Undead(w
as 17th lvl Cleric +2(paragnostic apostle
Invocatio
Least:
Eldritch Spear.........2
Beguiling Influence....+6 Bluff
All Seeing Eyes.........+6 Search, Spot, and
Lesser:
Eldritch Chain......
Voracious Dispelling..Dispel Ma
Fell Flight................2
Greater
Chilling Tentacles.......Evards Ten
what makes this fun and Powerful......the Class Ability: Gift of the Divine.....he must use a
his EB....and can do it at great Range with Eldritch Sp
also he can Buff himself with buffs that make the most of the important Attrib
he has continuous at will abilities that do not expend any spells....but he can
Domains:
...cast any Healing Domain spell Spontaneously
ity ..... gives Time Stop, Greater Blink, Haste
Animal ...... gives Shapechange
nowledge .. lots of info gathering power
Spell Casting:
ster level 17th(20th with Practiced Caster)
9th level Divine Spells
Turn Undead:
Base Turn Undead(without items):
+2(paragnostic apostle:See thru the Veil)= 19th lvl Cleric
12th lvl Warlock:
Invocations:
Least:
Eldritch Spear.........250' range EB
ng Influence....+6 Bluff, Diplomacy, Intimidate
.+6 Search, Spot, and Continuous Comprehend Languages
ivine.....he must use a Turn Undead Attempt to power it......but if he picks Healing Blast...he can Heal with
Range with Eldritch Spear, or heal multiple targets with Eldritch Chain
any spells....but he can also use DMM(Persistant) for more fun(Shapechange,Improved Blink)
ng)
,Bluff))
Blink)
Race:
Align:
Level:
Link To Forum
Illumian
Chaotic Good
Class
1 Warlock
2 Cleric
3 Cleric
4 Cleric
5 Cleric
6 Eldritch Disciple
7 Eldritch Disciple
8 Eldritch Disciple
9 Eldritch Disciple
10 Eldritch Disciple
11 Eldritch Disciple
12 Eldritch Disciple
13 Eldritch Disciple
14 Knight of the Raven
15 Knight of the Raven
16 Knight of the Raven
17 Knight of the Raven
18 Knight of the Raven
19 Knight of the Raven
20 Knight of the Raven
S
Feats
Illumian(C
sigils:
Krau(+1/ sigil to
Naen(+1/ sigil to Int skil
[indent]Thinblade note: works equally well with any race with Any, Cleric, or War
Patron:
Lirr(CD) Chaos, Good, Know
Domains: Knowledg
BAB +1
17th lvl Cleric([red]20th lvl Divine C
9th lvl Sp
17th lvl Cleric
Illumian(C
sigils:
Krau(+1/ sigil to
Naen(+1/ sigil to Int skil
[indent]Thinblade note: works equally well with any race with Any, Cleric, or War
Patron:
Lirr(CD) Chaos, Good, Know
Domains: Knowledg
BAB +1
17th lvl Cleric([red]20th lvl Divine C
9th lvl Sp
17th lvl Cleric
Lesser:
Flee the Scene ........ Dimens
Fell Flight................
Eldritch Disc
Gift of the Divine: Healing Blas
Gift of the Divine: Protective
Gift of the Divine: Wild Frenzy .... +2 Attac
Feats:....could
or could do DMM(Persis
Enhanced Pow
Extend Sp
Persistant S
Divine Metamagic
Summon Element
Knowledge Devotio
Practiced Caste
Feats:....could
or could do DMM(Persis
Enhanced Pow
Extend Sp
Persistant S
Divine Metamagic
Summon Element
Knowledge Devotio
Practiced Caste
Syret(CG)(Illumian) Chaos
Haku(CG)(Sandstorm)Air,Chaos,Goo
Zoser(CN)(Sandstorm)Air,Chaos,Destruc
Bast(CG)(Egyptian)Chaos,Destruction,Prote
Nephthys(CG)(Egyptian)Chaos,Goo
Nanna-Sin(CG)(Babylonian)Chao
Utu(CG)Babylonian)Chaos,Fir
Lirr(CG)(Complete Divine Core)Chaos,Goo
Tritherion(CG)(Complete Divine-Core)Chaos
Kord(CG)(Core)Chaos,Good,Luc
what makes th
1)BAB+16.... 4 itterative attacks without Divine Power, and all are
4)Retributive Attacker = lots of Attacks.... if you even swing at him he gets to immediately
good roll and Wild Frenzy .... additional +7 A
6)handles anything
Syret(CG)(Illumian) Chaos
Haku(CG)(Sandstorm)Air,Chaos,Goo
Zoser(CN)(Sandstorm)Air,Chaos,Destruc
Bast(CG)(Egyptian)Chaos,Destruction,Prote
Nephthys(CG)(Egyptian)Chaos,Goo
Nanna-Sin(CG)(Babylonian)Chao
Utu(CG)Babylonian)Chaos,Fir
Lirr(CG)(Complete Divine Core)Chaos,Goo
Tritherion(CG)(Complete Divine-Core)Chaos
Kord(CG)(Core)Chaos,Good,Luc
what makes th
1)BAB+16.... 4 itterative attacks without Divine Power, and all are
4)Retributive Attacker = lots of Attacks.... if you even swing at him he gets to immediately
good roll and Wild Frenzy .... additional +7 A
6)handles anything
Ravonloft
Illumian(CG)
sigils:
Krau(+1/ sigil to Caster lvl)
aen(+1/ sigil to Int skills and Int checks)
with Any, Cleric, or Warlock for favored class (human, half-elf, Primordial half giant, etc.)[/indent]
Patron:
CD) Chaos, Good, Knowledge, Magic, Travel
Domains: Knowledge,Travel Sun
4/ Eldritch Disciple 8/ Knight of the Raven 7 (Ravenloft)
BAB +16
ic([red]20th lvl Divine Caster[/red]... without items)
9th lvl Spells
17th lvl Cleric Turning
Lesser:
he Scene ........ Dimension Door and Invisible
Fell Flight................ 24 hour Flight
Eldritch Disciple:
he Divine: Healing Blast...heal @ range with EB
of the Divine: Protective Aura .. Magic Circle
Wild Frenzy .... +2 Attack and Damage with Weapons or EB
Feats:....could be any
vine Power, and all are Melee Touch Attacks with Eldritch Glaive(5d6 damage each)
cts), 9th lvl Spells.... 20th lvl Caster level without anything else yet
3)9th lvl Warlock abilities
he gets to immediately hit back, and gets a boost from Knowledge checks to Attack and Damage... with a
nzy .... additional +7 Attack and Damage with Touch Attacks
ance .... all day power from Warlock and Reserve Feats
6)handles anything thrown at it
)[/indent]
d Damage... with a
Race:
Align:
Level:
Link To Forum
Hellbred (spirit Aspect)
Class
1 Cleric
2 Warlock
3 Cleric
4 Warlock
5 Cleric
6 Eldritch Disciple
7 Eldritch Disciple
8 Eldritch Disciple
9 Eldritch Disciple
10 Hellfire Warlock
11 Hellfire Warlock
12 Hellfire Warlock
13 Eldritch Disciple
14 Eldritch Disciple
15 Eldritch Disciple
16 Eldritch Disciple
17 Eldritch Disciple
18 Eldritch Disciple
19 Mystic Theurge
20 Mystic Theurge
Feats
Extra Turning
Battle Caster
Craft Wand
open
Open
With a 28 point buy Id assign stats as Str 10 (2), Dex 14 (6), Con 13 (8 for a 15, -2 racial), Int 10
and good Charisma. How wo
With a 36 point buy I'd assign stats as Str 10 (2), Dex 14 (6), Con 14 (10 f
At 18th level he has a Cleric caster level of 12, and an Invoking level of 15 (Eldritch Blast 7d6). W
(via the Eldritch Cone blastshape invocation) for a mere Turning Attempt. With an average Chari
from the healing res
or a 15, -2 racial), Int 10 (2), Wis 12 (4), Cha 16 (6 for a 14, +2 racial). He does have MAD, needing a decent Wi
good Charisma. How would you do it differently?
Dex 14 (6), Con 14 (10 for a 16, -2 racial), Int 12 (4), Wis 14 (6), Cha 17 (8 for a 15, +2 racial).
15 (Eldritch Blast 7d6). When boosting a Healing Blast with Hellfire, he can heal 13d6 damage to one or several
t. With an average Charisma (15 +4 levels = 19) he can do so 11 times a day, in addition to the free healing he
from the healing reserve feat he has.
racial).
Link To Forum
Race:
Align:
Level:
Class
1 Scout
2 Cloistered Cleric
3 Scout
4 Scout
5 Rogue
6 Scout
7 Rogue
8 Rogue
9 Rogue
10 Rogue
11 Rogue
12 Rogue
13 Rogue
14 Rogue
15 Rogue
16 Rogue
17 Rogue
18 Rogue
19 Rogue
20 Rogue
Feats
Travel Devotion
Precise Shot
Improved Skirmish
Woodland Archer
Expeditious Dodge
Improved Precise
Shot
Tome [Dex]+
Bracers of Archery
Goggles of the Ebo
Rogue's Ves
Mantle of the Pre
Scout's Headb
Skirmisher's B
Gloves of Dexter
Dragon's Eye Am
Quiver of Ehlo
Ring of Blinki
Ring of Vanish
Tome [Dex]+
Bracers of Archery
Goggles of the Ebo
Rogue's Ves
Mantle of the Pre
Scout's Headb
Skirmisher's B
Gloves of Dexter
Dragon's Eye Am
Quiver of Ehlo
Ring of Blinki
Ring of Vanish
Armor:
Mithral Chainshirt of Freedom +5 with Le
Weapon:
Splitting Deadly Precision K
Totals: 756.90
AC: 19 / 26 if skirmishing (28 if you get
Strategy and At
With this build, you can be your party's scout and dish out some heavy punishment
conditions. You should stay within the 30ft range but always on the m
The Freedom property in the armor is there to keep you safe from grapples and st
Spot the Weak Point, Ring of Blinking and Ring of Vanishing provide you means to apply a
Attacks Breakd
= +36/+31/+
Damage: 8d8+14
Strategy and At
With this build, you can be your party's scout and dish out some heavy punishment
conditions. You should stay within the 30ft range but always on the m
The Freedom property in the armor is there to keep you safe from grapples and st
Spot the Weak Point, Ring of Blinking and Ring of Vanishing provide you means to apply a
Attacks Breakd
= +36/+31/+
Damage: 8d8+14
Damage Breakd
1d8 from the longbow time
7d6 skirmish + 1d6 from rogue's vest + 8d6 sneak attack + 1d6 from rogue's
Swift Ambusher
Other Notes
Diety: Solonar - War domain, elf Domain (domain swapped feats: Point Blank Shot; Weapon Focus
Longbow; Knowledge Devotion
some heavy punishment, by as often as possible, triggering both the skirmish and the sneak attack
range but always on the move, to benefit from the skirmish and E.Dodge AC bonus.
safe from grapples and stuff like that, and the crystal to prevent mental shenanigans from mages.
ovide you means to apply as often as possible your sneak attack damage in addition to the skirmish dmg.
Attacks Breakdown:
Base Attack Bonus: +14/+9/+4
+ Point Blank Shot: +1
+ Weapon Focus: +1
+ Greater Bracers of Archery +2
+ Dexterity: +13
+ Weapon: +5
= +36/+31/+26
he sneak attack
rom mages.
Race:
Align:
Level:
Link To Forum
Human
Class
1 Barbarian
2 Figher
3 Ranger
4 Ranger
5 Ranger
6 Horizon Walker
7 Horizon Walker
8 Horizon Walker
9 Horizon Walker
10 Horizon Walker
11 Horizon Walker
12 Horizon Walker
13 Horizon Walker
14 Horizon Walker
15 Horizon Walker
16
17
18
19
20
Feats
Combat Expertise, Imp
Trip (B)
Combat Reflexes (B)
Power Attack, Track (B)
Endurance (B)
EWP (spiked Chain)
Class Features: You won't be getting much use out of either of the Ranger Combat Styles,
take Underground, Desert, Hills, and Plains. For the planar terrain mastery, your first
Skills: Max out Survival, Listen, and Tumble (cross-class) to start with. Once you start gett
ranks in Knowledge (Geography) to qualify for Horizon Walker. Use your Fighter level to m
Animal, Ride, or whatever
Alternate route: If you're starting with Ranger, things are easier. Max out Listen, Spot, Sur
which you can put into Hide and Move Silently, or somethin
Equipment: For armour, get studded leather at level 1, a masterwork chain shirt at leve
onwards
For weapons, get a guisarme, upgraded to masterwork and magic when possible. Also get
and a bludgeoning weap
For other equipment, buy potions of enlarge person. They're only 50 gold each and weigh
and a wand of cure light wounds at first opportunity (probably le
Hor
Link To Forum
Race:
Align:
Level:
Class
1 Barbarian
2 Fighter
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Feats
Hor
Link To Forum
Race:
Align:
Level:
Class
1
2
3
4
5
6
7
8
9
10
11
12
Feats
13
14
15
16
17
18
19
20
Horizon Tripper
Other Notes
Ranger Combat Styles, so pick whichever you feel like. For the Horizon Walker's terrain mastery abilities,
rain mastery, your first choice should be Shifting - after that take Cavernous, Aligned, Fiery, and Cold.
ith. Once you start getting Ranger levels, max out Spot and Knowledge (Geography) as well - you need 8
e your Fighter level to make sure you have 5 ranks in Jump. Spend your remaining ranks on Climb, Handle
imal, Ride, or whatever else you feel like.
ax out Listen, Spot, Survival, Knowledge (geography), and Tumble. That still leaves you a few skill points,
ve Silently, or something more unusual like Balance or Knowledge (Nature).
rwork chain shirt at level 2, a mithral chain shirt at level 3, and a magic mithral chain shirt from level 4
onwards.
when possible. Also get armour spikes or a spiked gauntlet for close-in work, a ranged weapon for sniping,
and a bludgeoning weapon as a backup.
50 gold each and weigh nothing, so carry a stack of them. Also buy a masterwork tool for the Tumble skill
pportunity (probably level 3, unless you can get the rest of the party to chip in).
mastery abilities,
ery, and Cold.
Race:
Align:
Level:
Link To Forum
Half Giant
Class
1 Half-Giant LA
2 Bear Totem Barbarian
3 psychic Warrior
4 psychic Warrior
5 psychic Warrior
6 psychic Warrior
7 Bear Warrior
8 Bear Warrior
9 Bear Warrior
10 Bear Warrior
11 Bear Warrior
12 Warshaper
13 Warshaper
14 Warshaper
15 Sanctified Mind
16 Sanctified Mind
17 Sanctified Mind
18 Sanctified Mind
19 Sanctified Mind
20 Sanctified Mind
Feats
I made one of these a while back. I started with half-giant (which you can't do b/c of the +
multigrab and greater multigrab. Took that into psychic warrior, took 5 levels o
Fully buffed and raged, with powerful build he was treated as a colossal bear, which could g
grapple check of something like +63 without items, not a record breaker, but pret
can't do b/c of the +1 LA) and single level of bear totem barbarian for Improved Grab, which let me take
arrior, took 5 levels of bear warrior, 3 of warshaper, and capped it off with 6 of sanctified mind.
al bear, which could grapple in each paw without penalty (thanks to greater multigrab). At ECL 20 he had a
ord breaker, but pretty good. I've been dying to play this character but have never had the chance
At ECL 20 he had a
the chance
Link To Forum
Race:
Human
Align:
LG
Level:
Class
1 Cleric
2 Paladin
3 Paladin
4 Fighter
5 Fighter
6 Chameleaon
7 Chameleaon
8 Chameleaon
9 Chameleaon
10 Chameleaon
11 Chameleaon
12 Chameleaon
13 Chameleaon
14 Chameleaon
15 Witch Slayer
16 Witch Slayer
17 Witch Slayer
18 Witch Slayer
19 Witch Slayer
20 Chameleaon
Be
Feats
Able Learner, Extend spell(B),
MWP: Longsword(B)
Persistent Spell
Power Attack (B)
Combat Expertise(B)
Divine Metamagic (Persistend)
Floating bonus feat
Mage Slayer
Divine Might
Leap Attack
Practiced Spellcaster
Class Abilities of note: Momentary Disjunction (30' range, target must make a DC 36 Wi
Floating bonus feat (Normally used to take Pierce Magical Protection; caster level is 20
(typically +16 to saves.) Turn Undead (19/day) Domains: Trickery, War, Smite Evil 1/day (
(+16 to hit/+10 damage,) extr
Spellca
Spells of Note: In addition to the buffs listed abov
Divine Favor
Friendly Fac
Instant Locksmi
Instant Search
Improvisatio
Nerveskitter
Shock and Aw
Create Magic Tat
Heroics (S
Adept Spirit
Spellca
Spells of Note: In addition to the buffs listed abov
Divine Favor
Friendly Fac
Instant Locksmi
Instant Search
Improvisatio
Nerveskitter
Shock and Aw
Create Magic Tat
Heroics (S
Adept Spirit
Find the Gap
Hymn of Prai
Scales of the Se
Ruin Delvers Fo
Voice of the Dra
Bigbys Clenche
Polar Ray
Righteous Wrath of th
Valiant Fury (
Items of
Tome of Leadership and
Tomes of Strength and Co
Belt of Magnificen
Mithril Full Plate
Twilight Mithril Large Shield +1
Twilight Mithril Chai
Orange Ioun St
Bead of Karm
Books Tome of Magic, Complete Divine, Complete Arcane, Races of Destiny, Spel
arget must make a DC 36 Will save or be affected as if by Antimagic Field for one round, usable every five round
Protection; caster level is 20 when this feat is "off" and 16 when it's "on.") Mettle and Slippery Mind. Divine Gra
ckery, War, Smite Evil 1/day (+16 to attack, +4 to damage.) Mimic Class Feature 3/day (normally used for Smite
+16 to hit/+10 damage,) extra turn attempts, or Evasion.)
Spellcasting:
dition to the buffs listed above, Roland frequently uses the following spells:
Divine Favor (Cleric 1)
Friendly Face (Bard 1)
Instant Locksmith (Sor/Wiz 1)
Instant Search (Sor/Wiz 1)
Improvisation (Bard 1)
Nerveskitter (Sor/Wiz 1)
Shock and Awe (Bard 1)
Create Magic Tattoo (Sor/Wiz 2)
Heroics (Sor/Wiz 2)
Adept Spirit (Sor/Wiz 3)
Items of Note:
Tome of Leadership and Influence +5 (137,500)
Tomes of Strength and Constitution +4 (220,000)
Belt of Magnificence +6 (200,000)
Mithril Full Plate +1 (11,650)
light Mithril Large Shield +1 of Heavy Fortification (50,170)
Twilight Mithril Chain Shirt +1 (5,100)
Orange Ioun Stone (30,000)
Bead of Karma (20,000)
rcane, Races of Destiny, Spell Compendium, Players Handbook 2, Miniatures Handbook, Magic of Incarnum
k, Magic of Incarnum
Race:
Align:
Post #7
Goliath
NG,N,NE
Level:
Class
1 Barbarian
2 Fighter
Dungeoncrasher
3 figher
4 Fighter
5 Fighter
6 Fighter
Dungeoncrasher
7 figher
8 Psychic Warrior
9 Psychic Warrior
10 War Mind
11 War Mind
12 War Mind
13 War Mind
14 War Mind
15 War Mind
16 War Mind
17 Crusader
18 Crusader
19 War Mind
20 War Mind
Feats
Power attack, extra rage, imp bull
rush
Knockback
Combat Reflexes
Combat expertise
Shock Trooper
Leap Attack
Improved Sunder, Combat Brute
Imp Trip
Rombilar's Gambit
OPEN FEAT
Psychic Lockdown
Other
Notes
Mountain rage racial sub (Whirling Frency, Lion totem Variants)
Power: Catfall
Power: Expansion
Power: Adreneline Boost
Power: Skate
Power: Prowess
Power: Reach
Iron Guard's Glare, Boulder Roll, Defensive Rebuke, Mountain Avalanche, Overwhelming Mountain
Strike, Elder Mountain Hammer
Thicket of Blades
Power: Vampiric Blade
helming Mountain
Flaws: Shaky,
Vulnerable
Race:
Align:
Level:
Link To Forum
Whisper Gnome
any lawful
Class
1 Monk
2 Monk
3 Swashbuckler
4 Swashbuckler
5 Swashbuckler
6 Psionic Rogue
7 Psionic Rogue
8 Psionic Rogue
9 Swordsage
10 Psionic Rogue
11 Psionic Rogue
12 Psionic Rogue
13 Psionic Rogue
14 Psionic Rogue
15 Psionic Rogue
16 Psionic Rogue
17 Psionic Rogue
18 Psionic Rogue
19 Psionic Rogue
20 Psionic Rogue
Feats
Improved Unarmed Strike (B), Stunning fist
Tashalatora
Weapon Finesse (B)
Carmandine Monk
Ascetic Rogue
Daring Outlaw
Craven
Snap Kick
Darkstalker
TASHALATORA
You have successfully integrated martial arts with psionic power under the tutelage of Tash
level powers.
Benefit: Your levels in the psionic class you selected for Monastic Training stack with your
Daring Outlaw
You combine grace and stealth to deadly effect.
Prerequisite: Grace +1, sneak attack +2d6.
Benefit: Your rogue and swashbuckler levels stack for the purpose of determining your com
rogue/4th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she we
damage.
ASCETIC ROGUE
You have gone beyond the bounds of your monastic training to incorporate new modes of s
your ability to strike precisely and bring down your foes quickly. Prerequisites: Improved Un
Benefit: When you use an unarmed strike with a sneak attack to deliver a stunning attack
for the purpose of determining your unarmed strike damage.
Carmendine Monk
Prerequisite: Int 13, Member of Zealots of The Written Word monk order (Champions of V
Benefit: You can use your intelligence bonus instead of your wisdom bonus for determinin
You can study your thesis notes for 1 hour to treat your monk level as two higher for determ
at which point you can study your notes again to gain the same or a different effect. You ca
Carmendine Monk
Prerequisite: Int 13, Member of Zealots of The Written Word monk order (Champions of V
Benefit: You can use your intelligence bonus instead of your wisdom bonus for determinin
You can study your thesis notes for 1 hour to treat your monk level as two higher for determ
at which point you can study your notes again to gain the same or a different effect. You ca
total
W. Gnome
dex
con
str
cha
wis
speed
initiative
Hide
Move Sil
Balance
Listen
Spot
Reflex
Stealthy
2
2
-2
-2
Dark
2
30
2
10
8
4
4
4
2
2
2
10
2
8
6
4
4
4
4
2
-2
-2
2
50
2
0
20
14
4
6
6
0
2
Ascetic PsyOutlaw
Feats
Improved Unarmed Strike (B), Stunning fist(B), Monastic Training
Tashalatora
Weapon Finesse (B)
Carmandine Monk
Other Notes
Ascetic Rogue
Daring Outlaw
Craven
Snap Kick
Darkstalker
with psionic power under the tutelage of Tashalatora masters. Prerequisites: Autohypnosis 5 ranks, Concentrati
selected for Monastic Training stack with your monk levels to determine your AC bonus, flurry of blows attacks,
ect.
.
stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and
and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler. Your rogue and swashbuckler leve
onastic training to incorporate new modes of stealthy combat. Although your fellow monks may frown on your m
n your foes quickly. Prerequisites: Improved Unarmed Strike, sneak attack.
ith a sneak attack to deliver a stunning attack, you add 2 to the DC of your stunning attempt. If you have levels
d strike damage.
c PsyOutlaw
Other Notes
Template - Dark, Stealthy
Assassin's stance
pnosis 5 ranks, Concentration 5 ranks, Monastic Training (psionic class), ability to manifest 1st-
us, flurry of blows attacks, and unarmed damage from the monk class.
the grace class feature and the swashbucklers dodge bonus to AC. For example, a 7th-level
gue and swashbuckler levels also stack for the purpose of determining your sneak attack bonus
monks may frown on your methods, none can doubt that your diverse training has improved
attempt. If you have levels in rogue and monk, those levels stack
Link To Forum
Race: Human (or other)
Align: Any
Level: Class
1 Warblade
Feats
EWP - Spiked Chain
2 Warblade
3 Warblade
4 Warblade
5 Warblade
6 Warblade
7 Warblade
Stand Still
Combat Reflexes (B)
Martial Study
(Foehammer)
8 Warblade
9 Warblade
10 Warblade
11 Warblade
12 Warblade
13 Warblade
Robilar's Gambit
14 Warblade
15 Warblade
16 Warblade
17 Warblade
Mountain Tombstone(B)
18 Warblade
19 Warblade
20 Warblade
Defensive Sweep
Warblade Lockdown
Ability Boos
STR +1
Other Notes
Stance = Punishing Stance. Maneuvers = Steel Wind, Stone B
New maneuver = Douse the Flames (cover for teammates, but I don't even kn
Dodge
INT +1 (possibly)
Trade Douse the Flames for Overwhelming Mountain Strike (I'd probably ready t
Strike, Moment of P.M., Ironheart Surge, and either Bonecrusher or Li
New maneuver = Crushing Vice (swap it into your readied list in place of O.M. S
rolls
DEX +1
Trade Bonecrusher for Quicksilver Motion (might want to swap in, maybe for Dis
levels)
New Maneuver = Time Stands Still. The Quicksilver tactic just got better...mov
great for single opponents or multiple. You'll need to drop something to put it in
maneuver.
Other Notes
= Steel Wind, Stone Bones, Moment of Perfect Mind
es, but I don't even know if I'd ready it most times). Pick up Uncanny
Dodge
e (I'd probably ready this right away...readied maneuvers are now O.M.
her Bonecrusher or Lightning Recovery, according to taste).
list in place of O.M. Strike). Also get Int (+2 or more) to opposed battle
rolls
wap in, maybe for Disrupting Strike...but it'll get more useful at higher
levels)
Link To Forum
Race: Half-Ogre
Align: Any
Level: Class
1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Fighter
6 Fighter
7 Fighter
8 Fighter
9 Fighter
10 Fighter
11 Fighter
12 Fighter
13 Fighter
14 Fighter
15 Fighter
16 Fighter
17 Fighter
18 Fighter
19 Fighter
20 Fighter
Feats
Improved Initiative, Combat Reflexes
Standstill
Power Attack
Improved Sunder
Martial Study, Combat Brute
Improved Bull Rush
Shock Trooper
Martial Stance (Thicket of Blades)
Knockback, Robilar's Gambit
Mage Slayer
Precise Swing
Overwhelming Attack
Endurance, Deft Opportunist
Steadfast Determination
Ogrelock(down) Fighter
Feats
Other Notes
ighter
Link To Forum
Race: Human
Align: Lawful Any
Level: Class
1 Cleric
2 Cleric
3 Cleric
4 Cleric
5 Cleric
6 Cleric
7 Cleric
8 Cleric
9 Cleric
10 Cleric
11 Cleric
12 Cleric
13 Cleric
14 Cleric
15 Crusader
16 Ruby Knight
17 Ruby Knight
18 Ruby Knight
19 Ruby Knight
20 Ruby Knight
Feats
Combat reflexes,
Stand Still
Power Attack
Extend Spell
Persist Spell
Robilar's Gambit
Vindicator
Vindicator
Vindicator
Vindicator
Vindicator
Deft Opportunist
Divine Lockdown
Other Notes
The Focus
Forum Post #4
Strongheart Halfling
Race:
Align:
Level: Class
1 Conjurer
2 Conjurer
3 Conjurer
4 Conjurer
5 Conjurer
6 Mage of the Arcane Order
7 Mage of the Arcane Order
8 Mage of the Arcane Order
9 Mage of the Arcane Order
10 Mage of the Arcane Order
11 Mage of the Arcane Order
Feats
Cloudy Conjuraton,
Improved Initiative
(F), Extend Spell
Cooperative Spell
Metamagic School:
Conjuration
Sculpt Spell
Spell Focus:
Conjuration
Augment Summoning
13 Master Specialist
14 Master Specialist
15 Master Specialist
16 Archmage
17 Archmage
18 Archmage
19 Archmage
20 Archmage
Spell Penetration
Alternate Class abilities: Level 1 (Fighter feats, Immediate magic). Level 5 (Domain gra
Magic Domain - now you can use spell trigger items from any school)
Figher Bonus ?
Mastery of Shaping
Spell Like Ability: Timestop
Arcane Reach
Mastery of Elements
Spell Power
ntroller
Forum Post #4
Race: Strongheart Halfling
Align: Grey Elf
Level: Class
1 Transmuter
2 Transmuter
3 Transmuter
4 Transmuter
5 Transmuter
6 Master Specialist
7 Master Specialist
8 Fatespinner
9 Fatespinner
10 Fatespinner
11 Fatespinner
12 Sacred Excorcist
13 Master Specialist
14 Paragnostic Apostle
15 Paragnostic Apostle
16 Archmage
17 Archmage
18 Archmage
19 Archmage
20 Archmage
Minor Shapeshift
Greater Spell
Penetration
This build focuses less on maintaining versatility and jumps right into a Buffing/Debuffing specialty. This build is made so DC's
with a buff (maybe a haste
This God uses Slow and Call of Stone as high DC debuffs while using Haste or Mass Snake
This God uses Slow and Call of Stone as high DC debuffs while using Haste or Mass Snake
Advantage of this build: This build will rely more on buffing than the previous Conjuration
with touch spells at range. Later on Archmage will allow basically the same thing at wh
The domain granted power will give a nice party-buff of +4 Dodge to AC to all allies arou
Enemies will have a difficult time with the Tranmuters debuffs when the saving throw is a
a reroll). The increased initial INT score th
This character will focus on Haste or Snakes Swiftness along with Polymorph for Buffing
Alternate class abilities: Focused Specialist (Transmuter), Fighter feats, Domain Granted Ab
Mastery of Shaping
Spell Like Ability: Timestop
Arcane Reach
Mastery of Elements
Spell Power
pecialty. This build is made so DC's will be high - but has lots of Buffing spells to fall back on when the opponent has ridiculous saves or SR. In most comba
with a buff (maybe a haste) and then start debuffing come round 2.
sing Haste or Mass Snake's swiftness to basically give their own party 10:1 attack ratio (or therabouts - maybe n
he DC specialist
Rec
Forum Post #4
Changeling
Race:
Align:
Level: Class
1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 Bard
9 Recaster
10 War Weaver
11 Sublime Chord
12 Sublime Chord
13 War Weaver
14 War Weaver
15 War Weaver
16 War Weaver
17 Recaster
18 Recaster
19 Recaster
20 Recaster
Feats
Pre-reqs o
Race
Skills: [By 9th] Knowledge (arcana) 4, Spellcraft 8; [By 10th] Craft (weaving) 6, Know
(ast
Abilities Relev
Bard/Sublime
(spells: 3/3/3/1/5/4/4/3/3
Metamorphic Spell (c
Abilities Relev
Bard/Sublime
(spells: 3/3/3/1/5/4/4/3/3
Metamorphic Spell (c
Sudden Me
Pros: Access to cure spells through Bard lists, access to heal through expanded knowledg
access to 4th-9th level
Cons: Advances War Weaver PrC late, no access to 3rd level Wiz/Sor spells and few 3rd l
and ra
0th] Craft (weaving) 6, Knowledge (arcana) 6; [By 11th] Knowledge (arcana) 13, Listen 13, Perform (any) 10, Pr
(astrologer) 6
Feats: [By 9th] Any two metamagic feats; [By 10th] Enlarge Spell
Abilities Relevant to War Weavers
Bard/Sublime caster level 8/10 (18)
(spells: 3/3/3/1/5/4/4/3/3/2, known: 6/4/4/3/4/4/4/4/3/2)
sic (9/day): Inspire Courage +2, Inspire Competence, Song of Arcane Power
Metamorphic Spell (components, time, & space)
Forum Post #4
Race:
Align:
Level: Class
1 Wizard (Abjurer)
2 Wizard (Abjurer)
3 Wizard (Abjurer)
4 Master Specialist
5 Master Specialist
6 War Weaver
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 Master Specialist
12 Master Specialist
13 Master Specialist
14 Master Specialist
15 Master Specialist
16 Master Specialist
17 Master Specialist
18 Master Specialist
19 Abjurant Champion
20 Abjurant Champion
Feats
Pre-reqs o
Pros: Wizard CL 19th, +2 on shield/armor AC from abjuration spells, auto Extend Spell on
ignore half/partial effects from spells you save against, ability to cast personal rang
h] Spell Focus (abjuration); [By 6th] Enlarge Spell; [By 11th] Combat Casting
n spells, auto Extend Spell on all abjurations, auto Quicken Spell on 1st level abjurations, good dispelling & coun
ability to cast personal range abjurations on party 3/day, no useless skill ranks or feats beyond those of War W
s good as a focus on transmutation for buffing, no access to curative/divine magic without feats.
eats.
Forum Post #4
Human or Doppelganger
Race:
Align:
Level: Class
1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 War Weaver
9 War Weaver
10 War Weaver
11 War Weaver
12 War Weaver
13 Chameleon
14 Chameleon
15 Chameleon
16 Chameleon
17 Chameleon
18 Chameleon
19 Chameleon
20 Chameleon
Feats
Pre-reqs
Pros: Access to 4th level Bard spells, 5th level spells from any divine caster, and 5th le
tapestry-compatible spell slots, no rea
Cons: No access to spells above 5th level, multiple ability dependence (needs Int & Wis 1
low caster levels on all spells means short range and duration of buffs, most parties will r
spe
Since you're getting Able Learner anyway, going Rogue 1 / Wizard 5 would let you qualif
care about two castin
Pre-reqs
Pros: Access to 4th level Bard spells, 5th level spells from any divine caster, and 5th le
tapestry-compatible spell slots, no rea
Cons: No access to spells above 5th level, multiple ability dependence (needs Int & Wis 1
low caster levels on all spells means short range and duration of buffs, most parties will r
spe
Since you're getting Able Learner anyway, going Rogue 1 / Wizard 5 would let you qualif
care about two castin
ving) 6, Knowledge (arcana) 6; [By 13th] Bluff 8, Disguise 8, Sense Motive 4, Spellcraft 4
Feats: [By 8th] Enlarge Spell; [By 13th] Able Learner
ny divine caster, and 5th level spells from any arcane caster; ability boons & mimicked class features, gobs and
mpatible spell slots, no real need to conserve buffs for the best situation.
ndence (needs Int & Wis 15 and Cha 14 to pull off), poor save DCs means no offensive casting and weak battlefi
of buffs, most parties will run out of gas on their high level abilities and will want to rest long before you've exh
spell reserves.
izard 5 would let you qualify for PrCs earlier and be able to get one more level of Chameleon in. It would also let
care about two casting attributes instead of three.
Forum Post #4
Race:
Align:
Level: Class
1 Wizard
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 War Weaver
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 Knight of the Weave
12 Ultimate Magus
13 Ultimate Magus
14 Ultimate Magus
15 Ultimate Magus
16 Ultimate Magus
17 Ultimate Magus
18 Ultimate Magus
19 Ultimate Magus
20 Ultimate Magus
Feats
Pre-reqs o
Alignme
Note: To qualify for Knight of the Weave by level 11, you must *somehow* pick up the abi
Another is to pick up the feats Arcane Domain (Healing) and Spontaneous Healer. Anothe
could base this on a Sorcerer and pick up the Arcane Preparatio
Pros: Spells as an 18th level Wizard (CL 21) and as a 7th level KotW (CL 22), access to cur
instant metamagic through UM
Forgotten Realms
) 6, Knowledge (arcana) 6; [By 12th] Knowledge (history) 1, Spellcraft 1; [By 13th] Spellcraft 8
Feats: [By 6th] Enlarge Spell
t *somehow* pick up the ability to spontaneously cast 3rd level spells. One way is to use the UA variant Conjure
Spontaneous Healer. Another is to grab the Spontaneous Divination substitution feat (CChm) at 5th level. Alter
pick up the Arcane Preparation feat before level 12 to meet the qualifications for Ultimate Magus.
l KotW (CL 22), access to cure and status healing spells from KotW, add up to 4 spells to KotW spell list from you
stant metamagic through UM's Augmented Casting class feature.
Forum Post #4
Changeling
Race:
Align:
Level: Class
1 Wizard
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 War Weaver
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 Primal Scholar
12 Primal Scholar
13 Primal Scholar
14 Primal Scholar
15 Primal Scholar
16 Recaster
17 Recaster
18 Recaster
19 Recaster
20 Recaster
Feats
Pre-reqs o
Race
Pros: Can cast unfettered heroism and spend the action point to get back 5 spells, variou
spells/day, ability to further widen mass
Cons: None really except that you have to be a Changeling to get into Recas
Recyclomancer
Other Notes
Enlarge Spell; [By 11th] Mysterious Magic; [By 16th] Any other megamagic feat
nt to get back 5 spells, various new uses for action points, access to heal through expanded knowledge, ability t
bility to further widen mass spells to utterly ludicrous range, arcane CL 18.
Changeling to get into Recaster. If that's not the capstone PrC you'd like to use, then you're free to be any race.
cholar 1-2 / Recaster 1 / Sublime Chord 1 / War Weaver 1-5 / Recaster 2 / Primal Scholar 3-5.
gM) instead of Recaster if you want to snag heal without playing Changeling. Recaster is a superior PrC though.
Forum Post #4
Dwarf
Race:
Align:
Level: Class
1 Fighter
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Runesmith
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 War Weaver
12 Runesmith
13 Runesmith
14 Runesmith
15 Abjurant Champion
16 Abjurant Champion
17 Abjurant Champion
18 Abjurant Champion
19 Abjurant Champion
20 Spellsword
Feats
Pre-reqs o
Ra
Pros: Wizard CL 18th, no arcane spell failure, ability to lets others use your personal sp
Quicken Spell on 1
Cons: BAB +13 (too shabby to be a gish), no access to curative/divine magic without feats
of War Weaver, little reason to take Runes
To be honest, you might be better off ignoring trying to raise BAB and
The only real shame about using Runesmith is that you pretty much have to heavy armor p
have to be a dwarf to be a Runesmith, you're locked into using Fighter to avoid multiclass
Pre-reqs o
Ra
Pros: Wizard CL 18th, no arcane spell failure, ability to lets others use your personal sp
Quicken Spell on 1
Cons: BAB +13 (too shabby to be a gish), no access to curative/divine magic without feats
of War Weaver, little reason to take Runes
To be honest, you might be better off ignoring trying to raise BAB and
The only real shame about using Runesmith is that you pretty much have to heavy armor p
have to be a dwarf to be a Runesmith, you're locked into using Fighter to avoid multiclass
better. Two more levels or Cleric at 14-15 and then five levels of Mystic
One alternate path is to use the Dragonslayer prestige class to qualify, but this build wo
than your melee ability. For this path, go Wiz 1-5 / WW 1-5 / Wiz 6 / Dragonslayer
others use your personal spells, +5 on shield/armor AC from abjuration spells, auto Extend Spell on all abjurati
Quicken Spell on 1st-3rd level abjurations
e/divine magic without feats, delays spell casting advancement a full two levels thanks to a level of Fighter and
r, little reason to take Runesmith 5 since SLAs can't be cast into the tapestry
oring trying to raise BAB and just go with a more caster-focused PrC from 14th-20th levels like Incantrix.
much have to heavy armor proficiency from a level in a class that doesn't advance Wizard spellcasting to make
ng Fighter to avoid multiclassing penalties. If you could use Cleric instead, then advancing in Mystic Theurge wou
e Incantrix.
Forum Post #4
Race:
Align:
Level: Class
1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Fighter
6 Fighter
7 Suel Archanamach
8 Suel Archanamach
9 Suel Archanamach
10 Suel Archanamach
11 War Weaver
12 War Weaver
13 War Weaver
14 War Weaver
15 War Weaver
16 Abjurant Champion
17 Abjurant Champion
18 Abjurant Champion
19 Abjurant Champion
20 Abjurant Champion
Feats
Pre-reqs o
Skills: [By 7th] Concentration 4, Jump 4, Spellcraft 5,
Pros: Able to cast 5th level Wizard spells with CL 13, great survivability at low levels, abilit
Spell on all abjurations, auto Quicken Spell on 1st-3rd level abjurations
Cons: By the time you're whipping out good party buffs, your party members may have lo
entire span of their career without you providing those buffs. Limited spell access and
dominate the game and your buffing becomes less directl
The base 1:1 BAB class can be any class that helps to meet the skill requirements. Thanks
Arcanamach before 8th level. Two ways to get around this are to either play a Duskblade
UA). The only disadvantage to the latter approach is that you will run out of Suel Arcanam
Pre-reqs o
Skills: [By 7th] Concentration 4, Jump 4, Spellcraft 5,
Pros: Able to cast 5th level Wizard spells with CL 13, great survivability at low levels, abilit
Spell on all abjurations, auto Quicken Spell on 1st-3rd level abjurations
Cons: By the time you're whipping out good party buffs, your party members may have lo
entire span of their career without you providing those buffs. Limited spell access and
dominate the game and your buffing becomes less directl
The base 1:1 BAB class can be any class that helps to meet the skill requirements. Thanks
Arcanamach before 8th level. Two ways to get around this are to either play a Duskblade
UA). The only disadvantage to the latter approach is that you will run out of Suel Arcanam
of Battle classes) make that worthwhile. The other skills aren't a proble
Suel Weaver
Other Notes
ation 4, Jump 4, Spellcraft 5, Tumble 4; [By 11th] Craft (weaving) 6, Knowledge (arcana) 6
Feats: [By 7th] Combat Casting, Iron Will; [By 11th] Enlarge Spell
roficiency with at least 4 martial or exotic weapons, able to read Ancient Suloise.
vivability at low levels, ability to use medium armor without ASF, +5 on shield/armor AC from abjuration spells,
l on 1st-3rd level abjurations. All around a great gish with the ability to share the love on combat buffing.
party members may have long since bought magic items that make your abilities redundant since they've gone
ffs. Limited spell access and few castings per day. You're also just getting into your buffing stride as spellcasters
buffing becomes less directly relevant than ability to play rocket tag with save-or-die spells.
he skill requirements. Thanks to the Spellcraft 5 requirement, you can't have it as a cross class skill if you want t
re to either play a Duskblade or a Hexblade or to pick up Spellcraft as a class skill through a feat like Skill Knowl
will run out of Suel Arcanamach spell progression midway through Abjurant Champion but some classes (such
Forum Post #4
Race:
Align:
Level: Class
1 Bard
2 Bard
3 Bard
4 Bard
5 Ranger
6 Combat Medic
7 Combat Medic
8 Combat Medic
9 War Weaver
10 War Weaver
11 Sublime Chord
12 War Weaver
13 War Weaver
14 War Weaver
15 Sublime Chord
16 Combat Medic
17 Combat Medic
18 Incantrix
19 Incantrix
20 Incantrix
Feats
Pre-reqs o
Skills: [By 6th] Concentration 4, Heal 8; [By 9th] Craft (weaving) 6, Knowledge (arcana
Spellcraft 6; [B
Pros: You can place strong riders on your healing spells, evasion, spontaneous conversion
power, Incantrix metamagic abili
Cons: Spending a level on a non-caster class just to grab the Heal skill is kind of wasteful,
healing spell riders have to
To avoid wasting a level on Paladin or Ranger, consider grabbing the Skill Knowledge fea
feel like you've got skill points to spare, grabbing the human feat Able L
eaving) 6, Knowledge (arcana) 6; [By 11th] Knowledge (arcana) 13, Listen 13, Perform (any) 10, Profession (astr
Spellcraft 6; [By 18th] Spellcraft 8
y 6th] Combat Casting, Dodge; [By 9th] Enlarge Spell; [By 18th] Iron Will
on, spontaneous conversion of spells above 5th level into heal spells, Bard/Sublime casting 8th/10th (CL 18), so
er, Incantrix metamagic abilities, just barely squeaks into BAB +11.
Heal skill is kind of wasteful, Incantrix makes Bards give up a school of magic (no brainer; pick necromancy), Co
healing spell riders have too few uses per day to be all that.
bing the Skill Knowledge feat if your DM will allow it. That will let you squeeze in one more level of Bard. Alterna
bbing the human feat Able Learner while having Bard & Ranger skills will give you a very broad skill base.
Forum Post #4
Race:
Align:
Level: Class
1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 Bard
9 Sand Shaper
10 War Weaver
11 Sublime Chord
12 War Weaver
13 War Weaver
14 War Weaver
15 War Weaver
16 Recaster
17 Recaster
18 Recaster
19 Recaster
20 Recaster
Feats
The real downside is that the class requires Knowledge (nature) 4 and Survival 4, which
hard to use the Skill Knowledge feat to squeeze by this limitation. If you delay entry into t
as people begin spending their loot on items to give m
Again, these builds come late. If you carefully select your feats as a Human, you could gra
The real downside is that the class requires Knowledge (nature) 4 and Survival 4, which
hard to use the Skill Knowledge feat to squeeze by this limitation. If you delay entry into t
as people begin spending their loot on items to give m
Again, these builds come late. If you carefully select your feats as a Human, you could gra
ure) 4 and Survival 4, which can't be bought up cross-class until 8th level. It also requires a throwaway feat whic
tion. If you delay entry into this class too late, the sweet spot at which the [animal's][attribute] spells are usefu
g their loot on items to give more permanent bonuses to the attributes they care about.
s as a Human, you could grab Skill Knowledge X2 at 1st level, Enlarge Spell at 3rd, and Touchstone (City of the
for:
Forum Post #4
Race:
Align:
Level: Class
1 Human Paragon
2 Sorcerer
3 Sorcerer
4 Human Paragon
5 Human Paragon
6 Favored Soul
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 War Weaver
12 Mystic Theurge
13 Mystic Theurge
14 Mystic Theurge
15 Mystic Theurge
16 Mystic Theurge
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge
Feats
Pre-reqs o
Pros: Sorcerer CL 17 (8th), Favored Soul CL 10 (5th), focus on a single attribute for casting
Cons: Not really very playable until level 3,
Personally, I would tweak the build by playing an Illumian with Improved Sigil (krau) in
Paragon to tuck in an extra level of My
Favored Theurge
Other Notes
: [By 7th] Enlarge Spell, Heighten Spell, Earth Spell (and Earth Sense)
a single attribute for casting (don't care about save DCs of FS spells), adaptive learning, +2 to primary casting
other).
y very playable until level 3, loses an extra casting level from Human Paragon.
with Improved Sigil (krau) instead of grabbing the three feats needed to make Earth Spell work, and I would dro
o tuck in an extra level of Mystic Theurge to get 9th level Sorcerer spells.
Forum Post #4
Illumian
Race:
Align:
Level: Class
1 Wizard
2 Eldritch Knight
3 Eldritch Knight
4 Eldritch Knight
5 Eldritch Knight
6 Eldritch Knight
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 War Weaver
12 Abjurant champion
13 Abjurant champion
14 Abjurant champion
15 Abjurant champion
16 Abjurant champion
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight
Feats
Pre-reqs o
Also consider the Swiftwing as an alternative to the Eldritch Knight. You giv
: [By 7th] Enlarge Spell, Heighten Spell, Earth Spell (and Earth Sense)
, +5 on shield/armor AC from abjuration spells, auto Extend Spell on all abjurations, auto Quicken Spell on 1st-3
abjurations
ons: Not a maxed-out gish build but close. Has to take two flaws.
o the Eldritch Knight. You give up a few more caster levels, but the combat bonuses you gain may be worth it.
Race:
Align:
Level: Class
4 Master Specialist
5 Master Specialist
6 Master Specialist
7 Master Specialist
8 Malconvoker
9 Malconvoker
10 Malconvoker
11 Malconvoker
12 Malconvoker
13 Malconvoker
14 Paragnostic Apostle
15 Paragnostic Apostle
16 Paragnostic Apostle
17 Fatespinner
18 Fatespinner
19 Fatespinner
20 Fatespinner
Feats
Malconvoker
Other Notes
Enhanced Summoning: You get Augment Summoning as a free feat at first level instead
Scroll. This is a no-brainer. If you continue Conjurer to level 5, your summons are harder t
caster level check). If you continue to level 10, your Augment Summoning bonuses impro
Feel free to jump ship early on. The first level ability is the best.
Rapid Summoning:This is a must have. Yes, you must sacrifice Immediate Magic (which hu
have no choice. You are a summoner first and foremost. Standard action Summon Monste
what makes the Conjurer Summoner better than the Cleric summoner
Master Specialist(CM): The 4th level grants your caster level to HP of summoned creatur
allows you to quicken 3 standard action spells/day. If you have the Rapid Spell conjurer va
your Summon Monster spells
Fatespinner (CA): Have your summoned creature reroll its Sense Motive with "fickle finge
you could just reroll your Bluff with "resist fate"- or, if necessary, both. Works for opposed
Planar Binding spells too. Furthermore - you can add spin to your Bluff checks too. Break a
maximum synergy.
Fast Healing
Forum Link #2
Race:
Align: Any Chaotic
Level: Class
1 Barbarian
2 Fighter
3 Fighter
4 Fighter
5 Fighter
6 Exotic Weapon Master
7 Dervish
8 Dervish
9 Dervish
10 Dervish
11 Dervish
12 Dervish
13 Dervish
14 Dervish
15 Dervish
16 Dervish
17 Tempest
18 Tempest
19 Tempest
20 Tempest
Feats
Those fascinated with dual wielding bastard swords should go this route. The Exotic W
Dervish Bastard
Other Notes
ld go this route. The Exotic Weapon Masters trip attack trumps the last level of tempest. More flavorful than op
Link To Forum
Human
Race:
Align:
Level: Class
1 Rogue
2 Rogue
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Rogue
10 Telflammar Shadowlord
11 Telflammar Shadowlord
12 Telflammar Shadowlord
13 Telflammar Shadowlord
14 Child of Night
15 Child of Night
16 Child of Night
17 Child of Night
18 Child of Night
19 Child of Night
20 Child of Night
Feats
Dodge, Mobility
Blind Fight
Spring Attack
Free
Free
Free
Rogue 1: Trapfinding
Rogue
Warlock 1: Least
Warlock 2: Least i
Warlock 3
Warlock 4: Darkness,
Wa
Warlock 6
Rogue 3: SA +2d6, Trapse
Telflammar Shadowlord
Telflammar Shad
Telflammar Shadow
Telflammar Shado
Child of Night 1: Cloak
Child of Night 2: Sustaining
Child of Night 3: D
Child of Night 4: Cloak of shadows (blur
Child of Night 5: C
Child of Night 6: Cloak of shadows (blur 3/da
Child of Night 7: D
Rogue 1: Trapfinding
Rogue
Warlock 1: Least
Warlock 2: Least i
Warlock 3
Warlock 4: Darkness,
Wa
Warlock 6
Rogue 3: SA +2d6, Trapse
Telflammar Shadowlord
Telflammar Shad
Telflammar Shadow
Telflammar Shado
Child of Night 1: Cloak
Child of Night 2: Sustaining
Child of Night 3: D
Child of Night 4: Cloak of shadows (blur
Child of Night 5: C
Child of Night 6: Cloak of shadows (blur 3/da
Child of Night 7: D
Nightcrawler
Other Notes
Link To Forum
Human
Race:
Align:
Level: Class
1 Swordsage
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Swordsage
9 Telflammar Shadowlord
10 Telflammar Shadowlord
11 Telflammar Shadowlord
12 Telflammar Shadowlord
13 Jade Phoenix Mage
14 Jade Phoenix Mage
15 Jade Phoenix Mage
16 Jade Phoenix Mage
17 Jade Phoenix Mage
18 Jade Phoenix Mage
19 Jade Phoenix Mage
20 Jade Phoenix Mage
Feats
Dodge, Mobility
Blind Fighting
Spring Attack
Adaptive Style
Shadow Strike
Free
Phoenix Nightcrawler
Other Notes
+1, discipline focus (weapon focus), Cloak of Deception, 5 others, Dodge, Mobility
Warlock 1: Least invocation,
Warlock 2: Least invocation, Detect Magic, Blind fight
Warlock 3: DR 1/cold iron
Warlock 4: Least Invocation, Decieve Item
Warlock 5: Spring Attack
Warlock 6: Flee the Scene
wordsage 2: AC bonus, Assassins Stance, 1 maneuver (3rd)
Shadowlord 1: Shadowsight, shadow jump, Quicken: Flee the Scene
Telflammar Shadowlord 2: Shadow blur
Telflammar Shadowlord 3: Shadow walk
Telflammar Shadowlord 4: Shadow pounce, Adaptive Style
1 Man. known (4th) (Searing Blade), arcane wrath, rite of waking
JPM 2: Mystic phoenix stance
Man. known (5th) (Leaping Flame), +1 Man. readied, Shadow Stride
JPM 4: Empowering strike
JPM 5: +1 Man. known (6th) (Rallying Strike), +1 stance
6: +1 Man. readied, Firebird stance, Jade Phoenix master, Feat
JPM 7: +1 Man. known (7th) (Inferno Blade)
Link To Forum
Human
Race:
Align:
Level: Class
1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Warlock
11 Warlock
12 Warlock
13 Warlock
14 Warlock
15 Warlock
16 Warlock
17 Warlock
18 Warlock
19 Warlock
20 Warlock
Feats
Skil
H
Im
Impro
Weapon: +
Make an UbERleaping
Skil
H
Im
Impro
Weapon: +
Make an UbERleaping
Now, using the 34 strength score, 9d6 eldritch blast for a lvl 16 warlock with a greater cha
to AC instead
Avera
Ave
If you wanted to trade off the dark invocation for a couple more fighter levels, the extra
though damage was reduced. Charge w/massive dam
If you pump up your Charisma as well as Strength, Repelling Blast could make this e
Chargelock
Other Notes
the Leaps and Bounds invocation since this build uses lots of Jump checks.
hter levels, the extra feats would let you get Quicken Spell Like Ability (Flee the Scene). This would be a nasty co
arge w/massive damage, and then dimension-door out of the range in the same round).
ast could make this even nastier (Charge with damage, Reflex save or victim is blown backwards and knocked p
grabbing buffs, you could dish out some severe damage with a meleelock!
Feats
Warl
+7d6 Eld
+18
As has been pointed out, using Shape Soulmeld (strongheart vest) negates the one downs
feats to pick up are Mindsight (gotta love Telepathy) and Mortalbane (this one actually fits
be easily made to fit flavor-wise). Granted, this build hinges on allowing Legacy Champion
effective level (but not actual level so epic need not apply). Sure, the Legacy Champion
provides a net damage increase of +18d6 untyped a
Warlock lvl: 16
+7d6 Eldritch Damage
+18d6 Hellfire.
vest) negates the one downside to Hellfire use (aside from those that arise from rp -- pitch wielding mobs--ahem
albane (this one actually fits flavor-wise). The inclusion of Anarch was mainly for Cha to saves (and as an upside
n allowing Legacy Champion to further progress Hellfire Warlock, which I think it would as it only increase class
. Sure, the Legacy Champion is rather subpar, but in this instance, even with all its useless legacy abilities the f
increase of +18d6 untyped and furthers Warlock invocations and EB makes it worth it.
Forum Link
Race:
Align:
Level:
Class:
1 Barbarian
2 Barbarian
3 Warblade
4 Warblade
5 Fighter
6 Fighter
7 Warblade
8 Warblade
9 Warblade
10 Warblade
11 Warblade
12 Warblade
13 Warblade
14 Warblade
15 Warblade
16 Warblade
17 Bloodstorm
18 Bloodstorm
19 Bloodstorm
20 Bloodstorm
21 Bloodstorm
22 Bloodstorm
FeatsBash, Power
Improved Shield
Attack
Improved Trip(B)
Improved Bull Rush
Charge
Shield Shield
Slam, Extra
Granted
Maneuver
Leap Attack
White Raven Defense
Shield Specialization
Blade
Blade
Blade
Blade
Blade
Blade
Special notes
800000
200000 belt
110000 Tome
110000 Tome
72000 shield Valorous shield spike
77500 celestial armor - Soulfire
32000 +4 prot ring
32000 Amulet nat armor +4
5500 Boots
72000 +5 valorous Warhammer
64000 +5 Moderat Fortification Shield
25000 Ring of evasion
Forum Link
Race:
Align:
Level:
1
1
1
1
1
Class:
Half- Minotaur
1 Barbarian
2 Fighter
3 Fighter
4 Fighter
5 Fighter
6 Fighter
7 Fighter
8 Berserk
9 Deepwarden
10 Deepwarden
11 Horizon Walker
12
13
14
15
16
17
18
19
Feats
Extra Rage
Power Attack
Dungeon Crasher, Endurance
Imp Bull Rush
Knockback
Dungeon Crasher
Righteous Wrath
str
Half-Minotaur
Size
Dwarf
dex
4
8
con
-2
int
2
4
2
-2
Special notes
Desert
wis
cha
Nat Arm
2
2
-2
16
12
12
13
17
14
Forum Link
Race:
Align:
Level:
Class:
1 Barbarian
2 Ranger
3 Ranger
4 Fighter
5 Fighter
6 Deepwood Sniper
7 Deepwood Sniper
8 Deepwood Sniper
9 Peerless Archer
10 Peerless Archer
11 Peerless Archer
12 Justice of Weald and
13 Justice of Weald and
14 Justice of Weald and
15 Justice of Weald and
16 Justice of Weald and
17 Justice of Weald and
18 Justice of Weald and
19 Justice of Weald and
20 Justice of Weald and
Feats
Point Blank Shot, Quickdraw
Rapid Shot, Precise Shot
Far Shot
Weapon Focus
(Composite
Longbow)
Manyshot
Craven
Woe
Woe
Woe
Woe
Woe
Woe
Woe
Woe
Woe
Improved Rapidshot
Feats
k Shot, Quickdraw
Craven
ved Rapidshot
Special notes
16
13
16
11
16
12
Forum Link
Race:
Align:
Level:
Whisper Gnome
Class:
1 Beguiler
2 Shadowcaster
3 Shadowcaster
4 Shadowcaster
5 Noctumancer
6 Shadow Adept
7 Noctumancer
8 Noctumancer
9 Noctumancer
10 Noctumancer
11 Noctumancer
12 Noctumancer
13 Noctumancer
14 Noctumancer
15 Noctumancer
16 Mystic Theurge
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge
Magic in theFeats
Blood {B}(Pgtf),
Precocious Apprentice
Shadow Weave Magic (PgtF)
Enlarge Spell
Favored Mystery
Special notes
Armored Mage, Trapfinding
Fundamentals Of Shadow, Apprentice Mysteries
Bonus Feat(Still Mystery)
Umbral Sight(Darkvision +30ft)
Capture Magic's Shadow, Bonus Fundamental
Shadow Feats (Pernicious Magic, Insidious Magic, Tenacious Magic)
Innate Counterspell 1/day
Bonus Fundamental
agic)
Forum Link
Race:
Align:
Level:
Class:
1 Psychic
2 Psychic
3 Psychic
4 Psychic
5 Psychic
6 Psychic
7 Psychic
8 Psychic
9 Psychic
10 Psychic
11 Psychic
12 Psychic
13 Psychic
14 Psychic
15 Psychic
16 Psychic
17 Psychic
18 Psychic
19 Psychic
20 Psychic
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Feats
Overchannel, Talented
Dodge
Combat Expertise
Karmic Strike
Improved Nat Attack (claw)
Combat Reflexes
Metamorphic Transfer
Expanded Knowledge or Free Feat
Weapon Focus (Claw)
Rapid Strike (Claw)
Improved Critical (Claw)
Expanded Knowledge (metamorphosis)
Expanded Knowledge or Free Feat
Improved Rapidstrike (Claw)
King of Smack
Feats
verchannel, Talented
Dodge
Combat Expertise
Special notes
Karmic Strike
roved Nat Attack (claw)
Combat Reflexes
Metamorphic Transfer
Knowledge (metamorphosis)
ed Knowledge or Free Feat
oved Rapidstrike (Claw)
ck
Forum Link
Race:
Align:
Level:
Class:
1 Psychic Warrior
2 Psychic Warrior
3 Psychic Warrior
4 Psychic Warrior
5 Psychic Warrior
6 Psychic Warrior
7 Psychic Warrior
8 Psychic Warrior
9 Ilithid Slayer
10 Ilithid Slayer
11 Ilithid Slayer
12 Ilithid Slayer
13 Ilithid Slayer
14 Ilithid Slayer
15 Ilithid Slayer
16 Ilithid Slayer
17 Ilithid Slayer
18 Ilithid Slayer
19 Warshaper
20 Warshaper
Feats
Track, Overchannel
Talented
Combat Reflexes
Dodge
Improved Natural Attack (Claw)
Metamorphic Transfer
Karmic Strike
Rapidstrike (Claw)
Smack-King
Feats
Track, Overchannel
Talented
Combat Reflexes
Dodge
ved Natural Attack (Claw)
Metamorphic Transfer
Karmic Strike
Rapidstrike (Claw)
Knowledge (Metamorphosis)
Special notes
Forum Link
Race:
Align:
Level:
Class:
1 Ranger
2 Egoist
3 Egoist
4 Egoist
5 Egoist
6 Egoist
7 Egoist
8 Ilithid Slayer
9 Ilithid Slayer
10 Ilithid Slayer
11 Ilithid Slayer
12 Ilithid Slayer
13 Ilithid Slayer
14 Ilithid Slayer
15 Ilithid Slayer
16 Ilithid Slayer
17 Ilithid Slayer
18 Egoist
19 Egoist
20 Warshaper
21 Warshaper
Feats
Track(B), Overchannel
Dodge
Combat Expertise
Rapidstrike (Claw)
Metamorphic Transfer
More Smacking
Special notes
Race:
Align:
Level:
Forum Link
Human
Class:
1 Bard
2 Bard
3 Bard
4 Warblade
5 Warblade
6 Warblade
7 Warblade
8 Warblade
9 Warblade
10 Warblade
11 Warblade
12 Warblade
13 Warblade
14 Warblade
15 Warblade
16 Warblade
17 Warblade
18 Warblade
19 Warblade
20 Warblade
Feats Dragonfire
Dragontouched,
Inspiration
Song of the Heart
Words of Creation
2-Weapon Fighting
Race: You have two good options here. The first is obvious - human. The second, o
you a number of supplemental abilities. Now the problem with this is that Dragon
Heritage. Draconic Heritage - Battle or Emerald Dragon can convert your Dragonfir
effective against higher-level enemies. The basic question is whether you'd rathe
martial maneuvers to cover fire immune and fire resistant enemies) or sonic da
Weapon Fighting (in effect, sacrificing
How it works: This build is predicated on a couple of feats. The first, of cours
Warblade 17, count as a Bard 20 for the purposes of Inspire Courage. The bast bo
amplified with a series of feats. First there's Song of the Heart, which adds +1 to
Inspirational Boost, which adds yet another +1 (bringing the 20th level total to +
Deeds, which allows you to, for the low, low price of only 3d4 non-lethal damage
+12. True, adding a horn from Complete Adventurer could add another +2, bu
Dragonfire Inspiration is the reason that the build aims for dual-wielding. With Dr
morale bonus to attack and damage into an equal number of fire damage dice ad
Draconic Heritage feat can allow you to transform this damage into a different ene
to get, however, and may cost you
Ultimately, you end up with 9th level maneuvers, a +19 BaB, and the ability to gai
damage three times per day. You also gain a +12 to sa
How it works: This build is predicated on a couple of feats. The first, of cours
Warblade 17, count as a Bard 20 for the purposes of Inspire Courage. The bast bo
amplified with a series of feats. First there's Song of the Heart, which adds +1 to
Inspirational Boost, which adds yet another +1 (bringing the 20th level total to +
Deeds, which allows you to, for the low, low price of only 3d4 non-lethal damage
+12. True, adding a horn from Complete Adventurer could add another +2, bu
Dragonfire Inspiration is the reason that the build aims for dual-wielding. With Dr
morale bonus to attack and damage into an equal number of fire damage dice ad
Draconic Heritage feat can allow you to transform this damage into a different ene
to get, however, and may cost you
Ultimately, you end up with 9th level maneuvers, a +19 BaB, and the ability to gai
damage three times per day. You also gain a +12 to sa
Warblade, however, wins the straight damage competition. With gems like Raging
fighter can attain even more attacks per round and even make full attacks on a ch
round, making your damage output truly unbelievable. Moreover, Iron Heart and
Iron Heart Endurance can allow you to withstand almost any assault, making you
points (Blind Fight, Iron Will, Improved Initiative, and Quick Draw can all be very h
various checks can be very handy (after all, W
Both are excellent choices. Both have pros and cons. The Crusader will be a bett
more versatile fighter and a more effective damage dealer. The choice is yours, a
your gut tells you wo
Tactics: You only have three uses of your bardic music per day, so save them fo
enough to take care of any and all enemies. Decide on whether to apply your e
opponent's strengths and weaknesses. If you have fire dice and are fighting a red
it just to land your martial strikes! If fighting something with a lower AC that's vul
go to to
Choose maneuvers that help your teammates. Your Dragonfire Inspiration will ma
mounts and cohorts FAR more dangerous, so try to work tactically and keep them
further aid teammates in closing with enemies, taking multiple actions, and even g
PCs will come to love you for this, and the synergistic effect of party-boosting m
effective c
If you're a Crusader, make sure to buy a composite longbow (which you'll be able
you'll only get 4 attacks per round, but your bardic music will make those hits h
Warblade you'll have to settle for the shortbow that your Bard levels give you p
As a Crusader, use your healing aura to keep your teammates healthy and White
ability to take huge hits and keep ticking, bolste
As a Warblade, look to close the combat quickly. With Tiger Claw maneuvers you
within the first round of combat, leaving your allies to mop up the support force
Tactics: You only have three uses of your bardic music per day, so save them fo
enough to take care of any and all enemies. Decide on whether to apply your e
opponent's strengths and weaknesses. If you have fire dice and are fighting a red
it just to land your martial strikes! If fighting something with a lower AC that's vul
go to to
Choose maneuvers that help your teammates. Your Dragonfire Inspiration will ma
mounts and cohorts FAR more dangerous, so try to work tactically and keep them
further aid teammates in closing with enemies, taking multiple actions, and even g
PCs will come to love you for this, and the synergistic effect of party-boosting m
effective c
If you're a Crusader, make sure to buy a composite longbow (which you'll be able
you'll only get 4 attacks per round, but your bardic music will make those hits h
Warblade you'll have to settle for the shortbow that your Bard levels give you p
As a Crusader, use your healing aura to keep your teammates healthy and White
ability to take huge hits and keep ticking, bolste
As a Warblade, look to close the combat quickly. With Tiger Claw maneuvers you
within the first round of combat, leaving your allies to mop up the support force
provided to annihilate any truly dan
Low Level: This character does surprisingly well at low levels, managing a quite
of Creation. At level 1 you can add 2d6 with Inspirational Boost and Dragonfire Insp
up Punishing Stance, for an impressive +4d6 damage when using bardic music. W
Crusaders, the benefit comes from Martial Spirit, which lets you heal 2 HP with eve
9th by Words of Creation. Meanwhile, you're constantly gainin
* Dragonfire Inspiration says that the energy damage equals the attack bon
Death Bard
Special notes
ous - human. The second, of course, is Dragonborn, which removes the need for Dragontouched and gives
em with this is that Dragontouched gives you access to sorcerer-based draconic feats, including Draconic
can convert your Dragonfire Inspiration damage to sonic, which will go a long way towards making it more
stion is whether you'd rather have fire damage on a Dragonborn with Greater Two-Weapon Fighting (with
sistant enemies) or sonic damage (effecting a whole lot more enemies) on a human with Improved Twohting (in effect, sacrificing an attack for a better energy type).
of feats. The first, of course, is Song of the White Raven, which allows you to, as a Bard 3/Crusader or
nspire Courage. The bast bonus of +4 to attack and damage from Inspire Courage is then synergized and
the Heart, which adds +1 to the bonus from Inspire Courage. Next there's the swift action 1st level spell
ging the 20th level total to +6). Finally, there's the very sexy Words of Creation from the Book of Exalted
nly 3d4 non-lethal damage, DOUBLE the bonus from Inspire Courage. This brings our total to a whopping
r could add another +2, but that would require an extra hand - and this is a two-weapon fighting build.
s for dual-wielding. With Dragonfire Inspiration you can transform the bonus from Inspire Courage from a
mber of fire damage dice added to attacks. In other words, +12d6 at 20th level. If you have the ability, the
damage into a different energy type (acid and sonic being notably nice choices). This can be kind of dicey
however, and may cost you Greater Two-Weapon Fighting.
9 BaB, and the ability to gain either +12d6 energy damage to you and your allies' attacks or +12 to hit and
ay. You also gain a +12 to saves vs. charms and fear when using bardic music.
an be quite impressive at 17th level. Crusader packs some early punch, allowing you access to healing
party buffer but the party healer as well. Moreover, your 15 Cha will go to work shoring up your Will save,
you an impressive tank. At higher levels, Aura of Triumph will make a two-weapon fighter capable of huge
while damaging the enemy! For straight-up damage, Aura of Chaos allows each of your damage dice to
ith 12d6 added to each attack, a run of 6's can add up to an impressive amount of whomp.
tion. With gems like Raging Mongoose and Pouncing Charge from the Tiger Claw discipline, a two-weapon
en make full attacks on a charge. Diamond Mind's Time Stands Still even allows two full attacks in a single
e. Moreover, Iron Heart and Diamond Mind maneuvers like Moment of Perfect Mind, Iron Heart Surge, and
st any assault, making you not only strong but tough. 4 extra bonus feats allow you to shore up your weak
uick Draw can all be very handy additions to yoru repetoire), and the Warblade's ability to add Int mod to
be very handy (after all, Words of Creation requires at least a 15 Int!).
The Crusader will be a better party player and tougher (healing counts for a lot!). The Warblade will be a
ealer. The choice is yours, and should be based on personal preferences and character style. Go for what
your gut tells you would be more fun!
ic per day, so save them for big fights. The rest of the time your martial maneuvers should be more than
on whether to apply your energy dice to damage or the morale bonus to hit and damage based on your
dice and are fighting a red dragon, use your music to gain a morale bonus to hit and damage - you'll need
g with a lower AC that's vulnerable to your fire (but is dangerous), pull out your Dragonfire Inspiration and
go to town.
agonfire Inspiration will make other melee characters, summoners, clerics with undead minions, and even
ork tactically and keep them within the range of your music's effect. White Raven strikes and boosts can
multiple actions, and even gaining extra hits, so don't hesitate to coordinate your crew's tactics. The other
tic effect of party-boosting maneuvers paired with your bardic music abilities will prove a daunting and
effective combo.
gbow (which you'll be able to wield). Use it to land hits against targets you can't approach in melee. Sure,
music will make those hits hurt far more than any other melee-oriented martial adept could. If you're a
your Bard levels give you proficiency with, but the loss of range and damage will be, at worst, marginal.
mmates healthy and White Raven to keep them tactically efficient. Your strength in battle is based on your
hits and keep ticking, bolstering your foes and decimating your enemies.
Tiger Claw maneuvers you'll be able to charge in and make a full attack against the most powerful foes
o mop up the support forces. Consider Moment of Alacrity to ensure gaining initiative, and use the edge
w levels, managing a quite decent damage output even before accquiring Two-Weapon Fighting and Words
al Boost and Dragonfire Inspiration. By 3rd this becomes an extra 3d6 damage. At 4th level Warblades pick
when using bardic music. Wield a greatsword and you're swinging a 6d6 pound hammer at 4th level! With
lets you heal 2 HP with every swing. By 8th level your extra fire damage is up to 4d6, which is doubled at
le, you're constantly gaining maneuvers and stances and just generally getting buffer.
h the sonic energy type. Cast Creacking Cacophony (SC). TWF guys will love you!
Base Inspire Courage = + 4 bonus (to attack)
Words of Craetion (BoED) = +8 bonus
Song of the Heart (ECS) = +9 bonus
Inspirational Boost (SC) = +10 bonus
MasterWork Mandolin (CAdv)* = +11 bonus
mage equals the attack bonus that your inspirage courage would grant. Mandolin gives +1 to attack
d 3/Crusader or
en synergized and
on 1st level spell
e Book of Exalted
otal to a whopping
n fighting build.
re Courage from a
ave the ability, the
an be kind of dicey
cess to healing
g up your Will save,
er capable of huge
damage dice to
mp.
ine, a two-weapon
attacks in a single
Heart Surge, and
hore up your weak
y to add Int mod to
Warblade will be a
style. Go for what
le is based on your
+1 to attack
Forum Link
Race: Human
Align: Any Chaotic
Level: Class:
1 Ranger
2 Barbarian
3 Barbarian
4 Barbarian
5 Ranger
6 Barbarian
7 Fighter
8 Runescarred Berserker
9 Crusader
10 Runescarred Berserker
11 Runescarred Berserker
12 Runescarred Berserker
13 Runescarred Berserker
14 Runescarred Berserker
15 Runescarred Berserker
16 Runescarred Berserker
17 Runescarred Berserker
18 Barbarian
19 Barbarian
20 Barbarian
Feats
Very much feat-starved as always, but does a fine job as a trapfinder and Tracke
Frenzy + Lion-totem Charges are not to be underestimated either, especially wit
prerequisite feats and thus get the Trip-modifier up there. Unfortunately, the cha
Ranger-wands including the almighty Wand of Lesser Vigor, so he does decently
weak; Heal is a great spell, but generally you'd want it cast at max. CL at that poi
few
The Intimidates won't be too impressive especially since this isn't an Intimidatingrather high too if one considers ~10 ranks in Tumble sufficient. Of course, Surv
character should have highish Listen, Spot, Survival, Tumble and Intimidate and t
for traps and looking for threats, takes hits and dishes out more than his share and
full Frenzied attack your face'-routine. Note, I didn't
This guy also has high saves all around with Dex being decent for Ref (and Whirl
surprisingly good with Whirling Frenzy, Ritual Scarring and company boosting it wh
of want to play something of the sort in future. Oh yeah, I forgot, he has Crusader
Tactics to be way more useful in combat, and something that allows charging with
Oh yeah, with the Drow ACF, you can win Initiative pretty often. Some degree of
Still, win Initiative and Pounce their face is always a good tactic. It's actually poss
damage w
Runescarred Berserker
Special notes
Track, Iron Will, Survivor - Arcane Hunter, Spiritual Connection, Skilled City-Dweller (Tumble, G
Whirling Frenzy 1/day, Lion-Totem Barbarian, Skilled City-Dweller (Tumble, Gather Info
Snow Tiger Berserker - Uncanny Dodge
Trapkiller (ACF)
Power Attack (Strong-Arm Style)
Combat Reflexes - Whirling Frenzy 2/day
Exotic Weapon Proficiency: Spiked Chain, Improved Trip - Hit'n'Run, Exoticist
Scribe Runescar
Martial Stance: Thicket of Blades
Whirling Frenzy 3/day
Ritual Scarring +1
Robilar's Gambit - Spawn of Frost, Damage Reduction 1/Whirling Frenzy 4/day
Ritual Scarring +2
Leap Attack - Damage Reduction 2/-, Whirling Frenzy 5/day
Greater Frenzy
Ritual Scarring +3, Whirling Frenzy 6/day
Improved Bull Rush, Shock Trooper (replacing Improved Uncanny Dodge)
Street Fighter - Increased Threat Range on Charge
trapfinder and Tracker while also having a good control over an area and dealing decent damage, especially tow
either, especially with THF and Power Attack). I suppose Improved Trip could be Standstill, but I wanted to cont
Unfortunately, the character takes up until Level 17 to actually get Anti-Magic Field, which is a bummer, but at le
so he does decently in that regard. Since level 10 of Runescarred Berserker adds no spells to cast, just spells kn
at max. CL at that point, especially with 16 Con, so I suppose you're better off hitting things than Healing anywa
few Anti-Magic Fields is always an issue.
isn't an Intimidating-focused build, but it'll give it some social prowess as ranks make up for the lack of stats. G
cient. Of course, Survival (which is handily boosted by Survivor) is the main skill for finding Traps and Tracking, s
and Intimidate and that should carry one through most of the levels. Ideally this guy sits at the frontline as the
re than his share and tosses an AMF or similar spell when necessary. Oh, and heals the party. On level 18 he fin
routine. Note, I didn't pick Mage Slayer because of AMF and the fact that Runescars already have low CLs.
ent for Ref (and Whirling Frenzy boosting it), Wis being decent for Will (and Iron Will boosting it) and Fort just be
ompany boosting it while maintaining the ability to wear Mithril Breastplate. Basically, this is a guy that can dod
rgot, he has Crusader-maneuvers too. But those are fairly trivial as you won't be using the most; I suppose you c
t allows charging without AoOs. And probably Martial Spirit, Leading the Charge or Bolstering Voice; being usefu
ften. Some degree of Hide could be nice for Surprise Action Charge+Pounce Your Face, but that would be quite a
ctic. It's actually possible to move the battlefield control elements down the wire, focusing more on charging ea
damage with battlefield control as an afterthought.
er
le)
y 2/day
Trip - Hit'n'Run, Exoticist
des
e Reduction 1/-
ng Frenzy 5/day
y 6/day
roved Uncanny Dodge)
e on Charge
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Race:
Align:
Level:
1
2
3
4
5
6
7
8
9
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Class:
Feats
Special notes
Base
Fort
Ref
Level
1st
Attack Bonus
1
Save
1
Save
0
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
10
CLASS SKILLS
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide
(Dex), Intimidate (Cha), Knowledge (religion) (int), Profession
(Wis), Ride (Dex), Disguise (Cha)
Skill Points Per Level: 2 + Int modifier
CLASS FEATURES
Weapon and Armor Proficiency: Blackguards are proficient with
all simple and martial weapons, with all types of armor (heavy,
medium, and light), and with shields (except tower shields).
Poison Use (Ex): Blackguards are trained in the use of poison and
cannot accidentally poison themselves when applying poison to a
weapon.
Dark Blessing (Su): A blackguard gains a bonus equal to his
Charisma bonus (if any) on all saving throws.
Spells: A blackguard gains the ability to cast a small number of
divine spells which are drawn
from the blackguard spell list at the end of this entry. A blackguard
must choose and prepare his spells in advance. To prepare or cast a
spell, a blackguard must have a Charisma score equal to at least 10
+ the spell level. The Difficulty Class for a saving throw against a
blackguards spell is 10 + the spell level + the blackguards
Charisma modifier. Like other spellcasters, a blackguard can cast
only a certain number of spells of each spell level per day. His base
daily spell allotment is given on Table 311. In addition, he receives
bonus spells per day if he has a high Charisma score (see Table 1
2). When Table 2 indicates that the blackguard gets 0 spells per day
of a given spell level, he gains only the bonus spells he would be
entitled to based on his Charisma score for that spell level. A
blackguard must spend 1 hour each day in prayer and meditation to
regain his daily allotment of spells. A blackguard may prepare and
cast any spell on the blackguard spell list, provided that he can cast
spells of that level, but he must choose which spells to prepare
during his daily meditation.
Smite Good (Su): Once per day, a blackguard can call out to the
powers of his evil god to aid him in his destruction of good. As a
swift action, the blackguard chooses one target within sight to
smite. If this target is good, the blackguard adds his Charisma
bonus (if any) to his attack rolls and adds his blackguard level to all
damage rolls made against the target of his smite. If the target of
smite good is an outsider with the good subtype, or a good-aligned
dragon, the bonus to damage increases to 2 points of damage per
level the blackguard possesses. Regardless of the target, smite
good attacks automatically bypass any DR the creature might
possess. In addition, while smite good is in effect, the blackguard
gains a deflection bonus equal to his Charisma modifier (if any) to
his AC against attacks made by the target of the smite. If the
blackguard targets a creature that is not good, the smite is wasted
with no effect. The smite good effect remains until the target of the
smite is dead or the next time the blackguard rests and regains his
uses of this ability.
Corrupted Blood (Su): At 3rd level, you gain the ability to resist
fire (5) and a +2 bonus on saving throws made against poison.
Fallen Paladins
Blackguards who have levels in the paladin class (that is to say, are
now ex-paladins) gain extra abilities the more levels of paladin they
have. A fallen paladin who becomes a blackguard gains all of the
following abilities that apply, according to the number of paladin
levels the character has.
1-2
Smite good 1/day. (This is in addition to the ability granted to all
blackguards at 2nd level.
3-4
Evil deities like nothing more than to see a pure heart corrupted
and thus fallen paladins of this stature immediately gain blackguard
levels for each level of paladin he trades in. For example, a
character who has twelve levels of paladin can immediately
becomes a 10th-level blackguard with all abilities if he chose to
loose ten levels of paladin. The character level of the character does
not change. This, of course, is in every way a profitable trade for
the evil character since he has already lost most of the benefits he
gained from having those paladin levels. However, with the loss of
paladin levels, the character no longer gains as many extra abilities
for being a fallen paladin. Thus, a fallen 15th-level paladin could
become a 10th-level blackguard/5th-level paladin and gain the first
three extra abilities on this chart because of the character's
remaining five levels of paladin.
Corrupt Weapon
Blackguards have access to a special spell, corrupt weapon, which
is the opposing counterpart of the paladin spell bless weapon.
Instead of improving a weapons effectiveness against evil foes
corrupt weapon makes a weapon more effective against good foes.
Will
Save Special
0
Aura of evil,detect good,Smite good 1/day
1st
0
2nd
3rd
4th
Fiendish servant
Black Knight
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Race:
Align:
Level:
Class:
1 Rogue
2 Ex-paladin
3 Ex-paladin
4 Paladin>Blackguard
5 Paladin>Blackguard
6 Paladin>Blackguard
7 Paladin>Blackguard
8 Bone Knight
9 Bone Knight
10 Shadowbane inquisitor
11 Shadowbane inquisitor
12 Shadowbane inquisitor
13 Shadowbane inquisitor
14 shadowbane inquisitor
15 Blackguard
16 Blackguard
17 Blackguard
18 Blackguard
19 Blackguard
20 Blackguard
BAB
Feats
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
Special notes
Power Attack
1
1
1
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Class:
Feats
Special notes
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Level:
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Class:
Feats
Special notes
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Level:
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Special notes
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Special notes
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Level:
Feat
Feat
Feat
Feat
Feat
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Feat
Feat
Feat
Feat
Link To Forum
Desert Kobold
CE
Class
1 Sorcerer
2 Sorcerer
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Incantrix
7 Incantrix
8 Incantrix
9 Incantrix
10 Incantrix
11 Incantrix
12 Incantrix
13 Incantrix
14 Incantrix
15 Incantrix
16 Sand Shaper
17 Fatespinner
18 Magical Trickster
19 Magical Trickster
20 Magical Trickster
Drac
Desert Kobold
Str
Dex
Con
Int
Wis
Cha
13
12
18
15
10
20
0
Racial
-4
2
-2
Mantle of the Fiery Spirit - Sandstorm p118 - gives fire subtyp - 16200gp
Dragonwrought Instabold
Other Notes
Draconic Rite o
Eschew Materials
Twin Spell
Practical Metamagic (Twin Spell)
Dragonwrought
Level
3
3
3 1
9
14
18
18
11
24
t Instabold
Caster
Sorcerer
Draconic Rite of Passage (RoD 43)
3
4
5
6
7
9
10
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20