Compilation of Low Level builds

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Looking around on this board, I realized that the builds are almost all made for 20th-lvl character. Not really practical since in my experience, there is not a lot of game going this high, and even less going on afterward to actually USE all the cool feature/advantages the build gives.

Aside from the Uber-builds (like Pun-Pun) that no sane DM would allow in a game, I decided to start this post as an opportunity to assemble some great low-level (optimized for 10th lvl and LESS) build.

The builds need not be ubber, but must have clear advantage over a "normal" (un-optimized) character of the same level.

Don't forget to include the race, better feats and level to take them with your build, and if needed what spell to choose. Also suggest good magical item to buy with the starting money of a character of that level (DMG p.135)







The .txt "official" template for this thread is now completed and can be dowloaded here and a Sample is downloadable here


Please mail me a templated .txt file of your build at: [email]jonathanpoirier@hotmail.com[/email] for a faster addition of your build into the compilation.

Thanks a lot

.

.

I've been pointed to a thread linking to a lot of low-level build, scaled by level as I intend to do here. I'll eventually sort them and add the majority here, so as to regroup the more possible at the same place (and avoid them to be lost to the archiving prossess) but untill I can sort through them and add them all, here's a link right to this post for those who wanna check directly: "optimal" builds for each level (by Surreal)

Are you looking to this thread to find usefull npc to get with the Leadership feat? Then Lilt covered it here for you! A big thanks to him!

1st-lvl Builds


Wizard OR Sorcerer Optimization (by Mr. Dog):


Required Race: Human, Strongheart halfling, or any race with a bonus feat of the player's choice

At 1st level, take the feats Precocious Apprentice (Complete Arcane) and your choice of Winter's Blast or Fiery Burst (Reserve Feats, Complete Mage).

This gives you a second level spell slot in which you may prepare (or with which you may spontaneously cast) a 2nd level spell with the Fire or Cold Descriptor.

As long as you leave the 2nd level spell uncast, all day long, you have a cone of cold that deals 2d4 damage or a 5-foot radius burst of fire that deals 2d6 damage. You can still cast all your normal 1st level spells, and behave as any other 1st level spellcaster does, but you have area affect damage at the ready all day.

The wizard can (upon reaching third level) take the other reserve feat he didn't take at 1st level to have an extra choice for damage.

If you are allowed flaws, you can accomplish this at 1st level with any race you like.

What do you Need for this build?

  • Player's Handbook
  • Complete Arcane: Precocious Apprentice, Feat p.181
  • Complete Mage: Winter's Blast, Feat p.48 - Fiery Burst, Feat p.43



Cleric Archer:

Elf Cleric 1 CG
(28 point buy)

Str 10
Dex 16
Con 10
Int 10
Wis 15
Cha 14

Diety: Solonor Thelandira
Domains: Elf and War

Saves: 2/ 3/ 4

Cleric 1 Turn Undead, Point Blank Shot, Weapon Focus (longbow), Rapid Shot

2 attacks at +2/+2

*Note: If you fear to have no target to choose that aren't engaged in melee, you should consider, to avoid the nasty -4 penality for shooting a creature engaged in melee (plus the chance to actually hit the party member engaged with it) replacing the Rapid Shot feat by the Precise Shot one. You'll loose an attack, but will fire at +4, even if the creature is engaged, with no chance to hit a friend doing so. Then when you reach 3rd level, just take Rapid shot as your new feat.

What do you Need for this build?

  • Player's Handbook
  • Spell Compendium: Elf, Domain p.273



Fearsome Hexblade (by Dictum Mortuum):

Human Hexblade 1 NE

(28 point buy)


Code:
Str 12
Dex 10
Con 10
Int 10
Wis 10
Cha 18Saves: 0/0/2


Code:
Hexblade 1 Hexblade's Curse, Daunting Presence, Dreadful Wrath, Curse foe.
Use daunting presence to make foe shaken, next round charge him/full attack him to make him frightened.

Unfortunately all DCs are lowly will 14.

What do you Need for this build?

  • Player's Handbook
  • Complete Warrior: Hexblade, Class p.5
  • Libris Mortis: The Book of Undead: Daunting Presence, Feat p.25
  • Players Guide to Faerûn: Dreadful Wrath, Feat p.38



Hard to kill Psychic Warrior (by X-Codes):

Elan Psychic Warrior 1
Feats: Enhanced Elan Resilience, Psionic Body, Psionic Talent x2
Flaws: Inattentive, Shaky

Strength- 16
Dexterity- 14
Constitution- 14
Intelligence- 10
Wisdom- 15
Charisma- 6

HP: 18
PP: 8
AC: 20 (+2 Dex, +4 Scale Mail, +4 Force Screen)
F: +4, R: +2, W: +2

Melee Attack: Greatsword +3 (2d6+4/19-20)
Ranged Attack: Light Crossbow +0 (1d8/19-20)
Psychic Warrior Power: Force Screen
Skills of Note: None.

Just about nothing a level 1 party comes across can kill this guy. Even if he gets into a pinch he can use his Elan Resilience to negate some HP damage.
What do you Need for this build?

  • Player's Handbook
  • Unearthed Arcana: Character Flaws(Inattentive, Shaky) p.91
  • Expanded Psionics Handbook: Elans, Race p.9 - Psychic Warrior, Class p.24 - Psionic Body, Feat p.49 - Psionic Talent, Feat p.50 - Force Screen, Power p.108
  • Complete Psionic: Enhanced Elan Resilience, Feat p.52



Harry Potter ~Exploiting a lvl 1 sorcerer~ (by Midgard in Ruin):

Human Sorcerer
level 1

str 8
dex 14
con 18
int10
wis10
cha12

feats: sudden extend, sudden maximize
spells
level 1 (4/day): mount, power word: pain (races of the dragon)
level 0: fluff

This is a sort of duelist in my eyes. Casts mount before combat, saddle up. From the next two hours, Mr. Potter is more mobile than most creatures. He has above average hp and should be able to survive at least one longbow arrow. Intiative modifier of +2. Most monsters or characters of this level can't live through a single casting of power word pain (1d6/round for a given duration based on hitpoints of target).

The duration is 4d4 rounds for targets with 50 hp or fewer, 2d4 rounds if hp is 51-75, and 1d4 if hp is 76-100. All others are unaffected. casting time is one standard action.

The strategy is simple, cast and run. 4d6 minimum damage as a level 1, which is an average of 21 damage. Not even the stoutest level 1 barbarian could live up to that, even while raging (19 hp dawrf barbarian raging).

However, just in case that particular day, your dm is being some sort of duchebag and threatening the players with a level 3 or 4 character , or even something cr 5 or 6, you have a grenade ready. Mount up as usual, then cast you're almighty maximized power word: pain. Six damage every round for 16 rounds (96 damage), which is an auto kill, or 6 damage every round for 8 rounds (48 damage) if it's beefy (hp 51-75), which would eliminate two thirds of it's total hp. With sudden extend this damage leaps to 96, but for the sake of arguement let's look at the effects should it not be available.

If the monster is after you, a moderately difficult concentration check (dc 16) will allow you to move full speed on the horse while casting any remaining spell slots as power word: pain to finish off the beast. With maximum ranks in concentration, Harry would have to roll an 8 on the die to cast the spell.

Assuming you haven't used the hit and run tactic today you should be left with two spell slots. Two more power word pain spells to add to the stack. Each power word cast on mr. beef has an average duration of 5 rounds and average damage of 3.5/round for a total of 17.5 damage per spell, with an average damage of 35 between the two of them. (48 +35) > 75, mean on average, you kill a mr. beef that lacks a ranged attack and can't outrun your mount. On minimum rolls your do 52 damage to mr. Beef.

Optimized level 1?
What do you Need for this build?

  • Player's Handbook
  • Complete Arcane: Sudden Extend, Feat p.83 - Sudden Maximize, Feat p. 83
  • Races of the Dragons: Power Word: Pain, Spell p.116



Elbis the King of Roc ~Animal Trainer~ (by Arem_K):

Star Elf
Marshal 1

Feat: Skill Focus(Handle Animal), Animal Affinity
Flaw: any

This is a character that is not meant to be played. It is more of an intellectual exercise. I dreamt this guy up when I was thinking of how to rear an animal without stopping an adventure (some DMs just don’t give years of time off to craft and so forth) and realized you could get around the time issue by just doing it before the game begins. Of course, one does not want their reared animals to go obsolete, so you want to have the biggest animal you can. The idea just sort of snowballed.

Elbis is an old star elf with maxed charisma. This gives him a base charisma of 22. He is of the marshal class and takes motivate charisma as his minor aura. It does not matter where he puts his skills, so long as handle animal is maxed. He takes one flaw (pretty much does not matter what) and he takes animal affinity and skill focus: handle animal as his feats. He purchases a masterwork tool with his starting cash.

Elbis’s skill check
+10 (taking ten)
+4 base cha
+1 being old
+1 being a star elf
X2 motivate charisma (total skill check=22 right now)
+4 skill ranks
+3 skill focus
+2 animal affinity
+2 masterwork tool
= 33


When Elbis takes 10 on a handle animal skill check, he ends up with a result of 33. The DC for rearing an animal is 15, plus the animal’s HD. So we take 15 from 37 and realize that Elbis can rear an animal of 22 HD or less with no chance of failure. There are several animals that one could take at this point. The T-Rex and the Roc are the two that come two mind, and I always go for the flyer. Elbis can rear three Rocs at the same time, so of course he does.
In the end, Elbis is a level 1 creature with three 22 HD gargantuan flying animals under his control making him the one and only King of Roc.

For the purpose of this challenge, substitute dire tigers for rocs so he can take them inside places. Elbis will also max out diplomacy (making his check when taking 10 =29). All in all, this version of Elbis has extreme combat power but can also solve things peacefully through the art of diplomacy.

What do you Need for this build?

  • Player's Handbook
  • Unearthed Arcana: Character Flaws(any) p.91
  • Miniatures Handbook : Marshal, Class p.11 (or Web excerpt)
  • Unapproachable East: Star Elf, Race p.9



Binder Archer (by Dictum Mortuum):

Human
Binder 1
(28 pts buy)

Suggested stats:
STR 16
DEX 10
CON 10
INT 10
WIS 14
CHA 14

free points left: 0

Feats:
H. Point Blank Shot
1. Rapid Shot

Bind Leraje and gain:

+4 bonus on hide checks
Low-light vision
Precise Shot
Rickochet (attack 2 adjacent enemies with a single attack roll)
Proficiency longbow, shortbow and the composite counterparts.

+2/+2 rapid shot or +4 single attack against two adjacent enemies.
What do you Need for this build?

  • Player's Handbook
  • Tome of Magic: Binder, Class p.9 - Leraje, Vestige p.38



THE Level One Charger (by Aarold):

Human
Warblade 1
Total ECL: 1

(28 pts buy) if needed

Suggested stats:
STR: 18
DEX: 14
CON: 14
INT: 8
WIS: 8
CHA: 8

free points left: 0

Feats:
H. Powerful Charge (EbCS p.57)
1. Rapid Assault (ToB p.32)

Suggested Equipment: Greatsword (50g), Studded leather (25g)
Total cost: 75 gp
Left money: 50 gp

HP: 14
AC: 13 (10 base + 3 Chain Shirt + 2 Dex - 2 Stance)

Fort: +4
Ref: +2
Will: -1

Skills: Tumble - +5 (4 ranks + 2 Dex - 1 Armor), Jump - +7 (4 ranks + 4 Str - 1 Armor), Concentration - 6 (4 ranks + 2 Con)

Manuevers: Moment of Perfect Mind, Sapphire Nightmare Blade, Sudden Leap

Stance: Punishing Stance

Melee: +7 Greatsword (2d6+6, 19-20/x2)

The Strategy:
Moment of Perfect Mind will make up for at least one of the crappy saves. And here's the sort of "ideal" order of actions:
Round 1: Activate your stance as a swift action, then charge the main threat to the group, you have a +9 to hit on the charge, and you do 4d6+1d8+6 dmg on a hit. If this doesn't kill the opponent go to round two.
Round 2: Use Saphire Nightmare Blade, hopefully do 4d6+6 dmg this round, move away from the enemy.
Round 3: Charge the enemy again, hopefully for another 3d6+1d8+6, Use Sudden Leap to jump out again.
Round 4: Charge AGAIN hoping for the same dmg as last round
Round 5: Recharge your manuevers with another normal hit for 3d6+6 dmg
Then you start repeating from round 2... but I doubt there's much that would have lived through all of this.

What do you Need for this build?

  • Player's Handbook
  • Eberron Campaign Setting: Powerful Charge, (feat) p.57
  • Tome of Battle: Book of Nine Swords: Warblade, (class) p.20 - Rapid Assault, (feat) p.32 - Moment of Perfect Mind, (maneuver - counter) p.64 - Sapphire Nightmare Blade, (maneuver - strike) p.65 - Sudden Leap, (maneuver - boost) p.89 - Punishing Stance, (stance) p.69
    (NB - The Warblade can be found in the ToB preview here and the maneuvers can be downloaded in the maneuver card web enhancement here)




2nd-lvl Builds


Crush On You ~Grappler~ (by zod):

Tarmak (or just human if you don't like mixing settings, though Jotunbrud fits great thematically with the Brutes) Fighter 1/Barbarian 1
Feats: Jotunbrud, Improved Unarmed Strike, Improved Grapple
Recommended equipment: spiked heavy armor (so your lost Dex bonus while grappling doesn't matter)

While raging (assuming 18 Str), you have a grapple check of +14. This beats out an Ogre by 3 points. Since many opponents have their offensive capabilities drastically reduced while grappling, this is a good thing. Needless to say, any CR-appropriate humanoid opponent you grapple is likely to be toast, especially if your Rogue friend stabs him while he is trying to futilely escape. At slightly higher levels, get those gloves from Sword and Fist which give +5 grapple, and you'll even do okay grappling those Giants and Tendriculi (you can get a +30-ish by level 10).

What do you Need for this build?

  • Player's Handbook
  • Dragonlance: Age of Mortals: Tarmak, Race p.10
  • Races of Faerûn: Jotunbrud, Feat p.166



Master Disarmer (by AbyssKnight):

Human Fighter 1/Cleric 1

28 pt. buy

Str 16
Dex 12
Con 12
Int 14
Wis 12
Cha 8

Combat Expertise, Improved Disarm, Jotenbrud, Weapon Focus- Heavy Flail

Competition and War domains. Competition domain is from Spell Compendium, and grants a +1 to all opposed rolls.

Total bonus for disarming your opponent is 1 (BAB)+1 (Weapon Focus) +4 (two handed weapon) +4 (considered large) +2 (flail) +1 (Competition domain) +4 (Improved Disarm)
+3 (str) = +20!

Also buy a locking gauntlet to practically guarentee you will never be disarmed yourself.

If you dm will not allow Jotenbrud, then take Improved Trip and replace the War domain with the Strength domain. Now you can cast Enlarge Person as a domain spell.

Now your disarm bonus is still +20 (+2 Str from Enlarge, but no Weapon Focus), but if you trip them first (+4 Str +4 size +4 Imp Trip +1 Competition= +13 total to trip check) they suffer a -4 penalty to the opposed attack when you disarm them with your followup "free" attack.

Picking up their weapon, standing up from prone, and crawling away all draw AoO's. Good feats to take later are Combat Reflexes, Power Attack, and Improved Sunder.
What do you Need for this build?

  • Player's Handbook
  • Races of Faerûn: Jotunbrud, Feat p.166
  • Spell Compendium: Competition, Domain p.272



The Walking Fortress (by zod):

Mineral Warrior Minotaur (the Dragonlance variety, not the one from the MM)
Crusader 1

Feats: Exotic Shield Profiency (extreme shield) (taken in lieu of Tower Shield Profiency ala the RoS variant rule), Thick-Skinned
Manuevers: Martial Stance, Crusader's Strike, whatever

Wear Mechanus Gear and carry an Extreme Shield (of course). Without any magic, your AC is 28, and you have DR 10/adamantine. At this level, hardly anything can really hurt you with physical damage, and you can just heal whatever damage you take with Martial Stance/Crusader's Strike. With your huge strength, you can either either enjoy a great to-hit as well, or fight defensively and still have almost as good an attack bonus as most front-liners at level 2. Plus you can use Earth Strike once in a while to add your massive Con mod to attack... perfect for those goblin/orc-bashing campaigns!

If the Extreme Shield is not allowed, you can just use a Tower for another 1 AC, and still have a decent to-hit.

Alternately, be a Fighter and take Shield Specialization+Shield Ward, and shrug off those silly Grapple/Trip/Bull Rush attempts with impunity.

Mineral Warrior (+1 LA, +3 na, DR 8/adamantine, bonuses to Str/Con, earth strike): Underdark (FR)
Minotaur: (+2 na, bonuses to Str/Con) Dragonlance Campaign Setting
Thick-Skinned (+2 to existing DR): Savage Species
Extreme Shield (+3 AC): Races of Stone
Mechanus Gear (+10 AC): Planar Handbook or Manual of the Planes, I forgot which exactly
Crusader, etc: Tome of Battle

Total ECL is 2.
What do you Need for this build?

  • Player's Handbook
  • Underdark: Mineral Warrior, Template p.96
  • Dragonlance Campaign Setting: Minotaur, Race p.42
  • Savage Species: Thick-Skinned, Feat p.40
  • Races of Stone: Steel Extreme Shield, Armor p.157
  • Planar Handbook: Mechanus Gear, Armor p.70
  • Tome of Battle: Crusader, Class p.8



Lovecraftian Psychic Warrior: Version 2 (by Maat_Mons):

Human
Psychic Warrior 2

(28 pts buy)

Suggested stats:
STR 16
DEX 12
CON 13
INT 10
WIS 14
CHA 8

free points left: 1

Feats:
H. Illithid Heritage
1. Illithid Skin
F1. Illithid Grapple
F2. Illithid Grapple
PW1. Illithid Grapple
PW2. Illithid Grapple

Powers: Bite of the Wolf, Grip of Iron, Offensive Prescience, Animal Affinity, Psionic Lion’s Charge

Your un-buffed full attack routine is 4 tentacles +3 melee (1d4 + 2). Buffed, it becomes 4 tentacles +3 melee (1d4 + 4) and bite -2 melee (1d8 + 3). At level 3, Psionic Body would be a good feat, giving you 14 hit points.

What do you Need for this build?

  • Player's Handbook
  • Expanded Psionics Handbook: Psychic Warrior, Class p.24 - Bite of the Wolf, Power p.80 - Grip of Iron, Power p.111 - Offensive Prescience, Power p.125 - Animal Affinity, Power p.76 - Psionic Lion’s Charge, Power p.125
  • Complete Psionic: Illithid Heritage, Feat p.62 - Illithid Skin, Feat p.62 - Illithid Grapple, Feat p.61
  • Unearthed Arcana: Character Flaws(any) p.91



Fire Breather (by Aarold):


Azurin
Totemist 2

(28 pts buy)

Suggested stats:
STR 10
DEX 14
CON 16
INT 10
WIS 10
CHA 10

free points left: 4

Feats:
A. Expanded Soulmeld Capacity
1. (free)

Meld the Llamasu Mantle and bind it to your totem chakra, choosing to use your expanded soulmeld capacity on this soulmeld. With the feat and the totem chakra you increase the capacity to be able to invest up to three essentia into it, allowing you to breath a 15ft. cone of fire every round for 4d4 dmg (Reflex Half; DC 10 + Essentia invested (3) + Con Modifier)

between the open feat and other open soulmelds you can direct the rest of this character wherever you want. You can also switch around the race to either the duskling (also has an essentia point, but trade the extra feat for other goodies) or else human, but as human you would be required to spend your bonus human feat on one of the feats that grants an essentia point (midnight dodge etc...) but also gain in skill points.

What do you Need for this build?

  • Player's Handbook
  • Magic of Incarnum: Azurin, Class p.7 - Totemist, Feat p.29 - Expanded Soulmeld Capacity, Feat p.38 - Llamasu Mantle, Soulmeld p.75



Feroz, the Hurting Wall (by jameswilliamogle):

Any Race
Binder 2

(28 pts buy)

Suggested stats:
STR: 8
DEX: 8
CON: 14
INT: 8
WIS: 8
CHA: 14

free points left: 16

Feats:
1. Improved Binding

Suggested Equipment: Chain Shirt (100 gp), Tower Shield (30 gp)
Total cost: 130 gp
Left money: 770 gp

Needs decent Cha, Con. Binds Dahlver-Nar, puts Pact Augmentation to HP, and wears a Tower Shield. He targets the bad guys with Shield Self, and stands in front of the rest of the party in tight quarters, as they attack from behind you, using ranged and reach weapons. You go full defensive. Shield Self gives you DR 50%, essentially, and if you go total defense, you have Total Cover, too, meaning noone can attack you (also, characters behind you have regular cover as well: helllooo sneak attack). If they hit you at all, its due to area effects or spells, but then you still have DR 50% (the enemy taking the other 50%). You also have an AC of 18 (chain shirt, tower shield, higher with heavier armor and decent dex). You'll have average HP of 17.5 w/ pact augment, and probably higher due to Con, but can take 35 HP of damage before going negative. In a pinch, you can let the Rogue behind you sneak attack you as the Cleric heals you, doing damage to the opponent as well.

What do you Need for this build?

  • Player's Handbook
  • Tome of Magic: Binder, Class p.9 - Improved Binding, Feat p.74




3rd-lvl Builds


Psion Blaster (by hogarth):


Human Psion 3
28 point buy
Str: 8
Dex: 14 (6)
Con: 14 (6)
Int: 16 (10)
Wis: 14 (6)
Cha: 8

Feats: Psicrystal Affinity, Overchannel, Talented, EK (Psionic Charm)
Power Points: 15
Powers Known
Level 1 - Inertial Armor, Vigor, Psionic Grease, Crystal Shard, Demoralize, Psionic Charm
Level 2 - Energy Missile, Share Pain

The Psionic Charm is there just in case he needs to do something outside of battle. :P

What do you Need for this build?

  • Player's Handbook
  • Expanded Psionics Handbook: Psion, Class p.19 - Psicrystal Affinity, Feat p.49 - Overchannel, Feat p.49 - Talented, Feat p.51 - Expended Knowledge, Feat p.46



Terance, hits-a-lot-but-hits-light (by jameswilliamogle):

Human
Binder 3

(28 pts buy)

Suggested stats:
STR: 8
DEX: 16
CON: 8
INT: 8
WIS: 8
CHA: 8

free points left: 18

Feats:
H. Improved Binding
1. Deadly Defense
3. Combat Expertise

Suggested Equipment: Masterwork Chain Shirt (250gp), Masterwork Rapier (320gp), Masterwork Buckler (165gp)
Total cost: 735 gp
Left money: 1965 gp

Put Pact Augmentation into your attack bonus, and bind Paiomon.

Activating your Dance of Death ability, you attack every creature you move past with your rapier once and only once, NO LIMIT ON THE NUMBER OF ATTACKS, just attacks per creature (one only). Use Deadly Defense, taking a -2 penalty to your attack using Combat Expertise. Your attack bonus is +7. Your damage is 2d6 + Str bonus. Your AC is 21.

When they swarm you next round, you use Whirlwind Attack, using the same strategy (+7 to hit, 2d6+Str damage), then use tumble to get out of there at a +9 bonus (untrained capable, thanks to Paimon).

What do you Need for this build?

  • Player's Handbook
  • Tome of Magic: Binder, Class p.9 - Paiomon, Vestige p.43 - Improved Binding, Feat p.73
  • Complete Scoundrel: Deadly Defense, Feat p.76



Gizmo, the electric kobold ~Tanky Binder~ (by jameswilliamogle):

Kobold
Binder 3

(28 pts buy)

Suggested stats:
STR: 8
DEX: 14
CON: 8
INT: 8
WIS: 8
CHA: 8

free points left: 22

Feats:
1. Improved Bind Vestige
3. Dodge

Suggested Equipment: Masterwork Full-plate (1,650 gp), Masterwork Tower Shield (180 gp)
Total cost: 1830 gp
Left money: 870 gp

Pact Aug goes to AC, bind Focolor. Strategy is simple: stand in front of the party, blasting everything you see with 3d6 lightening blasts that don't require attack rolls. AC should be 27 (+1 size, +1 natural, +2 dex, +8 armor, +4 shield, +1 Dodge feat).

What do you Need for this build?

  • Player's Handbook
  • Races of the Dragon: Kobold, Race p.37
  • Tome of Magic: Binder, Class p.9 - Improved Bind Vestige, Feat p.73



Self Healer (by skylancer4):

Human
Incarnate 2/Crusader 1

Feats:
H. Expanded Essentia Capacity (Theraputic Mantle)
1. Combat Reflexes
3. Stone Power

Soulmelds: Theraputic Mantle, Lucky Dice
Stance: Martial Spirit

Theraputic Mantle states for that every spell/effect that heals you you gain another hp for the level of the effect and for every point of essentia you put into the soulmeld you gain another 2 hp..
Basically with Martial stance counting as a 1st level spell/effect (not really a stretch of the imagination) you are healing yourself for 3 and at 3rd level you will be hitting the opponent and healing yourself for a nice 7 hp. Couple that with the steely resolve of the crusader and stone power (BAB of 2) and you should be able to keep yourself going for quite some time and occasionally throw a "band aid" on the other characters when needed/fully healed. Essentia has a cap on how much can be dedicated and that goes up with character level, at roughly 16-20 = 4 points(+1 from feat) would allow you to heal 13 points per hit which isnt all that much until you start figuring in multiple attacks. It stays a pretty useful 1st level ability throughout your adventuring career, at least for healing yourself

I choose Lucky dice for the +1 hit & damage as a swift action every round after starting the stance to make up for the loss of BAB from incarnate. But the ability could also give +1 saves or I think maybe skills. AFB at the moment. That and I was going to go chaotic alignment and the dice just fit thematically.

What do you Need for this build?

  • Player's Handbook
  • Magic of Incarnum: Incarnate, Class p.20 - Expanded Essentia Capacity, Feat p.38 - Theraputic Mantle, Soulmeld p.89 - Lucky Dice, Soulmeld p.77
  • Tome of Battle: Crusader, Class p.8 - Martial Spirit, Stance p.60



Standard TWF Starter Build (by nittanytbone):

Any (Human a good choice)
Rogue 1/Ranger 2

(28 pts buy)

Suggested stats:
STR: 10
DEX: 15
CON: 13
INT: 14
WIS: 12
CHA: 8

free points left: 3

Feats:
1. Improved Buckler Defense OR Iron Will (If you don't anticipate fixing your will save later) OR COmbat Expertise (if you must have the AC bonus)
3. Weapon Finesse

General Notes:
This build is designed to get you off the ground quickly with a functional TWF type that is also a solid skill monkey and trapfinder. Human makes the best race for this due to the bonus skills and feats, but you'll be getting enough bonus feats with the ranger dip to make another race viable. Dwarves are appealing for the CON bonus and darkvision, but halflings or gnomes could be tempting as well. IMHO, the elvish penalty to CON hits too hard to be worthwhile. By level 3, all key combat feats will be in place. At levels 1 and 2, the character will likely focus on skill usage and ranged combat.

The rogue level is essential for trapfinding, skill points, and sneak attack. The ranger levels add a lot of variety to your character (Tracking, outdoor skills), keep your key skills (search) high, and add Favored Enemy to your damage (pick something common like Humans or Goblinoids or something that is immune to SA such as undead). You'll want to complete skill synergies cross class if necessary, or fill them in at level 4.

The Next Step: Go up to Rogue 3 or Rogue 4 for SA and skills; Take a 3 level swashbuckler dip for INT to damage; work up to Ranger 4 for spells or 6 for Improved TWF for free.

Your REF save will be great and your FORT save will be passage, but your WILL save is terrible. Iron Will is a good choice to shore it up. Squeezing in Weapon Focus quickly is good to boost your "to hit" -- I'd advise short swords, myself. However, the +1 BAB requirement for Weapon Focus means that you'd have to take your ranger level first, which will cost you 8 skill points (while gaining you 2 HP).

I'm not a big Combat Expertise fan, merely because a character with 5 ranks in tumble can take -4 to hit for +3 to AC (which is nearly as efficient as Combat Expertise at lower levels), but it is often pretty popular, so I figured I'd throw it in there.

Dex is clearly your primary attribute. INT is probably a priority as this character is highly skilled. CON is a priority as HP need a boost. STR, WIS, and CHA are all pretty much dump stats. I like 12 WIS for the Will save boost and relationship to Spot/Listen, but a social character could benefit from higher CHA and make good use of the Ranger Favored Enemy skill bonuses.

What do you Need for this build?

  • Player's Handbook
  • Complete Warrior: Improved Buckler Defense, Feat p.100




4th-lvl Builds


Mr. Diplomat aka Dr. Henry Killinger (by Midgard in Ruin):

Old Illumian
Marshal 1/Warlock 2/Cleric 1

(28 pts buy)

Suggested stats:
STR: 10 (old -3 = 7)
DEX: 11 (old -3 = 8)
CON: 12 (old -3 = 9)
INT: 11 (old +3 = 14)
WIS: 9 (old +3 = 12)
CHA: 16 (old +3, 4th lvl +1 = 20)

free points left: 5

Feats:
M1. Skill Focus(Diplomacy)
1. Negotiator
3. Enhanced Power Sigils

Sigils:
Hoonvaul (charisma, wisdom and constitution checks and skills)

Invocations:
beguiling influence (complete arcana)

Domains:
trickery and charm (spell compendium)
Charm grants +4 cha (enhancement) for a minute a day, meaning the Doctor can add plus four to his charisma checks for a minute a day.

Suggested Equipment: Lesser Choker of Eloquence (6,000 gp)
Total cost: 6000 gp
Left money: -600 gp

Skill total: (without domain)

Diplomacy 42
6 (synergies) + 5 (charisma) + 5 (motivate charisma) + 3 (vaul sigil) + 5 (feats) + 6 (beguiling influence) +5 (competence via choker) + 7 ranks

Bluff 31
5 (charisma) + 5 (motivate charisma) + 3 (vaul sigil) + 6 (beguiling influence) + 5 (competence via choker) + 7 ranks

Sense Motive 13
7 (ranks) + 2 (feats) + 3 (Hoon) + 1 (wisdom)

knowledge: nobility
5 ranks... not really important.

I'm under the impression synergies stack, although I may be wrong. Without those other two synergies, and without the domain, Dr. Killinger can accomplish the following using diplomacy in a single round (which incurs a -10 penalty already calculated into results):

On a die roll of 7, Killinger improves an npc attitude from hostile to friendly
On a die roll of 12, Killinger improves an unfriendly npc to helpful
etc.

Assuming Killinger isn't facing a need for single round diplomacy, I can hardly imagine an npc that wouldn't be more than fair to the group. He ca heal minor damage and can fire a 1d6 eldrich blast but that really isn't the main idea. Killinger could succeed even the most ridiculous of checks to rile up a commoner mob and to succeed in directing it.(see DMGII pg.59 for more details). He could cause more revolts and revolutions than Carl Marx! Either that or convince a potential enemy that he or she has developed a deadly allergy to physical and mental strain of any kind, and therefore should retire to bed rest for the remainder of his or her life. I can imagine it being possible after several hours of diplomacy. He or she would be friendly++, but even assuming he has no time for diplomacy, after subtracting the opping players +20 bonus from Killingers bonus, Killinger still remains with a +15 bonus to the check. Lol. It's all about the magic murder bag.

Optimized level 4? un-optimized builds to come.

What do you Need for this build?

  • Player's Handbook
  • Races of Destiny: Illumian, Race p.51 - Enhanced Power Sigils, Feat p.152
  • Miniatures Handbook: Marshal, Class p.11
  • Complete Arcane: Warlock, Class p.5
  • Complete Adventurer: Lesser Choker of Eloquence, Magic Item p.132




5th-lvl Builds

Lovecraftian Psychic Warrior: Version 1 (by X):

Human
Psychic Warrior 5

(28 pts buy)

Suggested stats:
STR 16
DEX 12
CON 13
INT 10
WIS 14
CHA 8

free points left: 1

Feats:
H. Illithid Heritage
1. Illithid Skin
PW1. Illithid Grapple
PW2. Illithid Grapple
3. Illithid Grapple
PW5. Illithid Grapple

Powers: Bite of the Wolf, Grip of Iron, Offensive Prescience, Animal Affinity, Psionic Lion’s Charge

Your un-buffed full attack routine is 4 tentacles +6 melee (1d4 + 3). Buffed, it becomes 4 tentacles +8 melee (1d4 + 7) and bite +3 melee (2d8 + 4). In future levels, Psionic Body and Improved Grapple may be good feats.

What do you Need for this build?

  • Player's Handbook
  • Expanded Psionics Handbook: Psychic Warrior, Class p.24 - Bite of the Wolf, Power p.80 - Grip of Iron, Power p.111 - Offensive Prescience, Power p.125 - Animal Affinity, Power p.76 - Psionic Lion’s Charge, Power p.125
  • Complete Psionic: Illithid Heritage, Feat p.62 - Illithid Skin, Feat p.62 - Illithid Grapple, Feat p.61


6th-lvl Builds


The Cannonball (by zod):

Orc Barbarian 1/Fighter 2/Warblade 2/Berserk 1
Feats: Battle Jump, Headlong Rush, Power Attack, Leap Attack, Power Lunge
Relevant Manuevers: Leading the Charge, Battle Leader's Charge

Max Strength and Jump, and get a ring of jump+10. Rage and frenzy stack and you have a base 50 speed, so you're looking at a jump check of somewhere along the lines of +35, plus if you can get Expedious Retreat you get another +12. Now, charge your opponent. Using everything above, you can do (Weapon damage+18+24+10+4)X3 damage, IOW something in the range of 180-190 damage. For best results, use a reach weapon to avoid AoOs from Headlong Rush and Power Lunge.

Note: You can still do well over 100 damage without using Power Attack, for those high AC opponents. Also, you can even do okay with a one-handed weapon and shield, again doing over 100 even without using Power Attack.

For more fun, figure out some way to get pounce.

What do you Need for this build?

  • Player's Handbook
  • Dungeon Master Guide: Improved Ring of Jumping, Magic Item p.232
  • Monster Manual I: Orc, Race p.203
  • Tome of Battle: Warblade, Class p.20 - Leading the Charge, Manuever p.92 - Battle Leader's Charge, Manuever p.90
  • Deities and Demigods (3.0): Berserk, Prestige Class p.201
  • Unapproachable East: Battle Jump, Feat p.42
  • Races of Faerûn: Headlong Rush, Feat p.164
  • Complete Adventurer: Leap Attack, Feat p.110
  • Dragon Magazine #303: Power Lunge, Feat p.61



FrostLeaf summoner Druid (by Kelan):

Human
Druid 6

(28 pts buy)

Suggested stats:
STR: 10
DEX: 10
CON: 14
INT: 10
WIS: 16
CHA: 10

free points left: 4


Feats:
H. Spell focus (conj.)
1. Greenbound Summoning
3. Augment Summoning
6. Beckon the Frozen

Suggested Equipment: (in construction)
Total cost: 0 gp
Left money: 49,000 gp

Spells: The Venomfire spell (3rd lvl, Serpent Kingdom), is really a good spell to have around if you summon creature with any kind of poison attack, and/or if you have a medium viper as an animal companion. Most of the time you'll convert your spells into summon nature ally, so not too important, but do not memorize Animal boosting spell since your summon are now plants. Healing magic is always usefull.

So at 6th level, you summon nature allies will have:
Greenbound:
  • Type change to Plant
  • Gain Low-light vision
  • Immunity to mind-affecting effect (Charms, Compulsions, phantasms, patterns, and morale effects).
  • Immune to poison, sleep, paralysis, polymorph, and stunning.
  • Not subject to critical hit
  • +6 Natural Armor
  • Gain a slam attack
  • Gain SA: At Will- Entangle, pass without trace, Speak with plants; 1/day- Wall of thorns
  • Gain SQ: DR 10/magic & slashing, attack count as magic to overcome SR, Fast Healing 3, +4 grapple bonus, Resist Cold & Electricity 10,Tremorsense 60ft.
  • Str +6, Dex +2, Con +4, Cha +4
  • +16 Hide & Move silently i forested area

Augment Summoning:
  • Str +4, Con +4


Beckon the Frozen:
  • Gain the (cold) subtype
  • Immune to Cold
  • +50% dmg from fire
  • +1d6(cold) dmg on all natural attack

So they'll be far stronger then you!

What do you Need for this build?




Thou Shalt Not Pass (by billih):


I'm planning on playing this in my next campaign, so let me know if you see any problems with it.

Basic Build Progression
Human
1) Crusader
2) Crusader
3) Crusader
4) Cleric
5) Swordsage
6) Ruby Knight

Advantages:
1) Crusader is very strong at low levels
2) Taking Swordsage at level 5 gives you up to 6 level 2 manuevers, more than Swordsage 5
3) This is the easiest and fastest way into Thicket of Blades. Most builds don't get there until level 8, and this is clearly better than Crusader 6 + feat.
4) Ruby Knight advances both swordsage and crusader levels, meaning you can take better Shadow Hand feats than a straight Crusader->Ruby Knight
5) No feats needed, so you can have more flexibility
6) Your "to-hit" bonus stays up with full BAB characters if you use a weapon that you have swordsage weapon focus with.
7) This build enables other PCs well, with healing, crowd control, and bonuses to hit. Other players will like you.

Disadvantages:
Not as good as focused high level builds after level 16.
Crappy cleric spell progression, requires ingenuity in spell selection to choose relevant spells
Unable to sub out crappy low level behaviors at higher levels
Somewhat MAD (Dexterity for Combat Reflexes, Strength for Trip/Standstill/To Hit, Wisdom to AC if you wear light armor and cleric spells, Charisma to extra turning attempts) although I prefer to see it as a character that can take advantage of good scores

Suggested (Stances) Manuvers:
1) (Martial Spirit) Crusader's Strike, Stone Bones, Charging Minotaur, Leading the Attack, Vanguard Strike
2) (Iron Guard's Glare)
3) Mountain Hammer
4)
5) (Hunter's Sense) Rabid Wolf Strike, Counter Charge, Shadow Jaunt, Burning Brand, Flashing Sun, Fire Repost
6) (Thicket of Blades)!

Suggested Feats:
1) EWP: Spiked Chain, Weapon Finesse
3) Combat Reflexes
6) Standstill

or
1) TWF, Abberant Blood
3) Inhuman Reach
6) Combat Reflexes
(9) Double Hit)

or (especially if the DM allows alternate swordsage, which you always want with this build anyways)
1) EWP: Spiked Chain, Unarmed Strike
3) Snap Kick (by RAW, can you snap kick someone you only threaten with your melee weapon?)
6) Combat Reflexes

Suggested Domain:
Spell (you can get enlarge as a second level spell)

If your DM lets you change to a different Deity:
Strength (gets Enlarge as a first level spell)
Travel (Longstrider and freedom of movement)
Undeath (extra turning attempts allow cool things when you take RKV level 2)
Planning (if you want to go the DMM route)
Shadow/Darkness and Time (if you want to be a Master of Nine)

Suggested Further Progression:
7) RKV, Defensive Rebuke, (Divine Recovery class feature)
8) Crusader (!) Vanguard Strike -> Entangling Blade, (+2 Furious Counterstrike class feature)
9) and up. RKV

The additional level of Crusader allows you to choose manuevers from a new initiator level every time you get a new manuever from RKV.

What do you Need for this build?

  • Player's Handbook
  • Tome of Blood: Crusader, Class p.8 - Swordsage, Class p.15 - Ruby Knight Vindicator, Prestige Class p.122



Dipping Half-orc (by Midgard in Ruin):

Half-Orc
Barbarian 2/Fighter 2/Psychic Warrior 2

(28 pts buy) if needed

Suggested stats:
STR: 18
DEX: 10
CON: 13
INT: 10
WIS: 12
CHA: 6

free points left: 3

Feats:
1. Reckless Rage
F1. Power Attack
3. Extra Rage
F2. Improved initiative
PW1. Psionic Weapon
PW2. Deep Impact
6. Leap Attack

Take the "Reckless charge" Substitution level for the level 2.

Suggested Equipment: Masterwork Deep crystal Greatsword (1,350 gp), Boots of Charging (5,000 gp), Triple weapon capsule retainer (450 gp), Quickspark x 10 (25 gp each), Quickfrost x 10 (25 gp each), Quickflame x10 (25 gp each)
Total cost: 8,300 gp
Left money: 4,700 gp

Rage: +6 Str, +6 Con, -4 ac
Reckless charge: +4 attack bonus while charging, -4 ac

Attack (after raging):
+11 touch attack
2d6 (greatsword)+ 2d6 (deepcrystal)+ 3d6 (weapon retainer) +1d6 (boots) +10 (1.5 str) + 15 (power attack and leap attack)
or
8d6+25.

Minimum damage: 33 Average damage:53 Max Damage: 73

I wouldn't bother spending cash to boost this characters ac very much unless you often face many weak enemies in a single encounter. With -8 ac, there isn't much you can do. He puts out more damage than an ordinary fireball cast at this level on his charge and falls a point behind the maximum damage of an empowered fireball on average. Not a gamebreaker but may be highly annoying. And all without falling into the tome of battle.

What do you Need for this build?

  • Player's Handbook
  • Races of Stone: Reckless Rage, Feat p.143
  • Races of Destiny: Half-Orc Barbarian substitution level, Substitution Level p.159
  • Complete Warrior: Extra Rage, Feat p.98
  • Complete Adventurer: Leap Attack, Feat p.110 - Triple weapon capsule retainer, Item p.122 - Quickspark, Alchemical Weapon Capsule p.122 - Quickfrost, Alchemical Weapon Capsule p.122 - Quickflame, Alchemical Weapon Capsule p.122
  • Expanded Psionic Handbook: Psychic Warrior, Class p.24 - Psionic Weapon, Feat p.50 - Deep Impact, Feat p.45 - Deep Crystal, Special Material p.182
  • Miniatures Handbook: Boots of Charging, Magic Item p.42



Dice Bag Duskblade (by Midgard in Ruin):

Maenad
Duskblade 6
Total ECL: 6

(32 point buy)

Suggested stats:
STR: 16
DEX: 12
CON: 16
INT: 13
WIS: 9
CHA: 8

free points left: 0 (level stat point spend on strength)

Feats:
1. Psionic weapon
3. Greater Psionic Weapon or Deep Impact
6. Battle Caster

Suggested Equipment:
+1 Deepcrystal greatsword (2,315 gp),
Triple Weapon Capsule Retainer (450 gp),
10 Quickfrost (250 gp)
10 Quickflame (250 gp)
10 Quickshock (250 gp)
5 potions of Divine Sacrifice (1,500 gp)
Platemail (1,500 gp)
Total cost: 6,515 gp
Left money: 6,485 gp

Build text

spells:
1st level: Blade of blood, truestrike, shocking grasp

This build doesn't look very nasty at a glance and in my experience, most Dungeon masters will not have serious problems with it. Using the retainer and maintaining your psionic focus, your first strike should be

2d6 (greatsword)
+ 4d6 (greater psionic weapon)
+ 3d6 (retainer)
+ 4
9d6+4 Minimum damage: 13 average damage: 35.5 Maximum damage: 58
or
7d6+4 if you chose deep impact over greater psionic weapon

This comes at a cost of expending three capsules, a value of 75 gp. However against a particularly powerful enemy there is more damage that you can do. Without any extra action, you can expend the two powerpoints you've stored in your crystal weapon dealing an extra 2d6 damage and also use the duskblades arcane channeling ability to deliver a shocking grasp spell with the strike (an additional 5d6 damage), for a total addition of 7d6
Given a round to buff, you can activate the maenad outburst for 2 str, cast blade of blood (losing 5hp) as a swift action to gain an additional 3d6 damage and use a potion of divine sacrifice (losing 10 hp after each swing) to gain an additional 5d6 damage. With all the action aforementioned, this brings your total damage addition to the "standard" first strike to +15d6+2.
With a second round to buff, a casting of true strike will ensure you meet your target. This shouldn't be necessary in most cases if you selected deep impact.

Thus in a dire situation, if you chose the greater psionic weapon feat and were given adequate time to buff your damage would be:
2d6 (greatsword)
+ 4d6 (greater psionic weapon)
+ 3d6 (retainer)
+ 5d6 (divine sacrifice)
+ 3d6 (blade of blood)
+ 2d6 (deepcrystal)
+ 5d6 (shocking grasp)
+ 6
22d6+6 minimum damage: 28 Average damage: 83 Maximum damage: 138

What do you Need for this build?

  • Player's Handbook
  • Player's handbook II Duskblade, (class) p.19 - 24, Blade of Blood (spell) p.103, (type) p.103
  • Expanded Psionics Psionic Weapon, (feat) p.50, Greater Psionic Weapon, (feat) p.47, Maenads (race), p.13-14
  • Complete Adventurer Triple Weapon Capsule Retainer (item), p.122, Quickfrost (item), p.122, Quickshock (item), p.122, Quickflame (item), p.122,
  • Spell Compendium Divine Sacrifice (spell) p. 70
  • Complete Arcane Battle Caster (feat) p.75




7th-lvl Builds

Sorry, no builds for this level as of yet...

Look in the later post if somebody submitted one that I had no time to transcribe here.

If this is not the case, we recommend you to look for a build of a lower level and just level it.

or

To look for a build of a higher level and taking everyting you'll need as a prerequisite.

Builds of this level will be added as soon as possible.


8th-lvl Builds


The Critter (by Talok):


Half-orc (for Str), but human works well too.
Barbarian 7/Fighter 1 (7th Barbarian level = Streetfighter class substitution ability)
(28 pts buy)

Suggested stats:
STR 22
DEX 10
CON 10
INT 8
WIS 8
CHA 8

free points left: 8
1. Weapon Focus (falchion)
3. Power Attack
6. Power Critical (Falchion)
F1. Improved Crtical (Falchion)

This is basically a charging build. While charging, he threatens on a 14 or higher due to the streetfighter class substitution from the Cityscape web enhancement. He would have a very good chance to confirm as well.

All you need is the PHB, Complete Warrior, and the Cityscape web enhancement. It will work well at later levels. Stick with barbarian and get improved bullrush and shock trooper.
What do you Need for this build?

  • Player's Handbook
  • Complete Warrior: Power Critical , Feat p.103
  • Cityscape Web Enhancement: Streetfighter, Class Substitution Ability



Dice Bag Duskblade (by Midgard in Ruin):

Maenad
Duskblade 8
Total ECL: 8

(32 point buy)

Suggested stats:
STR: 16
DEX: 12
CON: 16
INT: 13
WIS: 10
CHA: 8

free points left: 0 (level stat points spend on strength and wisdom)

Feats:
1. Psionic weapon
3. Greater Psionic Weapon or Deep Impact
6. Battle Caster

Suggested Equipment:
+1 Vicious Deepcrystal greatsword (9,315 gp),
Triple Weapon Capsule Retainer (450 gp),
10 Quickfrost (250 gp)
10 Quickflame (250 gp)
10 Quickshock (250 gp)
5 potions of Divine Sacrifice (1,500 gp)
Platemail (1,500 gp)
Total cost: 13515 gp
Left money: 13485 gp

Build text

spells:
1st level: Blade of blood, truestrike, shocking grasp

This build doesn't look very nasty at a glance and in my experience, most Dungeon masters will not have serious problems with it. Using the retainer and maintaining your psionic focus, your first strike should be

2d6 (greatsword)
+ 2d6 (vicious)
+ 4d6 (greater psionic weapon)
+ 3d6 (retainer)
+ 4
11d6+4 Minimum damage: 15 average damage: 42.5 Maximum damage: 70
or
9d6+4 if you chose deep impact over greater psionic weapon

This comes at a cost of expending three capsules, a value of 75 gp. However against a particularly powerful enemy there is more damage that you can do. Without any extra action, you can expend the two powerpoints you've stored in your crystal weapon dealing an extra 2d6 damage and also use the duskblades arcane channeling ability to deliver a shocking grasp spell with the strike (an additional 5d6 damage), for a total addition of 7d6
Given a round to buff, you can activate the maenad outburst for 2 str, cast blade of blood (losing 5hp) as a swift action to gain an additional 3d6 damage and use a potion of divine sacrifice (losing 10 hp after each swing) to gain an additional 5d6 damage. With all the action aforementioned, this brings your total damage addition to the "standard" first strike to +15d6+2.
With a second round to buff, a casting of true strike will ensure you meet your target. This shouldn't be necessary in most cases if you selected deep impact.

Thus in a dire situation, if you chose the greater psionic weapon feat and were given adequate time to buff your damage would be:
2d6 (greatsword)
+ 2d6 (vicious)
+ 4d6 (greater psionic weapon)
+ 3d6 (retainer)
+ 5d6 (divine sacrifice)
+ 3d6 (blade of blood)
+ 2d6 (deepcrystal)
+ 5d6 (shocking grasp)
+ 6
24d6+6 minimum damage: 30 Average damage: 90 Maximum damage: 150

What do you Need for this build?

  • Player's Handbook
  • Player's handbook II Duskblade, (class) p.19 - 24, Blade of Blood (spell) p.103, (type) p.103
  • Expanded Psionics Psionic Weapon, (feat) p.50, Greater Psionic Weapon, (feat) p.47, Maenads (race), p.13-14
  • Complete Adventurer Triple Weapon Capsule Retainer (item), p.122, Quickfrost (item), p.122, Quickshock (item), p.122, Quickflame (item), p.122,
  • Spell Compendium Divine Sacrifice (spell) p. 70
  • Complete Arcane Battle Caster (feat) p.75




9th-lvl Builds


Hurler (by QuantumMechanic):

Centaur
Fighter 1/ Hulking Hurler 2
Total ECL: 9

(28 pts buy)

Suggested stats:
STR: 26
DEX: 8
CON: 8
INT: 8
WIS: 8
CHA: 8

free points left: 12

Feats:
HD1. Point Blank Shot
F1. Weapon Focus(Any Ranged)
1. Power Attack
3. Natural Heavyweight

Starting Strength 18 + 8 (racial) = 26

Overburdened Heave allows thrwoing a medium load.

Medium Load 613 x 3(Large Quadraped) x 2 (Natural Heavyweight) =3678

By improvised weapon damage that is 21d6. If this thrown item is sharp it does damage as if it was double weight.

7356lbs = 39d6

What do you Need for this build?

  • Player's Handbook
  • Races of the Wild: Centaur, Race p.95
  • Complete Warrior: Hulking Hurler, Prestige Class p.40
  • Planar Handbook: Natural Heavyweight, Feat p.40



Dice Bag Duskblade (by Midgard in Ruin):

Maenad
Duskblade 9
Total ECL: 9

(32 point buy)

Suggested stats:
STR: 16
DEX: 12
CON: 16
INT: 13
WIS: 10
CHA: 8

free points left: 0 (level stat point spend on strength)

Feats:
1. Psionic weapon
3. Greater Psionic Weapon or Deep Impact
6. Battle caster
9. Arcane Strike

Suggested Equipment:
+1 Vicious Deepcrystal greatsword (9,315 gp),
Triple Weapon Capsule Retainer (450 gp),
10 Quickfrost (250 gp)
10 Quickflame (250 gp)
10 Quickshock (250 gp)
5 potions of Divine Sacrifice (1,500 gp)
Platemail (1,500 gp)
Total cost: 13,515 gp
Left money: 22,485 gp

Build text

spells:
3rd level: vampiric touch
1st level: Blade of blood, truestrike, shocking grasp

This build doesn't look very nasty at a glance and in my experience, most Dungeon masters will not have serious problems with it. Using the retainer and maintaining your psionic focus, your first strike should be

2d6 (greatsword)
+ 2d6 (vicious)
+ 4d6 (greater psionic weapon)
+ 3d6 (retainer)
+ 4
11d6+4 Minimum damage: 15 average damage: 42.5 Maximum damage: 70
or
9d6+4 if you chose deep impact over greater psionic weapon

This comes at a cost of expending three capsules, a value of 75 gp. However against a particularly powerful enemy there is more damage that you can do. Without any extra action, you can expend the two powerpoints you've stored in your crystal weapon dealing an extra 2d6 damage and also use the duskblades arcane channeling ability to deliver a shocking grasp spell with the strike (an additional 5d6 damage), for a total addition of 7d6. If your hp is low, you may want to consider using vampiric touch to gain tempory hit points when you strike instead. However in doing so, you lose 1d6 of damage.
Given a round to buff, you can activate the maenad outburst for 2 str, cast blade of blood (losing 5hp) as a swift action to gain an additional 3d6 damage and use a potion of divine sacrifice (losing 10 hp after each swing) to gain an additional 5d6 damage. With all the action aforementioned, this brings your total damage addition to the "standard" first strike to +15d6+2.

With a second round to buff, a casting of true strike will ensure you meet your target. This shouldn't be necessary in most cases if you selected deep impact.
Now the next addition is a bit theoretical. I've checked the erratas for the Complete Warrior and the only limitation on how many times you can use arcane strike in a turn seems to be your attack bonus. The feat is a free action and the attack bonus granted from the feat may not exceed your base attack bonus. The bonus to attack roles is unnamed so they stack.

Now interpreting this RAW, you could conclude a few things since the period of use isn't listed.
1) the bonus it grants is an ongoing total for the characters carrier, meaning this may be a one use feat (eww)
2) by adding "per round" as a period, the duskblade could sacrifice spell levels equal to his BAB per turn.
3) by adding "per use" as a period, a character could dump his entire spell pool into a single strike by using the feat many times (eww)
4) by adding "this feat may be used once per turn", the character could spend spell levels equal to his BAB per turn only if his maximum spell level is equal or higher than his BAB

Now depending on the dm's interpretation maximum bonus damage dice and attack bonus using this characters attributes (assuming he hasn't cast any spells today) are as follows:
1) +9 if he has never used it before
2) +9
3) +23 if used shocking grasp, +21 if used vampiric touch
4) +3

Producing damage as follows:
1) minimum damage: 9 average damage: 22.5 Maximum damage: 36
2) minimum damage: 9 average damage: 22.5 Maximum damage: 36
3) minimum damage: 23 / 21 average damage: 57.5 / 52.5 Maximum damage: 92 / 84
4) minimum damage: 3 average damage: 7.5 Maximum damagwe: 12

In any of the cases, this can add a nice onus to attak and damage.

Thus in a dire situation, if you chose the greater psionic weapon feat and were given adequate time to buff your damage would be:
2d6 (greatsword)
+ 2d6 (vicious)
+ 4d6 (greater psionic weapon)
+ 3d6 (retainer)
+ 5d6 (divine sacrifice)
+ 3d6 (blade of blood)
+ 2d6 (deepcrystal)
+ 5d6 (shocking grasp)
+ 6
24d6+6 minimum damage: 30 Average damage: 90 Maximum damage: 150
+ arcane strike damage
1) minimum damage: 39 average damage: 112.5 Maximum damage: 186
2) minimum damage: 39 average damage: 112.5 Maximum damage: 186
3) minimum damage: 53 / 51 average damage: 147.5 / 142.5 Maximum damage: 242 / 234
4) minimum damage: 33 average damage: 97.5 Maximum damagwe: 162


What do you Need for this build?

  • Player's Handbook
  • Player's handbook II Duskblade, (class) p.19 - 24, Blade of Blood (spell) p.103, (type) p.103
  • Expanded Psionics Psionic Weapon, (feat) p.50, Greater Psionic Weapon, (feat) p.47, Maenads (race), p.13-14
  • Complete Adventurer Triple Weapon Capsule Retainer (item), p.122, Quickfrost (item), p.122, Quickshock (item), p.122, Quickflame (item), p.122,
  • Spell Compendium Divine Sacrifice (spell) p. 70
  • Complete Arcane Battle Caster (feat) p.75
  • Complete Warrior Arcane Strike (feat) p.96




10th-lvl Builds


Clever FrostLeaf summoner Druid the Wildshaper (by Kelan):

(Mulhorandi Divine Minion) Human
Druid 9

(28 pts buy)

Suggested stats:
STR: 10
DEX: 10
CON: 14
INT: 10
WIS: 16
CHA: 10

free points left: 4


Feats:
H. Spell focus (conj.)
1. Natural Spell
3. Greenbound Summoning
6. Augment Summoning
9. Beckon the Frozen

Suggested Equipment: (in construction)
Total cost: 0 gp
Left money: 49,000 gp

Spells: The Venomfire spell (3rd lvl, Serpent Kingdom), is really a good spell to have around if you summon creature with any kind of poison attack, and/or if you have a medium viper as an animal companion. Most of the time you'll convert your spells into summon nature ally, so not too important, but do not memorize Animal boosting spell since your summon are now plants. Healing magic is always usefull.

By 2nd level, you'll have an unlimited use of Wildshape (as a free action!) to change into an innocious looking animal (really limite choice). Then, using Natural spell, you'll summon nature ally to do the fighting for you, the ennemy not even knowing who to strike back at. At 3rd level, gaining the Greenbound template will really boost your summoned Nature ally. At 6th level (druid 5) you'll be able to Wildshape into any small or medium animal, at will, still as a free action... At 7th, your summoned alies will get another improvement, (+4str, +4con that will effectively be a +2touch/+2dmg, +2 Fort save and +2 Hp per HD. Then at 9th level you'll be able to Wildshape into any small, medium or large animal, at will, still as a free action. Finally, at 10th level, your summoned ally will get a last improvement adding +1d6 cold damage to all their attacks.

So at 10th level, you summon nature allies will have:
Greenbound:
  • Type change to Plant
  • Gain Low-light vision
  • Immunity to mind-affecting effect (Charms, Compulsions, phantasms, patterns, and morale effects).
  • Immune to poison, sleep, paralysis, polymorph, and stunning.
  • Not subject to critical hit
  • +6 Natural Armor
  • Gain a slam attack
  • Gain SA: At Will- Entangle, pass without trace, Speak with plants; 1/day- Wall of thorns
  • Gain SQ: DR 10/magic & slashing, attack count as magic to overcome SR, Fast Healing 3, +4 grapple bonus, Resist Cold & Electricity 10,Tremorsense 60ft.
  • Str +6, Dex +2, Con +4, Cha +4
  • +16 Hide & Move silently i forested area

Augment Summoning:
  • Str +4, Con +4


Beckon the Frozen:
  • Gain the (cold) subtype
  • Immune to Cold
  • +50% dmg from fire
  • +1d6(cold) dmg on all natural attack

The same bonus as the 6th level build, but you'll have your Wildshape at will, as a free action, and be able to cast while looking like an innocious pet, like a cat, so nobody will know where the real threat come from if you play your cards well...

What do you Need for this build?




Dozer (by Retross):

Warforged
Fighter 6/Warforged Juggernaut 4
(Take the Dungeon Crasher Fighter Substitution level for level 2 & 6)

Feats:
1. Adamantine Body
F1. Power Attack
3. Improved Bull Rush
F4. Weapon Focus(Spiked Shield)
6. Weapon Focus(Spiked Armor)
9. Blood-Spiked Charger

Lack of large size means no Knockback, but Dungeon Crasher just screams Warforged Juggernaut for extra-smashy flavor. You can pretty much break anything. Plus, you'll deal decent damage on a charge without a wall.

What do you Need for this build?

  • Player's Handbook
  • Eberron Campaign Setting: Warforged, Race p.20 - Warforged Juggernaut, Prestige Class p.83 - Adamantine Body, Feat p.50
  • Dungeonscape: Dungeon Crasher, Alternative Class Feature p.10
  • Player's Handbook II: Blood-Spiked Charger, Feat p.92



Elf Cleric 1 CG

(28 point buy)

Str 10<br /> Dex 16<br /> Con 10<br /> Int 10<br /> Wis 15<br /> Cha 14

Diety: Solonor Thelandira
Domains: Elf and War

Saves: 2/ 3/ 4

Cleric 1 Turn Undead, Point Blank Shot, Weapon Focus (longbow), Rapid Shot

2 attacks at +2/+2, +3/+3 if within 30ft.
Dictum Mortuum's Handbooks - My personal Character Optimization blog. 
Nerdy Meeples - A blog about reviewing and providing strategies on boardgames. 
Nice build Dictum Mortuum! never though to go Archer with a cleric before, but it seems to work nice. And you loose about nothing in efficiency as a cleric. Even better, it's a lvl 1 build, so it could be used in a completely new campaing!I like it, it's definitly going in the compilation!

I named it "Cleric Archer build", but if you would like me to give it another name, just tell me how you call it! :P
I'll be the first to suggest the Cleric 2/Conjurer 1/Master of Shrouds. One of the most powerful builds from levels 5-13. And if you can get to 14, then Cleric 1/Conjurer 2/Master of Shrouds 2/Ur-Priest 1/Master of Shrouds 8 or Cleric 1/Conjurer 3/Master of Shrouds 1/Ur-Priest 1/Master of Shrouds 9.
Nice build Dictum Mortuum! never though to go Archer with a cleric before, but it seems to work nice. And you loose about nothing in efficiency as a cleric. Even better, it's a lvl 1 build, so it could be used in a completely new campaing!I like it, it's definitly going in the compilation!

I named it "Cleric Archer build", but if you would like me to give it another name, just tell me how you call it! :P

call it as it fits you
I don't have a name for it, but it is kind of this board regular, so i don't claim any credits for it.
Dictum Mortuum's Handbooks - My personal Character Optimization blog. 
Nerdy Meeples - A blog about reviewing and providing strategies on boardgames. 
The Cannonball
Orc Barbarian 1/Fighter 2/Warblade 2/Berserk 1
Feats: Battle Jump, Headlong Rush, Power Attack, Leap Attack, Power Lunge
Relevant Manuevers: Leading the Charge, Battle Leader's Charge

Max Strength and Jump, and get a ring of jump+10. Rage and frenzy stack and you have a base 50 speed, so you're looking at a jump check of somewhere along the lines of +35, plus if you can get Expedious Retreat you get another +12. Now, charge your opponent. Using everything above, you can do (Weapon damage+18+24+10+4)X3 damage, IOW something in the range of 180-190 damage. For best results, use a reach weapon to avoid provoking AoOs from your target using Headlong Rush and Power Lunge.

Very cinematic flavor, too- you charge through your opponent like in an anime, and they fall apart. :D

Note: You can still do well over 100 damage without using Power Attack, for those high AC opponents. Also, you can even do okay with a one-handed weapon and shield, again doing over 100 even without using Power Attack.

For more fun, figure out some way to get pounce.
tiluvias99:

I've never read about this build, could you detail it a bit more, telling the advantage, feats needed, and any other suggestion? Oh, and Name it so I can add it to the compilation if it's so strong! :P
zod:

Wow, that's an awfull lot of damage for a pretty low level character! Thanks for your contribution!
Human Hexblade 1 NE

(28 point buy)

Str 12<br /> Dex 10<br /> Con 10<br /> Int 10<br /> Wis 10<br /> Cha 18

Saves: 0/0/2

Hexblade 1 [i]Hexblade's Curse[/i], [b]Daunting Presence[/b], [b]Dreadful Wrath[/b]
Curse foe.
Use daunting presence to make foe shaken, next round charge him/full attack him to make him frightened.

Unfortunately all DCs are lowly will 14.
(i like the previous build more ^^, since i wrote it though, i'll post it anyway)
Dictum Mortuum's Handbooks - My personal Character Optimization blog. 
Nerdy Meeples - A blog about reviewing and providing strategies on boardgames. 
And is there no way to work around this weakness? Any way of augmenting this DC even if it's making it a higher level build?

Here's a challenge for the readers of this post: Find a way to improve any build presented here, without improving the level too much! You'll get a special notice in the build you helped made stronger.
I have a whole section in my handy links for low level builds. Of course, some of those links are probably archived now...
Crush On You
Tarmak (or just human if you don't like mixing settings, though Jotunbrud fits great thematically with the Brutes) Fighter 1/Barbarian 1
Feats: Jotunbrud, Improved Unarmed Strike, Improved Grapple
Recommended equipment: spiked heavy armor (so your lost Dex bonus while grappling doesn't matter)

While raging (assuming 18 Str), you have a grapple check of +14. This beats out an Ogre by 3 points. Since many opponents have their offensive capabilities drastically reduced while grappling, this is a good thing. Needless to say, any CR-appropriate humanoid opponent you grapple is likely to be toast, especially if your Rogue friend stabs him while he is trying to futilely escape. At slightly higher levels, get those gloves from Sword and Fist which give +5 grapple, and you'll even do okay grappling those Giants and Tendriculi (you can get a +30-ish by level 10).
I have a whole section in my handy links for low level builds. Of course, some of those links are probably archived now...

I'm sure you have some really usefull links for low level builds, but I've just been to your handy link and it begins to be confuse...

You have so much link down there that finding what I'm looking for begins to be really hard. Since you must be the one the most familiar with your links, maybe you could point some to me that I could add to this thread?

thanks in advance!
Human Fighter 1/Cleric 1

28 pt. buy

Str 16
Dex 12
Con 12
Int 14
Wis 12
Cha 8

Combat Expertise, Improved Disarm, Jotenbrud, Weapon Focus- Heavy Flail

Competition and War domains. Competition domain is from Spell Compendium, and grants a +1 to all opposed rolls.

Total bonus for disarming your opponent is 1 (BAB)+1 (Weapon Focus) +4 (two handed weapon) +4 (considered large) +2 (flail) +1 (Competition domain) +4 (Improved Disarm)
+3 (str) = +20!

Also buy a locking gauntlet to practically guarentee you will never be disarmed yourself.

If you dm will not allow Jotenbrud, then take Improved Trip and replace the War domain with the Strength domain. Now you can cast Enlarge Person as a domain spell.

Now your disarm bonus is still +20 (+2 Str from Enlarge, but no Weapon Focus), but if you trip them first (+4 Str +4 size +4 Imp Trip +1 Competition= +13 total to trip check) they suffer a -4 penalty to the opposed attack when you disarm them with your followup "free" attack.

Picking up their weapon, standing up from prone, and crawling away all draw AoO's. Good feats to take later are Combat Reflexes, Power Attack, and Improved Sunder.
AbyssKnight: Nice trick! with a +20 to disarm at only lvl 2, you can bet that about nothing your DM will throw at you will be able to keep his weapon in hand! :P

Still, if facing monster using natural weapon, you loose efficiency . That's going in the compilation anyway!
I'm sure you have some really usefull links for low level builds, but I've just been to your handy link and it begins to be confuse...

You have so much link down there that finding what I'm looking for begins to be really hard. Since you must be the one the most familiar with your links, maybe you could point some to me that I could add to this thread?

thanks in advance!

Just do a search for the word "optimal" and that will take you to the section with the other low level threads.
I've been pointed to a thread linking to a lot of low-level build, scaled by level as I intend to do here. I'll eventually sort them and add the majority here, so as to regroup the more possible at the same place (and avoid them to be lost to the archiving prossess) but untill I can sort through them and add them all, here's a link right to this post for those who wanna check directly: "optimal" builds for each level (by Surreal)

Thanks to Surreal, I will be able to greatly improve the Compilation. Since it will take some time to actually add all the build here, I provided a temporary link to the post for those of you that need to check if some of the build presented there might suits your need.

Don't hesitate to post other builds of your own though, since we can never have too many to please the wide variety of players around here!
first thing i noticed with that link is the orc barb... orc gets +2str not +4.. so everything is downed alittle...
Orc's get +4 Str, Half-orcs get +2.
Orc's get +4 Str, Half-orcs get +2.

true dat playa.. Usually when I read stuff, it goes to normal-ish races
I made a list of characters optimised for levels 1-6. They were intended for use with Leadership as followers, and thus they generally don't include many front-liners (even a 6th level character stands no chance in combat against the sort of opponents that a higher-level party may face) but they may have other uses.

See here.
This might be extreamly usefull, so I placed a link in the 2nd post.

Thanks a lot!!
I've included a new build, and added a "What do you Need for this build?" section to each build, so each interested player will know what specific book(s) he need to pull this build and where in the book he'll find the things he needs (since some book are a pain to scan through to find a particular information)

AbyssKnight: While adding the "What do you Need for this build?" section, I realized that the competition domain was in the Spell Compedium, not the Races of Destiny, so I corrected it :P
This might be extreamly usefull, so I placed a link in the 2nd post.

Thanks a lot!!

No problem. It's worth noting that those characters tend to 'peak' early, but probably wouldn't be as optimal before nor after they're listed. Yes, probably still playable, but they're generally listed at the level they get the key ability at. Before that they're just some random abilities, probably requirements with little direction. Piling many more levels on and they're less likely to be able to get the higher-level gravy as they've taken the wrong feats.
Regarding the Master Disarmer, I'm interested on using it as an encounter for my PCs. Will give them some problems and won't be lethal to them, or so I hope.

I was thinking on changing human to Goliath, and now that Enlarge Person wouldn't work, would a Goliath Fighter 2 work? Still works as if he had Powerful Build, he'd miss having the Competition Domain, but would get another point of BAB to make up for it. Is it doable, or am I better off with Fighter 1/Cleric 1 and loading up in cures?

Also- Just to make sure of it: Goliath's are CR+0, right? Meaning, a Goliath Fighter 2 would be CR 2.

The party's level 3, so I'm thinking on putting him with the hard to kill psion, to get an ECL 3 encounter. One keeps them busy absorbing damage, and the other trips and disarms everyone.
Just added (and corrected small error in original build) Elbis the King of Roc ~Animal Trainer~ (by Arem_K)! If you wanna have some trained animal with you, you just NEED this guy! :P

CubeKnight: Normally a Goliath is ECL +1, but most of the time the CR of ECL+1 creature is +0... but I can't be sure since I've seen it nowhere exept in the race entry of Races of stone... Does it appear as a monster anywhere? I any MMI-IV? In Web Enhencement? In a module? If I was not able to confirm that it's CR +0 by seeing it written somewhere, I'd rule it CR+1 as the ECL just to be fair... I've always been disgusted by the fact that the CR and ECL where not equal. I find it not fair as a player! :P
1st-lvl Builds

Cleric Archer:

Elf Cleric 1 CG
(28 point buy)

Str 10
Dex 16
Con 10
Int 10
Wis 15
Cha 14

Diety: Solonor Thelandira
Domains: Elf and War

Saves: 2/ 3/ 4

Cleric 1 Turn Undead, Point Blank Shot, Weapon Focus (longbow), Rapid Shot

2 attacks at +2/+2



Elf isn't a core domain, so you need more than just the Player's Handbook for this build (Spell Compendium is probably the most "generic" place to find the domain.) I would also consider Precise Shot as an alternative to Rapid Shot-- that -4 penalty for shooting into melee is tough.
Balthanon: Damn you're right! I thought it was a core domain! Thanks for the notice!

As for the Cleric Archer build, the response is simple, try to aim at foes that aren't engaged in melee :P But if there is not often such foes in your game (depend on the DM) you sure should exchange rapid shot for precise shot, and nab Rapid shot on the next feat.
Low level Wizard/Sorcerer optimization:

Required Race: Human, Strongheart halfling, or any race with a bonus feat of the player's choice

At 1st level, take the feats Precocious Apprentice (Complete Arcane) and your choice of Winter's Blast or Fiery Burst (Reserve Feats, Complete Mage).

This gives you a second level spell slot in which you may prepare (or with which you may spontaneously cast) a 2nd level spell with the Fire or Cold Descriptor.

As long as you leave the 2nd level spell uncast, all day long, you have a cone of cold that deals 2d4 damage or a 5-foot radius burst of fire that deals 2d6 damage. You can still cast all your normal 1st level spells, and behave as any other 1st level spellcaster does, but you have area affect damage at the ready all day.

The wizard can (upon reaching third level) take the other reserve feat he didn't take at 1st level to have an extra choice for damage.

If you are allowed flaws, you can accomplish this at 1st level with any race you like.
6th Level Build: Thou Shalt Not Pass

I'm planning on playing this in my next campaign, so let me know if you see any problems with it.

Basic Build Progression
Human
1) Crusader
2) Crusader
3) Crusader
4) Cleric
5) Swordsage
6) Ruby Knight

Advantages:
1) Crusader is very strong at low levels
2) Taking Swordsage at level 5 gives you up to 6 level 2 manuevers, more than Swordsage 5
3) This is the easiest and fastest way into Thicket of Blades. Most builds don't get there until level 8, and this is clearly better than Crusader 6 + feat.
4) Ruby Knight advances both swordsage and crusader levels, meaning you can take better Shadow Hand feats than a straight Crusader->Ruby Knight
5) No feats needed, so you can have more flexibility
6) Your "to-hit" bonus stays up with full BAB characters if you use a weapon that you have swordsage weapon focus with.
7) This build enables other PCs well, with healing, crowd control, and bonuses to hit. Other players will like you.

Disadvantages:
Not as good as focused high level builds after level 16.
Crappy cleric spell progression, requires ingenuity in spell selection to choose relevant spells
Unable to sub out crappy low level behaviors at higher levels
Somewhat MAD (Dexterity for Combat Reflexes, Strength for Trip/Standstill/To Hit, Wisdom to AC if you wear light armor and cleric spells, Charisma to extra turning attempts) although I prefer to see it as a character that can take advantage of good scores

Suggested (Stances) Manuvers:
1) (Martial Spirit) Crusader's Strike, Stone Bones, Charging Minotaur, Leading the Attack, Vanguard Strike
2) (Iron Guard's Glare)
3) Mountain Hammer
4)
5) (Hunter's Sense) Rabid Wolf Strike, Counter Charge, Shadow Jaunt, Burning Brand, Flashing Sun, Fire Repost
6) (Thicket of Blades)!

Suggested Feats:
1) EWP: Spiked Chain, Weapon Finesse
3) Combat Reflexes
6) Standstill

or
1) TWF, Abberant Blood
3) Inhuman Reach
6) Combat Reflexes
(9) Double Hit)

or (especially if the DM allows alternate swordsage, which you always want with this build anyways)
1) EWP: Spiked Chain, Unarmed Strike
3) Snap Kick (by RAW, can you snap kick someone you only threaten with your melee weapon?)
6) Combat Reflexes

Suggested Domain:
Spell (you can get enlarge as a second level spell)

If your DM lets you change to a different Deity:
Strength (gets Enlarge as a first level spell)
Travel (Longstrider and freedom of movement)
Undeath (extra turning attempts allow cool things when you take RKV level 2)
Planning (if you want to go the DMM route)
Shadow/Darkness and Time (if you want to be a Master of Nine)

Suggested Further Progression:
7) RKV, Defensive Rebuke, (Divine Recovery class feature)
8) Crusader (!) Vanguard Strike -> Entangling Blade, (+2 Furious Counterstrike class feature)
9) and up. RKV

The additional level of Crusader allows you to choose manuevers from a new initiator level every time you get a new manuever from RKV.

Scorpion Knight: High Armor, High Damage in Heroic Safe Haven: Stay near me and never get hit Eldritch Avenger: Crit Fishing at level 12, LFR friendly

Psion Blaster

Human Psion 3
28 point buy
Str: 8
Dex: 14 (6)
Con: 14 (6)
Int: 16 (10)
Wis: 14 (6)
Cha: 8

Feats: Psicrystal Affinity, Overchannel, Talented, EK (Psionic Charm)
Power Points: 15
Powers Known
Level 1 - Inertial Armor, Vigor, Psionic Grease, Crystal Shard, Demoralize, Psionic Charm
Level 2 - Energy Missile, Share Pain

The Psionic Charm is there just in case he needs to do something outside of battle.
Harry Potter
Human Sorcerer
level 1

str 8
dex 14
con 18
int10
wis10
cha12

feats: sudden extend, sudden maximize (miniature's handbbok)
spells
level 1 (4/day): mount, power word: pain (races of the dragon)
level 0: fluff

This is a sort of duelist in my eyes. Casts mount before combat, saddle up. From the next two hours, Mr. Potter is more mobile than most creatures. He has above average hp and should be able to survive at least one longbow arrow. Intiative modifier of +2. Most monsters or characters of this level can't live through a single casting of power word pain (1d6/round for a given duration based on hitpoints of target).

The duration is 4d4 rounds for targets with 50 hp or fewer, 2d4 rounds if hp is 51-75, and 1d4 if hp is 76-100. All others are unaffected. casting time is one standard action.

The strategy is simple, cast and run. 4d6 minimum damage as a level 1, which is an average of 21 damage. Not even the stoutest level 1 barbarian could live up to that, even while raging (19 hp dawrf barbarian raging).

However, just in case that particular day, your dm is being some sort of duchebag and threatening the players with a level 3 or 4 character , or even something cr 5 or 6, you have a grenade ready. Mount up as usual, then cast you're almighty maximized power word: pain. Six damage every round for 16 rounds (96 damage), which is an auto kill, or 6 damage every round for 8 rounds (48 damage) if it's beefy (hp 51-75), which would eliminate two thirds of it's total hp. With sudden extend this damage leaps to 96, but for the sake of arguement let's look at the effects should it not be available.

If the monster is after you, a moderately difficult concentration check (dc 16) will allow you to move full speed on the horse while casting any remaining spell slots as power word: pain to finish off the beast. With maximum ranks in concentration, Harry would have to roll an 8 on the die to cast the spell.

Assuming you haven't used the hit and run tactic today you should be left with two spell slots. Two more power word pain spells to add to the stack. Each power word cast on mr. beef has an average duration of 5 rounds and average damage of 3.5/round for a total of 17.5 damage per spell, with an average damage of 35 between the two of them. (48 +35) > 75, mean on average, you kill a mr. beef that lacks a ranged attack and can't outrun your mount. On minimum rolls your do 52 damage to mr. Beef.

Optimized level 1?
Harry Potter
Human Sorcerer
[snip]
feats: eschew materials, sudden maximize (miniature's handbbok)

Eschew Materials is not a metamagic feat, so you can't take Sudden Maximize. Replace it with Sudden Widen or Sudden Extend instead and you should be O.K.
Eschew Materials is not a metamagic feat, so you can't take Sudden Maximize. Replace it with Sudden Widen or Sudden Extend instead and you should be O.K.

Genius!

Noted. This is as simple as replacing eschew with extend spell or sudden extend.

EXTEND SPELL [METAMAGIC]

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

No requirements to take this feat, and as a bonus, this feat keeps the tactic relevant at higher levels. It will stack with maximize meaning at level 4, it will last for 32 rounds for anything 50 hp or less and 16 rounds against anything 51 to 75. It will take a full round action but meh, at level four you can take a hit or two with a +4 con modifier. If you use sudden extend however, you can kill mr.beef with the first casting. Great thought Hogarth
I am posting without access to my books, please correct me if i am wrong and fill in my gaps

Azurin Incarnate 1 Point Blank Shot, Rapid Shot/Precise Shot

(28 point buy, 4 remaining)

Str 10
Dex 16
Con 14
Int 10
Wis 10
Cha 10

(assuming they have weapon profiviency with bows)

soulmeld: that one that gives +1 to ranged attack rolls and +1 per invested essentia. So +2.

2 attacks at +4/+4. One extra soulmeld for defence, 1 extra essentia to spend somewhere.
Dictum Mortuum's Handbooks - My personal Character Optimization blog. 
Nerdy Meeples - A blog about reviewing and providing strategies on boardgames. 
Mr. Dog: This one is my favorite so far! :P I just like to play Sorcerer, but in 1st level campaign, they are generally useless... Allowing them to have "at will" area effect spell with a good damage output even compared to their normal spells (at this level their spells usually do only 1d4(+1 for magic missile) or 1d6 dmg max... and you start with a possible 2d6 dmg at will with the Fiery Burst Feat!!).

Hey, I might even stop complaining when my DM decide to start a new campaign at level 1, and not at level 5+! :P
Oh, a small correction: the Heedless Charge the Cannonball uses is not the Shock Trooper ability, but the Orc-specific feat from Races of Faerun.
Also, another simple monster build:

The Walking Fortress
Mineral Warrior Minotaur (the Dragonlance variety, not the one from the MM) Crusader 1
Feats: Exotic Shield Profiency (extreme shield) (taken in lieu of Tower Shield Profiency ala the RoS variant rule), Thick-Skinned
Manuevers: Martial Stance, Crusader's Strike, whatever

Wear Mechanus Gear and carry an Extreme Shield (of course). Without any magic, your AC is 28, and you have DR 10/adamantine. At this level, hardly anything can really hurt you with physical damage, and you can just heal whatever damage you take with Martial Stance/Crusader's Strike. With your huge strength, you can either either enjoy a great to-hit as well, or fight defensively and still have almost as good an attack bonus as most front-liners at level 2. Plus you can use Earth Strike once in a while to add your massive Con mod to attack... perfect for those goblin/orc-bashing campaigns!

If the Extreme Shield is not allowed, you can just use a Tower for another 1 AC, and still have a decent to-hit.

Alternately, be a Fighter and take Shield Specialization+Shield Ward, and shrug off those silly Grapple/Trip/Bull Rush attempts with impunity.
zod: So you must mean the "Headlong Rush" Feat then!! :P I had such a hard time finding a feat labelled Heedless charge, you have no Idea! :P
Yup, my mistake. Sorry.
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