User:Aarnott/Lego Bin 8

Abusing leadership, craft checks, and aid another
Orc Barbarian 1/Orc Paragon 3/Something 1/Marshal 1
 * 16 starting cha +2 cloak of cha (+4 mod)
 * 19 starting str +2 gauntlets of ogre strength, +2 orc paragon (+6 mod)
 * Small keep as a possession
 * Pick Skill focus (diplomacy) before Marshal
 * Then get Leadership and Might Makes Right at level 6

Leadership score:
 * Pretend he gets the "Great Renown", "Fairness and Generosity", and "Special Power" score bonuses (+4 total)
 * 6 level, +6 str, +4 cha, +2 keep, +4 = 22
 * 75 level 1s, 7 level 2s, 4 level 3s, 2 level 4s, 2 level 5s, 1 level 6, level 4 cohort

The cohort (which is more likely to be allowed to be whatever you want):

Kenku Cleric 4
 * Pick craft skills exclusively (Alchemy, Armorsmith, Weaponsmith, Wicker Baskets)
 * Assume +2 int mod
 * Craft Domain (skill focus, +3 untyped)
 * Artifice Domain (+4 untyped)
 * +2 circumstance from MW crafting tools
 * +9 insight from Divine Insight (2nd level spell)
 * +3 from each follower (kenku racial) taking 10 on aid another = 91 * 3 = +273
 * 7 ranks
 * Total craft = +300 (310 on take 10)
 * Crafting (something, say alchemist's fire) with DC increased to 310 = 96100 sp per week
 * = 9610 gp per week
 * = 1372.85 gp per day
 * = 57.20 gp per hour
 * Over 2 alchemist's fires per hour (actually just under 3).

It gets crazier.

At level 9 - Extra Followers feat (leadership should be 25+ at this point)
 * 326 followers
 * Kenku cleric has 3 more levels giving +3 to ranks and divine insight.
 * Some magic stuff could probably be bought to get that higher, but who cares for now.
 * Extra +696 +6 = +702 to craft checks when aided
 * Total craft = +1002 (1012 on take 10)
 * With a DC 1010 craft: 1020100 sp per week
 * = 102010 gp per week
 * = 14572.85 gp per day
 * = 607.20 gp per hour
 * An alchemist's fire every 2 min.

If levels 7, 8, & 9 were Orc Warlord :
 * 978 followers = +2934 craft
 * Total craft = +2967 (2977 with take 10)
 * With a DC 2977 craft: 8862529 sp per week
 * = 886252.9 gp per week
 * = 126607.55 gp per day
 * = 5275.31 gp per hour
 * = 87.92 gp per min
 * 4 alchemist's fires every minute

If you are allowed to craft epic alchemy items without the lame feat (or I suppose you could cheat it in with rogue 10), you can improve an alchemist's fire 148 times (if you could afford the one-third of 14,820 gp of materials = 4,940 gp), for a 149d6 grenade that splashes 149 squares (745 feet). Given the HP of rock, you could probably use one of these things to destroy a good portion of a castle. It's over a quarter-mile diameter that will basically be vaporized, after all.

Using GW's masterwork rules (which, incidentally is one of the lame reasons I played with these numbers), you can make a tier 986 masterwork. Of course, the cost would be absurd (approximately 3 digits per 10 tiers ==> 1 followed by 99 0s, which is just under a Googol ).

But with that Googol worth of gold, you could have an item that has its weight reduced by 24,650%. So Mithril Mountain Plate with armor spikes normally weighs 235 lbs, instead would weigh -57,810 lbs.

Okay, that is dumb. But this was fun to figure out.

If the main orc character takes 10 rogue levels and gets Legendary Commander, he'd have:


 * 9780 followers = +29340 craft
 * I'm sure +50 for the Kenku is reasonable at level 18, so total craft = 29400 when taking 10
 * With a DC 29400 craft: 864360000 sp per week
 * = 86436000 gp per week
 * = 12348000 gp per day
 * = 514500 gp per hour
 * = 8575 gp per min
 * = 142.91 gp per sec
 * 7 alchemist's fires every second

He'd be able to make a nuclear warhead: 1470d6 alchemist fire over 1470 square splash radius (7350 ft. or 1.39 miles). Or create an 8.35 mile wide sunrod effect that lasts just over a year (367.5 days).

Another fun fact: if you have 15 million followers helping craft, you produce more alchemist fires per second than you have followers.

A Supermount Build Idea (abusing the wording on halfling outrider)
Uses Unearthed Arcana/Prestige Ranger, Unearthed Arcana/Prestige Paladin, Unearthed Arcana/Bloodlines, Unearthed Arcana/Faith Scion, depending on the build


 * Halfling outrider stacks druid, paladin, and ranger animal companion levels.
 * So, if a player has both ranger and druid, it should, technically, count for both
 * Prestige rangers stack directly with druid level (not at half-rate).

Build would be:

Druid 6/Prestige Ranger 1/Halfling Outrider 10/Some bloodline 3


 * Falls short of +16 BAB (has +15)
 * Effective animal companion would have 9 (druid + bloodline) + 4 (ranger + bloodline) + 13 (outrider stacking with druid + bloodline) + 13 (outrider stacking with ranger + bloodline) = 39 druid levels.
 * Natural Bond feat gives 42 druid levels
 * +20 HD, +20 Natural Armor, +14 Str/Dex
 * I don't have the book on me, but I think the Beastmaster PrC could be either traded for a druid level to get another +5 druid levels (only a single bump up though)

Alternatively, we can get some Devoted Tracker all up in here:

Paladin 5/Druid 1/Prestige Ranger 1/Halfling Outrider 10/Some bloodline 3


 * +16 BAB
 * Effective animal companion would have 4 (druid + bloodline) + 4 (ranger + bloodline) + 13 (outrider stacking with druid + bloodline) + 13 (outrider stacking with ranger + bloodline) = 34 druid levels.
 * Natural Bond feat gives 37 druid levels
 * Effective special mount level is 8 (paladin + bloodline) + 13 (outrider + bloodline) = 21
 * +24 HD, +26 Natural Armor, +16 Str, +12 Dex

Another devoted tracker build that gets cheesier involves UA legendary weapons (DM fiat):

Druid 6/Prestige Ranger 1/Sacred Exorcist 1/Prestige Paladin 2/Halfling Outrider 1/Faith Scion 5/ Bloodline 3


 * Casting as a 13th level druid (which is mostly the point) (CL should be 25!)
 * Wildshape as an 17th level druid (+ all the relevant abilities!)
 * Lay on Hands as a 15th level Paladin (if we care about that)
 * Turn Undead as a 17th level Cleric (for DMM cheese)
 * Faith Scion doesn't get to count both druid and ranger because it advances animal companion, not advancement by class
 * 9 (druid + bloodline) + 4 (ranger + bloodline) + 4 (outrider stacking with druid + bloodline)+ 4 (outrider stacking with ranger + bloodline) + 8 (scion + bloodline) = 29
 * + Natural Bond = 32
 * Effective special mount level is 5 (paladin + bloodline) + 4 (outrider + bloodline) + 8 (scion + bloodline) = 17
 * +20 HD, +22 Natural Armor, +14 Str, +10 Dex
 * Requires a legendary weapon that will work for a strongheart halfling (as opposed to the example one for dwarves)

Other stuff that could work


 * Unearthed Arcana/Bard Variant, 1 level dip for +4 animal companion levels (inc. bloodline)
 * Beastmaster PrC, 1 level dip for +6 animal companion levels (inc. bloodline)
 * Lion of Talisid PrC, 1 level dip for +4 animal companion levels (inc. bloodline)
 * Abolisher PrC, 1 level dip for +4 animal companion levels (inc. bloodline)
 * Gatekeeper Mystagogue, 1 level dip for +4 animal companion levels and byeshk natural weapons (inc. bloodline)
 * Planar Shepard, same deal with lots of goodies

Early Entry Abuse
Race (Templates): Race::Illumian

Cloistered Cleric 1/Wizard 2/Master of Shrouds 10 is probably a bit better, mostly because the UA conjurer variants can net Augmented Summoning as a bonus feat (freeing up a domain) and, more importantly, summon monster spells as a standard action (for later on with the malconvoker). Technically it should apply to all classes, so Cloistered Cleric 2/Wizard 1/Master of Shrouds 10 could be awesome by making use of some DMM.

Ranged Grappler, level 10 build
This build revolves around the Ranged Pin feat.

Desert Orc Half-Minotaur Half-Ogre (LA+1)
 * +4 Str, -2 Int, -2 Wis, -2 Cha (Desert orc)
 * +8 Str, -2 Dex, +4 Con, +2 NA, -1 AC/Attack (Large Size)
 * +4 Str, +2 Con, -2 Int (Half-minotaur)
 * +4 Str, -2 Int, -2 Cha (Half-ogre)
 * 40 ft. speed (Half-minotaur)
 * +2 NA (Half-minotaur)
 * 1d8 Gore attack (Half-minotaur)
 * Darkvision 60 ft. (Half-minotaur)
 * Scent (Half-minotaur)
 * +2 Search, Spot, Listen (Half-minotaur)
 * +2 NA (Half-ogre)
 * Giant blood (Half-ogre)
 * Light Sensitivity (Desert Orc)
 * Endurance bonus feat (Desert Orc)


 * Total racial stat changes: +20 Str, -2 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha
 * Total Natural Armor Bonus: +6

Stats Using 25 point standard D&D point buy:
 * Str 36 (+13), Dex 15 (+2), Con 16 (+3), Int 3 (-4), Wis 6 (-2), Cha 4 (-3)

Fighter 6/Hulking Hurler 3
 * 1 - Brutal Throw, Endurance (bonus), Power Attack (fighter bonus), Point Blank Shot (flaw), Weapon Focus(Javelin) (flaw)
 * 2 - Precise Shot (fighter bonus)
 * 3 - Improved Unarmed Strike
 * 4 - Weapon Specialization(Javelin) (fighter bonus)
 * 6 - Ranged Pin, Improved Grapple (fighter bonus)
 * 9 - Rapid Shot

Highlights
 * With a +4 Strength item, 42 Strength.
 * Also can afford a permanent enlarge person spell (+2 Strength, -2 Dex - which means a +2 dex item is needed, -1 attack/ac)
 * Potions also work fine.
 * Javelin attack modifier: +26 -> +9 (BAB) +17 (Str) -2 (size) +1 (PBS) + 1 (Weapon Focus)
 * Grapple bonus: +34 --> +9 (BAB) +17 (str) +8 (size)
 * Do the following attack routine with rapid shot: +24/+24/+19 (Huge Javelins, 2d6 + 19 damage)
 * Use Ranged Pin on enemies with these attacks, allowing you to almost certainly nail 3 enemies to the floor.
 * Ranged Pin requires a standard action to get out of.
 * MW or +1 javelins are nice, but not crucial. Returning is probably a bad property since it doesn't make sense that the opponent is pinned down by something that flies back to your hand.