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User:Jota/RZ

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Author: Jota (talk)
Date Created: October 14, 2009
Status: Beta
Editing: Clarity edits only please
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IntroductionEdit

AirMan!

ReferencesEdit

  • Tome material (links to follow)
  • Fractional base saves

Game Rule ComponentsEdit

Spells, Powers, Soulmelds, Stances, etc...Edit

0 mdash; arcane mark10, detect magic10, detect poison10, ghost sound10, light10, mage hand10, prestidigitation10, read magic10, resistance10

1 mdash; color spray10, protection from law10, ray of enfeeblement10, shield10, silent image10

2 mdash; glitterdust10, gust of wind10, protection from arrows10, whispering wind10

3 mdash; blink10, dispel magic10, hold person10

4 mdash; greater invisibility10, stoneskin10

5 mdash; telekinesis10

6 mdash;

7 mdash;

8 mdash;

9 mdash;

Level 10 - 9/5/4/3/2/1 - Superscript indicates level acquired.

ItemsEdit

<- items used in this build ->

ProgressionEdit

Starting Ability Scores (Before Racial Adjustments): 12/14/12/10/8/18

Race (Templates): Elemental-Bodied (Air)

Starting Racial Traits: +2 Dexterity, −2 Intelligence

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Elemental Weird 1 +0 +0 +0 +2 Sphere Focus (Air) Elemental Origin, Sphere (Air - Basic)
2nd Elemental Weird 2 +1 +0 +0 +3 Enhanced Sphere Access
3rd Elemental Weird 3 +1 +1 +1 +3 <- feat(s) -> Sphere (Air - Advanced)
4th Elemental Weird 4 +2 +1 +1 +4 Hardiness of the Elements +1 Charisma
5th Elemental Weird 5 +2 +1 +1 +4 <- feat(s) -> Sphere (Air - Expert)
6th Elemental Weird 6 +3 +2 +2 +5 <- feat(s) -> Elemental Skills
7th Elemental Weird 7 +3 +2 +2 +5 <- feat(s) -> Sphere (
8th Elemental Weird 8 +4 +2 +2 +6 Unstoppable Force <- class features gained -> +1 Charisma
9th Elemental Weird 9 +4 +3 +3 +6 <- feat(s) -> Sphere
10th Elemental Weird 10 +5 +3 +3 +7 <- feat(s) -> Magical Training
11th Seer of the Tempest 1 +5 +3 +3 +9 <- feat(s) -> Increased Edge, Sonic Spells, Suffer the Firmament
12th Seer of the Tempest 2 +6/+1 +4 +4 +10 <- feat(s) -> Scary Noises +1 Charisma
13th Seer of the Tempest 3 +7/+2 +4 +4 +10 <- feat(s) -> Winds
14th Seer of the Tempest 4 +8/+3 +4 + 4 +11 Attune Domain: Storm <- class features gained ->
15th Seer of the Tempest 5 +8/+3 +5 +5 +11 <- feat(s) -> Swift Winds
16th Seer of the Tempest 6 +9/+4 +5 +5 +12 <- feat(s) -> Uproar +1 Charisma
17th Seer of the Tempest 7 +10/+5 +5 +5 +12 <- feat(s) -> Sense the Winds
18th Seer of the Tempest 8 +11/+6/+6 +6 +6 +13 Attune Domain: Darkness, Blind Fighting <- class features gained ->
19th Legendary Strategist 1 +12/+7/+7 +6 +6 +13 <- feat(s) -> A World of Opportunity, Assistance, Legacies of Command
20th Archmage 1 +12/+7/+7 +6 +6 +15 <- feat(s) -> <- class features gained -> +1 Charisma

Other ComponentsEdit

<- anything not covered by the previous sections ->

HighlightsEdit

<- How and why this build works, also a place to show off just what the build can do ->

TacticsEdit

<- How does the build function in combat? What are the common actions one pulls off in a round? ->

Munchkin-Size MeEdit

<- Take it to the next level ->

Side NotesEdit

<- overview of additional info about this build ->

Really only need the five levels of Weird for expert access to the Air sphere, beyond that it doesn't matter too much. That said, the Swift Winds class feature from the Seer of the Tempest is the other key flavor ability from my perspective. If you're going to take 5 levels in Weird you might as well take 10 for Magical Training and then jump into the Seer, because taking 5 and then picking up another spellcasting class would just be stupid.

LimitationsEdit

<- conditions of when this build works, and, if needed, tricks for the DM (provided they allow this build) to keep the abuse to a minimum. -> ->


VariantsEdit

<- Can something be switched for anything else? ->

Weird 5/Brute 10/Legendary Strategist 1/Fighter, Tome 4?

MiscellaneousEdit

<- Any other side notes that don't fit in the above sections. ->