User:Aarnott/Lego Bin 8
Contents
Abusing leadership, craft checks, and aid another[edit]
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 [1]:
- 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 [2]).
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)[edit]
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[edit]
Race (Templates): Illumian
ECL | Class/HD/LA | Base Attack Bonus |
Saving Throws | Feats | Class Features |
Special | Effective Cleric Level for Spells | ||
---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||
1st | Cloistered Cleric 1 | +0 | +2 | +0 | +2 | Improved Sigil: Krau, Augment Summoning (bonus domain feat), Heighten Spell (flaw), Earth Spell(flaw) | Dragon Below domain, Summoner domain (+2 CL for summon spells) | Krau Sigil (+1 CL up to character level) | 1 |
2nd | Cloistered Cleric 2 | +0 | +3 | +0 | +3 | Naen Sigil (+1 on Intelligence-based checks), naenkrau (keep spell slots empty for +1 to DCs) | 2 | ||
3rd | Paragnostic Apostle 1 | +0 | +3 | +0 | +5 | Spell Focus (Conjuration) | Call of Worlds (summons get fast healing) | 3 | |
4th | Master of Shrouds 1 | +0 | +3 | +0 | +7 | Extra rebuking | 3 | ||
5th | Master of Shrouds 2 | +1 | +3 | +0 | +8 | Summon undead (shadow) | 4 | ||
6th | Master of Shrouds 3 | +2 | +4 | +1 | +8 | Fiendish Summoning Specialist | 5 | ||
7th | Master of Shrouds 4 | +3 | +4 | +1 | +9 | Summon undead (wraith) | 6 | ||
8th | Master of Shrouds 5 | +3 | +4 | +1 | +9 | Improved summoning | 7 | ||
9th | Master of Shrouds 6 | +4 | +5 | +2 | +10 | TODO | Summon undead (spectre) | 8 | |
10th | Master of Shrouds 7 | +5 | +5 | +2 | +10 | 9 | |||
11th | Master of Shrouds 8 | +6 | +5 | +2 | +11 | Summon undead (greater shadow) | 10 | ||
12th | Master of Shrouds 9 | +6 | +6 | +3 | +11 | TODO | 11 | ||
13th | Master of Shrouds 10 | +7 | +6 | +3 | +12 | Summon undead (dread wraith) | 12 | ||
14th | Malconvoker 1 | +7 | +7 | +6 | +14 | Deceptive summons, unrestricted conjuration | 12 | ||
15th | Malconvoker 2 | +8 | +7 | +6 | +15 | Enhanced Power Sigils | Planar binding | 13 | |
16th | Malconvoker 3 | +8 | +8 | +7 | +15 | TODO | Skill Focus (Bluff) | 14 | |
17th | Malconvoker 4 | +9 | +8 | +7 | +16 | Deceptive summons (fury) | 15 | ||
18th | Malconvoker 5 | +9 | +8 | +7 | +16 | TODO | Fiendish legion | 16 | |
19th | ??? 1 | +9 | +8 | +7 | +16 | 17 | |||
20th | ??? 2 | +9 | +8 | +7 | +16 | 18 |
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[edit]
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.