https://www.dandwiki.com/w/api.php?action=feedcontributions&user=71.232.159.103&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T07:39:46ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Talk:Politico_(3.5e_Optimized_Character_Build)&diff=53415Talk:Politico (3.5e Optimized Character Build)2006-12-12T06:40:49Z<p>71.232.159.103: /* Optimizing... */</p>
<hr />
<div>== Optimizing... ==<br />
<br />
Thats a great set up, but how would you be able to extend this any further? It has been my experience that certain combinations work well up to a certain point then the benefits just stop growing. After a while, +2 becomes inconsequential and even negligible to a certain extent. {{Unsigned|DM Demonkin|00:55, 11 December 2006 (MST)}}<br />
<br />
<br />
Actually, since diplomacy's mechanics are static rather than dynamic, you COULD feasibly take 17 levels in commoner and still manage to do pretty well for yourself. That having been said, I'm working the bugs out of a build that gets epic-level diplo benefits without even rolling by level 10. =)<br />
<br />
To be honest though, I don't think that this is "optimization" as much as "taking advantage of a broken rule." Diplo is broken. But for the sake of argument, I'll get cracking on formatting that build.</div>71.232.159.103https://www.dandwiki.com/w/index.php?title=Politico_(3.5e_Optimized_Character_Build)&diff=50742Politico (3.5e Optimized Character Build)2006-12-02T06:25:15Z<p>71.232.159.103: </p>
<hr />
<div>== Introduction ==<br />
<br />
The Politico is a blatant abuse of the Diplomacy skill, and originated as a use for bard, although rogue eventually made it into the final build. It has an extremely slow progression for actual combat and spell progression, although the goal is to finish fights before they start with Diplomacy. Unlike most builds, this can be fairly effective even by third level.<br />
<br />
This build is an intellectual exercise only. If you use this build your fellow players will probably want to kill you.<br />
<br />
== References ==<br />
<br />
Player's Handbook, Complete Arcane<br />
<br />
== Game Rule Components ==<br />
<br />
No new components.<br />
<br />
=== Race and Templates ===<br />
<br />
Half-elf<br />
<br />
=== Classes ===<br />
<br />
Rogue, Warlock<br />
<br />
=== Feats ===<br />
<br />
The build centers around skills, for the most part feats are somewhat irrelevant. Skill Focus: Diplomacy, and Negotiator are important.<br />
<br />
=== Spells, Powers, Items ===<br />
<br />
This build benefits greatly from Eagle's Splendor and other CHA boosting shenanigans, although since they are not actually castable by the class itself, they are left out of the equation.<br />
<br />
=== Miscellaneous ===<br />
<br />
This build is under construction.<br />
<br />
== Progression ==<br />
<br />
{| class="d20" style="text-align: left;"<br />
|-<br />
! ECL !! Class/HD/LA !! Feats<br />
|-<br />
| 1st || Rogue || Negotiator, Sneak Attack 1d6<br />
|- class="even"<br />
| 2nd || Warlock || "Beguiling Influence" invocation<br />
|-<br />
| 3rd || Rogue || Evasion, Skill Focus: Diplomacy<br />
|}<br />
<br />
== Highlights ==<br />
<br />
At the end of the three levels, your important skills will be as follows.<br />
<br />
Diplomacy (6 ranks)<br />
Knowledge: Nobility (5 ranks)<br />
Bluff (5 ranks)<br />
Sense Motive (5 ranks)<br />
<br />
The last three skills are important because they give you 3 +2 synergy bonuses apiece. Note that there while they are called "synergy bonuses" they are actually an untyped bonus, and thus stack.<br />
Half elves get +2 to diplomacy and gather info.<br />
Negotiator gives us +2 to diplomacy and sense motive.<br />
Skill Focus (Diplomacy) gives us +3 to diplomacy.<br />
Beguiling Influence gives +6 to Diplomacy, Bluff, and Intimidate for 24 hours.<br />
<br />
Assuming that there is a CHA mod of 0, we are looking at 2+2+2+2+2+3+6+6, for a total of a +25 modifier.<br />
<br />
At this point, assuming a standard roll of 10, we can convert any number of listening opponents from Hostile to Friendly (dc 35), and automatically turn hostiles to neutrals in a single round (dc 25, with a -10 to your check).<br />
<br />
== Munchkin-Size Me ==<br />
<br />
Now that you have +25 to diplomacy at level 3, feel free to terrorize whatever you like.<br />
<br />
----<br />
Back to [[Dungeons and Dragons]] > [[DnD Character Optimizations|Character Optimizations]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Character Optimization]]</div>71.232.159.103https://www.dandwiki.com/w/index.php?title=Politico_(3.5e_Optimized_Character_Build)&diff=50686Politico (3.5e Optimized Character Build)2006-12-01T18:44:26Z<p>71.232.159.103: </p>
<hr />
<div>== Introduction ==<br />
<br />
The Politico is a blatant abuse of the Diplomacy skill, and originated as a use for bard, although rogue eventually made it into the final build. It has an extremely slow progression for actual combat and spell progression, although the goal is to finish fights before they start with Diplomacy. Unlike most builds, this can be fairly effective even by third level.<br />
<br />
This build is an intellectual exercise only. If you use this build your fellow players will probably want to kill you.<br />
<br />
== References ==<br />
<br />
Player's Handbook, Complete Arcane<br />
<br />
== Game Rule Components ==<br />
<br />
No new components.<br />
<br />
=== Race and Templates ===<br />
<br />
Half-elf<br />
<br />
=== Classes ===<br />
<br />
Rogue, Warlock<br />
<br />
=== Feats ===<br />
<br />
The build centers around skills, for the most part feats are somewhat irrelevant. Skill Focus: Diplomacy, and Negotiator are important.<br />
<br />
=== Spells, Powers, Items ===<br />
<br />
This build benefits greatly from Eagle's Splendor and other CHA boosting shenanigans, although since they are not actually castable by the class itself, they are left out of the equation.<br />
<br />
=== Miscellaneous ===<br />
<br />
This build is under construction.<br />
<br />
== Progression ==<br />
<br />
{| class="d20" style="text-align: left;"<br />
|-<br />
! ECL !! Class/HD/LA !! Feats<br />
|-<br />
| 1st || Rogue || Negotiator, Sneak Attack 1d6<br />
|- class="even"<br />
| 2nd || Warlock || "Beguiling Influence" invocation<br />
|-<br />
| 3rd || Rogue || Evasion, Skill Focus: Diplomacy<br />
|- class="even"}<br />
<br />
== Highlights ==<br />
<br />
At the end of the three levels, your important skills will be as follows.<br />
<br />
Diplomacy (6 ranks)<br />
Knowledge: Nobility (5 ranks)<br />
Bluff (5 ranks)<br />
Sense Motive (5 ranks)<br />
<br />
The last three skills are important because they give you 3 +2 synergy bonuses apiece. Note that there while they are called "synergy bonuses" they are actually an untyped bonus, and thus stack.<br />
Half elves get +2 to diplomacy and gather info.<br />
Negotiator gives us +2 to diplomacy and sense motive.<br />
Skill Focus (Diplomacy) gives us +3 to diplomacy.<br />
Beguiling Influence gives +6 to Diplomacy, Bluff, and Intimidate for 24 hours.<br />
<br />
Assuming that there is a CHA mod of 0, we are looking at 2+2+2+2+2+3+6+6, for a total of a +25 modifier.<br />
<br />
At this point, assuming a standard roll of 10, we can convert any number of listening opponents from Hostile to Friendly (dc 35), and automatically turn hostiles to neutrals in a single round (dc 25, with a -10 to your check).<br />
<br />
== Munchkin-Size Me ==<br />
<br />
Now that you have +25 to diplomacy at level 3, feel free to terrorize whatever you like.<br />
<br />
----<br />
Back to [[Dungeons and Dragons]] > [[DnD Character Optimizations|Character Optimizations]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Character Optimization]]</div>71.232.159.103https://www.dandwiki.com/w/index.php?title=Talk:Tripper_(3.5e_Optimized_Character_Build)&diff=50684Talk:Tripper (3.5e Optimized Character Build)2006-12-01T17:52:15Z<p>71.232.159.103: Potential Corrections</p>
<hr />
<div>Why go with the Dire Flail when the Spiked Chain is arguably the most famous trip enabler in the game? The bonus is negligible next to the 15 foot reach of the Chain.<br />
<br />
You would probably be better served with Combat Reflexes than Dodge, so you can control the entire battlefield instead of just one opponent.<br />
<br />
Taking a homebrew race with a con penalty into the war zone is risky. You're going to be in the very thick of combat, and that means that you're going to take damage. I'd suggest Warforged, Half-orc, or Human for the extra feat, although if you're dead set on the homebrew, I would suggest taking Cloak Dance out of XPH or Fade Into Violence out of PhB2 as soon as humanly possible.<br />
<br />
Weapon focus is, for lack of a nicer word, subpar. You'd be better off with something to shore up any other aspect of your character. Toughness and Improved Toughness keep you in the game. Karmic Strike is also a hell of an option, as you can trip while people are attacking you. You still can't go wrong with Improved Initiative, also known as the best non-wizard feat in the PhB.<br />
<br />
The problem with the build, even with the questionable Expert Tripper levels, is that tripping simply doesn't kill your enemies, and it doesn't even faze most quadrupedal monsters. As epic as tripping a Colossal Red might be, it's just going to get back up, and eventually its huge strength mod will win out over yours.<br />
<br />
I apologize for ripping your build up, but seriously, you're trying to stack up against Hulking Hurler with this. =) We should be doing way better, and I'll try to think up a few ideas about it.</div>71.232.159.103