Disciple of Yeenoghu (3.5e Optimized Character Build)

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Introduction[edit]

While it may be rare for Gnolls to leave their pack and travel with others; sometimes Yeenoghu's call for more powerful servants overwhelms the Gnoll's instincts, leading them to venture outside their clan's territory. Of the more rare, and seemingly more favored by Yeenoghu, are those who harness the power of invocations AND that of the divine. These eldritch disciples of Yeenoghu make a pact to serve Yeenoghu in return for their invocations as well as the use of Erythnul's divine powers...This pact is however in no way, shape, or form a volunteered option. Failing to follow the call of Yeenoghu is almost always a death sentence.

References[edit]

Complete Arcane, Complete Divine, Complete Mage, Tome of Magic, Fiendish Codex II, Bastards and Bloodlines, Players Handbook, Libris Mortis, Lords of Madness, Dragon #358, Dragon #326, Dungeon Master Guide II

Game Rule Components[edit]

Invocations, Divine Spellcasting, Divine Metamagic, Leadership

Items[edit]

<- items used in this build ->

Progression[edit]

Starting Ability Scores (Before Racial Adjustments):

Cha>Con>Str>Dex/Int>Wis

Race (Templates):

Gnoll, Ghunna, or Flind.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Warlock + + + + Lost Traditions, Flexible Mind, Spell Focus (Evil) Eldritch Blast 1d6, Invocation (least) <- other stuff ->
2nd Warlock + + + + Detect Magic <- other stuff ->
3rd Warlock + + + + Iron Will DR 1/Cold Iron, EB 2d6 <- other stuff ->
4th Warlock + + + + Deceive Item <- other stuff ->
5th Binder + + + + Soul Binding
6th Ur-Priest + + + + Extend Spell Divine Casting
7th Ur-Priest + + + + Rebuke Undead
8th Eldritch Disciple + + + + EB 3d6, Rebuke Undead (stacks), Gift of the divine patron
9th Eldritch Disciple + + + + Persistent Spell New Invocation (least or lesser)
10th Hellfire Warlock + + + + EB 4d6, Hellfire Blast 2d6
11th Hellfire Warlock + + + + HB 4d6, Hellfire Infusion, Fire Resistance 10
12th Hellfire Warlock + + + + Divine Metamagic (persistent) EB 5d6, HB 6d6, Hellfire Shield
13th Mindbender + + + + Telepathy
14th Eldritch Disciple + + + + EB 6d6, new invocation (least, lesser or greater)
15th Eldritch Disciple + + + + Mindsight Gift of the Divine Patron
16th Eldritch Disciple + + + +
17th Eldritch Disciple + + + + EB 7d6, Eldritch Spellweave
18th Eldritch Disciple + + + + Eldritch Claw
19th Eldritch Disciple + + + + New invocation (least, lesser, greater, or dark), Gift of the Divine Patron
20th Eldritch Disciple + + + + EB 8d6

Other Components[edit]

Unless I miscalculated, the Warlock caster level is that of a level 17 Warlock, and his Ur-Priest caster level is that of a level 14 Ur-Priest...Keeping in mind that you add half of all other caster levels to your Ur-Priest level; Warlock is considered an arcane caster; And I am not counting Eldritch Disciple levels into this (just seems TOO cheesy), but you might be able to argue to your DM, that the invocation increase side should stack as well (bringing the total Ur-priest level to 18).

Highlights[edit]

Sure there are much better builds out there, but this has HUGE flavor for a Gnoll. I go a more melee route, and use Eldritch Claws for some good natural attacks with all of the Eldritch Blasts and Hellfire Blasts Damage. Coupled with focusing on Buffs from Cleric spell list and scrolls (Divine Might, Righteous Might, Bite of the Werebear, etc), you can become a melee powerhouse without much investment into physical ability scores. This lets you focus almost completely on Charisma. Make sure to take Lost Traditions to base your Ur-Priest spells off of Charisma rather than Wisdom, so now Charisma is used for Invocations, Divine Spells, Rebuke Undead (although you will be saving your attempts for DMM), and UMD. When rolling your character, I'd put the next highest score in Con for extra survivability. Str would be your third highest role for melee damage. Then its a toss up between Int or Dex. Dex is nice, but your AC should be decent enough with buffs, therefore Int might have higher priority for skill points. Wis is a dump stat for sure...spot isn't necessary for you since you can sense any creature with intelligence thanks to the Mindbender dip. Focus Divine mostly on buffing, taking full advantage of DMM. I'd suggest focusing your invocations on gaining tactical advantage during fights and debuffs. For me, the best part of this build is using the Flee the Scene Invocation to teleport to the mage and/or healers, start a grapple, and then tear them up. Take full advantage of detect magic and the Mindsight feat to pinpoint your opponents with higher levels or intelligence, that way you might be able to get a good drop on an opposing Wizard or Assassin. And take advantage of your 100ft range telepathy to send converse with your party mates, or make secret deals behind there backs. With such a high Charisma and telepathy, Bluff will be your friend...Intimidating others through telepathy is always great fun too. Telepathy, Bluff, and Flee the Scene, is one of my all time favorite combos. Send a treat to the opposing wizard, bluffing that you are right behind them, then when they turn around teleport in front of them and initiate a grapple with them while holding a dagger to their throat...Bluff again that you are an assassin and shake him down.


Side Notes[edit]

I prefer going with a Flind over a basic Gnoll...Talk to your DM about allowing you to ignore having to have 2 Humanoid HD to play a Flind. I RP that my character's clan, Energy Drains all Gnolls and Flinds that have been "chosen" by Yeenoghu (basically the physically and/or mentally strongest ones) once they reach adulthood. Then they begin their training in their class with a "clean slate". A Ghunna would be fun to play as well, and opens up the possibility to dip into a few levels of the Warshaper PrC...But having to have the Hyena HD hurts your progression quite a bit; however I do encourage this on a Gestalt build. Also to note on Gestalt builds...2 levels of Paladin of Slaughter for Divine Grace is nice (not worth it on non-gestalt builds IMO). Could consider trying to hybrid this with a supermount build, so you can have an amazingly strong Fiendish Horrid Magebred Hyaenodon Warbeast as a mount companion...BUT ONLY on a Gestalt build.

There are some notable options to go for classes. If your DM lets you use Pathfinder material, then a 1 lvl dip in Oracle (Lore Mystery) would be advantages for the Sidestep Secret revelation...letting you add your Cha mod to your AC and Reflex saves, rather than Dex...Anything X to Cha would be beneficial if you want something with a lil different fluff.

If you want to go nuts with templates, then I might suggest the Half-Fiend template. Some great improvements; but even more so the, the fluff is perfect! You might consider investing in feats such as Hover and Fly-by Attack then (but it's a tough choice). Take the Undead Leadership feat and start your own cult sect or clan in the servitude to Yeenoghu, and he just might even decided to take your body as his own Avatar once he reaches true Deity status. Feral could be really nice to though.

Tons of other feat options...Taking Apprentice (spellcaster) instead of Flexible Mind is probably a better option, however I just love the flavor of Flexible Mind.

Undead Leadership, Leadership, and Wild Cohort are always nice options.

Fiendish feats, Dark Speech, and other vile feats could be fun and flavorful, but I think it would be hard to work in.

Back on Pathfinder, they have a feat, Noble Scion, that grants Cha to Initiative which is awesome...But if you are pre buffed (LIKE YOU SHOULD BE) before fights, your dex bonus ought to be high enough to not warrant taking up the feat slot.

If you don't like the idea of tearing up mages with Eldritch Claws, then Eldritch Glaive might be a better choice for you. Or focus on blasting if you prefer...Should be doable b/c of your high charisma, but I don't you'll make anything close to the damage numbers than a melee Warlock would put down. If you want to go the Blaster route, then I might suggest a Sorcerer/Ur-priest/Mystic Theurge build or Sorcerer/Warlock/Eldritch Theurge build.

Limitations[edit]

<- conditions of when this build works ->

DM Counters[edit]

<- If needed, tricks for the DM (provided they allow this build) to keep the abuse to a minimum. ->

Miscellaneous[edit]

Unfinished. I am not sure if I will add in BAB and base saving throw values, seeing how people handle the additions in a few different ways...If I do, I will more than likely just use the standard, whole value additions from the tables...Although I def. prefer to go the fractional route myself. Just by using the whole value way, it looks like you suffer from a lower BAB (which is a non-issue due to Extend/persistent Divine Might), but your Saves are a little crazy...Decent Fort, almost non-existent reflex, and an insanely high Will. Getting Divine Grace or dipping into the Oracle pathfinder class seems to be more beneficial in this case...But again, you ought to be able to compensate for such a low reflex save by making sure you always keep up Dex buffs.



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