Low Level Nova (3.5e Optimized Character Build)

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Introduction[edit]

An example of a low-level nova-er, dealing 11d6+12 damage at level 3.

References[edit]

  • Player's Handbook 2
  • Complete Adventurer

Game Rule Components[edit]

Spells[edit]

  • Blade of Blood
  • Shocking Grasp
  • True Strike

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): (Assuming 32 Point Buy) 18 12 14 14 8 8

Race (Templates): Human

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Duskblade 1 +1 +2 +0 +2 Power Attack, Optional Arcane Attunement, Armored Mage (Light)
2nd Duskblade 2 +2 +3 +0 +3 Combat Casting
3rd Duskblade 3 +3 +3 +1 +3 Optional Arcane Channeling
Optional Feats include...
  • Improved Buckler Defense (CW)
  • Battle Caster (CA)
  • Versatile Spellcaster (RotD)
  • Knowledge Devotion (CC)
    • If you do take this, pick up the Collector of Stories skill trick (CS)
  • Shock Trooper (CW) with Leap Attack (CV)
    • If you pick up Leap Attack, think about also picking up the Extreme Leap skill trick (CS) to move even farther
    • Combat Brute (CW) for the next round after charging

Items[edit]

  • Triple Weapon Capsule Retainer
  • Quickspark/Quickflame/Quickfrost Weapon Capsules

Highlights[edit]

Tactics[edit]

  • Round 1: Cast True Strike, move close to your foe.
  • Round 2: Cast Blade of Blood, sacrificing 5 HP. Attack your foe with a Channeled Shocking Grasp. Power Attack for -3 to get +6 damage.

Damage Potential[edit]

  • 2d6 (Greatsword) + 3d6 (Triple Weapon Capsule) + 3d6 (Channeled Shocking Grasp) + 3d6 (Blade of Blood) + 6 (Two-handed Str) + 6 (Power Attack) = 11d6+12 or 50.5 damage on average

Munchkin-Size Me[edit]

  • Not really much to add at this low of a level.

Limitations[edit]

  • Low HP
  • Uses up 2-3 spells (depending on whether you cast True Strike first)

DM Counters[edit]

  • Usual non-AC defenses apart from concealment (True Strike penetrates concealment)
  • Mobility after True Strike has been cast
  • Logic: a weapon cannot be coated in a fiery oil and yet cold to the touch enough to do 1d6Fire and 1d6Cold. One should be negated, or the DM can just not give access to these substances at all...

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