Octoman (DnD Optimized Character Build)
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| Aarnott (talk) | |
|---|---|
| Date Created: | 18:48, 8 January 2008 (MST) |
| Status: | Fun. |
| Editing: | Please feel free to edit constructively! |
Contents |
[edit] Introduction
I still need a lot of cleaning up to do on this...
[edit] References
[edit] Game Rule Components
[edit] Spells, Powers, Soulmelds, Stances, etc...
[edit] Items
None are required, but some things are a great asset. Octoman uses natural weapons only, so things to boost those are great. Greater Magic Fang (or amulets of Mighty Fists) is a great option for a +5 to hit and damage.
[edit] Progression
Starting Ability Scores (Before Racial Adjustments): 12+2 Strength, 15+6 Dexterity, 14+4 Constitution, 13+0 Intelligence, 10+4 Wisdom, 8-4 Charisma
Race (Templates): Anthropomorphic Giant Octopus (LA +0, 2 Monstrous Humanoid HD)
- 2 HD
- Medium Size
- +2 Strength, +6 Dexterity, −2 Constitution, +0 Intelligence, +4 Wisdom, -4 Charisma
- +2 natural armor
- Favored Class Barbarian
- Base Speed 20ft., Swim Speed 30ft. (water breathing)
- Darkvision 60ft.
- 6 tentacle attacks, 1 bite attack
Add on the Multiheaded template (for an extra head)
- +2 HD
- extra bite attack
- Superior multiweapon fighting
- +1 natural armor
- +2 LA
- +2 Constitution
- +2 Listen, Search, Spot
- Improved Initiative, Combat Reflexes (bonus feats)
- Darkvision 90ft.
- Favored Class Fighter instead
Starting Racial Traits:
| ECL (HD) | Class/HD/LA | Base Attack Bonus | Saving Throws | Feats | Class Features | Special | ||
|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | ||||||
| 6th (4) | No levels yet | +4 | +1 | +4 | +4 | Improved Initiative, Combat Reflexes (bonus), 2 flaws, Dodge, Mobility, Combat Expertise, Weapon focus (light slashing) | 6 natural attacks | <- other stuff -> |
| 7th (5) | UA Fighter 1 | +5 | +3 | +4 | +4 | +1d6 sneak attack | ||
| 8th (6) | Dervish 1 | +6 | +3 | +6 | +6 | Iron Will | <- class features gained -> | <- other stuff -> |
| 9th (7) | Dervish 2 | +7 | +3 | +7 | +7 | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 10th (8) | Dervish 3 | +8 | +4 | +8 | +8 | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 11th (9) | Dervish 4 | +9 | +4 | +9 | +9 | Spell Focus (evil) | <- class features gained -> | <- other stuff -> |
| 12th (10) | Dervish 5 | +10 | +4 | +9 | +9 | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 13th (11) | Dervish 6 | +11 | +5 | +10 | +10 | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 14th (12) | Dervish 7 | +12 | +5 | +10 | +10 | Extend Spell | <- class features gained -> | <- other stuff -> |
| 15th (13) | Dervish 8 | +13 | +5 | +11 | +11 | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 16th (14) | Dervish 9 | +14 | +6 | +11 | +11 | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 17th (15) | Dervish 10 | +15 | +6 | +12 | +12 | Persist Spell | <- class features gained -> | <- other stuff -> |
| 18th (16) | Ur Priest 1 | +15 | +6 | +12 | +14 | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 19th (17) | Ur Priest 2 | +16 | +6 | +12 | +15 | <- feat(s) -> | <- class features gained -> | <- other stuff -> |
| 20th (18) | Ur Priest 3 | +17 | +7 | +13 | +15 | Divine Metamagic (Persist) | <- class features gained -> | <- other stuff -> |
[edit] Other Components
<- anything not covered by the previous sections ->
[edit] Highlights
Ur Priest gives you 3rd level Cleric spells.
Cast Footsteps of the Divine (Complete Champion) and then use divine metamagic persist.
Go into a Dervish Dance, deactivate Footsteps of the divine (for a GIGANTIC bonus to move speed), use A Thousand Cuts...
+17/+12/+7/+2 attacks x12
+12 bite x2
[edit] Munchkin-Size Me
For level 21 take Psychic warrior 1. I wish I could have fit it before. Prevenom plus Claws of the Beast allows all your 48 tentacle attacks to become claw attacks that deal 2 Con damage on a failed fort save. Yes, the saving throw is easy at level 21 (10+wisdom mod), but a save still fails on a 1. That means you can expect to deal 4 Con damage in addition to all the other damage you deal.
[edit] Side Notes
<- overview of additional info about this build ->
[edit] Limitations
<- conditions of when this build works ->
[edit] DM Counters
<- If needed, tricks for the DM (provided they allow this build) to keep the abuse to a minimum. ->
[edit] Miscellaneous
<- Any other side notes that don't fit in the above sections. ->
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