High Threat Range (3.5e Optimized Character Build)

From D&D Wiki

Jump to: navigation, search

Introduction[edit]

The basic idea is to build a, level-by-level, functional class with the maximum possible threat range. Each level taken by this build is an actual playable level. A players can choose this build and play it throughout any campaign. The class is optimized with a
Rapier (PHB p.120) and build around a Drow (MM p.103) race. Each player can make the proper adjustments and take this array to any race with any weapon he or she prefers. Though any changes made to this build’s core won't guarantee the right advancement and
smooth play of this character.

References[edit]

The following resources were used to create this character build

DandWiki.com
Player’s Handbook 3.5e
Unearthed Arcana
Feats AEG (Alterac Entertainment Group)
Ultimate Feats
Book of Vile Darkness
Monster Manual 3.5e
Complete Warrior

Game Rule Components[edit]

Starting Stats[edit]

I usually start campaigns with a Legendary Point Buy System at 64 points.

This gives players the following scores:
18 18 16 16 14 14

For the particular build i'm arranging the scores as follows, plus the race’s score adjustments:

Ability Score Race
4th 8th 12th 16th 20th
STR 14 14 14 14 14 14 14
DEX 18 20 21 22 23 24 25
CON 16 14 14 14 14 14 14
INT 18 20 20 20 20 20 20
WIS 16 16 16 16 16 16 16
CHA 14 16 16 16 16 16 16

Class Selection[edit]

We are going to use the rule Gestalt Character as presented in Unearthed Arcana (p.72).

Gestalt Characters

In this high-powered campaign variant, characters essentially take two classes at every level, choosing the best aspects of each. The process is similar to multiclassing, except that characters gain the full benefits of each class at each level. if the two classes you choose have aspects that overlap (such as Hit Dice, attack progression, saves, and class features common to more than one class), you choose the better aspect. The gestalt character retains all aspects that don’t overlap.
The gestalt character variant is particularly effective if you have three or fewer players in your group, or if your players enjoy multiclassing and want characters with truly prodigious powers. This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer players with an abundance of options.

Building A Gestalt Character
To make a 1st-level gestalt character, choose two standard classes. (You can also choose any of the variant classes, though you can’t combine two versions of the same class.) Build your character according to the following guidelines.

Hit Dice
Choose the larger Hit Die. A monk/sorcerer would use d8 as her Hit Die and have 8 hit points (plus Constitution modifier) at 1st level, for example.

Base Attack Bonus
Choose the better progression from the two classes.

Base Saving Throw Bonuses
For each save bonus, choose the better progression from the two classes. For example, a 1st-level gestalt fighter/wizard would have base saving throw bonuses of Fortitude +2, Reflex +0, Will +2—taking the good Fortitude save from the fighter class and the good Will save from the wizard class.

Class Skills
Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid can purchase skills from both the barbarian and bard lists as class skills.

Class Features
A gestalt character gains the class features of both classes. A 1st-level gestalt rogue/cleric, for example, gets sneak attack +1d6, trapfinding, 1st-level cleric spells, and the ability to turn or rebuke undead. Class- and ability-based restrictions (such as arcane spell failure chance and a druid’s prohibition on wearing metal armor) apply normally to a gestalt character, no matter what the other class is.

A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.

Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class. Gestalt characters with more than one spellcasting class keep track of their spells per day separately. A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant. Because it’s possible for gestalt characters to qualify for prestige classes earlier than normal, the game master is entirely justified in toughening the prerequisites of a prestige class so it’s available only after 5th level, even for gestalt characters.

The classes that we are going to use in this is a combination of Fighter (PHB p.37) and Swashbuckler (CW p.11), This enables us to take the requirements for two prestige classes, the Disciple of Dispater (BoVD p.60) and Weapon Master (a modified version of Kensei from Oriental Adventures Campaign Setting)

Feats[edit]

We are going to use a variant rule, found in Unearthed Arcana (p. 91), Character Flaws.

Flaws are like the flip side of feats. Whereas a feat enables a character to be better than normal at performing a task (or even to do something that normal characters can’t), a flaw restricts a character’s capabilities or imposes a penalty of some sort. A player may select up to two flaws when creating a character. After 1st level, a character cannot take on additional fl aws unless the DM specifically allows it (for examples of times when doing this might be appropriate). Each flaw a player selects entitles his character to a bonus feat. In other words, when you create a character, if you select two flaws, you can also take two bonus feats beyond those your character would be normally entitled to.

Unlike traits (Unearthed Arcana p.86), flaws are entirely negative in their impact on a character’s capabilities. Each of the flaws described here has a specific game effect. The flaws chosen below are the best choice for this build. A player may changes the default flaws enlisted below.

Murky-Eyed
Your vision is obscured.
Effect: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.

Shaky
You are relatively poor at ranged combat.
Effect: You take a –2 penalty on all ranged attack rolls.

Other feats will be implemented from the following books:

Player’s Handbook 3.5e
Feats AEG (Alterac Entertainment Group)
Ultimate Feats
Book of Vile Darkness


Starting Equipment[edit]

The only mandatory equipment for this build is a Rapier (PHB p.120) weapon. With the right modifications you can also change the base weapon for this build’s progression.

Progression[edit]

ECL Class Gestalt BAB Saving Throws Feats Bonus Feat (Fighter) Bonus Feat (Weapon Master) Special Flaws/Feats
Fort Ref Will
1st Fighter/Swashbuckler 1 +1 +2 +0 +0 Dexterous Dodge Weapon Focus (Rapier) - Weapon Finesse (Rapier) Improved Initiative, Two Weapon Combination
2nd Fighter/Swashbuckler 2 +2 +3 +0 +0 - Combat Expertise - Grace +1 -
3rd Fighter/Swashbuckler 3 +3 +3 +1 +1 Superrior Finesse (Rapier) - - Insightful Strike -
4th Fighter/Swashbuckler 4 +4 +4 +1 +1 - Mobility - - -
5th Fighter/Swashbuckler 5 +5 +4 +1 +1 - - - Dodge Bonus +1 -
6th Fighter/Swashbuckler 6 +6 +5 +2 +2 Improved Two-Weapon Fighting Twin Weapon Fighting - - -
7th Fighter/Weapon Master 1 +7 +7 +2 +4 - - - Weapons Bond, Masters Damage -
8th Fighter/ Weapon Master 2 +8 +8 +2 +5 - Weapon Specialization (Rapier) Improved Critical (Rapier) - -
9th Fighter/ Weapon Master 3 +9 +8 +3 +5 Disciple of Darkness - - Armor Mastery Medium -
10th Fighter/ Weapon Master 4 +10 +9 +3 +6 - Lightning Draw (Rapier) - Masters Defense +1 -
11th Fighter/ Weapon Master 5 +11 +9 +3 +6 - - - Increase Multiplier -
12th Fighter/ Weapon Master 6 +12 +10 +4 +7 Greater Two-Weapon Fighting Power Attack Assassin - -
13th Fighter/ Weapon Master 7 +13 +10 +4 +7 - - - Masters Critical -
14th Fighter/Disciple of Dispater 1 +14 +11 +4 +8 - Weapon Mastery (Rapier) - Device Lore -
15th Fighter/ Disciple of Dispater 2 +14 +11 +5 +8 Master Assassin - - Iron Hews -
16th Fighter/ Disciple of Dispater 3 +16 +12 +5 +9 - Elite Weapon Mastery (Rapier) - Rusting Grasp -
17th Fighter/ Disciple of Dispater 4 +17 +14 +7 +11 - - - Iron Power +1 -
18th Fighter/ Disciple of Dispater 5 +18 +15 +8 +12 Improved Weapon Specialization (Rapier) Bonded Weapon (Rapier) - Summon Erinyes -
19th Fighter/ Disciple of Dispater 6 +19 +15 +8 +12 - - - Greater Iron Hews -
20th Fighter/ Disciple of Dispater 7 +20 +16 +9 +13 - Improved Weapon Focus - Iron Skin -
21th Fighter/ Disciple of Dispater 8 +21 +16 +9 +13 Perfect Two-Weapon Fighting - - Iron Power +2 -


Side Notes[edit]

This build can have an amazing critical of 3-20/x4 (with critical hits automatically confirmed)
and damage equal to 1d8 + 9 + DEX + INT

Limitations[edit]

This build is limited in critical attacks and damages. Any encounter with immunity to criticals or heavy fortification armor will make this character advance with old school fighting rules.

DM Counters[edit]

A campaign dedicated with undead and heavy armored opponents will make a deadly challenge for a player with this build



Back to Main Page3.5e HomebrewOptimized Character Builds

Home of user-generated,
homebrew pages!


Advertisements: