Wilderness Encarnate (3.5e Optimized Character Build)

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Introduction[edit]

This optimization uses what is considered SRD here. This makes for a nice flavored or themed character with lenient requirements in most areas.

References[edit]

Core Rulebooks and Expanded Psionics.

Game Rule Components[edit]

Spells, Powers, Soulmelds, Stances, etc...[edit]

Knowledge (Arcana), Knowledge (Religion) and Knowledge (Psionics) are really the main focus of part of this build. The rest is open to flexibility.

Items[edit]

No items necessary.

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): The following scores are a recommended baseline or minimum to go for. Str: Any, Dex: 10+, Con: 10+, Wis: 14+, Int: 17+, Cha: 12+

Race (Templates): Human

Starting Racial Traits: Bonus Feat and an additional point alotment to class skills, x4 at 1st character level.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Druid 1 +0 +2 +0 +2 Recommended: Spell Focus: Conjuration and Augment Summoning Animal Companion, Nature Sense, Wild Empathy Talk to your DM about allowing the 3 Knowledge skills to be class skills for your character. If not then take them as cross class skills as part of the selection. Also ask if your character can possess some sort of large toad as its Animal Companion, that is, if you decide to go with Toad for Wizard levels. Otherwise go nuts with what you want. The Feats grant a boost in stats to 'Summon Nature's Ally'.
2nd Druid 2 +1 +3 +0 +3 Woodland Stride Make sure to keep maxing ranks in the knowledge skills until level 6.
3rd Druid 3 +2 +3 +1 +3 Recommended: Toughness Trackless Step Toughness grants a nice bit of boost as from here on the HP cap per level gets lower.
4th Druid 3, Wizard 1 +2 +3 +1 +5 Scribe Scroll, Summon Familiar Specialize as a Conjurer and it is STRONGLY recommended to take Toad. Especially if the DM allows a giant toad and allows both as an Animal Companion and Wizard's Familiar for said toad. Put the +1 into whatever is most important. The scores written above is a guideline to what the minimum is. It would be wise to at least meet that minimum.
5th Druid 3, Wizard 2 +3 +3 +1 +6
6th Druid 3, Wizard 3 +3 +4 +2 +6 Recommended: Spell Mastery (Pick a few spells) or Endurance If you have kept up with ranks with the 3 knowledge class skills, you should meet the prerequesites for Mystic Theurge and have most all for Cerebremancer.
7th Druid 3, Wizard 3, Wilder 1 +3 +4 +2 +8 Wild Surge +1, Psychic Enervation This and 2 more levels. Make sure you have at least 6 ranks in the 3 knowledge skills.
8th Druid 3, Wizard 3, Wilder 2 +4 +4 +2 +9 Elude Touch +1 to whatever ability score you feel needs it most.
9th Druid 3, Wizard 3, Wilder 3 +5 +6 +3 +9 Diehard (If you picked endurance) or Psionic Body Wild Surge +2 Diehard is nice in that you can still act even when at 0 or negative HP. BE WARNED: -10 is still death.
10th Druid 3, Wizard 3, Wilder 3, Mystic Theurge 1 +5 +6 +3 +11 +1 effective level to Wizard and Druid Now we focus on prestige classes.
11th Druid 3, Wizard 3, Wilder 3, Mystic Theurge 1, Cerebremancer 1 +5 +6 +3 +13 +1 effective level to Wilder and Wizard
12th Druid 3, Wizard 3, Wilder 3, Mystic Theurge 2, Cerebremancer 1 +6/+1 +6 +3 +14 Any feats from this point onward, pick whatever you like +1 effective level to Druid and Wizard +1 to any ability score
13th Druid 3, Wizard 3, Wilder 3, Mystic Theurge 2, Cerebremancer 2 +7/+2 +6 +3 +15 +1 effective level to Wilder and Wizard
14th Druid 3, Wizard 3, Wilder 3, Mystic Theurge 3, Cerebremancer 2 +7/+2 +7 +4 +15 +1 effective level to Druid and Wizard
15th Druid 3, Wizard 3, Wilder 3, Mystic Theurge 3, Cerebremancer 3 +7/+2 +8 +5 +15 +1 effective level to Wilder and Wizard
16th Druid 3, Wizard 3, Wilder 3, Mystic Theurge 4, Cerebremancer 3 +8/+3 +8 +5 +16 +1 effective level to Druid and Wizard +1 to any ability score
17th Druid 3, Wizard 3, Wilder 3, Mystic Theurge 4, Cerebremancer 4 +9/+4 +8 +5 +17 +1 effective level to Wilder and Wizard
18th Druid 3, Wizard 3, Wilder 3, Mystic Theurge 5, Cerebremancer 4 +9/+4 +8 +5 +17 +1 effective level to Druid and Wizard
19th Druid 3, Wizard 3, Wilder 3, Mystic Theurge 5, Cerebremancer 5 +9/+4 +8 +5 +17 +1 effective level to Wilder and Wizard From here feel free to pick whatever for 20th level

Other Components[edit]

Highlights[edit]

Effective caster levels total to Wizard 13, Wilder 8, Druid 8 by the end of the build. Another level in either prestige class boosts Wizard and the respective base class by 1 more if so desired. Fort and Will saves outpace a Wizard and Wilder of equivalent level. Will again outpaces Druid. Another nice plus is that the character class has an advantage in versatility. In particular, given the recommended action given of the Animal Companion/Wizard's Familiar junction, it may very well be possible for the toad to be a combat pet. If HP is not as great a concern, there is also other possible interesting routes. For example: Choosing a Cat for the Wizard's familiar and at 10th character level asking the DM if the cat can be transformed into a cheetah in some way (If the DM will be lenient enough to treat the combined levels of Mystic Theurge and Druid as effective level of the Druid in this aspect as well).

Munchkin-Size Me[edit]

Anything to improve on aspects of the build.

I'd replace Mystic Theurge with Arcane Hierophant from Races of the Wild. It allows you to use your animal companion as a familiar, and stacks with both wizard and druid levels for familiar/companion buffs.

Side Notes[edit]

This build is not meant to maximize on some aspect. The 3 classes can effectively be swapped out with any Arcane, Divine, and Psionic class. So long as you meet the pre-requisites of Arcane/Divine Spellcaster Level 2nd and Manifester Level 2nd along with 6 ranks in the appropriated knowledge skills. With this specific build, Human can be swapped out for any race with a starting racial adjustment score of +1 if you want to fill that 20th level with something. However, this would mean adjusting feats taken too.

Limitations[edit]

Nothing overly useful in Fort and Reflex saves. Reflex is the Achiles heel of the build (Pun intended). The Animal Companion/Wizard's Familiar junction is to DMs Discretion. Not all DMs will allow psionic classes.

DM Counters[edit]

The quickest way is to not allow a psionic class. Antimagic, Antipsionic, and Reflex reliant situations. All 3 and the individual pursuing this build is done.


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