Gish

Venha trocar idéias sobre os mais variados sistemas de RPG e seus cenários.

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Gish

Mensagempor Fëanor em 24 Abr 2008, 11:52

Hara... quer fazer um arqueiro com teleporte? nda melhor que Scout/SwordSage e pela aquela manobra "Shadow Jaunt" do estilo da mão sombria. Teleporte de 15m, recarregave durante os encontros!!!
Na nossa mesa, a "assassina" tem feito muitas vitimas com isso...

Eu ia dizer isso.

Pega uns niveis de Swordsage, Scout e Ranger e seja feliz.
"Tomorrow will take us away
Far from home
No one will ever know our names
But the bards' songs will remain"


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Gish

Mensagempor Lumine Miyavi em 24 Abr 2008, 13:10

Falando em Bíuldis de personagens, como seria alguem parecido com Richter Belmont (era Dracula X, pós derrota do tio Dracula)?

E deixa eu viajar mais um pouco, com dois pedidos:
Meu conjurador favorito, Lezard Valeth e um guerreiro meio-dragão! (Um dos) Ryu do Breath of Fire (de preferência o do 3 ou 4!).
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Gish

Mensagempor Lune em 24 Abr 2008, 16:09

assassinos eficazes de gigantes (de preferência combatentes e furtivos)


Lune Delivers, by LogicNinja:
Melee Killer Gnome
SPOILER: EXIBIR
The Basic Idea
The Melee Killer Gnome collects class abilities and feats that allow him to be more effective against larger opponents. Then, he shrinks himself, either with Reduce Person potions or the Compression power, and gets to apply all those feats/abilities even against Medium opponents (since they work off of size category difference).

The Components
-Confound the Big Folk (RotW), a tactical feat that gives several awesome benefits against larger creatures.
--Knee Striker--move into the square of a foe 2+ sizes larger. Next round, they're considered flatfooted (good for sneak attack), and you get +4 to confirm criticals.
--Underfoot Defense: same requirement, move into their square. Every round after that, as long as you remain in their square and fight defensively... or activate Combat Expertise for -1 (that's it!)... other creatures attacking you have a 50% chance to strike the creature whose square you're in. Of course, your huge AC bonuses make this a little moot--but still.
--Unsteady Footing: again, move into their square. You're gonna be doing this a lot. Next round, you can use a standard action to make a special, trip attack: make a touch attack. You succeed! Make a strength or dex check (your choice--GEE, guess which!) to trip them. Improved Trip helps with this, as it's a trip attack, it's just a better kind of trip attack. They make an opposed check (STR or DEX)... but don't get to add their size modifier. If you've got Improved Trip, so you get to stab them for free when they go down.
-Underfoot Combat (RotW), a prerequisite feat for Confound the Big Folk that does provide a nice bonus by itself. It lets you move into larger creatures' squares without provoking AoOs, and grants you +4 AC from cover against all attacks (from them and from other enemies) when you're in their square.
-Blade Bravo (RoS), a prestige class (gnome-specific, but it wouldn't be a stretch to get the DM to allow it to be taken by halflings as well), focusing on duelling and some anti-larger-people tactics. Most notable is the 5th level ability, Size advantage, which grants +2 AC per size category difference between you and your opponent.
-Titan Fighting: turn your +4 Dodge AC vs. giants into +4 Dodge AC against any target of the Dodge feat who is larger than you are.

Optional-but-neat components:
-A source of damage--as a small creature with a low strength, you need a source of bonus damage (especially since it's possible to fit TWF in, what with Blade Bravo giving bonus feats and all). Swashbuckler's Insightful Strike, ToB's Shadow Blade feat, Sneak Attack, and the like all help.
-Giant Killing Style, a level 3 Setting Sun stance (requiring an Initiator Level of 5) that gives +2 AB and +4 damage against all larger opponents.
-Ability to manifest the Compression power. Psychic Rogue or Psychic Warrior grant this.

Optional, non-size-related components:
-Elusive Target; always a brilliant defensive feat. It's not quite as great for you, as you'll be spending a lot of time in other creatures' squares, making you unlikely to be flanked, and will have a high AC, making Power Attack a bad choice against you anyway.
-Anything that boosts your Will save. You'll be a fighter type, and fighter types have this as one of their many weaknesses.
-Stand Still: creatures that can't hit you will be tempted to move on; this will help you keep them where you can keep on attacking their toes. The Giantbane tactical feat from CWar can serve a similar purpose if you invest very heavily in Climb.
-Improved Trip: you already need Combat Expertise, and this'll let you take better advantage of one of Confound the Big Folk's options.

Race
Whisper Gnome (Races of Stone) is absolutely the best way to go. One of the most powerful LA 0 races, they get a convenient DEX bonus, as well as an always-handy CON bonus (for STR/CHA penalties, neither of which are stats we're interested in).

Overview
The feats you want to take have prerequisites, Blade Bravo has prerequisites, and you need to work Compression and bonus damage in there, too. This can make building fairly complicated.
Here are the prerequisites for things you want/need:
-Tumble; max it out for Underfoot Combat/Confound the Big Folk. Shouldn't be an issue.
-Combat Expertise and Weapon Focus(Rapier) for Blade Bravo. Combat Expertise also helps.
-Insightful Strike (Swash 3), Shadow Blade (Swordsage 1 and a feat), and/or Sneak Attack (Rogue or Psychic Rogue). Shadow Blade is the best of these offensive options.
-Dodge for Titan Fighting.

DEX is always a primary stat. Two main build ideas open themselves up:
Psychic Rogue/Swashbuckler has INT synergy (manifesting, for bonus PP, skill points, and Insightful Strike), and you can get INT to AC with a Monk dip (which can also provide a useful feat or two) + Kung Fu Genius or Carmendine Monk.
Swordsage/Psychic Warrior has WIS synergy (AC and bonus powerpoints, and the decent WIS will improve your Will save), lets you focus even more heavily on DEX (Shadow Blade for DEX to damage), gets useful maneuvers, and some bonus feats from Psychic Warrior. Psychic Rogue has the benfits of giving Trapfinding and sneak attack, although it's INT-based manifesting, leading to a dearth of power points--you can, however, use a dorje of Compression.
There are also more complicated builds mixing lots of classes; keep in mind that you need BAB +5 to qualify for Blade Bravo, and multiclassing 3/4 BAB classes a lot sinks your BAB if you aren't using the Partial BAB variant (which I always recommend).

Putting Builds Together
Here are the beginnings of a DEX/INT build; this one uses Potions of Reduce Person to shrink itself:

1: Swashbuckler 1 - Weapon Finesse (bonus), Dodge
2: Monk (Passive Way variant) 1 - Combat Expertise (bonus)
3: Monk (PW varaint) 2 - Improved Trip (bonus), Carmendine Monk or Kung-Fu Genius (INT to AC without armor).
4: Swasbuckler 2
5: Swashbuckler 3 - Insightful Strike (INT to damage)
6: (Psychic?) Rogue 1 (favored class, so no XP penalties) - Weapon Focus: Rapier
--if you're not going with Partial BAB
7: Blade Bravo 1 - Flourish class ability, Goad bonus feat.
8: Blade Bravo 2 - Mobile Fighting class ability; get +1 AC with a 5' step (or more movement).
9: Blade Bravo 3 - Bonus feat from BB's list; take TWF. For your regular feat, Underfoot Combat.
10: Blade Bravo 4 - Melee Sneak Attack +1d6
11: Blade Bravo 5 - Size Advantage! It's all coming together.
12: Blade Bravo 6 - Bonus feat: ITWF; regular feat, Confound the Big Folk.

You've got INT to damage (precision, sadly), +2d6 sneak attack, TWF and ITWF, 11 BAB (so three attacks, plus the two off-hand ones), INT to AC, and the benefits of Underfoot Combat and
From there, you can keep on taking Rogue (or Psychic Rogue, if your DM lets you have that as a favored class instead of regular Rogue, since they're so similar), or start adding Fighter, or continue taking Blade Bravo. Take Titan Fighting if you want more AC, but you're getting +4 from Underfoot Combat, another +4 vs. Medium/+6 versus Large (if you shrank yourself with a potion) from Size Advantage... snagging Stand Still would be nice, if you can get an item to help you meet the STR 13 prerequisite.

Here's the start of a Swordsage-using, DEX/WIS build, assuming no Partial BAB:

1: Swordsage 1 - Discipline Focus(Diamond Mind) gets you Weapon Focus with the rapier for free. Take Shadow Hand for Dex to damage and use a Shadow Hand weapon.
2: Psychic Warrior 1 - EWP: Spiked Chain
3: Psychic Warrior 2 - Dodge, Titan Fighting
4: Swordsage 2 - WIS to AC
5: Fighter 1 - Combat Expertise
6: Fighter 2 - Stand Still, Power Attack
7: Blade Bravo 1 - Flourish class ability, Goad bonus feat.
8: Blade Bravo 2 - Mobile Fighting class ability
9: Blade Bravo 3 - Bonus feat from BB's list; take Improved Trip. For your regular feat, Underfoot Combat.
10: Blade Bravo 4 - Melee Sneak Attack +1d6
11: Blade Bravo 5 - Size Advantage.
12: take Confound the Big Folk.

From there, you can start taking Rogue levels for Sneak Attack (so as not to get XP penalties)--or keep taking Swordsage. Take at least one Swordsage level in the future for Giant-Killing Style (3 Swordsage/2 PsyWar/2 Fighter/X Rogue gets no XP penalties).

You get DEX to damage, WIS to AC (and to damage on Strikes) and power points, the ability to Power Attack at 2:1 (spiked chain), Stand Still to keep'em from getting away, psionic focus with Moment of Perfect Mind for your will save, Emerald Razor for Power Attack-touch attack goodness when you need it... generally an all-around solid melee type, with an exceptional AC.

Here's a version of the above build that assumes partial BAB, and uses TWF instead of a spiked chain, and takes straight Swordsage so you can take more later:

1: Swordsage 1 - Discipline Focus(Diamond Mind) gets you Weapon Focus with the rapier for free. Take Shadow Hand for Dex to damage and use a Shadow Hand weapon.
2: Swordsage 2 - WIS to AC
3: Swordsage 3 - Two-Weapon Fighting
4: Swordsage 4
5: Swordsage 5 -
6: Swordsage 6 - Combat Expertise
7: Swordsage 7
8: Blade Bravo 1 - Flourish class ability, Goad bonus feat.
9: Blade Bravo 2 - Mobile Fighting class ability, Underfoot Combat
10: Blade Bravo 3 - ITWF (BB bonus)
11: Blade Bravo 4 - Melee Sneak Attack +1d6
12: Blade Bravo 5 - Size Advantage, Confound the Big Folk.
13: Blade Bravo 6 - Improved Trip (BB bonus)
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Gish

Mensagempor Eltor Macnol em 24 Abr 2008, 16:13

Huahuahuahuahua, ADOREI o conceito de se encolher ainda mais pra considerar todo mundo "gigante" :rolando:
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Gish

Mensagempor Lune em 24 Abr 2008, 16:19

Uma build para alguém que combata seus adversários plantando armadilhas no campo de batalha.

Lune Delivers, by RadicalTaoist
The Stage Crew
SPOILER: EXIBIR
"Pardon me again, but just keep your eyes on the audience and your mind on the fight. Don't mind me setting this tripwire right here. Now, if you'd kindly step a bit to the left - perfect! The crowd's loving it! Sorry about your lungs by the way."

Race: Whisper Gnome (from Races of Stone)
Progression - Feats

1. Factotum 1 - Font of Inspiration
2. Factotum 2
3. Factotum 3 - Fade into Violence (PHB II)
4. Factotum 4
5. Factotum 5
6. Combat Trapsmith 1 - Ability Focus: Combat Trapping
7. Combat Trapsmith 2
8. Combat Trapsmith 3
9. Combat Trapsmith 4 - Shadow Striker (PHB II)
10. Combat Trapsmith 5
11. Factotum 6
12. Factotum 7 - Font of Inspiration
13. Factotum 8
14. Factotum 9
15. Factotum 10 - Font of Inspiration
16. Factotum 11
17. Factotum 12
18. Factotum 13 - Font of Inspiration
19. Factotum 14
20. Factotum 15

The Factotum is from Dungeonscape. The Combat Trapsmith is from Complete Scoundrel.

Why it's optimized: Max Int like no one's business, followed by Dex, and you've got a very solid offense in the Combat Trapsmith's traps. By level 10, you're dropping them all with the equivalent saves of 7th level spells. However, what makes the Stage Crew great is his ability to do this out of the way and not bother the show - even when directly in the way.
Both Fade Into Violence and Shadow Striker grant the Stage Crew member abilities that force foes to ignore them if there's an ally of the crewmember available to fight. These abilities depend on not targeting anyone with weapons or spells - and the combat trapping ability of the Combat Trapsmith requires neither!
So, while an incredibly stealthy Whisper Gnome Combat Trapsmith can hide the normal way and litter the battlefield with nasty surprises, this guy can literally do it in front of the enemy's noses after making the right Hide or Bluff checks. This is on top of all the great Factotum stuff you get anyways (note that the Factotum's Arcane Dilettante should get you access to Craft (Alchemy) and thus a lot of the cool traps that require ranks in that skill). In addition, it's a powerful trapscout basis. The Font of Inspiration feats are mostly overkill, though. Feel free to switch them out for others that grant you advantages in the trapscout role - such as Darkstalker to better fool those audiences with blindsense. Whisper Gnome was chosen for the amazing stealth bonuses.
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Gish

Mensagempor Elven Paladin em 24 Abr 2008, 16:47

Eu tenho uma opção mais elegante e fácil de obter para o "Archerporting":

Duskling Totemist 2, com o Soulmeld 'Blink Shirt" e "ligado" no Chakra ( Totem ), com 2 pontos de Essentia investidos lá. Essencialmente, ele tem Dimension Door á vontade, com alcance de 6m e que é usada como uma ação de movimento.

Tem como fazer um uldra druida um pouco mais focado em invocações de bestas glaciais e em se transformar em bestas glaciais ?


Simples, os talentos Beckon to Frozen e Frozen Wild Shape tornam você e suas criaturinhas em monstos com o subtipo ( Frio ). Adicione os metamágicos Piercing Cold e Flash Frost e pronto, você é um Druida das Estepes Geladas.

Uma build para alguém que combata seus adversários plantando armadilhas no campo de batalha.


A Classe de Prestígio Combat Trapsmith do Complete Scoundrel é feita exatamente para isso. Eu suponho que misturado com Factotum do Dungeonscape e Swashbuckler do Complete Warrior, focado em Inteligência resultem em um bom personagem.

como seria alguem parecido com Richter Belmont (era Dracula X, pós derrota do tio Dracula)?


Poderia descrevê-lo um pouco? De memória, os personagens de Castlevania tendem a ter a CdP Lasher do Tome&Fist complemente desenvolvida, além de níveis de Paladino ou Guerreiro ( ou Crusader, se você quer algo mais "cool").
"Eu não sou católica, mas considero os princípios cristãos - que tem suas raízes no pensamento grego e que, no transcorrer dos séculos, alimentaram todas as nossas civilizações européias - como algo que uma pessoa não pode renunciar sem se aviltar" Simone Weil

When you decide to grant power to government, start by thinking "What powers would I allow the government to have over me if I knew that my worst enemy in the world was going to be in charge of this government?" - Hastings & Rosenberg.
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Gish

Mensagempor Lune em 24 Abr 2008, 16:59

como seria alguem parecido com Richter Belmont (era Dracula X, pós derrota do tio Dracula)?

Tem dois caminhos aqui. Um é pegar pelo ângulo do chicote, mas esbarramos em um problema: o chicote é talvez a pior arma possível contra mortos-vivos. Além disso, aquele chicote do Richter parecia mais uma spiked chain ou uma heavy mace com corrente do que um chicote típico... enfim, algumas builds:

Richter, o Vingativo
Ranger 1/Paladin 5/Hunter of the Dead 5/Foe Hunter 9
Excelente pra matar mortos-vivos. BAB +17, vários bônus contra mortos-vivos (+2 de inimigo favorito, +5d6 rancor), DR 9/- contra os mortos-vivos, spell resistance 24 contra mortos-vivos. Resistente o suficiente pra aguentar uma luta com o Drácula. Adicione feats divinas à gosto. Outra possibilidade é trocar os níveis de Foe Hunter por mais níveis de Hunter of the Dead, o que resulta em um BAB maior e um monte de habilidadezinhas legais, ao custo de dano e das habilidades defensivas.

Richter, o Habilidoso
Rgr 2/Bbn 2/Ftr 1/Lasher 10/Exotic Weapon Master 5
Talvez o mestre definitivo do chicote. Só não me pergunte como esse cara mata vampiros.
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Gish

Mensagempor Eltor Macnol em 24 Abr 2008, 17:03

Puuuuutz, eu tinha esquecido da Blink Shirt, foi uma das minhas coisas preferidas quando pensei em fazer um totemist. Realmente boa sacada, Drunken. O Duskling é só pelo ponto de essentia?
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Gish

Mensagempor Elven Paladin em 24 Abr 2008, 17:15

O Duskling é só pelo ponto de essentia?


E por que é uma boa raça. O +2 em Constituição, com a penalidade em um atributo irrelevante para Arqueiros, o tamanho pequeno que mantém um deslocamento de tamanho médio ( e aumentado por Essentia ). Daria para improvisar algo na linha de Scout/Ranger com algumas variantes/Totemist com o talento Indigo Strike.

E quanto ao Richter, eu montarei em breve, mas eu vejo nele uma mistura de Swordsage, Ninja e Lasher. :b
"Eu não sou católica, mas considero os princípios cristãos - que tem suas raízes no pensamento grego e que, no transcorrer dos séculos, alimentaram todas as nossas civilizações européias - como algo que uma pessoa não pode renunciar sem se aviltar" Simone Weil

When you decide to grant power to government, start by thinking "What powers would I allow the government to have over me if I knew that my worst enemy in the world was going to be in charge of this government?" - Hastings & Rosenberg.
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Gish

Mensagempor Lune em 24 Abr 2008, 17:20

Essencialmente, ele tem Dimension Door á vontade, com alcance de 6m e que é usada como uma ação de movimento.

6m? Isso não é teleporte, é um passo duplo xD
O alcance da Blink Shirt depende de quanta essentia você investe nela, o que significa que pra realmente ela se tornar uma alternativa viável você tem que ter mais essentia, o que por sua vez torna difícil você ser arqueiro.

Os melhores teleportes de combate são Dimension Slide, o poder psiônico, e aquela magia do Magic of Eberron com nome parecido.
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Gish

Mensagempor Eltor Macnol em 24 Abr 2008, 17:37

Mas a grande sacada é que tu pode definir o alcance do teleporte (e os pontos de Essentia que quer investir pra isso) como uma swift action. Ou seja, os pontos de essentia não ficam "mortos" lá, eles podem ser usados pra outras coisas quando não precisar de um teleporte longo.

Cara, eu realmente gosto da mecânica do Totemist.
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Gish

Mensagempor Sr. Pichu em 24 Abr 2008, 17:43

Lune escreveu:Richter, o Habilidoso
Rgr 2/Bbn 2/Ftr 1/Lasher 10/Exotic Weapon Master 5
Talvez o mestre definitivo do chicote. Só não me pergunte como esse cara mata vampiros.


é um chicote mágico sagrado, horas XD
Editado pela última vez por Sr. Pichu em 24 Abr 2008, 18:09, em um total de 1 vez.
"What is profit to a man, if he gains the world but loses his own soul?" (Matthew 16:26)

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Gish

Mensagempor Lune em 24 Abr 2008, 18:07

Cara, eu realmente gosto da mecânica do Totemist.

IT'S A TRAP

Você precisa de tantos níveis de Totemist pra tornar isso viável que a essa altura você não é mais um arqueiro, é um... Totemist! Pelo menos o BAB é médio, então nem tudo está perdido.
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Lune
 
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Gish

Mensagempor Lune em 24 Abr 2008, 18:21

(Um dos) Ryu do Breath of Fire (de preferência o do 3 ou 4!).


Achei isso, feito por um tal de Kurama Youko. Não gosto o suficiente de Breath of Fire pra fazer uma build minha =P
SPOILER: EXIBIR
Half Celestial Human (Battle Sorcerer 6/Monk 2/Enlighten Fist 10)
Size & Type: Medium Outsider (Human, Native, Dragonblood)
Hit Dice: 18d8+216(274)
Iniatitive: +4
Speed: 55ft/ Fly 60ft (Good),
Armor Class: 41 (Nat +1, Bracers +8, Def +5, Dex +4, Cha +10, MK +4, -1 Flaw) Touch: 32, Flat: 41
Base Attack Bonus/Grapple: +12/+24
Attack: Unarmed Strike +24 (3d8+12) or Claw +24 (1d6+12)
Full Attack: (Flurry of Blows +22/+22/+18/+13(3d8+12) plus 2 Claws: +17 (1d6+6)
Space / Reach: 5ft/5ft
Special Attack: Flurry of Blows, Spells, Ki Strike (Magic), Fist of Energy (Burst), Arcane Fist, Spell-Like abilities, Smite Evil,
Special Qualities: Evasion, Summon Familiar, Monk abilities, Arcane Rejuvenation, Hold Ray, DR 10/Magic, Keen Senes (Darkvision 60ft), Resistance: Acid, Cold & Electricity 10, Daylight, Immunity: Disease, SR 28, Diamond Soul
Saves: Fort: +25 Ref: +21 Will: +20 (+4 vs Sleep, Paralysis & Fire Effects, +4 vs Poison)
Abilities: Str: 34 Dex: 18 Con: 32 Int: 12 Wis: 10 Cha: 30
Skills: Concentration +29, Diplomacy +15, Intimidate +16, Jump +17, Knowledge (Arcana) +16, Listen +15, Profession (Fisherman) +15, Spellcraft +6, Spot +17, Tumble +19,
Feats: (B)Magic in the Blood, (M)Stunning Fist 16/day, (M)Unarmed Strike, 1st-Draconic Heritage (Gold), (B)Draconic Claw, (B)Acertic Mage, (M)Deflect Arrows, 3rd-Practice Spellcaster (Battle Sorcerer), 6th-Combat Casting, 9th-Sun School, 12th-Dragon Cohort, 15th-Improved Natural Weapon (Unarmed Strike), 18th-Fireblood Line,
Flaw: Vulnerable (-1 AC), Slow
Environment: Any
Organization: Group 2-6
Challenge Rating: 21
Treasure: Standard
Alignment: Lawful Good
Advancement: By Character Class
Level Adjustment: +2

Spells Per-Day: Spell DC's 20+Spell lv
5/8/8/7/7/7/6/3
Spells Known: 8/4/4/3/3/2/1/1 Caster lv 18
0th-Detect Magic, Read Magic, Prestidigitation, Mending, Detect Poison, Dancing Lights, Acid Splash, Touch of Fatigue
1st-Jump, Ray of Enfeeblement, Grease, Shield, *Hypnotism
2nd-Wings of Cover, Listening Lorecall, Cat's Grace, Wraith Strike, *Pyrotechnics
3rd-Dragonskin, Greater Magic Weapon, Greater Mighty Wallop, *Tongues
4th-Rebuking Breath, Dimension Door, Stoneskin, *Fire Shield
5th-Dragon Breath, Draconic Polymorph, *Cloud Kill
6th-Starmantle, *Summon Monster 6 (Elementals and Outsiders with Fire Subtype only)
7th-Greater Teleport, *Delayed Blast Fireball

Spell-Like abilities DC's 20+Spell lv, Caster lv 19
All 3/day: Protection from Evil, Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, Dispel Evil, Holy Word, Holy Aura, Hallow, Mass Charm Monster, Summon Monster 9 (celestials only,)

Equipment: 760,000 remaining: 2,200
64,000 Bracers of Armor +8
13,000 Monk's Belt
25,000 Vest of Resistance +5
36,000 Amulet of Health +6
36,000 Gauntlets of Orge Power +6
36,000 Cloak of Charisma +6
137,500 Manual of Str
137,500 Manual of Con
137,500 Tomb of Cha
50,000 Ring of Protection +5
40,000 Ring of Freedom of Movement
12,000 Boots of Speed
1,800 Hat of Disguise
2,500 Eyes of the Eagle
30,000 Orange Ioun Stone
This is a better build than the original one i posted and is ECL 20 which means its alot more reasonable. It uses the Book of Exalted Deeds LA for Half Celestial, and one FR Regional Feat (Magic in the Blood) for the extra uses of Spell-like abilities (might take a house rule but it should be legal.). This build combines some aspects of BoF3 and 4 Ryu.

Example: Using Draconic Polymorph you can assume the forms of other Dragons with a additional Str and Con increase which depending on the Creature picked (in some cases a dragon wont do) you can assume the forms that best fit the forms in BoF3, like Dread Linnorm for Tiamat form, or Juvenile Red Dragon for Fire Gene Dragon Form, Juvenile Radiant for Kaiser Dragon, ect ect. However this may be kind of suboptimal considering how strong the base form is, this is where it most resembles BoF4 Ryu, if you've played the game then you know that his Dragonized form is pretty cool looking and that he almost never turns into a full dragon except when using a breath weapon even then he turns back as soon as that is over (RP element). I gave him spells that could make him a good gish I suppose, but Prismatic Spray covers the 3 elements he controlled in BoF4 (Earth, Wind and Fire), Dimension Door + Sun School covers his cool animation of Disappearing and Reappearing infront of the Enemy for one attack. (though you can't instantly teleport back though since you still have a move action I guess you could tumble back.) You get your breath weapon from the Dragon Breath Spell, and if your using the Complete Divine version then you have a variety of breath weapons to chose from (5), Though the elements are limited, unless you wanna use the evil dragon breaths, You can hover in mid air like BoF4 Ryu due to good manuverability, Everything else is just to help him survive should he go into epic lvs.


E já que estávamos falando de Tomists, aqui tem uma build de Scout/Totemist baseado em manobrabilidade pelo Tleilaxu_Ghola. É melee, porém.
SPOILER: EXIBIR
Introduction: This build will make heavy use of Magic of Incarnum and Player's Handbook 2. At its core, this is a build which optimizes the incredibly powerful soulmeld: landshark boots. This build delivers more than damage, however, it is an effective trapfinder, scout, tracker and general nature guy. This is not an attempt at making a hyper-generalist, but making a build with a well defined and well optimized party roll.

Race: Human
Build Stub: Totemist 2/Ranger 1/Totemist +3/Scout 1/Totemist +1/Barbarian 1/Scout +1/Totemist +10
Feats: Able Learner, (Expanded Soulmeld Capacity), Leap of the Heavens, Bonus Essentia, Indigo Strike, Combat Acrobat, Raptor School, Double Chakra Bind (Totem)
Recommended Abilities (using a 28 point-buy):

STR 16
DEX 14
CON 16
WIS 8
INT 10
CHA 8

Build Progression:

1. Totemist: Able Learner, (Expanded Soulmeld Capacity)
2. Totemist: [Gain Totem Chakra w/ +1 Capacity]
3. Ranger: Leap of the Heavens, Track
4. Totemist: Ability Increase: Strength
5. Totemist:
6. Totemist: Bonus Essentia, [Gain Hand, Feet, & Brow Chakra]
7. Scout: +1d6 Skirmish, Trapfinding
8. Totemist: [Totem Chakra w/ +1 Meldshaper Level], Ability Increase: Strength
9. Barbarian: Fast Movement, Indigo Strike
10. Scout: Uncanny Dodge
11. Totemist:
12. Totemist: Extra Rage, Ability Increase: Strength
13. Totemist: [Gain arm, brow, & shoulder chakra]
14. Totemist:
15. Totemist: Raptor School, Totem Double Bind
16. Totemist: Ability Increase: Strength
17. Totemist:
18. Totemist: Double Chakra (Totem), [Gain Throat & Waist Chakras]
19. Totemist: [Totem Chakra w/ +2 Capacity]
20. Totemist:

20th level Build Stats:
15 BAB
16 Meldshaper levels (Effective 17 ML for totem chakra)
Saves (Fort/Ref/Will): 15/14/5
Total Essentia: 17
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Gish

Mensagempor Eltor Macnol em 24 Abr 2008, 18:48

IT'S A TRAP

Você precisa de tantos níveis de Totemist pra tornar isso viável que a essa altura você não é mais um arqueiro, é um... Totemist! Pelo menos o BAB é médio, então nem tudo está perdido.


Nem tanto, eu acho que Totemist é uma classe que se pega 2, 8, ou todos os níveis. Pra mim, bastam apenas 2 pra ter o teleporte à vontade com alcance de 9m (ou até 12m, se eu dedicar um talento a isso). E ainda sobram mais 2 soulmelds, que dá pra usar pra ter Detectar Magia à vontade, ganhar bônus de +6 ou até +8 em perícias como furtividade ou observar, ou outras coisinhas assim. Perde-se 1 ponto no BAB, mas vale a pena.
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