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Added Ebonfowl's character builds. Updated readme.
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67
Half-Drow/Ebonfowl - Janitor.txt
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Half-Drow/Ebonfowl - Janitor.txt
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I named this build "The Janitor" because it straight sweeps everything up. I am confident in saying this is the highest damage one can achieve with current PRC options, even higher than my previous Warcarnate build. Like the Warcarnate, this build does this every single round, all day long.
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What this build gives you: 17 pre-epic BAB; great attack bonus (Lolth's Meat and Epic Weapon Focus); absolutely crazy damage output - between soulmelds (Necrocarnum Weapon, Incarnate Avatar, Bluesteel Bracers), feats (Lolth's Meat, Cobalt Power, Weapon Specialization), Sweeping Strike (hit two enemies with every single swing!), and maneuvers (Pouncing Charge, Raging Mongoose, Time Stands Still, and Prey on the Weak) this character can average ~6000 melee damage a round (~8000 if you begin combat with a pounce) and ~2050 on a single pouncing charge***; the damage caused by this build is persistent and not constrained by abilities limited to times/day; immunity to nearly all status effects (Curst); the best saving throw boost there is (Diamond Defense); the ability to heal once per minute when recovering maneuvers (Vital Recovery); INT to reflex saves, crit confirmation, combat maneuvers, and damage against flat-footed enemies; the ability to instantly clear status effects (Ironheart Surge); uncanny dodge; some minor psionic manifesting abilities
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Weakpoints: not the best AC (Curst helps with this) or base saves (though Lolth's Meat mitigates this short-coming after a few kills and Curst makes you immune to almost everything) - get equipment to boost AC and saves; you lose a small amount of damage output against non-living opponents (Necrocarnum Weapon), but the difference is small and won't slow you down
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Build Name: The Janitor
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Race: Half-Drow
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Alignment: Neutral Evil
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Strength 16
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Dexterity 16
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Constitution 12
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Intelligence 8
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Wisdom 14
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Charisma 8
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Lvl Class
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1 Incarnate 1: Lolth's Meat
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2 IC2
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3 IC3: Power Attack
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4 IC4: 17 STR
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5 IC5: Lore 8
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6 IC6: Wild Talent
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7 War Mind 1
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8 WM 2: 18 STR
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9 WM 3: Undead Meldshaper, Curst Template (take Curst right before leveling up)
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10 WM 4
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11 WM 5
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12 Warblade 1: Improved Critical (Scimitar), Maneuvers: Sudden Leap, Disarming Strike, Iron Heart Surge, Stance: Blood in the Water, 19 STR
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13 WB 2: Maneuver: Saphire Nightmare Blade
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14 WB 3: Maneuver: Emerald Razor
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15 WB 4: Cobalt Power, Stance: Pearl of Black Doubt
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16 WB 5: B: Vital Recovery, Maneuver: Pouncing Charge, 20 STR
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17 WB 6
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18 IC 7: Weapon Focus (Scimitar)
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19 WB 7: Maneuvers: Avalanche of Blades
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20 WB 8: 17 DEX
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21 WB 9: Weapon Specialization (Scimitar), B: Iron Will, Maneuver: Raging Mongoose
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22 WB 10: Stance: Prey on the Weak
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23 WB 11: Maneuver: Time Stands Still
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24 IC 8: Two-Weapon Fighting, 18 DEX
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25 IC 9
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26 IC 10
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27 IC 11: Improved TWF
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28 IC 12: 19 DEX
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29 IC 13
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30 IC 14: Greater TWF
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31 IC 15
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32 IC 16: 21 STR
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33 IC 17: Cleave
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34 IC 18
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35 IC 19
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36 IC 20: Great Cleave, 22 STR
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37 IC 21
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38 IC 22: B: Epic Weapon Focus (Scimitar)
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39 WB 12: Epic Weapon Specialization (Scimitar)
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40 WB 13: Maneuver: Diamond Defense, 20 DEX
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Recommended Martial Maneuvers: Pouncing Charge, Raging Mongoose, Iron Heart Surge, Time Stands Still, Diamond Defense, Blood in the Water (Stance) for more damage or Prey on the Weak (Stance) for more attacks. I think Prey on the Weak is the way to go.
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Recommended Soul Melds: Necrocarnum Weapon, Incarnate Avatar, Bluesteel Bracers
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Notes: you can buy off the level adjustment from Curst at 9, 15, and 18 - I recommend buying off at least one LA, but probably the other 2 as well if you are going to level 40. As a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, then initiate Time Stands Still, recover maneuvers, repeat. Always make sure to recover your maneuvers immediately at/near the end of each combat - otherwise you will have to wait a full minute while they recover.
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***Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts. They assume max level, enemies that are alive and not crit-immune and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).
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64
Half-Drow/Ebonfowl - Shiftblade.txt
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Half-Drow/Ebonfowl - Shiftblade.txt
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I think this is my best overall melee build. Does massive damage, has incredible defenses, and eventually gets full divine casting. The only thing it can't do is insta-kill. Ever wanted to be a pouncing dragon? Then this build is for you!
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What this build gives you: 16 pre-epic BAB for 4 attacks/round; very high damage output - between Lolth's Meat, (Epic) Weapon Specialization, Two-Weapon Fighting, Two-Weapon Rend, massive Strength from Shifter, Power Attack, Holy Warrior, Maneuvers, and Blood in the Water, this character can average ~2900 melee damage a round (~3500 if you begin combat with a pounce) and ~900 on a single pouncing charge***; you also get charisma bonus to saves and the best saving throw boost there is (Diamond Defense); Intelligence to reflex saves, critical confirmation, damage against flat-footed opponents and rolls to disarm, trip, etc.; the ability to clear any status effect that it somehow does get hit with (Iron Heart Surge); an animal companion that scales with level (even non-Shaman levels); Shaman spellcasting; turn undead (but tops out at level 21); ability to see invisible creatures (Spirit Sight); healing once a minute while recovering maneuvers (Vital Recovery); can switch all weapon-specific feats to match your best weapon; it can obtain huge DR and AC from Shifter forms as well as immunities; and there is no LA with this build.
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Weak points: low Strength and low Constitution until level 13, then it doesn't matter anymore.
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Build Name: Shiftblade
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Race: Half-Drow
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STR 8
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DEX 16
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CON 8
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WIS 13
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INT 13
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CHA 16
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Lvl Class
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1 Shaman 1: Lolth's Meat, Domains: War, any other
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2 Sha 2
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3 Sha 3: Two-Weapon Fighting
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4 Sha 4: B: Expertise, DEX 17
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5 Sha 5
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6 Sha 6: Alertness
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7 Sha 7
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8 Sha 8: B: Improved Trip, DEX 18
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9 Warblade 1: Weapon Focus (Aptitude), Stance: Blood in the Water, Manueuvers: Flesh Ripper, Emerald Razor, Disarming Strike
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10 WB 2: Maneuver: Iron Heart Surge
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11 WB 3: Maneuver: Ruby Nightmare Blade
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12 WB 4: Improved Critical (Aptitude), Stance: Pearl of Black Doubt, WIS 14
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13 WB 5: B: Endurance, Maneuver: Pouncing Charge
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14 Shifter 1
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15 Shft 2: Improved TWF
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16 Shft 3: INT 14
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17 Shft 4
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18 WB 6: Weapon Specialization (Aptitude)
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19 Shft 5
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20 Shft 6: DEX 19
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21 Shft 7: Greater TWF
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22 Shft 8
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23 Shft 9
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24 WB 7: Epic Weapon Focus (Aptitude), Maneuver: Raging Mongoose, WIS 15
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25 Shft 10
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26 WB 8
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27 WB 9: Epic Weapon Specialization (Aptitude), B: Vital Recovery, Maneuver: Diamond Defense
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28 WB 10: WIS 16
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29 WB 11: Maneuver: Time Stands Still
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30 Sha 9: Holy Warrior
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31 Sha 10
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32 Sha 11: WIS 17, Domain: Any
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33 Sha 12: Two-Weapon Rend, B: Improved Disarm
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34 Sha 13
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35 Sha 14:
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36 Sha 15: Power Attack, WIS 18
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37 Sha 16: B: Armor Skin
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38 Sha 17
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39 Sha 18: Cleave
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40 Sha 19: WIS 19
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Recommended Readied Martial Maneuvers: Pouncing Charge, Iron Heart Surge, Raging Mongoose, Time Stands Still, and Diamond Defense
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Note, this a good candidate for an undead template, especially Curst. As a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, recover maneuvers, repeat. When it comes to domains, it is generally best to pick those that add good melee buffs to the Shaman's arsenal. Offensive spells generally won't be super useful in this build. Keep a spell from the War domain of the highest level you can cast prepared to max out the bonus damage from Holy Warrior.
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***Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts. They assume max level, that enemies are not crit-immune, and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).
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65
Half-Drow/Ebonfowl - War Cubed.txt
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Half-Drow/Ebonfowl - War Cubed.txt
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I made this build as an upgrade to my War Squared build. It focuses on the same three playstyles 1) warlock invoking, 2) instant death attacks through PRC Vorpal, and 3) high damage output through martial maneuvers and damage boosts. You still get all those highlights plus Sweeping Strike, allowing you to potentially hit two enemies on every swing, and you only really lose 4 warlock caster levels and Path of Shadows (which no longer heals) in the bargain. Plus, the names of all the classes start with War, which is cool.
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What this build gives you 17 pre-epic BAB; dual keen, vorpal kukris; great attack and damage bonus (Lolth's Meat and Blood in the Water); very high damage output - between Lolth's Meat, (Epic) Weapon Specialization, Two-Weapon Fighting, Epic Crafting, Power Attack (from Blooded), Sweeping Strike, Maneuvers, and Blood in the Water, this character can average ~5200 melee damage a round (~6250 if you begin combat with a pounce) and ~1600 on a single pouncing charge; the damage caused by this build is persistent and not constrained by abilities limited to timesday; you also get an army of meat shield skeletons (The Dead Walk); immunities (Curst) and the ability to pass every save (Diamond Defense and Lolth's Meat); great spell resistance (Curst); at-will Creeping Doom (Verminlord); at-will 50% miss chance and invisibility (Retributive Invisibility), and before this you can get a 50% miss chance with Concealing Amphora, Greater; at-will healing for you and all your skeletons (Utterdark Eldritch Doom); healing once per minute when recovering maneuvers (Vital Recovery); at-will short-range teleport and my favorite ability for kiting (Flee the Scene); minor psionic powers, class ability buffs, and DR 2- from War Mind; and tentacles!
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Weakpoints not the best AC - get equipment to boost AC (Curst and Blooded help with this as well); low saves on invocations, but only one useful invocation uses a save (Frightful Blast), so this really doesn't matter
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Build Name War Cubed
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Race Half-Drow
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Alignment Lawful Evil or Neutral Evil
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Strength 16
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Dexterity 16
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Constitution 10
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Intelligence 14
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Wisdom 8
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Charisma 10
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Lvl Class
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1 Warlock 1 Lolth's Meat, Invocation Frightening Blast, Skills Concentration, Lore, Spellcraft, UMD at each level (Blooded Template)
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2 WL 2 Invocation Eldritch Glaive
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3 WL 3 Two-Weapon Fighting
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4 WL 4 Invocation Summon Swarm, 17 STR
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5 WL 5
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6 WL 6 Craft Magic Arms & Armor, Invocation Eldritch Chain
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7 WL 7
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8 WL 8 Invocation The Dead Walk, 18 STR
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9 Warblade 1 Weapon Focus (Kukri), Stance Blood in the Water, Maneuvers Sudden Leap, Emerald Razor, Action Before Thought
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10 WL 9
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11 WL 10 Invocation Flee the Scene
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12 WL 11 Wild Talent, Invocation Chilling Tentacles, 17 DEX
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13 WL 12
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14 War Mind 1 Psionic Power Force Screen
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15 WM 2 Improved Critical (Kukri), Psionic Power Precognition, Defensive
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16 WB 2 Maneuver Pouncing Charge, 18 DEX
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17 WM 3
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18 WM 4 Improved TWF, Psionic Power Prescience, Offensive
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19 WM 5
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20 WM 6 Psionic Power Concealing Amphora, Greater, 19 DEX
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21 WL 13 Invocation Vitriolic Blast, Greater TWF
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22 WL 14
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23 WL 15 Invocation Eldritch Cone
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24 WL 16 Invocation Eldritch Doom, Epic Weapon Focus (Kukri), 19 STR
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25 WL 17 28 Lore and Spellcraft, no more Spellcraft but I keep investing in Lore (not required)
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26 WL 18 Invocation Utterdark Blast (Curst)
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27 WB 3 Craft Epic Magic Arms & Armor, Maneuver Raging Mongoose
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28 WB 4 Stance Pearl of Black Doubt, 20 STR
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29 WB 5 B Vital Recovery, Maneuver Diamond Defense
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30 WB 6 Weapon Specialization (Kukri)
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31 WL 19
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32 WL 20 Invocation Tenacious Plague, 21 STR
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33 WB 7 Epic Weapon Specialization (Kukri), Maneuver Time Stands Still
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34 WL 21
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35 WL 22
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36 WL 23 Verminlord, B Eldritch Sculptor, 22 STR
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37 WL 24
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38 WL 25
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39 WL 26 Great Strength, B Epic Extra Invocation (Retributive Invisibility)
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40 WL 27 24 STR
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Readied Martial Maneuvers Pouncing Charge, Raging Mongoose, Time Stands Still, and Diamond Defense
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Notes buyoff the LA from Blooded at level 3 - you can buyoff the LA from Curst, but it will only amount to about a 9% or less XP reduction by the time you take it. Taking Curst at 9 would allow full buyoff early and allow much more top-end XP for kukri crafting - the ones I'm using (+10, keen, vorpal, psychokinetic, sonic blast) eventually cost around 40k XP each... As a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, then recover maneuvers, repeat. Once you get Time Stands Still, Pouncing Charge into an immediate Raging Mongoose on-hit (no action required), then immediately initiate Time Stands Still and then as soon as you see the first hit from Time Stands Still, recover maneuvers. Always make sure to recover your maneuvers immediately atnear the end of each combat - otherwise you will have to wait a full minute while they recover. You can use Power Attack to transform the attack bonuses you get from (Epic) Weapon Focus into damage - Lolth's Meat and Blood in the Water will keep you hitting on every attack. For super tough, crit-immune enemies, you can drop several Creeping Dooms, let them build up to high damage, then kite the bad guys through the AOE while it slows them to a crawl.
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Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts. They assume max level, that enemies are not crit-immune, Sweeping Strike hitting something on every swing, and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).
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65
Half-Drow/Ebonfowl - War Squared.txt
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Half-Drow/Ebonfowl - War Squared.txt
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I made this build to integrate three very powerful offensive playstyles: 1) warlock invoking, 2) instant death attacks either through DevCrit or PRC Vorpal, and 3) high damage output through martial maneuvers and damage boosts. This build does that while maintaining excellent aptitude in all three areas. You can do all this while either being immune or passing every save check and enjoying at-will healing. This is about as much of a cannon as you can make, and it isn't even the glass variety.
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What this build gives you: 16 pre-epic BAB; dual keen, vorpal kukris; great attack and damage bonus (Lolth's Meat and Blood in the Water); very high damage output - between Lolth's Meat, (Epic) Weapon Specialization, Two-Weapon Fighting, Two-Weapon Rend, Epic Crafting, Power Attack (from Blooded), Bloodclaw Master class abilities, Maneuvers, and Blood in the Water, this character can average ~2600 melee damage a round (~3100 if you begin combat with a pounce) and ~800 on a single pouncing charge***; the damage caused by this build is persistent and not constrained by abilities limited to times/day; you also get an army of meat shield skeletons (The Dead Walk); immunities (Curst) and the ability to pass every save (Diamond Defense and Lolth's Meat); great spell resistance (Curst); at-will Creeping Doom (Verminlord); at-will 50% miss chance and invisibility (Retributive Invisibility); at-will healing for you and all your skeletons (Utterdark Eldritch Doom, Path of Shadow); healing once per minute when recovering maneuvers (Vital Recovery); at-will teleportation for quality of life (Path of Shadow); and tentacles!
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Weakpoints: not the best AC - get equipment to boost AC (Curst and Blooded help with this as well); low saves on invocations, but only one useful invocation uses a save (Frightful Blast), so this really doesn't matter; you have to use kukris (yuck)
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Build Name: War Squared
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Race: Half-Drow
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Alignment: Any evil or chaotic
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STR 16
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DEX 16
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CON 10
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WIS 8
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INT 14
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CHA 10
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1 Warlock 1: Lolth's Meat, Invocation: Frightening Blast, Skills: Concentration, Lore, Spellcraft, UMD at each level (Blooded Template)
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2 WL 2: Invocation: Eldritch Glaive
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3 WL 3: Two-Weapon Fighting
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4 WL 4: Invocation: Summon Swarm, STR 17
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5 WL 5
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6 WL 6: Craft Magic Arms & Armor, Invocation: Eldritch Chain
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7 WL 7
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8 WL 8: Invocation: The Dead Walk, STR 18
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9 Warblade 1: Weapon Focus (Kukri), Stance: Blood in the Water, Maneuvers: Sudden Leap, Emerald Razor, Action Before Thought, Jump 1
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10 WL 9
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11 WL 10: Invocation: Beshadowed Blast
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12 WL 11: Improved Critical (Kukri), Invocation: Chilling Tentacles, DEX 17
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13 WL 12
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14 WL 13: Invocation: Vitriolic Blast
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15 WL 14: Improved TWF
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16 WL 15: Invocation: Eldritch Cone, DEX 18
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17 WB 2: Maneuver: Pouncing Charge, Jump 3
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18 WL 16: Extra Invocation (Tenacious Plague), Invocation: Eldritch Doom
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19 WB 3: Maneuver: Dancing Mongoose, Jump 5
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20 WB 4: Stance: Pearl of Black Doubt, Jump 7, DEX 19
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21 WL 17: Greater TWF
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22 WL 18: Invocation: Utterdark Blast (Curst Template)
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23 WL 19:
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24 WL 20: Epic Weapon Focus (Kukri), Invocation: Path of Shadow, STR 19
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25 WB 5: B: Vital Recovery, Maneuver: Diamond Defense, Jump 9
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26 Bloodclaw Master 1: Maneuver: Raging Mongoose
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27 WL 21: Craft Epic Magic Arms and Armor, 28 Lore and Spellcraft, no more Spellcraft
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28 WL 22: STR 20
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29 BCM 2
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30 WB 6: Weapon Specialization (Kukri)
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31 WL: B: Eldritch Sculptor
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32 WL 24: STR 21
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33 WB 7: Epic Weapon Specialization (Kukri), Maneuver: Time Stands Still
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34 WL 25
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35 WL 26: B: Verminlord
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36 WL 27: Two-Weapon Rend, STR 22
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37 WL 28
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38 WL 29: B: Epic Extra Invocation (Retributive Invisibility)
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39 WL 30: Great Strength
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40 WL 31: STR 24
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Readied Martial Maneuvers: Pouncing Charge, Dancing Mongoose (trade out for Time Stands Still when you get it), Raging Mongoose, and Diamond Defense
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Notes: buyoff the LA from Blooded at level 3 - you can buyoff the LA from Curst, but it will only amount to about a 9% or less XP reduction by the time you take it. Taking Curst at 9 would allow full buyoff early and allow much more top-end XP for kukri crafting - the ones I'm using (+10, keen, vorpal, psychokinetic, sonic blast) eventually cost around 40k XP each... As a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, then initiate dancing mongoose, recover maneuvers, repeat. Once you get Time Stands Still, Pouncing Charge into an immediate Raging Mongoose on-hit (no action required), then immediately initiate Time Stands Still and then as soon as you see the first hit from Time Stands Still, recover maneuvers. Always make sure to recover your maneuvers immediately at/near the end of each combat - otherwise you will have to wait a full minute while they recover. You can use Power Attack to transform the attack bonuses you get from (Epic) Weapon Focus and Bloodclaw Master into damage - Lolth's Meat and Blood in the Water will keep you hitting on every attack. For super tough, crit-immune enemies, you can drop several Creeping Dooms, let them build up to high damage, then kite the bad guys through the AOE while it slows them to a crawl.
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***Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts. They assume max level, that enemies are not crit-immune, and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).
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68
Half-Drow/Ebonfowl - Warcarnate.txt
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Half-Drow/Ebonfowl - Warcarnate.txt
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Couldn't figure out a good name for this one, but this is (I think) the highest consistent damage build that can be made with the current PRC options. The damage output is absolutely ludicrous and in my testing it kills ALL enemies at a faster rate than a devcrit build can kill enemies susceptible to critical hits. Best of all, this build can inflict this massive damage every single round without limitation as none of the abilities are use-limited.
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What this build gives you: 16 pre-epic BAB; great attack bonus (Lolth's Meat and Blood in the Water); absolutely enormous damage output - between soulmelds (Necrocarnum Weapon, Incarnate Avatar, Bluesteel Bracers), feats (Lolth's Meat, Cobalt Power), and maneuvers (Dancing Mongoose, Raging Mongoose, Blood in the Water) this character can average ~3000 melee damage a round (~3600 if you begin combat with a pounce) and ~925 on a single pouncing charge***; the damage caused by this build is persistent and not constrained by abilities limited to times/day; you also get a couple decent necrocarnum zombies (Necrocarnum Circlet) that you can summon at-will to serve as meat shields to keep the enemies off you; persistent 50% miss chance (Fellmist Robe); infinite essentia at level 8 (Harvest Soul) so your melds will always be maxed out; the ability to heal once per minute when recovering maneuvers (Vital Recovery); the ability to adapt to the best weapons you find (Weapon Aptitude); INT to reflex saves, crit confirmation, combat maneuvers, and damage against flat-footed enemies; the ability to instantly clear status effects (Ironheart Surge); uncanny dodge; and no level adjustment with this build
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Weakpoints: not the best AC (Midnight Dodge will eventually help) or base saves (though Lolth's Meat mitigates this short-coming after a few kills) - get equipment to boost AC and saves, as well as equipment that gives immunity to status effects; you lose a small amount of damage output against non-living opponents (Necrocarnum Weapon), but the difference is small and won't slow you down
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Build Name: Warcarnate
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Race: Half-Drow
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Alignment: Neutral Evil
|
||||
|
||||
STR 16
|
||||
DEX 16
|
||||
CON 15
|
||||
WIS 8
|
||||
INT 10
|
||||
CHA 8
|
||||
|
||||
Lvl Class
|
||||
1 Incarnate 1: Lolth's Meat, Spellcraft 4, Lore 4
|
||||
2 IC 2: Spellcraft 5, Lore 5
|
||||
3 IC 3: Necrocarnate Acolyte, Concentration 1, Spellcraft 6
|
||||
4 Warblade 1: STR 17, Concentration 5
|
||||
5 WB 2
|
||||
6 WB 3: Power Attack, Save 2 unused skill points
|
||||
7 IC 4: Spellcraft 10
|
||||
8 Necrcarnate 1: DEX 17
|
||||
9 NC 2: Two-Weapon Fighting
|
||||
10 NC 3
|
||||
11 NC 4
|
||||
12 WB 4: Improved Critical (Aptitude Weapon) , DEX 18
|
||||
13 WB 5: Bonus Feat: Vital Recovery
|
||||
14 WB 6
|
||||
15 WB 7: Improved TWF
|
||||
16 WB 8: DEX 19
|
||||
17 WB 9: B: Iron Will
|
||||
18 WB 10: Greater TWF
|
||||
19 WB 11
|
||||
20 WB 12: STR 18
|
||||
21 NC 5: Cobalt Power
|
||||
22 NC 6
|
||||
23 NC 7
|
||||
24 NC 8: Split Chakra (Soul), STR 19
|
||||
25 NC 9
|
||||
26 NC 10
|
||||
27 NC 11: Double Chakra (Soul)
|
||||
28 NC 12: STR 20
|
||||
29 NC 13
|
||||
30 IC 5: Midnight Dodge
|
||||
31 IC 6
|
||||
32 IC 7: STR 21
|
||||
33 IC 8: Oversized TWF
|
||||
34 IC 9
|
||||
35 IC 10
|
||||
36 IC 11: Great Constitution, STR 22
|
||||
37 IC 12
|
||||
38 IC 13
|
||||
39 IC 14: Great Strength
|
||||
40 IC 15: STR 24
|
||||
|
||||
Recommended Martial Maneuvers: Pouncing Charge, Dancing Mongoose, Raging Mongoose, Iron Heart Surge, Blood in the Water (Stance). You could also take more Warblade levels in epic, at the expense of 1 point of meld essentia capacity at 40th level, to get additional diamond mind maneuvers: Diamond Defense (best defensive saving throw ability in the game - will totally eliminate any problem with low saves), Time Stands Still, and Avalanche of Blades. This is likely the way to go.
|
||||
|
||||
Recommended Soul Melds: Necrocarnum Weapon, Incarnate Avatar, Bluesteel Bracers, Necrocarnum Circlet (bound), Fellmist Robe (bound)
|
||||
|
||||
Notes: as a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, then initiate dancing mongoose, recover maneuvers, repeat. Always make sure to recover your maneuvers immediately at/near the end of each combat - otherwise you will have to wait a full minute while they recover.
|
||||
|
||||
***Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts. They assume max level, enemies that are alive and not crit-immune, that the player took the advice in the recommended maneuvers section and picked up Time Stands Still, and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).
|
||||
Reference in New Issue
Block a user