One Super NPC

Gray Lensman

Explorer
Okay if this as been done before (I'm sure it has come up) just point me to the thread.

This Thread: http://www.enworld.org/forum/d-d-le...cter-stand-alone-versatility-help-please.html Got me to thinking that a real Hero Type "I CAN Do ANYTHING" NPC may come in handy someday. I mean an armored up, cast divine and arcane, fight, sneak, rage whatever.

Say 20th ECL and build the most versatile character in those twenty levels.

Best Fighting Ability Possible along with
Arcane Spell Casting
Divine Spell Casting (Clerical, druidic and ranger)
Rogue and Bard Skills
Ect. Ect. Ect.

Basically a hero with at least some proficiencies in ALL areas (You know the Jack of all, master of none).

And Yes, there is no way in ^^^^ I would let a PC cherry pick like this but an NPC?

Could be fun, an enemy, an ally, a mercenary or just an old tired adventurer thats hangs in the local taverns full of (sometimes useful) tales.

EDIT::: Gaining the comabat levels only at least at first to aid survival.

(and yes I am pretty much in one as I type this)
 
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You're going to be incredibly mad, in all likelihood. Maybe a Rogue 1/Barbarian 1/ Sword Sage 2/ Wiz 1/ Cleric 3/ Then Theurging, using an early entry method on the Wiz side. But, you won't be effective.
 


Definitely this one:
Rogue 2/Bard 6/Mindbender 1/Ur-Priest 1/Sublime Chord 1/Fochlucan Lyrist 9
(gaining druidic is an easy task RP-wise)

This build grants:
- Tons of skills
- Trapfinding
- Sneak Attack
- Evasion
- Bardic Knowledge
- Bardic Music
- Telepathy
- 9th level arcane AND divine spellcasting
(with partial BAB & saves you even make it to BAB +16)

You don't gain wild shape, but that's as versatile as I've ever seen (but it's also very MAD).


On a side note (and not that I've ever played or will play one), but I always found the Ur-Priest's restriction to evil to be lackluster.
While the argument that stealing your power source is probably chaotic, I see nothing evil in this PrC's abilities since no one gets hurt when an Ur-Priest prepares his spells.
 

Factotum8/Warblade2/Chameleon10

Everyone should ignore the post below this one.

Okay, I found the warblade and the chameleon easy enough, found some info on the factotum (you folks gotta remember that I am no stranger to the game but am a stranger to 3.5 and I am book limited even in 3.?)


These Are the Books I have, Plus whatever I can glean from the web
PHB (3.0 so I have to look at SRD as well)
PHB II
MM
DMG
Comp Divine, Arcane, Adventurer, Warrior
Eldritch Might I, II, III
Races of Destiny, Stone and Wild and Races of the Dragon
Savage Species
Epic Level handbook
Arms and Equipment Guide


And yes I could go find cheat books but I don't do that.
 

chuck-norris.jpg
 


Okay, Sticking with the core rules I get (so far, I have been time limited the last few days).

Barbarian 1 and 2 for the HD, Rage/Fast movement and Uncanny Dodge
Rogue 1 and 2 for Sneak attack, Evasion and Trap finding
Bard 1 thru 4 for bardic music and knowledge, counter song, inspire courage, inspire competence and the ability to cast 2nd level arcane (with right CHA)
Druid 1 thru 3 for Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Ability to cast 2nd level Divine
Mystic Thuerge 1 thru 9 to increase Bard and Druid Spell Casting to Bard 13 and Druid 12

Okay,weak in both spell casting and fighting

how about sticking to just bard 4 and raising druid to 5 to get wild shape then to MT?

OR since it is gonna be an NPC anyway, talk to me about Gestalt Characters, is there any thing about them in UA that isn't in the SRD? What two classes would combine to give me the best overall character?

I know that it is an NPC and I could really do whatever I wanted, but I still want to keep it REASONABLY within the rules.
 

Factotum8/Warblade2/Chameleon10

Just for help, I want to say all of the benefits of this here.
8 Levels where every skill in the game.
A feat that let's you buy cross-class skills at a rate of 1:1, which let's you treat all skills as class skills if your first level is Factotum.
The ability to apply your intelligence to just about everything.
The ability to take two standard actions in one turn.
Minor spell-like ability powers.
The ability to, at the beginning of every day, pick a feat to use for the day.
The ability to apply a +6 bonus to one stay at the beginning of every day.
The ability to use Warblade maneuvers.
All Hit Die at d8 or higher.
 

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