20th level with 20 classes

QuaziquestGM said:
Xephs are not small. They are medium.

Ah, right, my bad. Wierd, I just totally missed that. For some reason when I had looked at them before, I thought they were Small humanoids. :confused: :heh: Ah well. Still cool enough and effective enough for my ninja build.

Edit: Edited my build to factor in the Xeph's medium size, replace Warrior level with Hexblade level, and shift around the levels at which some classes are gained, factored in the extra powers and the power points from psionic prestige classes, and swapped the Fighter bonus feat with the 3rd-level feat to gain Weapon Finesse sooner after that level-shifting. Now the character would gain their Barbarian level several levels after their Monk level, allowing time to gradually shift from lawful alignment to non-lawful, and to avoid losing Rage ability.
 
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theredrobedwizard said:
+20 BAB, 20 Classes, No PrCs.

Dwarf (LE)
1) Dwarf Paragon (Unearthed Arcana)
2) Fighter
3) Ranger
4) Barbarian
5) Hexblade (Complete Warrior)
6) Duskblade (Player's Handbook 2)
7) Samurai (Complete Warrior)
8) Crusader (Book of Nine Swords)
9) Warblade (Book of Nine Swords)
10) Warrior (Dungeon Master's Guide)
11) Swashbuckler (Complete Warrior)
12) Soulborn (Magic of Incarnum)
13) Paladin of Tyranny (Unearthed Arcana)
14) Ninja (Rokugan Campaign Setting)
15) Warrior (Unearthed Arcana)
16)

Base fortitude save is somewhere around 24. This is without including things like the Thug fighter variant, the Urban and Planar Rangers, and alignment shifts to get all 4 flavors of paladin. Also, nothing outside WotC.

-TRRW

I'd replace Warrior (DMG) with Knight (PHB2) -- you're already lawful, after all. Or barbarian, since you've had to change alignment from chaotic to lawful with that one included.
 
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Well, I'm trying to get as many classes as possible, and Warrior (DMG) was a good way to get +1BAB.

Added Knight because somehow it totally slipped my mind. Still looking to fill in those other three levels, though.
 

theredrobedwizard said:
+20 BAB, 20 Classes, No PrCs.

Dwarf (LE)
1) Dwarf Paragon (Unearthed Arcana)
2) Fighter
3) Ranger
4) Barbarian
5) Hexblade (Complete Warrior)
6) Duskblade (Player's Handbook 2)
7) Samurai (Complete Warrior)
8) Crusader (Book of Nine Swords)
9) Warblade (Book of Nine Swords)
10) Warrior (Dungeon Master's Guide)
11) Swashbuckler (Complete Warrior)
12) Soulborn (Magic of Incarnum)
13) Paladin of Tyranny (Unearthed Arcana)
14) Ninja (Rokugan Campaign Setting)
15) Warrior (Unearthed Arcana)
16) Knight (Player's Handbook 2)
17)

Base fortitude save is somewhere around 24. This is without including things like the Thug fighter variant, the Urban and Planar Rangers, and alignment shifts to get all 4 flavors of paladin. Also, nothing outside WotC.

-TRRW

Samurai (OA)
 


Okay so I have spent way too much time trying for an 8 and 8, I don't play much at 20th
but an 8th lvl could actually show up in my game.
1 Barbarian ; dodge, Mobility (if going for ecolocater later)
2 Ranger ; track
3 Fighter ; iron will
4 Divine mind ; wild talent (mind aspect)
5 Soulknife ; wild talent
6 War mind ; practiced manifester
7 Slayer
8 Sanctified mind

15 psp - bite of the wolf manifester lvl 5
saves +14/+2/+8
BAB +6

not quite working. Okay I'm done - looks like I need need the CmWar do this build right.
 
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Kafkonia said:
Well, my first foray isn't great, but it's interesting -- poor BAB, but 2d6 sneak attack, CL 7 arcane (sorcerer) and CL 5 divine (cleric), casts in light armour.... Many skill points and all but the 18th level feat are tied up in prerequisites.

Forrest Campelvename, Elf

1) Rogue
2) Swashbuckler
3) Monk
4) Cleric
5) Paladin of Freedom (UA)
6) Ranger
7) Barbarian
8) Battle Sorcerer
9) Horizon Walker
10) Dragon Disciple
11) Fighter
12) Bladesinger
13) Abjurant Champion
14) Unseen Seer
15) Spellsword
16) Blood Magus
17) Contemplative
18) Sacred Fist
19) Seeker of the Misty Isle
20) Mystic Theurge

Forrest begins as a brigand (rogue and swashbuckler), robbing from the rich and giving to himself, but tires of this life and seeks out a monastery to control his emotions (monk). Tiring of this life, he finds religion (cleric) and tries to make the world a better place (paladin of freedom.) In his travels, he finds himself spending much of his time tracking prey and learning the ways of the land (ranger) and the peoples who live upon it (barbarian.) This puts him in touch with his inner powers (battle sorcerer), and he learns more about the land (horizon walker), becoming fascinated with the powerful dragons that rule over it (dragon disciple.)

His travels require him to learn more combat abilities (fighter), and he tries to reconcile the different sides of his personality and his different skills (bladesinger, spellsword.) Caught up in revolution, he learns to use his abilities for subterfuge (unseen seer) but is brutally slain. After encountering a manifestation of his deity in the afterlife, he is called back to the world of the living and harnesses the mysteries he has learned to enhance his spellcasting (blood magus.) Troubled by all this death, he withdraws from society to meditate upon his god and his place in the world (contemplative) before deciding that he is needed as an active force for good (sacred fist.) Fighting alongside his fellow elves, he is inducted into a secretive order that searches for their fabled paradise (seeker of the misty isle), and devotes himself to studying both the arcane and divine poweres that flow through him (mystic theurge.)

Sounds like quite a campaign, doesn't it? :D

Consider yourself to be the person at whom my applause is currently directed. I'm falling off my chair over here laughing so hrad. : ]
 

LG Human

1.) Human Paragon (Adaptive Learning: Knowledge Religion) Able Learner, Negociator
2.) Fighter (Mounted Combat)
3.) Paladin (Ride By Attack)
4.) Knight
5.) Samurai (TWF)
6.) Cleric (War & Good) WF: Longsword, Power Attack
7.) Hospitaller
8.) Shining Blade of Heironious
9.) Ranger (FE: Evil Outsiders) (Combat Casting)
10.) Warpriest
11.) Purple Dragon Knight
12.) Consecrated Harrier (Cleave)
13.) Battle Trickster
14.) Hunter of the Dead
15.) Contemplative (Great Cleave)
16.) Knight Protector
17.) Divine Champion
18.) Gray Guard (Combat Expertise)
19.) Kensei
20.) Warrior (DMG)

Notes; This build fails without Able Learner. You never have any skill points, so make them count. Being Human and having a high INT helps.
You end up with a +17 Bab, an ungodly fort save, an OK will, and a sliver of a reflex save.
You never have to NOT be LG.
 

Here's a character with no prestige classes and a consistent alignment.

[sblock]Joe Example CR 20
Male human barbarian 1/bard 1/cleric 1/druid 1/fighter 1/ranger 1/rogue 1/sorcerer 1/wizard 1/psion (nomad) 1/psychic warrior 1/soulkife 1/wilder 1/binder 1/shadowcaster 1/truenamer 1/artificer 1/favored soul 1/marshal 1/healer 1
NG Medium humanoid (human)
Init +1; Senses Listen +14, Spot +2
Languages Common, Druidic, Elven
AC 24, touch 17, flat-footed 21
hp 120 (20 HD)
Fort +29, Ref +18, Will +37
Speed 40 ft. (8 squares)
Melee mindblade +7 (1d6+4/19-20/x2)
Base Atk +3; Grp +7
Atk Options favored enemy vermin +2, mindblade, rage 1/day, sneak attack +1d6
Special Actions artificer knowledge, bardic music 1/day (countersong, fascinate, inspire courage +1), disable trap, item creation, turn undead 6/day (+3, 2d6+4), wild empathy +5, wild surge +1
Combat Gear 3 potions of neutralize poison, 3 potions of remove disease, 3 potions of cure serious wounds, 3 potions of gaseous form, 3 potions of heroism
Bard Spells Known (CL 1st):
0 (2/day) – flare, lullaby, mage hand, message
Cleric Spells Typically Prepared (CL 1st):
1st – bless, entangle (D), obscuring mist
0 – detect magic, light, resistance
D: Domain spell, Deity: Ehlonna. Domains: Plant, Sun
Druid Spells Typically Prepared (CL 1st):
1st – jump, summon nature’s ally 1
0 – detect poison, know direction, guidance
Sorcerer Spells Known (CL 1st):
1st (4/day) – mage armor, magic missile
0 (5/day) – acid splash, arcane mark, open/close, prestidigitation
Wizard Spells Typically Prepared (CL 1st):
1st – feather fall, sleep
0 – daze, ray of frost, touch of fatigue
Spellbook as above plus 0 – all; 1st – burning hands, enlarge person
Favored Soul Spells Known (CL 1st):
1st (4/day) – comprehend languages, magic weapon, sanctuary
0 (5/day) – mending, purify food and drink, read magic, virtue
Healer Spells Typically Prepared (CL 1st):
1st (4/day) – cure light wounds, remove fear, remove paralysis, speak with animals
0 (4/day) – create water, cure minor wounds, deathwatch
Power Points/Day 8
Psion Powers Known (ML 1st):
1st – burst, detect psionics, hammer
Psychic Warrior Powers Known (ML 1st):
1st – biofeedbackp
Wilder Powers Known (ML 1st):
1st – crystal shard
Vestiges Typically Bound (EBL 1st, binding check 1d20+12): Amon
Mysteries Known (CL 1st):
Apprentice paths
1st – steel shadows (spell, 1/day)
Fundamentals
0 – arrow of dusk (supernatural, 3/day, +4 ranged touch), shadow hood (supernatural, 3/day, DC 13), widened eyes (supernatural, 3/day)
Utterances Known (CL 1st):
Lexicon of the Evolving Mind
1st – universal aptitude
Infusions/Day (CL 1st):
1st 2/day
Craft Reserve 20
Marshal Auras Known minor – watchful eye
Abilities Str 18, Dex 16, Con 14, Int 12, Wis 14, Cha 17
SQ animal companion (light horse), artisan bonus, bardic knowledge +2, familiar (toad), fast movement, healing hands, known personal truename, nature sense, psychic enervation, soul binding (1 vestige, 1st level), trapfinding
Feats Animal Affinity, Battlefield Inspiration, Combat Casting, Combat Manifestation, Combat Reflexes, Defense Against the Supernatural, Eschew Materials, Mounted Combat, Psionic Meditation, Scribe Scroll, Skill Focus (Diplomacy), Spell Penetration, Track, Up the Walls, Weapon Focus (mindblade), Wild Talent
Skills Concentration +17, Diplomacy +18, Handle Animal +13, Jump +18, Knowledge (arcana) +15, Knowledge (nature) +11, Listen +14, Perform (sing) +8, Ride +19, Spellcraft +4, Survival +8, Truespeak +17, Use Magic Device +12
Possessions combat gear plus 10 ft. by 10 ft. carpet of flying, belt of giant strength +6, boots of speed, bracers of armor +8, [/i]clear spindle ioun stone[/i], cloak of resistance +5, eternal wand of spider climb, gloves of Dexterity +2, greater amulet of the silver tongue, greater shroud of night, handy haversack, implements of binding +8, iridescent spindle ioun stone, psicrown of the temporal juggler, ring of invisibility, ring of regeneration, skin of fiery response, staff of conjuration, tan bag of tricks, third eye conceal, 3675 gp[/sblock]
 

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