Creating a character with 21 levels

Zaruthustran

The tingling means it’s working!
Hi, my DM is starting a new campaign at 21st level. It's an epic campaign, light on story, heavy on action. He described it as a "videogame"--pretty much just loosely linked encounters.

Character creation is 4d6 drop the lowest 7 times, drop the lowest stat, arrange as you see fit. All classes, prestige classes, and races are open--including monstrous races from savage species or the 3.5 MM.

Having never played a character over ECL 16, I'm looking for advice from you. Here's what I've got so far:

Stats:
17 16 16 15 12 9
I've narrowed it down to nine characters:

1) Ghostly Illithid 1st level monk. Mind blast works even when you're ethereal. And since the ghost's powers are Charisma-based, the Illithid's +6 Cha modifier comes in handy. With monk class and the ghost template, his AC will come from Dex, Wis, *and* Cha--and he can Flurry with his Draining Touch (1d4 dam to any ability score, each drain adds 5 hit points to ghost). Illithids are weird and so are ghosts, so this could be fun. BAB 8.

2) Half-Celestial human paladin 15/templar 2. With the epic "Great Smiting" feat, he can do +34 points of damage with a smite six times a day. Divine Might adds more damage. This guy is tough, can fly, and has great saves and resistances. He's all about the melee, and perhaps his special mount is a dragon. BAB 17.

3) Ghostly Nixie bard/dragon disciple. Nixies have a +8 Cha modifier but only a +4 ECL, so the charisma-based Ghost powers are even greater than the Illithid. I'd go the Prestige Class route to half-dragon so he'll get the stat increases but won't lose HD. This thing's schtick will be possessing things, and using it's bardic music, charms, and illusions from The Other Side.

4) Half-dragon advanced Hound Archon 3rd level paladin. Recipe: advance Hound Archon (+4 Str, +2 Con, +2 cha, teleport, spells, +9 natural armor, DR of 10/evil) to 10 HD for size Large (reach, +8 Str, +2 Con, more natural armor, etc.) Add the Half-dragon template (+8 Str, +2 Con, +2 Cha, more natural armor, breath weapon, wings, element immunity, etc.) Give him a really big holy avenger sword. Using the two stat rolls of 16 for Str and Dex, his Str will be 36 and his AC 24 *before* magic items or level increases. Hound Archons have all kinds of neat abilities so this guy would be a fun melee meatgrinder. BAB 13.

5) Half-dragon feral minotaur barbarian. Feral gives stat boosts, pounce, rend, improved grab, fast healing, DR, 2d6 Claw attack for size Large, and other goodies. This creature would be a melee monster.

6) Feral half-orc barbarian. 20 levels of Barbarian goodness. The epic feat Intimidating Rage (or whatever it's called) sounds fun. 20 d12 HD, DR 6/-, and fast healing 5 sounds fun too. Another melee machine. BAB 20.

7) Human Druid 21. At this level, Druids can wild shape into all kinds of crazy things. Add a template for more strangeness/resistances. But it might get confusing, dealing with all those spells.

8) Ghostly Aasimar 15th level paladin. With a total of +6 to Charisma, this guy can use his Ghost Touch +5 Holy Avenger Greatsword to Epic Smite for +30 points of damage. And the high charisma will also add to armor class, stacking with his +5 Ghost Touch full plate armor. Add in Divine Might for more damage. And, ironically, he can Turn weak undead. BAB 15.

9) Half-celestial dragon, celestial dragon, or just plain ol' dragon.
Dragon is probably the weakest of all of these, but then again how often do you get the chance to play a dragon? At ECL 21, I can play a Medium-size non-gold Dragon with 2-6 levels, or a Large Gold dragon with 1-4 levels (depending on starting age category).

What do you think? Any advice or suggestions?

-z
 

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2) Half-Celestial human paladin 15/templar 2. With the epic "Great Smiting" feat, he can do +34 points of damage with a smite six times a day. Divine Might adds more damage. This guy is tough, can fly, and has great saves and resistances. He's all about the melee, and perhaps his special mount is a dragon. BAB 17.

See if you can add class levels to the dragon - a level of fighter for armor and weapon proficiency is good.

Silvers, for example, can use polymorph self, so you can take him places the dragon won't fit. And since Divine Might and Divine Shield are Su abilities, you can Share them with your mount. For one turn attempt, you can Share your Divine Might as long as you remain within 5 feet... for two turn attempts, you can charge yourself and the dragon separately so the distance between you doesn't matter.

If you can't swing the fighter level (or Paladin level, so the dragon gets Divine Grace as well), at least buy him an Animated Shield.

Look into the possibilities of Divine Shield, Shield Expert, Shield Charge, etc, BTW.

Dragons already have good hit dice, and with the bonuses for being the mount of a Pal15, he'll likely border on the insane as far as hit points go. Better than yours, by far, I'd imagine.

And as a half-celestial paladin, you have an excuse for supreme self-righteousness, which can be fun ;)

-Hyp.
 




I'm pretty sure that ghosts can only drain once per round. I had to look up a monk/vampire before and saw something in the errata.
 

I'm pretty sure that ghosts can only drain once per round. I had to look up a monk/vampire before and saw something in the errata.

It's not in the errata, it's in the FAQ, and it's not supported by anything in the Core Rules. So it depends on whether your DM believes that the FAQ can make up new rules or not...

-Hyp.
 

Go with the 15th level centaur fighter. Make sure you have horseshoes of flying (preferably flying AND speed) and focus your feats on a heavy lance, actually, a large heavy lance if your DM will allow it. An armanite fighter would also be interesting with the same tactics but I am unsure of his ECL.

And now, prepare to rule the battlefield... until the DM buys Book of Hallowed Might and casts divert charge....

Cheers
D
 

Piling on templates is a BAD idea.

All the templates you're piling on may do cool things, add new abilities, etc., but the fact remains that none of them add something very important: hitdice.

Templates are very cool, but I strongly recommend only adding one. Otherwise a simple, non-templated Ftr10/PlChamp5, who attacks ethereal just fine, is gonna cut you down.. Dying to non-epic NPC's is very embarrassing when you're ECL 21.

That's one of the reasons why I question the ECL's of most templates. Some may disagree. Other thoughts?
 
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