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<blockquote data-quote="Jack Simth" data-source="post: 2229531" data-attributes="member: 29252"><p>I'm running my first ECL 12 game (Core only), and was thinking of inserting a CL 14 BBEG - a dungeon builder (somebody has to build all those dungeons - I think this build could do much of it), with the idea that everything he does could be done by a similarly built PC of the same level; here's what I have so far; any suggestions / problems / comments / snide remarks / suggestions for more strategies he can follow without removing the current ones?</p><p></p><p>Elven, Sorceror 14</p><p></p><p>Gear: 45k</p><p> Worn: </p><p> Cloak of Charisma +4 (16 k)</p><p> Peripat of Wisdom +2 (4 k)</p><p> Gloves of Dexterity +2 (4 k)</p><p> Amulet of Health +2 (4k)</p><p> Light Mithral Shield +1 (2,009 gp)</p><p> Handy Haversack (2000 gp)</p><p> Spell Components Pouch *2 (10 gp)</p><p> Masterwork Continual Flame Dagger (412 gp)</p><p> Hat of Disguise (1,800)</p><p> Ring of Sustenance (2,500)</p><p> Ring of Feather Falling (2,200)</p><p> Carried In Haversack:</p><p> Scrying Mirror (1,000 gp, 2x4 ft in size)</p><p> 3,069 gp</p><p> Diamond Dust (for Nondetection): 1,000 gp</p><p></p><p>Stats:</p><p> Elite Array: 15, 14, 13, 12, 10, 8; </p><p> Starting: Str 13, Dex 10, Con 12, Int 8, Wis 14, Cha 15</p><p> Level-Based Stat increases: 4th, 8th, 12th: +3 Cha</p><p> Racial Adjustments: +2 Dex, -2 Con</p><p> Natural Stats: Str 13, Dex 12, Con 6, Int 12, Wis 14, Cha 18</p><p> Enhanced Stats: Str 13, Dex 14, Con 8, Int 12, Wis 16, Cha 22</p><p></p><p>Feats:</p><p> 1 Eschew Materials</p><p> 3 Still Spell</p><p> 6 Extend Spell</p><p> 9 Silent Spell</p><p>12 Enlarge Spell</p><p>Abilities:</p><p> Sorceror: Summon Familiar (unused as of yet)</p><p> Elf: </p><p> Immunity to magic sleep effects</p><p> +2 racial saving throw bonus against enchantment spells or effects. </p><p>Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. </p><p>Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. </p><p> +2 racial bonus on Listen, Search, and Spot checks. </p><p>An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. </p><p> Automatic Languages: Common and Elven. </p><p> Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. </p><p></p><p>Skills: 17*(2+Int Mod)=17*3=51</p><p> Spellcraft: 17</p><p> Concentration: 17</p><p> Knoweledge (Arcana): 17</p><p>Languages:</p><p> Common, Elven (automatic)</p><p> Draconic (bonus)</p><p></p><p>BAB of +8/+3</p><p>Base Saves: </p><p> Fort: 4</p><p> Ref: 4</p><p> Will: 9</p><p>After Stats:</p><p> Fort: 3</p><p> Ref: 6</p><p> Will: 12</p><p></p><p>Sorceror Spells Known:</p><p> 0th - Known: 9; Per-day: 6 (6 base)</p><p> Resistance: Subject gains +1 on saving throws</p><p> Detect Magic: Detects spells and magic items within 60 ft</p><p> Read Magic: Read scrolls and spellbooks</p><p> Message: Whispered conversation at distance</p><p> Dancing Lights: Creates torches or other lights</p><p> Ray of Frost: Ray deals 1d3 cold damage</p><p> Acid Splash: Orb deals 1d3 acid damage</p><p> Disrupt Undead: Deals 1d6 damage to one undead</p><p> Mage Hand: 5-pound telekinesis</p><p> 1st - Known: 5; Per-day: 8 (6 base, 2 bonus)</p><p> Protection From Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.</p><p> Shield: Invisible disc gives +4 to AC, blocks magic missiles.</p><p> Mage Armor: Gives subject +4 armor bonus.</p><p> True Strike: +20 on your next attack roll.</p><p> Charm Person: Makes one person your friend.</p><p> 2nd - Known: 5; Per-day:8 (6 base, 2 bonus)</p><p> Protection From Arrows: Subject immune to most ranged attacks.</p><p> Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.</p><p> See Invisibility: Reveals invisible creatures or objects.</p><p> Invisibility: Subject is invisible for 1 min./level or until it attacks.</p><p> Command Undead: Undead creature obeys your commands (will).</p><p> 3th - Known: 4; Per-day:8 (6 base, 1 bonus)</p><p> Magic Circle Against Evil: </p><p> Magic Circle Against Good: </p><p>Tongues</p><p> Nondetection: </p><p> 4th - Known: 4; Per-day:7 (6 base, 1 bonus)</p><p> Dimensional Anchor</p><p> Scrying</p><p> Stone Shape</p><p> Illusory Wall</p><p> 5th - Known: 3; Per-day: 7 (6 base, 1 bonus)</p><p> Dismissal</p><p> Overland Flight</p><p> Wall of Stone</p><p> 6th - Known: 2; Per-day:6 (5 base, 1 bonus)</p><p>Planar Binding (Cha check DC 33 for diagram - 15 base + 5 diagram + 1/2 caster level (14/2=7) + 6 Sorceror's Cha bonus; no SR, No Teleporting (Dimensional Anchor))</p><p> Disintigrate</p><p> 7th - Known: 1; Per-day:3 (3 base, 0 bonus)</p><p> Teleport, Greater</p><p>Favorite Bindings:</p><p> Astral Deva: 12 HD, CR 14, good</p><p> Ghaele: 10 HD, CR 13, good</p><p> Demons (medium or smaller):</p><p> Babu: 7 HD, CR 6 (1/casting)</p><p> Dretch: 2 HD, CR 2 (no teleporting) (3/casting)</p><p> Quasit: 3 HD, CR 2 (no teleporting) (3/casting)</p><p> Succubus: 6 HD, CR 7 (2/casting)</p><p> Devils (medium or smaller):</p><p> Barbed Devil: 12 HD, CR 11 (1/casting)</p><p> Bearded Devil: 6 HD, CR 5 (2/casting)</p><p> Chain Devil: 8 HD, CR 6 (no teleporting) (1/casting)</p><p> Erinys: 9 HD, CR 8 (1/casting)</p><p> Imp: 3 HD, CR 2 (no teleporting) (3/casting)</p><p> Lemure: 2 HD, CR 1 (no teleporting) (3/casting)</p><p> Night Hag: 8 HD, CR 9 (not teleport, but etherial) (1/casting)</p><p> Elementals:</p><p> Medium Air: 4 HD, CR 3 (no teleporting) (3/casting)</p><p> Medium Earth: 4 HD, CR 3 (no teleporting) (3/casting)</p><p> Medium Fire: 4 HD, CR 3 (no teleporting) (3/casting)</p><p> Medium Water: 4 HD, CR 3 (no teleporting) (3/casting)</p><p> Hell Hound: 4 HD, CR 3 (no teleporting) (3/casting)</p><p>Methods:</p><p> Establish Stronghold (Disintigrate, Wall of Stone, Stone Shape, Illusory Wall)</p><p>Leave a few of the no teleporting critters Magic Circled and Diagramed in places where they will be encountered if someone comes by</p><p> Leave a few Small Fire Elementals stuck in Magic Circles... forever .... for the light.</p><p> Have bound demons and devils go steal stuff</p><p>If someone interferes, bind several demons/devils, scry the interferee's, invis all the demons/devils, Greater Teleport with several of them to the interferee's, have the demons/devils attack, and leave to let them sort it out ... and scry the results.</p><p></p><p>Ranged Touch Attack: [1d20+10]</p><p>Touch Attack: [1d20+9]</p><p></p><p>He can make pit traps with Disintigrate and Illusory wall, doors with Stone Shape (doesn't matter if he has to repeat the process a time or two, he has time) or illusory wall.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 2229531, member: 29252"] I'm running my first ECL 12 game (Core only), and was thinking of inserting a CL 14 BBEG - a dungeon builder (somebody has to build all those dungeons - I think this build could do much of it), with the idea that everything he does could be done by a similarly built PC of the same level; here's what I have so far; any suggestions / problems / comments / snide remarks / suggestions for more strategies he can follow without removing the current ones? Elven, Sorceror 14 Gear: 45k Worn: Cloak of Charisma +4 (16 k) Peripat of Wisdom +2 (4 k) Gloves of Dexterity +2 (4 k) Amulet of Health +2 (4k) Light Mithral Shield +1 (2,009 gp) Handy Haversack (2000 gp) Spell Components Pouch *2 (10 gp) Masterwork Continual Flame Dagger (412 gp) Hat of Disguise (1,800) Ring of Sustenance (2,500) Ring of Feather Falling (2,200) Carried In Haversack: Scrying Mirror (1,000 gp, 2x4 ft in size) 3,069 gp Diamond Dust (for Nondetection): 1,000 gp Stats: Elite Array: 15, 14, 13, 12, 10, 8; Starting: Str 13, Dex 10, Con 12, Int 8, Wis 14, Cha 15 Level-Based Stat increases: 4th, 8th, 12th: +3 Cha Racial Adjustments: +2 Dex, -2 Con Natural Stats: Str 13, Dex 12, Con 6, Int 12, Wis 14, Cha 18 Enhanced Stats: Str 13, Dex 14, Con 8, Int 12, Wis 16, Cha 22 Feats: 1 Eschew Materials 3 Still Spell 6 Extend Spell 9 Silent Spell 12 Enlarge Spell Abilities: Sorceror: Summon Familiar (unused as of yet) Elf: Immunity to magic sleep effects +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Skills: 17*(2+Int Mod)=17*3=51 Spellcraft: 17 Concentration: 17 Knoweledge (Arcana): 17 Languages: Common, Elven (automatic) Draconic (bonus) BAB of +8/+3 Base Saves: Fort: 4 Ref: 4 Will: 9 After Stats: Fort: 3 Ref: 6 Will: 12 Sorceror Spells Known: 0th - Known: 9; Per-day: 6 (6 base) Resistance: Subject gains +1 on saving throws Detect Magic: Detects spells and magic items within 60 ft Read Magic: Read scrolls and spellbooks Message: Whispered conversation at distance Dancing Lights: Creates torches or other lights Ray of Frost: Ray deals 1d3 cold damage Acid Splash: Orb deals 1d3 acid damage Disrupt Undead: Deals 1d6 damage to one undead Mage Hand: 5-pound telekinesis 1st - Known: 5; Per-day: 8 (6 base, 2 bonus) Protection From Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Mage Armor: Gives subject +4 armor bonus. True Strike: +20 on your next attack roll. Charm Person: Makes one person your friend. 2nd - Known: 5; Per-day:8 (6 base, 2 bonus) Protection From Arrows: Subject immune to most ranged attacks. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. See Invisibility: Reveals invisible creatures or objects. Invisibility: Subject is invisible for 1 min./level or until it attacks. Command Undead: Undead creature obeys your commands (will). 3th - Known: 4; Per-day:8 (6 base, 1 bonus) Magic Circle Against Evil: Magic Circle Against Good: Tongues Nondetection: 4th - Known: 4; Per-day:7 (6 base, 1 bonus) Dimensional Anchor Scrying Stone Shape Illusory Wall 5th - Known: 3; Per-day: 7 (6 base, 1 bonus) Dismissal Overland Flight Wall of Stone 6th - Known: 2; Per-day:6 (5 base, 1 bonus) Planar Binding (Cha check DC 33 for diagram - 15 base + 5 diagram + 1/2 caster level (14/2=7) + 6 Sorceror's Cha bonus; no SR, No Teleporting (Dimensional Anchor)) Disintigrate 7th - Known: 1; Per-day:3 (3 base, 0 bonus) Teleport, Greater Favorite Bindings: Astral Deva: 12 HD, CR 14, good Ghaele: 10 HD, CR 13, good Demons (medium or smaller): Babu: 7 HD, CR 6 (1/casting) Dretch: 2 HD, CR 2 (no teleporting) (3/casting) Quasit: 3 HD, CR 2 (no teleporting) (3/casting) Succubus: 6 HD, CR 7 (2/casting) Devils (medium or smaller): Barbed Devil: 12 HD, CR 11 (1/casting) Bearded Devil: 6 HD, CR 5 (2/casting) Chain Devil: 8 HD, CR 6 (no teleporting) (1/casting) Erinys: 9 HD, CR 8 (1/casting) Imp: 3 HD, CR 2 (no teleporting) (3/casting) Lemure: 2 HD, CR 1 (no teleporting) (3/casting) Night Hag: 8 HD, CR 9 (not teleport, but etherial) (1/casting) Elementals: Medium Air: 4 HD, CR 3 (no teleporting) (3/casting) Medium Earth: 4 HD, CR 3 (no teleporting) (3/casting) Medium Fire: 4 HD, CR 3 (no teleporting) (3/casting) Medium Water: 4 HD, CR 3 (no teleporting) (3/casting) Hell Hound: 4 HD, CR 3 (no teleporting) (3/casting) Methods: Establish Stronghold (Disintigrate, Wall of Stone, Stone Shape, Illusory Wall) Leave a few of the no teleporting critters Magic Circled and Diagramed in places where they will be encountered if someone comes by Leave a few Small Fire Elementals stuck in Magic Circles... forever .... for the light. Have bound demons and devils go steal stuff If someone interferes, bind several demons/devils, scry the interferee's, invis all the demons/devils, Greater Teleport with several of them to the interferee's, have the demons/devils attack, and leave to let them sort it out ... and scry the results. Ranged Touch Attack: [1d20+10] Touch Attack: [1d20+9] He can make pit traps with Disintigrate and Illusory wall, doors with Stone Shape (doesn't matter if he has to repeat the process a time or two, he has time) or illusory wall. [/QUOTE]
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