Gwendilyn, 7th level character (title change)

a toned down one from the same group: (13th lvl , 25 pt buy, 40000gp equipment)

Kartir, Male Human Rgr7/Rog5/Peerless Archer1
CR 13
HD 7d8+7(Ranger), 5d6+5(Rogue), 1d10+1(Peerless
Archer);
hp 86
Init +4
Spd 30
AC:19 (Flatfooted:19 Touch:14)
Atk +12/7/2 base melee,
+15/10/5 base ranged
+16/11/6 (1d8+2, +1 Longbow, composite ( +1 Str Bonus)
+14/14/9/4 Rapid Shot (1d8+2, +1 Longbow, composite (
+1 Str Bonus)
+9 (x4) Manyshot (1d8+3, +1 Longbow, composite ( +1
Str Bonus)
AL NG
SV Fort +9, Ref +13, Will +4
STR 12, DEX 18, CON 12, INT 12, WIS 13, CHA 10.

Skills: Appraise +6, Balance +11, Bluff +5, Climb +8,
Craft (Bowmaking) +10, Craft (Poisonmaking) +3, Handle
Animal +7, Hide +16, Jump +7, Knowledge
(Dungeoneering) +4, Knowledge (Nature) +6, Listen +7,
Move Silently +9, Profession (Apothecary) +6,
Profession (Herbalist) +6, Profession (Hunter) +6,
Ride +11, Search +7, Sense Motive +4, Spot +7,
Survival +7, Swim +4, Tumble +11, Use Magic Device +4.


Feats: Armor Proficiency: light, Endurance, Far Shot,
Favored Critical, Improved Critical: Longbow,
Manyshot, Point Blank Shot, Precise Shot, Quick Draw,
Rapid Shot, Shield Proficiency, Simple Weapon
Proficiency, Track.

Spells Prepared (Rgr --/2): 1st - Exacting Shot,
Hunter`s Mercy

Possessions:
Weapons: +1 Longbow, composite ( +1 Str Bonus):
Hunting
(8,500 gp).
Armor: +1 Mithral Shirt: Ease, Negative energy
protection, Shadow, Silent Moves, Nimbleness
(24,600 gp).

Goods: Coin: gp (400) (400 gp).

Magic: Wondrous:
Gloves of Dexterity +2 (4,000 gp)
Wondrous: Cloak of Elvenkind (2,500 gp).


edit: i did not correct the mistakes for this one either.
 
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Min/max does not exist in 3E as per the 2E definition. A min/max character is a character that maximize efficiency in ALL (or at least MANY) fields while minimizing innefficiency and ALL (or at least MOST) other fields.

In 3E, it's always max/max. You maximize the efficiency in ONE (or a FEW) very specific field(s) while maximizing INNefficiency in ALL other fields. YMMV IMHO and all that fuss, of course.
 
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Not my own creations but by the hands of true min/maxers, the praise (or blame) goes to Joachim, Gfunk and the other players in Jollydocs campaigns.


Dreadmaster Amal, The Hand of Chembryl
Medium Humanoid (Human)
Cleric 15 / Thaumaturgist 4 / Hierophant 1 of Bane [Law, Destruction]
Hit Dice: 16d8 + 4d4 + 100 (185 hp)
Initiative: +2
Speed: 20 feet (4 squares)
Armor Class: 31 (+9 armor, +6 shield, +2 dex, +4 deflection), touch 16, flat footed 29
Base Attack/Grapple: +14 / +18
Attack: +19 melee [+1 Axiomatic Adamantine Heavy Mace] (1d8+5)
Full Attack: +19/+14/+9 [+1 Axiomatic Adamantine Heavy Mace] (1d8+5)
Space/Reach: 5 feet/5 feet
Special Attacks: Divine Spells, Rebuke Undead, Smite (+4 to hit, +20 damage), Spell Like Ability (Miracle, 2/day) [Hierophant Ability]
Special Qualities: Improved Planar Ally, Summoning spells have doubled duration, Contingent Conjuration
Saves: Fort +21, Ref +12, Will +29
Abilities: Str 18, Dex 14, Con 20, Int 16, Wis 31, Cha 10
Feats: Augment Summoning (bonus, Thau.), Empower Spell, Heighten Spell, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Spell Focus (Conjuration), Spell Focus (Transmutation), Spell Penetration, Greater Spell Penetration
Skills: Concentration +23, Diplomacy +15, Knowledge (Arcana) +8, Knowledge (The Planes) +26, Knowledge (Religion) +26, Spellcraft +28
Challenge Rating: 20 (XP: 207, 677)
Alignment: Lawful Evil (very Lawful, very Evil)
Languages: Common, Celestial, Infernal, Abyssal, Terran, Auran, Draconic

Possesions of Note: Periapt of Wisdom +6, Bracers of Health +6, Gloves of Dexterity +4, Belt of Strength +4, Goggles of Night, +1 Heavy Fortification Mithril Full Plate, +5 Adamantine Light Shield, Cloak of Protection +4, Ring of Protection +4, Rod of Absorption (44 charges, 6 stored), Headband of Intellect +2, Tome of Understanding +4 (read), Manual of Health +2 (not read), Book of Vile Darkness (not read...yet ), 5 doses of Death Ichor, Wand of Restoration (6 charges), "Destroyer" (+1 Axiomatic Adamantine Heavy Mace, Int 12, Wis 12, Cha 10, 10 ranks in Sense Motive, Empathy, 30 foot vision, LE alignment, Ego 4)

Spells Per Day: 6/8+1/8+1/7+1/7+1/7+1/6+1/5+1/4+1/3+1 (Save DC: 20 + spell level, 21 + spell level [Transmutation, Conjuration], 22 + spell level (Necromancy)

Current Daily Spell Selection: 0 Level: Cure Minor Wounds (x3), Detect Magic (x3), 1st Level: Cure Light Wounds (x4), Divine Favor (x4), Inflict Light Wounds [Destruction], 2nd level: Cure Moderate Wounds (x3), Remove Paralysis (x2), Lesser Restoration (x3), Shatter [Destruction], 3rd Level: Cure Serious Wounds (x2), Locate Object, Magic Vestment (x2), Protection from Energy (x2), Contagion [Destruction] 4th Level: Cure Critical Wounds, Death Ward (x3), Divine Power (x2), Restoration, Inflict Critical Wounds [Destruction] 5th Level: Disrupting Weapon (x2), Spell Resistance (x2), True Seeing (x3), Mass Inflict Light Wounds [Destruction], 6th Level: Greater Dispelling (x2), Find the Path, Heal (x3), Hold Monster [Law], 7th Level: Destruction (x3), Flame Strike (Empowered) (x2), Disintegrate [Destruction], 8th Level: Destruction (Heightened) (x3), Greater Spell Immunity, Disintegrate (Heightened) [Destruction], 9th Level: Gate, Miracle (x2), Disintegrate (Empowered) [Destruction], Spell Like Abilities: Miracle (x2)



Grimm Grakka (Fighter 6/Exotic Weapon Master 1/Planar Champion 3)
Dervish of the Planes

----------------------------------------------------------------------

Large Giant [Half-Ogre, Oerthian]
Hit Dice: 10d10+40 (99 hps)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 26 (-1 size, +1 Dex, +5 natural, +10 armor, +1 deflection), touch 11, flat-footed 25
Base Attack/Grapple: +10/+21
Attack: +2 Adamantine Spiked Chain +19 melee (2d6+14)
Full Attack: +2 Adamantine Spiked Chain +19/+14 melee (2d6+14)
Space/Reach: 10 ft./20 ft.(with Spiked Chain)
Special Attacks: Flurry of Strikes, Attack Ethereal
Special Qualities: Darkvision 60 ft., Favored Plane (The Abyss), See Invisibility at will
Saves: Fort +16, Ref +8, Will +9
Abilities: Str 24, Dex 12, Con 18, Int 10, Wis 14, Cha 10
Skills: Knowledge (The Planes) +4, Listen +12, Craft (Weaponsmith) +3
Feats: Blindfighting, Cleave, Combat Reflexes, Exotic Weapon Proficiency (Spiked Chain), Iron Will, Power Attack, Weapon Focus (Spiked Chain), Weapon Specialization (Spiked Chain)
Environment: The Pomarj (previously), Vilhon Reach (currently)
Organization: Solitary, Murder (6-7)
Challenge Rating: 11 (Exp: 55,193 as of 03/28/04 Session)
Treasure: Items
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment: +1

This massively muscled humanoid before you stands just over eight feet tall, has drab olive skin covered in strange tatoos, and brandishes a massive spiked chain in his hands. Obviously of giant-ish stock, he observes you cautiously, a spark of cunning in his eyes.

Grimm Grakka was born the product of a rampaging ogre warrior and the poor victim of the ogre's lust. Grimm's mother died during childbirth, and he was raised by her husband, a common blacksmith from the Pomarj area of Oerth. Grimm was recruited by Barret Tremean, a Paladin of Heironeous, to join the Swords of Light. The Swords of Light were a band of good adventurers sworn to fighting all fiend-kind.

Having received his indoctrination into the Swords of Light, the half-ogre is now a warrior of the planes, seeking to beat down evil outsiders wherever they may reside!

Grimm stands just over 8 feet tall and weighs 425 pounds. He speaks Common (Oerthian), Common (Faerunian), Celestial, Draconic, Giant (Oerthian), Infernal, and Abyssal.

Combat

Grimm attacks using his spiked chain. He prefers to attack from the full extent of his reach with the long weapon, using his flurry of strikes ability and attacks of opportunity to decimate his foes.

Flurry of Strikes: When wielding a spiked chain in both hands, Grimm may elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in the round at his highest attack bonus, but this attack takes a -2 penalty, as do all other attacks made in that round and until Grimm's next turn.

Favored Plane (The Abyss): Grimm has studied the natives of the Abyss extensively. Grimm gains a +1 bonus of Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against an Abyssal native. Likewise, Grimm gains the same bonus on weapon damage rolls against Abyssal natives. In addition, Grimm gains a +1 on Diplomacy and Gather Information checks when interacting with Abyssal natives (yeah, that's gonna happen).

See Invisibility (Su): Grimm has the ability to see invisibility, as per the spell cast by a 5th level sorceror. This ability allows Grimm to see ethereal creatures.

Attack Ethereal (Su): Grimm can transform his spiked chain into a material force effect at will, enabling him to attack creatures on the Ethereal Plane. If Grimm is wielding a magical spiked chain, this ability eliminates the 50% miss chance when attacking an incorporeal foe. This ability begins and ends as a free action.

Magic Items of Note(as of March 28, 2004, Session)

+2 Cloak of Resistance, +2 Belt of Strength, +2 Bracers of Health, +2 Adamantine Spiked Chain, +2 Full Plate, +1 Ring of Protection, +1 Amulet of Natural Armor

Other Items(as of March 28, 2004, Session)

2 Potions of Cure Light Wounds, 8 Potions of Cure Moderate Wounds, 3 Potions of Cure Serious Wounds, 10 Potions of Bless Weapon, 2 Potions of Fly, 1 Potion of Blur, 1 Potion of Invisibility (10th level), Locked Gauntlet, Masterwork Spiked Chain (backup), Portable Ram, 10,528 gold



Entropy: Female human Sor10/Alienist10; Medium-size outsider; HD 20d4+40; hp 97; Init +2; Spd 30 ft.; AC 22 (touch 14, flat-footed 20); Atk +12/+7 (1d4+3, +1 dagger); SA Summon alien, extra summoning; SQ Alien blessing, mad certainty, insane certainty, timeless body, transendence (20/+1 DR and electricity resistance 20); AL NE; SV Fort +14, Ref +15, Will +20; Str 14, Dex 13, Con 14, Int 15, Wis 10, Cha 26.

Skills and Feats: Concentration +19, Diplomacy +10, Hide +2, Knowledge (Arcana) +26, Knowledge (The Planes) +26, Spellcraft +26; Alertness, Empower Spell, Energy Substitution (Sonic), Extra Spell (Maze), Greater Spell Focus (Evocation), Lightning Reflexes, Sculpt Spell, Spell Focus (Enchantment), Spell Focus (Evocation), Spell Penetration.

Spells Per Day (6/8/8/8/7/7/7/7/7/6; base DC = 18 + spell level, DC for enchantment = 20 + spell level, DC for evocation = 22 + spell level): 0--arcane mark, daze, detect magic, detect poison, ghost sound, light, mage hand, read magic, resistance; 1st--charm person, identify, magic missile, shield, sleep; 2nd--cat's grace, endurance, invisibility, rope trick, see invisibility; 3rd--fireball, fly, haste, nondetection, protection from elements; 4th--dimension door, enervation, improved invisibility 5th--cone of cold, dominate person, hold monster, wall of force; 6th--antimagic field, project image, summon monster vi; 7th--limited wish, reality maelstrom, reverse gravity; 8th--bigby's clenched fist, otto's irresistable dance, maze, summon monster viii; 9th--gate, mordenkainen's disjunction, shapechange.

Posessions: Belt of giant strength +4, bracers of armor +8, bag of holding (4), bag of tricks (tan), bottle of air, boots of elvenkind, cloak of charisma +6, crystal ball, deck of many things, eyes of the eagle, hand of glory, headband of intellect +2, portable hole, 2 potions of cure serious wounds, ring of counterspells, ring of protection +2, robe of blending, vest of resistance +5.



Joachim Dethick: Male human, Clr6/Ftr1/Church Inquisitor10/Contemplative3; Medium-size humanoid (human); HD 6d8+1d10+10d8+3d6+100; hp 196; Init +3; Spd 20 ft; AC 32 (touch 17, flat-footed 29; 50% miss chance); Atk +15/+10/+5 (1d8+2, +1 longsword ); SA Pierce illusion, force shapechange; SQ Detect evil, discern lies, immune to charms, compulsions, and possession, learn the truth; AL LG; SV Fort +26 Ref +15 Will +32; Str 12, Dex 16, Con 20, Int 17, Wis 27, Cha 10.

Skills and Feats: Concentration +31, Sense Motive +27, Knowledge (Religion) +28, Spellcraft +28, Knowledge (Arcana) +12; Brew Potion, Blind-fighting, Combat Casting, Empower Spell, Expertise, Improved Critical (Longsword), Skill Focus (Concentration), Spell Penetration, Weapon Focus (Longsword).

Spells Prepared (6/7+1/7+1/7+1/7+1/6+1/5+1/5+1/4+1/3+1; base DC = 18 + spell level); Domains: War, Knowledge, Inquisition, Glory.

Possessions: Belt of dwarvenkind, boots of speed, carpet of flying (4'x6', 150 fly), cloak of displacement (major), daern's instant fortress, gloves of dexterity +4, headband of intellect +4, heward's handy haversack, +1 large steel shield of heavy fortification, +1 longsword, +4 mithril full plate, periapt of wisdom +6, ring of counterspells, ring of protection +4, stone of luck, tome of understanding +2 (read), vest of resistance +5



Noir: Female human, Ex-Paladin8/Blk10/Ftr2; Medium-size humanoid (human); HD 20d10+60; hp 197; Init +0; Spd 20 ft; AC 34 (touch 14, flat-footed 34); Atk +29/+24/+19/+14 (2d6+10, +4 dancing greatsword) or +28/+23/+18/+13 (1d8+8/17-20/x2, +4 unholy longsword); SA Command undead, smite good, sneak attack +4d6; SQ Aura of despair, dark blessing, detect good, lay on hands, poison use; AL CE; SV Fort +22 Ref +12 Will +15; Str 18, Dex 10, Con 16, Int 14, Wis 16, Cha 25.

Skills and Feats: Concentration +10, Diplomacy +21, Handle Animal +12, Heal +8, Intimidate +14, Knowledge (Religion) +12, Ride +15, Bluff +12, Disguise +20, Hide +14, Knowledge (Drow) +8, Sense Motive +11, Climb +6, Jump +6; Cleave, Expertise, Extra Smiting (x2), Improved Critical (Longsword), Mounted Combat, Power Attack, Sunder, Weapon Focus (Greatsword).

Spells Prepared (3/3/3/1; base DC = 13 + spell level).

Possessions: Amulet of natural armor +2, +4 animated large steel shield, +4 dancing greatsword, cloak of arachnidia, cloak of charisma +6, +4 full plate, gauntlets of ogre power +2, potion of cure serious wounds, 3 potions of cure moderate wounds, 1 potion of fly, 3 potions of haste, robe of blending, scabbard of keen edges, +4 unholy longsword, winged boots.



Hor'ahun: Male githzerai, PsyWar17; Medium-size outsider; HD 17d8+85; hp 144; Init +5; Spd 30 ft; AC 35 (touch 19, flat-footed 30); Atk +21/+16/+11 (1d6+9/15-20/x2, +3 keen mind feeder rapier) or +23/+18/+13 (1d12+13, +4 greataxe) or +20/+15/+10 (1d8+12+1d4, +2 impact/psionic charged longbow); SQ Inertial armor, plane shift, psionics, SR 21; AL CN; SV Fort +19 Ref +19 Will +17; Str 22, Dex 20, Con 20, Int 14, Wis 20, Cha 22.

Skills and Feats: Concentration +22, Search +12, Tumble +17, Stabalize Self +16, Knowledge (The Planes) +14, Psicraft +10, Diplomacy +9, Use Psionic Device +9, Spot +8, Listen +9, Hide +10; Craft Psionic Arms and Armor, Far Shot, Fell Shot, Improved Critical (Rapier), Point Blank Shot, Psionic Shot, Power Penetration, Weapon Focus (Longbow), Weapon Specialization (Longbow).

Powers Per Day (3/3/3/3/3/3/1; base DC = varies depending on discipline); 0--bolt, burst, detect psionics; 1st--call weaponry, combat precognition, minor creation; 2nd--animal affinity, combat prescience, vigilance; 3rd--claws of the vampire, displacement, metaphysical weapon; 4th--dimension door, dissolving touch, inertial barrier 5th--adamant grasp, ecotplasmic armor, energy barrier; 6th--shield of prudence.

Posessions: Amulet of natural armor +2, 5 +2 arrows, 3 +5 arrows, belt of giant strength +6, boots of speed, bracers of health +2, broom of flying, cloak of resistance +5, cloak of etherealeness, 4 crystal capacitors (11 pts), +4 full plate, goggles of minute seeing, +4 greataxe, hand of glory, hat of disguise, headband of intellect +2, heward's handy haversack, +2 impact/psionic charged longbow, iron bands of billaro, 5 +1 keen arrows, +3 keen mind feeder rapier, quiver of ehlonna, monocle of detection, ring of evasion, ring of invisibility, ring of protection +4, 16 +2 shock arrows, torc of psionic might.
 
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Silveras said:
The quickest road to a broken character is to create it at high level.

Feats and skills that seem necessary when a character just barely survived 2nd level to make it to 3rd tend to disappear from characters created at higher levels, replaced with earlier completion of feat-chains.

Consider, for example, a Wizard. With low hp, Toughness would look mighty tempting at 1st or 3rd level. By 12th, it is no longer necessary (or, arguably, even worth considering). Create that Wizard at 12th level, and I can almost guarantee that you will not see Toughness taken.

Quoted for truth.

A lot of these min/max'd characters don't have to slog through the levels of the game. So if you have an uber character that shines at 7th level, you still have to go through 6 levels of being not much.

Another problem is that these characters in 3e can be one-trick ponys. 3e has that wacky saving throw progression going on. So you can pretty much always beat a wizard by lobbing some anti-Fortitude stuff at him and fighters still have to make a poor will save. My favorite example is the build where a fighter specializes in attacks of opportunity with a spiked chain. It looks pretty nasty, until you actually play the character and he has to make a will save or fight ranged opponents or do anything other than fight in melee with a spiked chain.

Another problem with some of these builds is that the require set up. Psionic Warrior is a great example. Sure, he can completely own in combat as long as he has time to set up his powers. If he can't do that, he's just a nifty guy who is no more powerful than anyone else in the group.
 

Well, just off of my head, I can think of five min/maxed designs.
1) A warrior type with good Str and Dex with a spiked chain, combat reflexes, and improved trip. This guy will be able to trip most things, has 10ft readch, and gets a free AoO when they try to stand up from prone.

2) A goliath frenzied berzerker with Combat Brute, Shock Trooper, and Leap Attack. This guy can deal sick amounts of damage when charging while in frenzy and rage.

3) An elf or half-elf druid 3/wizard 3/arcane heirophant 3/mystic theurge 4. This guy has almost as good of wild shape as a straight druid. He can cast 9th level wizard and druid spells, plus he gets lots of nifty class abilites. Vow of poverty can make him even better.

4) A monk or druid with vow of poverty.

5) A lawful neutral cleric of Hextor with war and destruction domains. With power attack and extra smiting, he can outfight a fighter or barbarian if he can get righteous might and divine power up.
 


The following is an attempt to create an optimalized 1st level grey elven Rogue (with high stats compliments of the 4d6 rolls)
Note that this character was intended as a scout and trapfinder, not a fighter.

Lady Gwyndilyn of Varnaith

Type: medium humanoid (elf, grey elf subtype)
Description: 4 feet 6, 85 pounds, lithe and slender, long black hair, grey eyes, pale skin
Character level 1, class level rogue 1st, alignment neutral good
Abilities: strength 11, dexterity 17, constitution 10, intelligence 20, wisdom 15, charisma 15
Base saves: Fort +0, Ref +2, Will +0
Adjusted saves: Fort -3, Ref +5, Will +2
Hit dice (hit points) : 1d6-1 (5 hit points)
Armor class: 15, touch 13, flat footed 12
Initiative: +2 (+2 dex)
Speed: 30 feet (6 squares), space/reach: 5 feet/5 feet
BAB/grapple: +0/+0
Attacks: elven lightblade melee +0 (1-8 19-20/x2), kukri melee +0 (1-4 18-20/x2), shortbow ranged +3 (1-6, 20/x3, 100 ft)
Special attacks: sneak attack 1d6
Special qualities: trapfinding, elf traits (+2 Int, -2 Con, +2 racial to saves (enchantment/charm), racial immunity (sleep), low-light vision, racial martial weapon proficiencies (longsword, rapier, longbow, composite longbow, shortbow, composite shortbow), racial skill bonuses (+2 listen, +2 search, +2 spot), racial detection (secret doors), racial languages common and elven, favored class wizard)
Primary skills: bluff +5 (3 ranks, cha +2), hide +6 (3 ranks, dex +3), escape artist +6 (3 ranks, dex +3), listen +7 (3 ranks, wis +2, racial +2), move silently +6 (3 ranks, dex +3), sense motive +5 (3 ranks, wis +2), spot +7 (3 ranks, wis +2, racial +2), sleight of hand +6 (3 ranks, dex +3), tumble +6 (3 ranks, dex +3)
Secondary skills: decipher script +7 (2 ranks, int +5), intimidate +2 (2 ranks, cha +2), knowledge (local) +7 (2 ranks, int +5), search +9 (2 ranks, int +5, racial +2), disable device +7 (2 ranks, int +5), open lock +7 (2 ranks, dex +3), use magic device +6 (2 ranks, cha +2)
Tertiary skills: appraise +6 (1 rank, int +5), balance +4 (1 rank, dex +3), climb +1 (1 rank, str +0), craft +5 (1 rank, int +5), diplomacy +3 (1 rank, cha +2), disguise +3 (1 rank, cha +2), forgery +6 (1 rank, int +5), gather information +3 (1 rank, cha +2), jump +1 (1 rank, str +0), perform +2 (0 ranks, cha +2), swim +1 (1 rank, str +0), use rope +4 (1 rank, dex +3)

Drawbacks: frail, meager fortitude
Feats: point blank shot, precise shot, rapid shot

Items: leather armor, long bow, quiver and 20 arrows, lightblade, kukri, other equipment
 
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Take that Rogue/Fighter example a little farther: You can go up to level 4 in Rogue and have better sneak attacks, more skills, and EVASION. Of course, you need to stay in light armor for this. And you've still only lost 1 BAB (but your HP will be noticable lower).

I am fond of (and they just happen to be a great power combo too) Gnome Sorcerers.

Adding 2 levels to any warrior-type class never hurts (Paladin, Barbarian, Ranger). The two feats are very helpful.

If you plan on playing a Paladin, always make him/her an Aasimar.

If you plan on playing a spellcaster, make sure there's no ECL penalty with your race, and don't multiclass (except for Prestige Classes that continue spellcasting).

Skills really don't matter much for tanks. Keep lowering that INT (but stop before becoming a veggie).
 

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