Help - I'm rusty and I need a 15th level character by tomorrow!

Rechan

Adventurer
I was just invited to a game tomorrow. I haven't looked at 3.5 rules in a long time, and now I need to make a character between 13th and 16th level (those are the only parameters I was given). The party consists of a Fighter, a Cleric, and a Wizard/Rogue.

I asked what books were allowed - "Any you want to bring" (since I have none...) And I feel woefully under prepared and overwhelmed at all the potential options.

Any help?
 
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With the long warlock thread going, that's my first thought. Nice and simple, just roll up HD and stats, and pick a few invocations and feats. And the feats you'll want will be a select pool -- Ability Focus (Eldritch Blast), the fey heritage line, point blank and precise shot, and/or item creation feats. Oh, Flyby Attack rocks, too. Very little work, and crystalkeep has the warlock and its invocation list if you need.

If you're stuck using only what you have "books" for -- the SRD, then, the best core option would be Druid. Powerful even in core only, and the feat selections are minimal again (you don't even have to pick a level 6 feat, it's actually a class feature! :) ). Only major issue would be picking your spells and maybe statting out some of your wildshape forms in advance to save time in the game.

A psion also has basically all he needs right in the online SRD.

If you want something most useful to the party, a bard, skill monkey, or other arcanist is probably the most needed.
 

I am hoping to avoid tracking in a huge list of spells. As that's a lot to go over and thumb through, especially for a game that's all of a one-shot for me.

Geez I gotta worry about equipment too. :-S
 

For Simplicities sake, I would suggest either one of the martial classes, (A fighter who focuses on archery), or perhaps the Warlock from Complete Arcane. Since I don't know what books your group will have, etc... it'd be rather difficult to help you, but the majority of the crunch information on Warlocks can be found at Crystal Keep - D&D and d20 System

For the basic class information, it will be in the temporary PDF file titled Basic Classes. The Invocations mentioned there, however, are in a separate file, which you scroll down the page until you see the "Spell Index files"... and at the bottom of that little section is a part labelled, "Warlock Invocations" Obviously that'd be what it is under.

Warlocks are a fairly nice and simple class, IMO, if not the showstoppers. Their invocations are similar to spellcasters abilities, except the warlocks often have long durations, and are usable at will with no resource management needed. Their role is generally a combination of party archer and party rogue.

Also, the Warlock's invocation list is small(which I like), numbering much under the HUGE lists Druids/Clerics/Wizard/Sorcerers have.

Though, without knowing which style of play you PREFER, giving you good advice is slightly difficult.
 

I'm actually thinking of a Paladin, but dealing with MAD along with the fact I don't know what the terrain will be (if it's in a typical dungeon, that prevents mount usage), I'm reluctant.
 

I'm actually thinking of a Paladin, but dealing with MAD along with the fact I don't know what the terrain will be (if it's in a typical dungeon, that prevents mount usage), I'm reluctant.


Anything in particular you liked about the Paladin? It may be possible to find another class that captures that flavor a bit.
 

Anything in particular you liked about the Paladin? It may be possible to find another class that captures that flavor a bit.
General utility (Great saves), Minor spellcasting power (that 4th level paladin spells are nice. An extra Restoration at higher levels ain't bad).

Roleplaying.

Been running through the Warlock. I'm afraid I might get glares at the table. You know, throwing down areas of darkness and piercing them with my Voidsense, or spamming Grasping Tentacles and locust plagues. I'd also be worried about my level of survivability.

Where are the "Fey Heritage" line of feats?

Any suggestions for items?
 
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General utility (Great saves), Minor spellcasting power (that 4th level paladin spells are nice. An extra Restoration at higher levels ain't bad).

Roleplaying.

Been running through the Warlock. I'm afraid I might get glares at the table. You know, throwing down areas of darkness and piercing them with my Voidsense, or spamming "Grasping Tentacles". I'd also be worried about my level of survivability.

Where are the "Fey Heritage" line of feats?

Any suggestions for items?

Well, personally, in a level 15 game, you could play a 'melee'lock as well, using the Rods :: d20srd.org rod of withering with Hideous Blows and the lower level 'Essence' invocations to reduce the victim's fort saves to enable your Rod to do it's work. (Alternately, this could be your reserve tactic for a foe who just happened to get closer than you'd like.)

As for glares about seeing in Darkness... have your group attempt to find items/things that mitigate this, or use it on distance ranged enemies to leave them helpless(i.e. they can't hit for crap anymore) as you fly up to their nest and take them out.

Survivability? To be honest, as long as you have a decent con-score, your group shouldn't begrudge you, particularly if you have a healer in the group.


Though, if you're really worried about survivability: Take a few levels of Fighter early on, then move into Warlock. If done along with the Battle-Caster Feat (once or twice), you could be using your invocation in heavy armor(or if you buy Mithril armor, only one purchase is needed) as well as having slightly higher HP.

The Fey Heritage and Fiendish Heritage lines of feats are in the COmplete Mage book.
 

Basic Warlock build:

Warlock 15 (15d6 HD)
BAB +11; base fort +5; bef +5; bwill +9
Eldritch Blast 7d6 (base range 60 ft; crystalkeep erroneously says 30 ft)
9 Invocations (3 least, lesser, and greater, each)
DR 4/cold iron
Energy Resist 5 (pick 2 energy types)
Fiendish Resilience 2 (free action 1/day fast healing 2 for 2 min.)
Detect Magic (Sp; at will)
Deceive Item (take 10 on UMD)
Imbue Item (UMD DC 15/25 +spell level to count as having an arcane/divine spell for item creation)

Invocations (standard action; generally 24 hr duration for non-attack invocations):

Least:
Eldritch Spear (blast shape): EB range extended to 250 ft; spell level 2
See the Unseen: 60 ft darkvision and See Invisibility; spell level 2
Voice of Madness: 60 ft; SR; Will DC 12+cha negates; confusion on one target for 8 rounds; spell level 2
Other options: Baleful Utterance (like shatter, too complex to quickly describe :) )

Lesser:
Eldritch Chain (Blast Shape): Until you miss, may jump the EB to up to 3 secondary targets beyond the first (no creature more than once); 2nd-ary targets take 1/2 damage; spell level 4
Fell Flight: Gain Fly speed = to land speed w/ Good maneuverability; spell level 3
Charm: 60 ft; SR; Will DC 14+cha negates; Charm Monster on any living creature; permanent until new creature is charmed; spell level 4
Other options: Walk Unseen (invisibility), Flee the Scene (dimension door)

Greater:
Vitriolic Blast (Eld. Essence): EB does acid damage, ignores SR; target continues taking 2d6 acid each round for 3 rounds; spell level 6
Chilling Tentacles: 250 ft; no SR; 15 rounds of Black Tentacles; grapple +23; 1d6 +4 damage; 2d6 cold damage per round to all in area (even if not grappled); spell level 5
Tenacious Plague: 1000 ft; 1 round cast time; 15 min; no save/SR; summon 5 contiguous, immobile locust swarms with +cha to distraction DC and attacks counting as magic weapons; spell level 6
Other options: Eldritch Cone (30 ft cone of EB; ref half), Devour Magic (touch range greater dispel magic; gain temp hp)

Note, you can only add 1 eld. essence and 1 blast shape to each EB, so make sure you have at least 1 of each, but not too many. I just find Eld. Spear ever-useful as a backup.

Feats:
1: Point Blank Shot
3: Precise Shot
6: Empower SLA (EB)
9: Flyby Attack (note, can use a standard action between moves)
12: Quicken SLA (EB)
15: Improved Precise Shot? (need dex 19, but lets you fire into your chilling tentacles unerringly)

Other / human bonus feat / flaws: Fey heritage line if you can get the book; Ability Focus (EB; as I have it set up, none of your EB's allow saves anyway); Extra Invocation (must be a lower grade than the highest you could use at that level); Arcane Mastery (can take 10 on SR checks; useful if not taking Vitriolic Blast).
 
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Paladins are fun...if you know how your DM views them. You know, the "Old Testament Avenger"/"New Testament Merciful Knight" thing.

When it comes to Pallys and MAD, I try to focus on a build that will dictate in some way how to distribute the stats and the choices that should naturally follow.

The only stat not critical to a Paladin is Intelligence. The ideal mechanical Paladin should be Wise for his spellcasting, Charismatic for his Turning, Strong for his melee prowess, Dexterous for his ranged combat and initiative, and have a high Constitution for his durability. Odds are, though, that your PC won't be exceptional or even above average in 5 of his 6 stats.

So to narrow that down, for instance, I might concentrate on a more martial-minded, grim & gritty build...call him God's Anvil. Emphasizing Str and Con on the physical side, with Wis being next, he doesn't worry about his Dex because he's wearing heavy armor. God's Anvil needs a Cha only high enough to turn a few skeletons or zombies...he'd rather tear them down with force of arms. He'll either be a 2HD or Sword & Board build- if the latter, he may have Shield Bash and TWF for a wrinkle. For even more of a wrinkle, you could make the shield a Dancing Defender and his main weapon be something like a Bastard Sword or Maul- this way, he could switch between 2HD and Sword & Board in seconds...and not lose his shield bonus!

Another path would be the Undead Hunter. His physique is the same as God's Anvil. He emphasizes Cha instead of Wis- he needs his Turning a bit more often and to be more powerful because he actively seeks out the unquiet dead, and can't always rely on a helpful Cleric being nearby. His weapon selection will be similar, but will favor blunt weapons a bit more, since there are more undead immune to slashing or piercing weapons than blunt ones. He is likely to have a Disrupting or Bane weapon.

A Paladin who emphasizes Dex, Wis and Cha would wear lighter armor (so as not to lose her Dex bonus to AC) and prefer ranged weapons. She is the Radiant Servant. Str still matters, but she's more concerned about dropping foes before they close, so accuracy matters more. She may even use things like Alchemical Fire or Tanglefoot bags to control the battlespace and direct foes into the teeth of the party's heavier hitters- she's all about fighting craftily. Her spells let her self-buff and heal a bit, while her Cha lets her affect even undead foes who may shrug off her projectiles...and also lets her act as the party's "face" and even as a Diplomat and Judge. Building a PC of this level means you could make her a Mounted Archer- especially if you use one of the smaller races- and borrow tactics from the Native Americans and Mongols. Consider a Brilliant Energy bow.

In the alternative, the Hand of God is a Monk/Paladin (with the Ascetic Knight feat from CompAdv), emphasizing Dex and Con on the physical side and Wis on the mental side. Similar to the Radiant Servant, this PC is a proficient archer, but also controls the battlefield with skirmishing tactics and lots of AoOs (courtesy Combat Reflexes/Hold the Line/Stand Still/Deft Opportunist). Exotic feats like Pole Fighter or Pole Master (makes a single polearm into a monk weapon; PHB2 or DCv1), Ring the Golden Bell (use Stunning attempts to deliver unarmed strikes at range; DCv1)
(See Monk Database in my sig)

In addition, the Kensai PrCl from CompWar is a fine addition to any Paladin build (who can qualify for it at 5th level). With its inherent ability to boost a weapons enchantments and a power that grants the occasional +8 untyped bonus to Str, its a PrCl with lots to offer.
 
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