max/maxing Eberron Character

Black_Skull

First Post
I am going to start a new campaign in Eberron from first level and I wonder what would be the best choice to play (with the "munchkin" subtipe ;)).
I have always played wizard characters, so i would like to change.
Any powergaming idea?
I apollogize for my English.
 

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An idea that I had after reading through the book was to play a warforged fighter with maximum ranks in a craft skill with masterwork tools (for self healing) and all the normal feats put into increasing the DR/adamantine. At level 9 you could have DR 5/adamantine and be able to heal yourself extra damage at night. At level 12, you could become immune to crits and sneak attack while being able to heal yourself even more at night.

Of course, I haven't spent any time to see if that would really be more or less effective than any other character. One of the problems is that you can't take skill focus (craft X) or improved Adamantine DR as fighter bonus feats. If you could, your DR could be 10/adamantine at level 9.
 

Lamoni said:
a warforged fighter with maximum ranks in a craft skill with masterwork tools (for self healing) and all the normal feats put into increasing the DR/adamantine. At level 9 you could have DR 5/adamantine and be able to heal yourself extra damage at night. At level 12, you could become immune to crits and sneak attack while being able to heal yourself even more at night.

It doesn´t seem too powerful because you focus only on the defensive and uses up a lot of feats.

I was thinking about something like a Warforged Juggernaut in order to obtain defensive immunities, and some cool combos based on classes/feats/PrCs/magic items to improve its offensive potential.
However, i thought someone could suggest something more munchkin.

Any Thoughts?
 

Black_Skull said:
It doesn´t seem too powerful because you focus only on the defensive and uses up a lot of feats.
Actually, if you use up all your general feats on improving DR, you are still left with 5 fighter feats by level 9. Feats are what a fighter has plenty of. I also only mentioned the defensive because that was the idea I had. I didn't try to post a full character with all the offensive feats, magic items, weapons, and abilities. There is still a lot to develop, but in our campaigns having DR 5/Adamantine would be quite nice at level 9... having DR 2/Adamantine is quite nice at level 1. Not taking damage and not requiring healing is a nice ability and a part of being 'munchkin' (depending on your definition).

It sounds like you meant to ask... "What offensive combos or ideas should I work towards to be the greatest munchkin." Taking the warforged juggernaut is one option, although it didn't appeal to me much. It would still be possible to choose that PrC while still improving your DR also. I think that I'll let others give you some good ideas since most of my ideas involve a lot of defense. I like being able to dish out damage, but I like it a lot more if I don't have to run away from the enemy after 2 rounds when the damage you dealt wasn't enough.
 

shifter/Barb/weretouched master (lion or bear).

All of your feats will be shifter feats, you want your con to be as high as possible.

Next, you will want to rage and transform at the same time. Lots of power.

Between rages, DR, and a huge amount of stat bonuses it might just be to your liking. The first 9 levels or arent exactly the hottest, but level 10 is a hot one.
 

Here's a few thoughts, based on some characters from my current Eberron campaign:

1) Artificer, particularly Warforged artificer, is a very good choice. It's not as "sexy" as front-line fighters, or Wizards, but they are VERY powerful, along the lines of Cleric-powerful, if your DM does not try to shaft you on Item creation. (Some DM's just DO NOT like item creation rules from 3.5, but they are important if the Artificer is to be properly balanced against all other PC's.) Their real power lies in making the other party members more effective, which they do in spades.

2) A Kalashtar cleric, You would have access not only to the awesome span of clerical powers, but Psionic feats as well. One player in our group performs awesomely with this combination.
 

Or use one of the other new additions, Action Points. My estimate is that AP make 2 handed Power Attack action even more effective. Raging Luck gives barbarians free AP. The Dragon Totem and Dragon Rage feats give your barbarian better AC and some elemental resists too. As an alternative to Seren barbarian, a halfling barbarian would be cool too. A dino mount, funky weapons, and a chance for the Siberys Mark of mass heal. Combining extreme explorer with Raging Luck and Heir of Siberys also gives you tons of actions points as well.

But bear or tiger weretouched masters are both extemely good as well. +16 Str is good, as is +12 STR with Pounce. Going Ranger/Barbarian to pick up 2 weapon fighting might be a good set up, because of the synergy with pounce.

A monk with the Serpent Strike feat might be fun as well. Attack with a spear for reach, then kick stuff that gets close. As kalashtar, you could use those embedded shard items that boost unarmed damage or AC.
 

At low levels, going Beasthide Shifter Elite - +4 natural armour for the duration of any important fight. Combine with barbarian or fighter levels, a shield, medium/heavy armour depending, and you've got a HUGE AC.

The extra con bonus from the shifting and the raging stack nicely, also :P
 



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