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So, how would YOU make a ECL 100 character?

domino

First Post
Let's say that for whatever reason your DM, and you, have gone completely off your rocker, and the DM is going to be running a level 100 campaign. You've got the gobs of gold, all the attribute increases, magic items you can afford, feats, and so on. Only restriction is you can't get any Divine Rank. Other templates, are perfectly viable though. Say, the paragon creature template.

So, what would you do? Would you hold any class through all 100 levels, or would you be a, say, Fighter 30, Rogue 30, Something 40? Would you dip into a few classes for, say, a level of Barbarian, or a pair of paladin levels?

What about magic items? You've got more gold than one person could reasonably use. Would you but all the weapons and armor you'd need to outfit an army with gear that would make a normal adventurer cream themselves? Would you create the ultimate in wondrous items yourself? A ring of infinite wishes maybe? Would you just convert it into a bunch of diamonds the size of your head?

What do you do?
 
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Couple options.

Play a straight classed character who gets powers based on class level, like a paladin's lay on hands and turning.

Play a level 100 commoner and show that levels and money make the man.

Play a really high LA dragon of some type.

Go the cheese multiclass option, 20 ranger for BAB and saves, then 20 wizard, 20 cleric, 20 druid, 20 psion. Mystic theurge and the psionic one can save some levels to branch out and bring in a bunch of something else as well.

Shifted crazyness, 20 monk, 20 druid, 20 sorcerer, 20 cleric, 20 psion.
 

domino said:
What do you do?
A human: Monk 20 - Rogue 20 - Sorcerer 20 - Wizard 40.

I want the game begin without magic items in the PCs' hands. After all, there must be an incentive to go on adenturing (at that level, saving the galaxy from a titanic black hole is just a simple adventure), I want to find treasures!!
 



Insufficient information - When I'm getting into a game, what ECL the characters may be is only one of a great many bits of information I want to have before I make character decisions. This continues to hold even for absurdly high ECL. The character I design for a absurd-level combat won't be the one I design for absurd-level politics & intrigue, and so on.
 

This guy has the celestial template on him. He's showing as CR 98, but I'm pretty sure he should be 100. PCGen also seems to have flummoxed on his base attack. I did not pick spells. He is equipped with only a greatsword and longbow. I forgot to take concentration as a cleric. Oops. He started with the standard array for ability points.



Johnny 100
Male Human Fighter20 Cleric20 Rogue20 Barbarian20 Bard18; CR 98;
Medium HUMANOID;
HD (20d10)+(20d8)+(20d6)+(20d12)+(18d6)+294; hp 774;
Init +6 (+2 Dex, +4 Misc);
Spd Walk 40';
AC 12 (flatfooted 12, touch 12);
Base Atk +20/+15/+10/+5;
Grp +67/+62/+57/+52;
Atk +65/+60/+55/+50 Melee (2d6+8/17-20/x2, *Greatsword );
Atk +63/+58/+53/+48 Ranged (1d8+2/20/x3, Longbow , Range 150' );

SA: Bardic knowledge (+19), Bardic music 18/day, Bonuses when enraged (STR +8, CON +8, Willpower +4, AC -2, HP 392), Evasion (Ex), Improved Uncanny Dodge (can't be flanked except by a rogue of 44 level), Indomitable Will (Ex), May wear light armor without incurring the normal arcane spell failure chance., Mighty Rage (Ex) 6 times/day without fatigue (10 rounds), Slippery Mind (Ex), Smite Evil (Su) 1/day, Sneak Attack +10d6, Spontaneous casting, Stunning Fist attack 24/day (DC 63), Trap Sense (Ex) +12, Trapfinding, Turn Undead (Su) 7/day (turn level 21) (turn damage 2d6+25); Vision: Darkvision (60'), Normal;

AL: NG;
SV: Fort +54, Ref +49, Will +51;
STR 18, DEX 14, CON 16, INT 12, WIS 18, CHA 18

Skills: Balance +4, Bluff +25, Climb +45, Concentration +7, Diplomacy +61, Disguise +6, Escape Artist +4, Handle Animal +7, Hide +25, Intimidate +35, Jump +29, Listen +58, Move Silently +23, Open Lock +11, Perform (Sing) +69, Ride +43, Search +15, Sense Motive +22, Sleight of Hand +14, Spot +28, Swim +28, Tumble +62, Use Rope +13,

Feats: Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Cleave, Closed Mind, Combat Casting, Combat Reflexes, Deflect Arrows, Diehard, Dodge, Endurance, Eschew Materials, Far Shot, Great Cleave, Greater Spell Penetration, Greater Weapon Focus (Greatsword, Longbow), Greater Weapon Specialization (Greatsword, Longbow), Improved Bull Rush, Improved Critical (Greatsword), Improved Grapple, Improved Initiative, Improved Turning, Improved Unarmed Strike, Iron Will, Leadership, Lightning Reflexes, Martial Weapon Proficiency, Mobility, Mounted Combat, Negotiator, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Ride-By Attack, Shield Proficiency, Shot on the Run, Silent Spell, Simple Weapon Proficiency, Spell Penetration, Spirited Charge, Spring Attack, Still Spell, Stunning Fist, Tower Shield Proficiency, Track, Trample, Weapon Focus (Greatsword, Longbow).

Possessions: Greatsword; Longbow [ ];

Spells:
 




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