Submit 10th level cohort builds here please

strongbow said:
Yes, you got me Elder Basilisk. I'm creating an LG cohort. A lot of people around here hate LG so I didn't want to state that explicitly.

Great. Then I'd recommend creating a cohort with whatever class happens to be lacking in your area rather than whatever comes up with the coolest smackdown.

A few points for comparison:

My vanilla dwarf fighter:
Atk: +23/+23/+18/+13
+10 BAB, +5 Str (gauntlets of ogre power), +2 Greater Weapon Focus, +4 enhancement (GMW), +1 Morale (Hero's Feast)+1 haste (Boots of Speed)

Damage: 1d10+11 (avg 16.5)
+5 str, +2 weapon specialization, +4 greater magic weapon

AC: 30
+12 Fullplate with +4 Magic Vestment, +6 Heavy Shield with +4 magic vestment, +1 dex, +1 haste

This can be improved upon in several ways:

Given two levels of barbarian for rage and uncanny dodge, the attack can go up to +25/+25/+20/+15 for 1d10+13 points of damage (1d10+16 if using thw waraxe two handed).

If you drop the waraxe and specialize in club instead, you can get the damage up to 1d6+17 (avg 18.5) or 1d6+21 if your DM lets spikes stack with greater magic weapon (I wouldn't).

If you wield the club (or a greatclub) two handed, you can get the damage up to die +20 or +24 if Spikes and GMW stack.

So those are the kind of numbers you should probably be looking at. (The dire ape druid/warshaper build looked pretty darn dodgy to me since it relies upon a half dozen different tricks I wouldn't allow:
Wild Shape+Reduce Animal making the dire ape eligable to wear normal armor (doesn't work that way if I'm running the game--buy barding made for a dire ape).
Improved Buckler Defense allowing buckler bonus to be retained while wielding a two-handed weapon--as I read it, it only works for dual wielding
Stacking Spikes and Greater Magic Weapon
Dire Ape wielding a weapon without non-proficiency penalties (apes don't have the same capabilities as humans)
 

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I don't know that it is that great of a smack down, but it ought to be fun to play, here is my suggestion:

A human Sorcerer 6/Dragon Disciple 4

S 10 +4 from DD
D 12
C 14 + 2 from level 4 and level 8
I 10
W 10
C 14

BAB +8/+3

Spells
per day 6/7/6/6 (put the DD bonus spells in level 3)
known 7/4/2/1

Suggested spells:
1 Ray of enfeeblement, Chill touch or other, Mage Armor, shocking grasp
2 Web, spectral hand
3 Vampiric touch

Feats: Empower spell, Iron Will, plus 3 more.
 

Let's see some more characters, keep it up. Vanilla builds are cool too, since I'm not good at designing melee characters, but I just know there is some more flying octopi craziness out there waiting to be tapped. I want to see the characters that you always wanted to play, but knew a home DM would never allow. (Below is a response directed to Elder Basilisk)

Elder-Basilisk said:
Great.
So those are the kind of numbers you should probably be looking at. (The dire ape druid/warshaper build looked pretty darn dodgy to me since it relies upon a half dozen different tricks I wouldn't allow:
Wild Shape+Reduce Animal making the dire ape eligable to wear normal armor (doesn't work that way if I'm running the game--buy barding made for a dire ape).
Improved Buckler Defense allowing buckler bonus to be retained while wielding a two-handed weapon--as I read it, it only works for dual wielding
Stacking Spikes and Greater Magic Weapon
Dire Ape wielding a weapon without non-proficiency penalties (apes don't have the same capabilities as humans)

A few points to consider here:
1) This cohort is for Living Greyhawk. Tournament D&D is a curse and a blessing. The blessing is that you can build things that most DMs would not allow, but the curse is that only the official errata is allowed. Therefore, "smackdown" and crazy characters like a flying octopus are allowed, but some basic things that most DMs houserule are not.
2) The party has a sorceror, rogue, two clerics, a wizard, and a tank. We can replace the sorceror with someone else. Our bases are covered. Therefore I can bring in the craziest cohort I want.
3) Medium size creatures wear medium size armor. You are perfectly welcome to houserule in your campaign and offer suggestions; However, I am playing in Living Greyhawk, the land of no house rules.
4) I'll have to find the text of Complete Warrior. I don't own a copy. The feat was explained to me as working with a two handed weapon, so I apologize if I posted in error. I will edit if I am wrong, but I would like someone to clarify if indeed Improved Buckler Defense works on two weapon fighting only.
5) Why would Spikes and GMW not stack? You take the better of the two bonuses, which is the +4 for the enhancment bonus. I don't see the problem here. Spikes does not require the weapon to be nonmagical, like Shillelagh (sp?). You must be talking a houserule here, I guess.
6) With regards to ape/human hands, 'tis the breaks in LG. Sure, in a home game I could get an opposable weapon, but since it is LG I can't. Editing Note: Surely you noticed that the Gauntlets he puts on make his hands a bit more human like and able to swing a weapon? :p
 
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I'd go for a Human Cleric 9:Fighter 1.
Stats
Str 14 Dex 8 Con 12 Wis 16 Int 8 Chr 14

Take Divine Might, Zen Archery and as many archery feats as you can cram in there - Precise Shot, Rapid Shot and Manyshot would be a good start.

Uses a mighty longbow.

Divine Power, Divine Favour, Owls wisdom, Eagles Splendour, Greater Magic Weapon all help. Reckon with just those, Haste and Divine Might up you'll be at:

Hit - BAB 10, 5 Wisdom, 2 GMW, 2 D.Favor, 1 haste.
Damage - 2 Str, 2 GMW, 2 D.Favour, 4 D.Might.
+20/+20/+15 Or +18/+18/+18/+13 doing D8+10 damage

Righteous might can take you up to 2D6 base damage for -1 to hit. Also gives you reach. With a spiked gauntlet you can arguably get AOO's if anyone tries to melee you.

Which isn't too shoddy. Course this doesn't involve any magic items yet. A holy bow would be great - especially with multishot! Bracers of archery?

Next level will be the big kicker for this guy - 3rd attack and 3rd arrow from multishot.

If possible I'd go for an unaligned cleric and take War domain (Longbow) and the travel domain - because extra transport capacity never hurts in a group this big. You'd also be able to fly. More healing is not normally a bad thing either.
 
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Like that dude, Al. With good charisma, it might even be worth it to raise UMD, get him a wand of Flame arrow and heat his arrows a little bit (don't you love the long duration buff spells?).

What was multishot again?
 

Darklone said:
Like that dude, Al. With good charisma, it might even be worth it to raise UMD, get him a wand of Flame arrow and heat his arrows a little bit (don't you love the long duration buff spells?).

What was multishot again?

Doh. I meant manyshot... We tend to call it 'Multi-Ball' in our game and my brain did a quick transpose.

Lethally effective with our rangers Holy Electric bow. Even better with all that extra non precision damage... :]


Flame arrow is a great idea. That build is a bit too thick to get much in the way of skills but there's enough for max concentration and max cross class UMD...

Wonder if there's any domains that have that spell?
 

Problem with that Cleric: He's a very good support character with healing and all that, but for fighting he needs soo many buffs. Make it a paladin 10 or ftr4/pal6 (WS!), you don't have to increase Wisdom too much (Zen archery only works within 30ft?)...

Mediocre str, dex and cha will suffice, with higher Dex you might head towards TWF for melee... oops, dervish wasn't allowed (I wonder why?).
 

Can see where you're coming from. The first one is very reliant on Divine Power even above the other buffs... Could be very nasty with prep time, but you're right - only a support character 90% of the time.

Really ought to check that with Zen Archery - I didn't know it was range limited - never actually used it. Not in the SRD for some reason?


I think Fighter 6: Paladin 4 might work out better... Has spellcasting ability, so can use wands - can't use smite at range without a feat and the mount is not wanted.

Cats Grace and Eagles splendor would be nice, but not essential and will last 3 minutes - so possible if you know a fight is coming. Divine Favor could be cast in the first round, but wouldn't help so much without the cleric levels to beef it up. Very prone to dispel though.

Use the same Divine Might feat to power up shots and more bow feats as well.


Another couple I was toying with:

Cleric X:Radiant Servant of Pelor 1+:Fist of Raziel Y... IIRC, one or more RSOP levels lets you meet the martial weapons qualification which I think was needed for Fist of Raziel.

A Paladin 3+/Rogue(or even monk?) 2+/Templar X is another one - Evasion + Mettle, good saves and immunity to fear - make a nice complement to the tank. Might need too many stats for this game.

Need to check requirements on both of those. Don't have complete divine here at the moment.
 

Biggest problem with a paladin archer: Multi stat dependancy. Still, I really want to try a high dex paladin at least once :D
 

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