The Powers That Be: Characters

The Serpent Academy (halfling martial arts)

The sample character in these builds has Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 10 (before racial mods); thus the sample character will have Str 12 and Dex 18 after racial ability modifiers. These builds all use armor (chain shirt or mithral chain shirt). As a halfling the character gains +1 size bonus to AC, +1 size bonus to attack rolls, +1 racial bonus to attacks with thrown weapons and slings.

The first level is always rogue: mostly for the rich skill points, but armor proficiency is also important.

The two beginner styles are the garter snake and the Cottonmouth. The cobra is an intermediate style, and the Spitting Cobra is the most advanced, incorporating the other three styles.

The Garter Snake

1. Rogue 1: sneak attack +1d6, EWP: Spiked Chain
2. Rogue 2: evasion
3. Fighter 1: Combat Reflexes*, Weapon Finesse
4. Fighter 2: Power Attack* (+1 str)
5+ Rogue

The garter snake style is regarded as a “dead-end” style, and so has the least prestige. Mostly taught to outsiders.

The Cottonmouth

1. Rogue 1: sneak attack +1d6, Point Blank Shot
2. Ranger 1: favored enemy, Track*
3. Ranger 2: Rapid Shot*, Precise Shot
4+ Rogue

The easiest of the styles, it is taught to those who are too weak (initial strength 11 or lower) or too undisciplined (non-lawful) for the cobra style.

The Cobra

1. Rogue 1: sneak attack +1d6, EWP: Spiked Chain
2. Monk 1: unarmed attack, Improved Grapple*
3. Monk 2: Combat Reflexes*, evasion, Weapon Finesse
4. Fighter 1: Power Attack* (+1 str)
5+ Rogue (or Spitting Cobra)

The Spitting Cobra (Standard Build)

1. Rogue 1: sneak attack +1d6, EWP: Spiked Chain
2. Monk 1: unarmed attack, Improved Grapple*
3. Monk 2: Combat Reflexes*, evasion, Weapon Finesse
4. Fighter 1: Power Attack* (+1 str)
5. Ranger 1: favored enemy, Track*
6. Fighter 2: Point Blank Shot*, Precise Shot
7. Ranger 2: Rapid Shot*
8. Ranger 3: Endurance* (+1 str)
9. Fighter 3: Far shot
10+ Rogue

Or Spitting Cobra (probationary build)

1. Rogue 1: sneak attack +1d6, Point Blank Shot
2. Ranger 1: favored enemy, Track*
3. Ranger 2: Rapid Shot*, Precise Shot
4. Monk 1: unarmed attack, Improved Grapple* (+1 str)
5. Monk 2: Combat Reflexes*, evasion
6. Fighter 1: Weapon Finesse*, EWP: Spiked Chain
7. Rogue 2
8. Fighter 2: Power Attack* (+1 str)
etc.

Essentially a Spitting Cobra is a Cobra who learns the Cottonmouth style, or vice versa. Besides the greater discipline (Lawful requirement), the Cobra style demands more strength (for power attack) than the Cottonmouth style; it is more difficult for halflings, and so is more prestigious. The “probationary build” allows halflings who are non-lawful or who have a strength of only 11 to eventually graduate to the Spitting Cobra style (they have until 4th level to become lawful, and until 8th level to gain a strength score of 13 or higher). Cobras (of either kind) can grapple effectively and use unarmed attacks. Spitting Cobras are cobras who pass a special examination, usually at 6th or 7th level. A candidate for this title demonstrates the ability to spit shurikens at close range.

The Spitting Cobra is the most complex build: it goes 2/3/3 with monk/ranger/fighter to avoid multiclassing xp penalties while maximizing bonus feats. There are 7 bonus feats (Improved Grapple, Combat Reflexes, Track, Rapid Shot, Endurance, Power Attack and Point Blank Shot) with this build, comprising two main “modules,” and two lesser modules. One module is the Spiked Chain module- weapon finesse, EWP: Spiked Chain, Combat Reflexes, Power Attack. Another is the Ranged Attack module: Point Blank Shot, Precise Shot, Rapid Shot, Far Shot, EWP: Shuriken. The lesser modules are the unarmed combat module: unarmed attack, Improved Grapple; and the Ranger module: Track (and ranks in Survival), Endurance, favored enemy +2.

Comments:

In the Cottonmouth and Spitting Cobra build, the second level monk feat may be replaced by deflect arrows, but since spiked chain is a two-handed weapon this may not be practical. The +4 bonus to grapple checks provided by the improved grapple feat balances the -4 size penalty.

With a monk level the character also becomes proficient in shurikens. Range 10 ft, damage 1d2 + str. Shurikens count as ammo, so can be drawn as free actions. They can also be enchanted as ammo. The racial, size and dex bonuses apply to shurikens, and sneak attack, point blank shot and strength bonuses apply to damage.

At third level the Cobra and Garter Snake builds acquire a reach weapon to which weapon finesse applies. Combat Reflexes gives 4 extra AoOs. Attacking and taking a 5 foot step should be routine. At fourth level he gains Power Attack. The spiked chain is a two handed weapon, so each -1 to attacks adds +2 to damage. Power Attack can also apply to unarmed attacks.

Level 5 in the Spitting Cobra build: Survival can be maxed out immediately to synergize with the Track feat. Favored enemy gives +2 to attacks, damage and skills against a chosen foe. The Cottonmouth Build can’t focus the skill points quite as efficiently.

Level 6 and 7: The Spitting Cobra becomes much more capable at ranged attacks (and only at this time becomes known as a "Spitting Cobra").

After level 7 the Spitting Cobra could proceed into the assassin class; or he could reassume the path of the rogue. In this build he takes another level of Ranger and Fighter so as to ensure a BAB of +16 at 20th level; thus at level 8 he gains the ability to sleep in medium armor and +1 to Will saves, and level nine provides another +1 to Will and Reflex saves. The damage bonus from strength goes from +1 to +3 (one and a half of +1 to one and a half of +2). Far shot doubles the range of shurikens (from 10 to 20 feet), and increases the range of other ranged attacks by 50%.

At level 10 the Spitting Cobra's saves are 0/3/0 + 3/3/3 + 3/1/1 + 3/3/1 = 9/10/5. At level 20 his saves are 13/15/13. Note that halflings also get a +1 bonus to all saves, and another +2 against fear.

Quickdraw is a good feat to acquire at some point (allows daggers). At Rogue 10 acquire Crippling Strike. Or go assassin at some point.
 
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The Green Knight (half-elf)

1. Druid 1: animal companion (horse), Mounted Combat
2. Fighter 1: Ride-by Attack
3. Fighter 2: Spirited Charge, Trample
4. Druid 2: woodland stride
5. Druid 3: trackless step
6. Fighter 3: Weapon Focus: Lance
7. Fighter 4: Weapon Specialization: Lance
8. Druid 4: resist nature’s lure
9. Druid 5: wild shape 1/day, Natural Spell
10+ Druid

Very simple in concept, this will make a good "Nature's Paladin," a knight from faerie, or just a rustic knight who goes about performing deeds of chivalry. The first fighter level gives early proficiency in all armors and weapons. The fighter levels also give +16 BAB at 20th level.

Key to the concept is the acquisition of Dragon Plate (3,300 gp) which works like masterwork full-plate (but costs double), and which can be worn without penalty by a druid. Until you can afford this you will either use leather or hide armor, or you will foreswear your druid spells and wear normal armor.

Once you have Dragon Plate you will want to enchant it with the wild enchantment (+3 value) allowing it to benefit the green knight even while wild-shaped.

Druid level first, because of improved skill points.

[edit]Dragonhide Fullplate requires the hide of a Gargantuan Dragon. That's a CR 22 encounter! Luckily, the Arms and Equipment Guide comes to our aid with other weapon materials. One could slay a gargantuan Insect or Arachnid to make chitin armor (+10,000 gp, same stats but half normal weight), elven darkleaf (+3,000 gp, +1 Dex, AC penalty reduced by 2, ASF reduced by 5%), or bronzewood (+9,000 gp, -10% weight). Elven Darkleaf requires a DC 25 alchemy check to manufacture, but seems the best choice.[/edit]

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The Green Rider (half-elf or human)
Dex=10

1. Druid 1: animal companion (horse). Mounted Combat
2. Fighter 1: Mounted Archery
3. Druid 2: woodland stride, Weapon Focus: Shortbow
4. Druid 3: trackless step
5. Druid 4: resist nature's lure
6: Druid 5: wild shape 1/day, Natural Spell
7+ Druid

More spellcasting than the Green Knight, and more suited to hit and run combat. Generally fits the “mounted summoner” paradigm.

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The Green Warrior (LN half-elf)

Level bonuses to Wisdom

1. Druid 1: animal companion, Point Blank Shot
2. Fighter 1: Far Shot*
3. Fighter 2: Rapid Shot*, Precise Shot
4. Druid 2: woodland stride
5. Druid 3: trackless step
6. Fighter 3: Weapon Focus: Long Bow
7. Fighter 4: Weapon Specialization: Long Bow*
8. Monk 1: Stunning Fist*, unarmed attack <----XP PENALTY!
9. Monk 2: Deflect Arrows*, evasion, Weapon Focus: Unarmed Attack
10. Monk 3: Still mind
11. Monk 4: ki strike (magic), slow fall (20 ft)
12. Monk 5: purity of body, Weapon Specialization: Unarmed Attack
13+ Monk

Favorite Spells; 1st: Entangle, Longstrider, Cure Light Wounds; 2nd: Barkskin, Cat’s Grace

A Green Warrior prefers to pick off enemies from a distance. Monk speed (+ longstrider, + woodland stride) means the Green Warrior is faster than most of her enemies, and her keen low-light vision means she can see and target opponents who cannot see her. Groups of enemies can be entangled so as to be picked off at leisure.

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Of course, the most effective build is probably the pure druid, with possibly a single level of monk (AC bonus while wild shaped!). I wonder if armor with the wild enchantment interferes with the monk AC bonus. There could be some super high ACs if that were the case...
 
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The consensus on the rules forum is that wild armor inhibits the monk AC bonus. And it has been noticed that a monk's belt (13,000 gp) is cheap enough that a druid wouldn't need to multiclass. I am playing a Green Warrior in Ransom's game (first session this Saturday!), but I'll probably interchange precise shot and far shot.

Anyways...

Here's a suggestion for a dwarven Horizon Walker build:

Initial stats: Str 16, Dex 14, Con 10, Int 14, Wis 14, Cha 8
After racial Mods: Str 16, Dex 14, Con 12, Int 14, Wis 14, Cha 6
Level-up ability points to Strength
Point Buy: 10+6+2+6+6+0= 30 points

Dwarven Horizon Walker
1. Barbarian 1- fast movement, illiteracy, rage 1/day, Eyes in the Back of Your Head (Wis 13, no +2 bonus when flanked)
2. Fighter 1- Blind Fight*
3. Fighter 2- Combat Expertise* (Int 13), Endurance
4. Hexblade 1
5. Ranger 1- FE Undead, Track* (all skill points to Knowledge: Geography)
6. Horizon Walker 1- desert (immune to fatigue), Improved Combat Expertise (Int 13))
7. Horizon Walker 2- underground (120 foot darkvision)
8. Barbarian 2- uncanny dodge (Dex while flat footed)
9. Horizon Walker 3- plains (+4 Spot), Improved Favored Enemy (+3 damage)
10. Horizon Walker 4- aquatic (+4 Swim)
11. Horizon Walker 5- hills (+4 Listen)
12. Horizon Walker 6- shifting (dimension door every 1d4 rounds), Feat
13. Horizon Walker 7- cavernous (30 foot tremor sense)

*Feats with an asterisk are bonus feats from a class.
Hexblade 1: good will save, d10 HD; 2+int skill points; bluff, diplomacy, intimidate, knowledge: arcana and spellcraft are class skills. It's included so that will saves are no worse than straight fighter.

Eyes in the Back of Your Head and Improved Favored Enemy is from Complete Warrior.

Armor:
Mithral Full Plate: 10500 gp, +8 AC Bonus, Max Dex +3, Armor Check -3, Weight 25 lb
Darkwood Tower Shield: 480 gp, +4 AC Bonus, Max Dex +2, Armor Check -10, ASF 50%, 23 lb

Mithral Full Plate counts as medium armor. A dwarf's ability to move at normal speed in medium armor + barbarian speed= 30 foot move.

Tower shields provide +4 AC, but give a -2 to all attacks. They can provide total cover if needed (but you have to give up all attacks that round). You are still affected by targeted effects.

Comments: Barbarian is for hit points, skill points, faster movement and (at 8th level) uncanny dodge. Not rage, though that might help in an emergency. Ranger is for favored enemy and for the skill points to qualify for Horizon Walker. Hexblade, as noted above, is for a decent will save.

Very hard to hit, but not impressive in combat. Poor will save is a major weakness.
 

This is a simple sword(actually axe)-and-board build for a dwarf.

Initial stats: Str 16, Dex 14, Con 10, Int 14, Wis 14, Cha 8
After Mods: Str 16, Dex 14, Con 12, Int 14, Wis 14, Cha 6
Points in Strength
10+6+2+6+6+0= 30 points

Dwarf
1. Barbarian 1- fast movement, illiteracy, rage 1/day, Improved Shield Bash (non-lawful; if not, then loses rage)
2. Ranger 1- FE, Track*
3. Ranger 2- TWF*, Shield Charge
4. Hexblade 1 (non-good, for this level at least)
5. Fighter 1- Power Attack*
6. Fighter 2- Shield Slam*, Weapon Focus: Dwarven Waraxe*
7. Fighter 3
8. Fighter 4- Weapon Specialization: Dwarven Waraxe*
9. Fighter 5- Improved Critical: Dwarven Waraxe
10. Fighter 6- Power Critical: Dwarven Waraxe*

All you need to know about Hexblade (Complete Warrior): good will save, d10 hp; 2+int skill points; bluff, concentration, craft, diplomacy, intimidate, profession and ride are class skills. Non-good, but nothing useful is lost if you become good again.

Armor
Spiked Mithral Breast Plate: 5,250 gp, +5 AC Bonus, Max Dex +5, Armor Check -1, ASF 15%, 20 lb
Spiked Heavy Darkwood Shield: 1,267 gp, +2 AC bonus, no Armor Check penalty. 7 lbs (mithral spikes)

The Hexblade improves will saves, and the ranger levels help reflex saves. Of course, virtual TWF is nice, as is favored enemy.

There's some shield action going on: Improved Shield Bash keeps the AC bonus while making an attack- shield spikes count as a light off-hand weapon, and can be magically enhanced. Shield charge lets you trip an opponent struck by your shield while charging. Even if unsuccessful, you don't risk getting tripped back. Shield slam lets you use a full round action to attempt to daze your opponent. If struck, it makes a fort save (DC 10 + 1/2 level + str modifier) or be dazed for one round.

Otherwise just the standard stuff with a dwarven waraxe. This is an exotic weapon, but dwarves treat it as martial. Power critical adds +4 for the purpose of confirming criticals; abilities that trigger on a critical could be quite nice!

Alignment wise, a barbarian must be non-lawful or he'll lose his rage ability. A hexblade must be non-good or lose supernatural or spell like abilities. In the case of this character, the only thing lost is a curse with a save DC of 8; no loss. The character could end up almost any alignment, but will probably tend towards neutrality, and probably will not be lawful good (if so, it will be with a lot of non-lawful and non-good baggage.)
 

A straightforward fighter build, for a more dexterous dwarf.

Initial stats: Str 14, Dex 16, Con 10, Int 14, Wis 14, Cha 8
After Mods: Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 6
6+10+2+6+6+0= 30 points

Light Mace (d6, 20/x2)

1. Fighter 1- Combat Reflexes, Weapon Finesse*
2. Fighter 2- TWF* (Dex 15)
3. Fighter 3- Weapon Focus: Light Mace
4. Fighter 4- Weapon Specialization: Light Mace*
5. Fighter 5
6. Fighter 6- Power Critical: Light Mace, Lightning Mace* (style)
7. Fighter 7
8. Fighter 8- Improved Critical: Light Mace*
9. Fighter 9- Improved Two Weapon Fighting (Dex 17)
10. Fighter 10- Greater Weapon Focus: Light Mace*
11. Fighter 11
12. Fighter 12- Greater Weapon Specialization: Light Mace*, Improved Toughness

The lightning mace style (requires weapon focus, combat reflexes and TWF) gives an extra attack every time a critical threat is made (at the same bonus as the threat). Improved critical is obviously taken as soon as possible! A mace (or two) of disruption would be a fine choice for an undead heavy campaign.

This build doesn't have the mobility of other dwarven builds. It doesn't use Ranger or Swashbuckler to get a few bonus feats, as that would delay Greater Weapon Focus and Greater Weapon Specialization unnecessarily. Full Plate is the recommended armor, as this guy doesn't use a shield.
 

A few "named builds" like the halfling serpent school, above. They use levels of monk- even the ones with armor. The good saves and skills (including access to tumble- especially convenient for an armored dwarf) are very handy.

The Crab (Lawful Human or Dwarf)

(mithral) Breastplate and Tower Shield

1. Fighter 1: Dodge,* (Improved Initiative), Weapon Focus: Trident
2. Fighter 2: Mobility*
3. Fighter 3: Hold the Line
4. Fighter 4: Weapon Specialization: Trident*
5. Monk 1: Stunning Fist*, unarmed attack
6. Monk 2: Combat Reflexes*, evasion, Combat Expertise
7. Monk 3: still mind
8. Monk 4: ki strike (magic), slow fall (20 ft)
(by this level have the following skill ranks: hide: 10 ranks, move silently: 8 ranks, perform (dance): 3 ranks, tumble: 5 ranks)
9. Duelist 1: canny defense, Improved Disarm
10. Duelist 2: improved reaction +2
11. Duelist 3: enhanced mobility
12. Shadowdancer 1: hide in plain sight, Improved Trip
13. Shadowdancer 2: darkvision, uncanny dodge
14. Duelist 4: grace
15. Duelist 5: precise strike +1d6, Spring Attack
16. Duelist 6: acrobatic charge
17. Duelist 7: elaborate parry
18. Duelist 8: improved reaction +4, Whirlwind Attack
19. Duelist 9: Deflect Arrows*
20. Duelist 10: precise strike +2d6

From Sword and Fist (and complete warrior):
Hold the Line; Pre-requisites: BAB +2, Combat Reflexes; Benefit: make an AoO against opponent who charges you.

A trident can be set against a charge to do double damage. It’s a piercing one-handed weapon, and so qualifies for precise strike. A crab can use his tower shield to advance with total cover (except against spells), but cannot attack while doing so. A tower shield otherwise provides +4 AC, but gives a -2 to attacks. It has a max dex bonus of +2.

The crab style is defensive; at low levels it is designed to resist charging foes (hold the line) and maneuver under enemy archer fire (using tower shields for cover); at mid levels it emphasizes not getting hit (tower shield + combat expertise) while moving to strategic positions (mobility) and controlling the battlefield (combat reflexes). Defense against magical attacks becomes a priority (good saves, evasion, still mind). Unusual combat maneuvers (stunning fist, unarmed attacks) are a back-up when conventional attacks fail. High level crab fighters are faster, sneaker, and even harder to hit, but are basically similar to mid level crab fighters.

Duelist abilities that don’t function in armor: canny defense, enhanced mobility, grace. Precise strike and Deflect Arrows do not work with a shield.

Monk abilities that don’t function in armor: AC bonus, fast movement, flurry of blows. Evasion only works in light armor. Dwarves can tumble in armor, since it does not encumber their motion.

Crab fighters usually wear armor until they reach high levels (12+). At lower levels it is usually much more cost effective to magically enhance armor and shield than it is to buy bracers of armor and ability boosters for dexterity, wisdom and intelligence. The lost abilities don’t make up the difference.

E.g. mithral breastplate: +5 AC bonus, large shield: +2 AC Bonus

Given Dex 14, Wis 14, Int 14;
+5 armor 25 000
+5 shield 25 000
+5 amulet of natural armor 50 000

Total AC: 10 (+2 dex, +10 armor, +7 shield, + 5 natural) = 34

i.e. 100 000 gp buys +22 armor, about 5000 per plus

Unarmored
+3 amulet of natural armor 18 000
+6 bracers of armor 36 000
+4 periapt of wisdom 16 000
+4 headband of intellect 16 000
+4 gloves of dexterity 16 000

102 000 gp buys +15, about 7000 per plus.

+5 amulet of natural armor 50 000
+8 bracers of armor 64 000
+6 periapt of wisdom 36 000
+6 headband of intellect 36 000
+6 gloves of dexterity 36 000

222 000 gp buys +22, at almost exactly 10 000 per plus.

Shadowdancer and Monk have 3/4 BAB, so final BAB is +18. Saves are 4/1/1 + 4/4/4 + 3/7/3 + 0/3/0 = 11/15/8

Dwarven Monitor

1. Fighter 1: Toughness, Dodge*
2. Fighter 2: Hold the Line*
3. Monk 1: Improved Grapple*, unarmed attack, Mobility
4. Monk 2: Combat Reflexes*, evasion
5. Monk 3: still mind
6. Monk 4: ki strike (magic), slow fall 20 ft, Weapon Finesse
7. Monk 5: purity of body
8. Monk 6: Improved Trip*, slow fall 30 ft
9. Duelist 1: canny defense, Combat Expertise, +1 AC
10. Duelist 2: improved reaction +2
11: Duelist 3: enhanced mobility
12. Duelist 4: grace, Endurance
13. DwDef 1: defensive stance 1/day, +1 AC
14. DwDef 2: uncanny dodge
15. DwDef 3: defensive stance 2/day, Deflect Arrows
16. DwDef 4: trap sense +1, +2 AC
17: DwDef 5: defensive stance 3/day
18. DwDef 6: damage reduction 3/-, improved uncanny dodge, Power Attack
19. DwDef 7: defensive stance 4/day, +3 AC
20. DwDef 8: mobile defense, trap defense +2

Like the Crab, a Dwarven Monitor wears armor and uses tower shields at low levels. 4th level Dwarven Monitors use a Guisarme and so do not use a shield; and at around 12th level they foreswear armor altogether (preferring bracers and ability boosters to enchanted armor). An unarmored Dwarven Monitor moves very quickly (40 ft) and can set up nearly impregnable positions in a heart beat (Defensive Stance + Combat Expertise).

A 5th level monk gets a +1 bonus (in addition to wis bonus) when unarmored. I put in 4 levels of duelist as quickly a possible, since that will allow a +4 bonus to AC (assuming an 18 intelligence).

Dwarves who lack a Dexterity score of 13 or higher may become Alterns:

Dwarven Altern:

1. Fighter 1: Toughness, Power Attack
2. Fighter 2: Hold the Line*
3. Monk 1: Improved Grapple*, unarmed attack, Cleave
4. Monk 2: Deflect Arrows*, evasion
5. Monk 3: still mind
6. Monk 4: ki strike (magic), slow fall 20 ft, Improved Overrun
7. Monk 5: purity of body
8. Monk 6: Improved Trip*, slow fall 30 ft
9. Monk 7: wholeness of body, Improved Bull Rush
10+ Dwarven Defender

Alterns always wear armor, but are otherwise the same as monitors.
 

There's about three different campaigns going on in our group. Ransom is the DM of a low-level Dragonlance setting, I have a mid-level Forgotten Realms campaign going on, and Ransom is also a player in a CotSQ run. So there are lots of builds being thrown around.

This one is for a dwarf.

Initial stats: Str 14, Dex 16, Con 10, Int 14, Wis 14, Cha 8
After racial Mods: Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 6

1. Ranger 1- FE, Track*, Weapon Focus: Light Mace
2. Fighter 1- Combat Reflexes*
3. Ranger 2- TWF*, Lightning Mace (style)
4. Fighter 2- Improved Initiative*
5. Ranger 3- Endurance*, +1 str
(skills: craft trapmaking 5 ranks, knowledge arcana 4 ranks (CC), knowledge dungeoneering 2 ranks, knowledge geography 8 ranks, move silently 2 ranks, spellcraft 3 ranks (CC), survival 2 ranks= 33 skill points out of 40 + 8 x int bonus)
6. Occult Slayer 1- magical defense +1, weapon bond, Blind Fight
7. Occult Slayer 2- vicious strike, mind over magic 1/day
8. Occult Slayer 3- auravision, magical defense +2, +1 Str
9. Occult Slayer 4- mind over magic 2/day, nondetection cloak, Improved Critical: Light Mace
10. Occult Slayer 5- blank thoughts, magical defense +3
11. Fighter 3
12. Fighter 4- Weapon Specialization: Light Mace*, Improved TWF (Dex 17), +1 Dex
13. Barbarian 1- fast movement, rage 1/day
14. Barbarian 2- uncanny dodge
15. Dark Hunter 1- improved stonecunning, Power Critical: Light Mace
16. Horizon Walker 1- underground (120 foot darkvision), +1 Str
17. Dark Hunter 2- enhanced darkvision (+30 feet)
18. Dark Hunter 3- sneak attack +1d6, General Feat
19. Horizon Walker 2- desert (no fatigue)
20. Horizon Walker 3- plains (+4 spot), +1 Str

The Occult Slayer's magical defense bonuses (against spells and spell-like abilities) synergize well with a dwarf's innate bonus. The +1d6 damage from weapon bond against creatures with spells or spell-like abilities helps against anything from dragons to demons.

Auravision is a free action, though only the presence of magical auras can be found, not their type. Vicious strike is useful if you have to guard a wizard- the readied action to attack does double damage if it succeeds. Nondetection cloak is not as powerful as it sounds- a caster who makes a level check DC 20 can overcome it. Blank thoughts, however, gives immunity to mind-affecting abilities, which is worth an incredible amount. It means, though, that the good will saves provided by the class are rendered irrelevant.

Probably the best ability is mind over magic. A spell turning effect that can be activated as a free action. It would be wise to invest heavily in spellcraft so that one uses it on a worthwhile spell. This can turn the tide of a battle in which magic is involved!

Skill choices early on in the build meet the pre-reqs for later classes. An incredible 150 foot darkvision is eventually achieved. Immunity to fatigue, a little sneak attack damage, improved speed (from barbarian)... nothing earth shattering in the final levels, but BAB is good, Fort saves are very good, weapon specialization is accessble, the character is immune to mind affecting effects, and can actually reflect some magical attacks.

It looks good to me, anyways.

[edit]first level hexblade replaced with ranger, added explanation.[/edit]
 
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The problem with builds that rely on Ranger bonus feats is that heavy armor can't be worn. And if you have TWF or archery effects, a shield is problematic (except possibly using Shield Bash). In this build the Ranger level "unlocks" the skills needed for the Horizon Walker (otherwise Knowledge: Geography would reach 8 ranks only at level 13), provides a favored enemy bonus and lots of skill points. Track is fairly small bonus. This build requires 11 cross-class skill ranks (4 knowledge geography, 4 knowledge arcana, 3 spellcraft), or 22 skill points. An intelligence of 12 is needed for a non-human to meet the requirements, even if Ranger levels are used to purchase the pre-req's for Occult Slayer.

The "Horizon Slayer"

1. Ranger 1- Track*, Improved Initiative
2. Fighter 1- Bonus Feat
3. Fighter 2- Bonus Feat, Endurance
4. Fighter 3
5. Fighter 4- Bonus Feat
6. Horizon Walker 1- desert (immune to fatigue), General Feat
7. Occult Slayer 1
8. Occult Slayer 2
9. Occult Slayer 3- General Feat
10. Occult Slayer 4
11. Occult Slayer 5
12+ Horizon Walker- General Feat

If your Dex is 16 (or higher), use mithral Full-Plate+2 and a shield +2 instead of having +3/+3. It is cheaper, and your skill checks and saves are better.
 

A straightforward rogue build, designed around dungeoneering skills.

You are a sun elf (FRCS +2 Int, -2 Con). Especially relevant is your racial bonus +2 to listen, search and spot checks. A gray elf (MM +2 Int, +2 Dex, -2 Str, -2 Con) is also possible.

32 point buy, so abilities (after racial adjustments) are

Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 14
Ability bonuses to Intelligence (at level 8 and above the int bonus to skill points per level changes)

1. Rogue 1- Nimble Fingers (+2 to OL and Disable Device)
2. Wizard 1- Scribe Scroll*, familiar (Rat)
3. Rogue 2- evasion, Investigator (+2 to Gather Information and Search)
4. Rogue 3- trap sense +1
5. Rogue 4- uncanny dodge
6. Rogue 5- Skill Focus: Use Magic Device (+3)
7. Rogue 6- trap sense +2
8. Rogue 7
9. Rogue 8- improved uncanny dodge, Skill Focus: Disable Device (+3)
10. Rogue 9- trap sense +3
11. Rogue 10- skill mastery (balance, disable device, hide, move silently, open locks, search, use magic device).

Wizard level: Allows arcane wands and scrolls to be used, and improves will saves. The familiar grants the alertness feat (+2 to spot and listen) while within arm's length and +2 to fortitude saves. Spells can vary, but will include Feather Fall and Read Magic. Reduce Person could help get out of binds. Maybe specialize in Transmutation?

Wizard skills: 5 points- buy 5 ranks of Knowledge (architecture and engineering). This gives a +2 synergy bonus to finding secret doors and similar compartments.

Rogue Skills: 99 for levels 1-6, 48 for 7-10; 147 total. Cap is 14

Max out the following: Balance (Dex), Disable Device (Int), Open Locks (Dex), Search (Int), Use Magic Device (Cha), Hide (Dex), Move Silently (Dex), Spot (Wis), Listen (Wis) (126 ranks total)
5 ranks in each of the following: Climb (Str), Use Rope (Dex), Tumble (Dex).

6 ranks unspent (languages, maybe?)

Here are some skill modifier totals. This character can take 10 with skills marked with an asterisk (*), even in situations of stress or danger (10th level rogue special ability).

Balance*: 14 ranks + 2 Dexterity +2 synergy (tumble) + 1 luck = 19. (DC 29 is enough for a sloped, narrow, lightly obstructed icy walkway)
Disable Device*: 14 ranks + 4 intelligence + 2 nimble fingers + 3 skill focus +2 masterwork thieves' tools + 1 luck = +26
Open Locks*: 14 ranks + 2 dexterity + 2 nimble fingers + 2 masterwork thieves' tools + 1 luck = +21
Search*: 14 ranks + 4 intelligence + 2 racial + 2 investigator + 5 goggles +1 luck= +28 (+30 for secret compartments or doors)
Use Magic Device*: 14 ranks + 2 charisma +3 skill focus + 1 luck= +20


Equipment-

Masterwork Thieves' Tools: +2 to OL and Disable Device. Price 100 gp
Goggles of Minute Seeing: grant a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Price 1,250 gp
Stone of Good Luck (Luckstone): +1 luck bonus on saving throws, ability checks, and skill checks. Price 20,000 gp.

Note that magical traps have a DC of 25+spell level used to create them (both to search and disable), so they cap out at DC 34. Taking 10, this guy can hit DC 36. :D "Wicked" traps have a DC of 25; he can bypass them without disarming them, if he wishes (that increases the DC by 10).

A +20 on UMD means that, while taking 10, the character can activate any item, decipher a written 5th level spell, use a scroll as a 10th level caster, emulate a class feature as a 10th level character, emulate an ability score of 15, and emulate any race or alignment.

A good lock (DC 30) can be opened as a standard action. An amazing lock (DC 40) requires the character to take 20.
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After 11th level: While spending many more skill points on balance, search and UMD is probably pointless, another rank or two in some skills would mean that some equipment wouldn't be missed. As it is, the character can emulate an alignment and open a good lock while taking 10. Without the luckstone he can't emulate an alignment consistently, and without the masterwork thieves' tools he can't consistently open a good lock.

If going a social route, take Negotiator (+2 to Sense Motive and Diplomacy) at 12th level, and start maxing out diplomacy. Get the synergy bonuses from 5 ranks of bluff and sense motive. Another level of Wizard would not hurt, and could be used for Knowledge: nobility and royalty (+2 to diplomacy checks). At 15th level take Skill focus: diplomacy. Gather information will also be helpful.
 
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A widowed woodcutter with two grown children, this character's life changed when an evil wizard began summoning demons and terrorizing the village. Talents were awaken in him that he did not know he had; he regards his assumption of the adventurer's mantle as being a direct call from the Lathander, the god of new beginnings.

Beginning stats (32 points)- Str 13, Dex 11, Con 13, Int 8, Wis 11, Cha 18
After age modifiers (middle aged): Str 12, Dex 10, Con 12, Int 9, Wis 12, Cha 19

Middle Aged Human

1. Ranger 1- FE: evil outsiders, Track*, Improved Toughness, Weapon Focus: Battleaxe
2. Cleric 1- (Domains (Lathander): renewal, nobility), turn undead
3. Paladin 1- aura of good, detect evil, smite evil 1/day, Divine Vigor
4. Paladin 2- divine grace, lay on hands, +1 Cha
5. Paladin 3- aura of courage, divine health
6. Paladin 4- Divine Shield
7. Paladin 5- smite evil 2/day, special mount
8. Paladin 6- remove disease 1/week, +1 Cha
9. Paladin 7- Extra Smiting (+2 times)
10. Paladin 8
11. Paladin 9- remove disease 2/week
12. Paladin 10- smite evil 3/day, Extra Smiting (+2 times), +1 Cha

Domain (domain power)/Domain Spell
Renewal (1d8 + cha mod healing when dropped below 0 hp)/Charm Person
Nobility /(SA, 1 round speaking = +2 morale bonus to attack, damage, saves and checks for cha mod rounds)/ Divine Favor

CW Feats
Divine Shield: SA*, +cha bonus to shield AC, 1 round/2 character levels
Divine Vigor: SA +2 temp hp/character level, +10 speed, 1 minute/cha bonus
* Standard Action to activate

Notes: Ranger for skill points, favored enemy bonus, and a boost to reflex saves. Cleric for the neat domain abilities, and to get access to divine feats at 3rd level.

Improved Toughness helps make up for low hit points- at the beginning of a combat he normally begins with the invocation of divine vigor. (Or divine shield, if he thinks that he needs the AC enough to forego an attack). An important combat will involve a short pep talk (from the nobility domain) to inspire his comrades to higher action, and he will cast divine favor on himself.

At level 12, with a +6 cloak of charisma, he has a 28 Charisma. Thus his Nobility “pep talk” gives a +2 bonus for 9 rounds, and his emergency self-healing is 1d8+9 hp. Divine Vigor lasts 9 minutes, and Divine Shield adds +9 to his AC for 6 rounds. He heals 90 hp/day, his smite attack (7/day) is at +9 to hit, and does +10 damage.

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The FRCS allows some paladins to multiclass with other classes and still take levels of paladin. Which classes allow re-entry varies depending on the deity, but several allow fighter levels to be interspersed (Lathander, unfortunately, is not one of them). Here is a mixed paladin/fighter of Helm, Torm or Tyr .

Starting stats:
Str 14, Dex 13, Con 13, Int 8, Wis 8, Cha 18

After aging:
Str 13, Dex 12, Con 12, Int 9, Wis 9, Cha 19

1. Fighter 1- Power Attack*, Improved Toughness, Weapon Focus: Longsword
2. Paladin 1-
3. Paladin 2- Cleave
4. Paladin 3
5. Paladin 4- Divine Might (Cha bonus to damage for 1 round)
6. Fighter 2- Power Critical (Longsword), Extra Smiting (+2 times)
7. Fighter 3
8. Fighter 4- Weapon Specialization (Longsword)
9. Paladin 5- Extra Smiting (+2 times)
10. Paladin 6
11. Paladin 7
12. Paladin 8- Improved Critical (Longsword)

Two fewer levels of Paladin mean only +8 to damage instead of +10.... but the weapon specialization makes up for it. The amount of daily healing is less (72 vs 90), but still very respectable. A critical hit while using Smite+Divine Might makes it not unlikely that Cleave will come into play.

Unfortunately, the lack of Divine Shield, Divine Vigor and the Renewal domain power makes this paladin a little less likely to survive (or at least have left-over healing for his friends). He can't cast spells without a wisdom boosting item, and the lack of the Nobility domain makes him a little less valuable to his comrades. Multiclassing as a cleric won't help, as Nobility and Renewal are not domains of the Helm, Torm or Tyr.

However, the Divine Champion prestige class, which any paladin can multiclass freely with, *does* grant bonus feats (but not weapon specialization). Levels of Divine Champion stack with paladin levels for laying of hands, but not with smiting. Still, the following may definitely be a possible build:

1. Paladin 1- Power Attack, Weapon Focus: Heavy Mace
2. Cleric 1 (Lathander)- renewal and nobility domains, turn undead
3. Paladin 2- Divine Vigor
4. Paladin 3
5. Paladin 4
6. Paladin 5- Divine Shield
7. Paladin 6
8. Paladin 7
9. Divine Champion 1- Extra Smiting (+2 times)
10. Divine Champion 2- Improved Critical*, sacred defense +1
11. Divine Champion 3- smite infidel
12. Divine Champion 4- Power Critical*, sacred defense +2, Divine Might
13. Divine Champion 5- Divine Wrath
14. Paladin 8
15. Paladin 9- Extra Smiting (+2 times)

Lathander's favored weapon is the mace, and weapon focus in the patron deity's favored weapon is required for Divine Champion. Note that Divine Champion has good reflex saves. Divine wrath grants +3 to attack, damage and saving throws for one minute (and DR 5/-), so makes up for lower paladin level with respect to smiting.

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One comment about these builds- they shine for about a minute in combat, but thereafter weaken dramatically.
 
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