what munchkin ideas have you come up with?

TheGogmagog said:
Never did this in pen and paper, but in neverwinter nights, have your sorcerer with maxed charisma take one level of paladin, for the bonuses to saves. Usually after 20th level so it didn't affect your spell progression.

Oh yeah, that's pretty common cheese build in NWN. And of course most people have HotU, so they take that all the way and stuff some dragon disciple on top of it for more cheese. For max cheese they do it with a halfling for save bonuses or a half-orc for god-awful strength.

On the bright side, in NWN you're limited to only 3 classes so some of the really crazy stuff with lots of classes isn't possible.
 

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Shapechange into a twelve-headed pyro/cryo-hydra. Have your ally cut off each of your heads slowly enough for more to pop out. Go into battle with 24 heads, each with a natural attack and a breath weapon. Take Arcane Strike on top to gain even more massive damage. Add a UMD'd wand of Divine Power.

Alternatively, PAO into an ethergaunt for massive Int score. The duration is permanent.
 


How about a human based ghost (ECL 11, minimum) who takes 10 on his rejuvination rolls?

Makes for some fun synergy with Vow of Poverty - doesn't matter that it's very difficult for him to re-equip....
 
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Get a Necklace of Natural Weapons, and make all your natural weapons +x Defending. Expensive, but it's a bonus that stacks with all other bonuses. Combine this with the hydra above for truly unbeatable AC.
 

Derren said:
I had a idea when Players Guide to Faerun came out and with Complete Divine the idea got better.

You need:

Character:
- Cleric of Mystra
- Charisma 16 or better

Feats:
- Initiate of Mystra
- Extend spell
- Persistent spell
- Divine Metamagic (Persistent spell)

Skill:
- Concentration maxed (Maybe even Skill Focus in it)

Equipment: Lots of adamantine stuff and Tomes. No magical items.

Idea: Cast Antimagic Field on yourself and make it persistent with Divine Metamagic. You can still cast your spells in the Antimagic Field which also work in it, so at the beginning of every day you can enchant your equipment with Magical Vestment/Greater Magic Weapon (all extended), other buffs with Divine Metamagic Persistant (on the next day) and you still can blast the enemy with magic while you are completly safe from dispells and enemies which rely on magical equipment (NPCs) pale against your power when in close combat with you.

As you need to beat a DC 22 concentration check which you can automatically at lvl 16 (13 with Skill Focus Concentration)

It's actually a caster level check (DC 11+antimagic field caster level) to cast spells from within the field. Your idea still works, it's just a bit harder. You can cast the antimagic field at the minimum caster level necessary and take the Arcane Mastery feat from Complete Arcane to take 10 on caster level checks.

You could also do this with antimagic aura from Magic of Faerun. That spell works like antimagic field but it only affects the target, it doesn't extend out 10'. The problem is figuring out how to make it persistant since it's only Sorc/Wiz 7. The biggest problem I see with the antimagic field build is it will really screw up your companions. Much of the time, if you engage in melee, some of them will be inside the field.

Finally, Divine Metamagic uses 1+(levels of increase from metamagic) turn attempts so you would need 7 turn attempts to apply Persistant Spell.
 

Rkhet said:
Get a Necklace of Natural Weapons, and make all your natural weapons +x Defending. Expensive, but it's a bonus that stacks with all other bonuses. Combine this with the hydra above for truly unbeatable AC.

In what book does the Necklace of Natural Weapons appear?
 

Savage Species. It's an amulet that can be enchanted like a weapon. You can enchant multiple natural weapons with a single amulet if you multiply the cost.
 


Someone said:
The Giant got the rules wrong at least twice in that cartoon.
What are the errors? I assume you think he made an error with the half-ogre getting two attacks when Roy charges. The half-ogre presumably has the Hold the Line feat, which allows an AoO against a charging opponent, and he's making his normal AoO for the enemy's movement, so he does get the two attacks. And I can't see anything else that you might think of as an error.
 

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