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    Default Gestalt Build Challenge IV: Army Of One

    GESTALT BUILD CHALLENGE IV: ARMY OF ONE

    Nobody likes me, everybody hates me, I guess I'll just go and slay some wyrms.

    "Gestalt Build Challenge" General Rules

    Unless otherwise specified in the specific challenge, the following rules and guidelines are always in effect:
    • Gestalt builds; 28-point buy; use any WOTC 3.5 product (including Dragon magazine) except where noted (only 3.0 products with an official upgrade to 3.5 are allowed)
    • Make all builds to ECL 20. However, indicate the minimum ECL the build is playable at (the level at which all LA and/or racial HD, if applicable, are accounted for) and label any level that indicates a "power break" where the build has a significant jump in power level. Provide a detailed description of how the build operates.
    • Any race with a listed level adjustment is allowed (no racial progressions from Savage Species, please). LA and HD each apply to one side of the gestalt; you may include LA and HD on the same side as each other, or on other sides. No LA buyoff. LA is applied before racial HD, which must be paid off before class levels on that side. Examples: LA X / RHD Y / class Z / ... // class A / ... -OR- LA X / class Y / ... // RHD A / class B / ...
    • Multiclass at will, but see "voting".
    • Up to two flaws are allowed, but see "voting".
    • Templates are allowed, but see "voting".
    • Voting: Upon the close of entries for each challenge, members of the forum may vote in-thread for the build that best represents the goals set out by the challenge. The voting criteria should consist of:
      • Functionality: How well does the build do in its primary role as specified in the challenge?
      • Weaknesses: Does the build have any glaring weaknesses that can be exploited?
      • Playability: How much of the 1-20 level range can the build be played at and be effective?
      • Creativity: Clever use of races, classes, and/or feats that may not be "typical" choices
      • Cheese: Minimizing the number of cheese points
        • Using flaws (1 point each)
        • Ignoring mutliclassing penalties -- some DMs actually do enforce this in gestalt (1 point each)
        • Single-level dips that would require several pages of justification to RP properly (1 point each)
        • Templates that would require several pages of justification to RP properly (1 point per +1 LA)
        • Attempting to use more than one PrC at any given level (1 point each)
        • Attempting to use "dual progression" PrCs (1,000,000 points each)
        • Over-dependence on items (1 point per indispensable item)
        • Over-dependence on Diplomacy or Use Magic Device skills (1,000,000 points each)


    "Army Of One" Specific Rules



    Upcoming Challenges
    • Invocation Vocation -- invokers need a little loving, too
    • Double Dippers -- double arcane, double divine, or double psionic progressions
    • Home On The Range(d) -- those who attack from afar
    • Vulnerable Villains -- BBEGs with flair but an exploitable (if not necessarily obvious) weakness
    • Riders On The Storm -- combatants who focus on using mounts
    • Magnificent Monsters -- only high LA and racial HD creatures allowed
    • Skill-Monkey Business -- support specialists
    • more to come... (I hope. Feel free to suggest some!)


    Previous Challenges
    Last edited by Duke of URL; 2008-03-04 at 11:28 AM.


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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Name:
    Build: Lesser Aasimar Artificer 20 // Cleric 19 / Contemplative 1
    Starting Ability Scores: STR 10, DEX 10, CON 10, INT 14, WIS 18, CHA 16
    Cheese Points: 0
    Minimum Playable Level: 1
    Power Break: 7th -- Metamagic spell trigger is a big ability, if wands are plentiful

    Lesser Aasimar: {Lesser Aasimar Traits}
    1: Artificer 1 // Cleric 1: Extend Spell [Scribe Scroll] {Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Turn Undead, Domain: Travel, Domain: Trickery}
    2: Artificer 2 // Cleric 2: [Brew Potion]
    3: Artificer 3 // Cleric 3: Extra Turning [Craft Woundrous Item]
    4: Artificer 4 // Cleric 4: [Legendary Artisan] {Craft Homonculus}
    5: Artificer 5 // Cleric 5: [Craft Magical Arms And Armor] {Retain Essence}
    6: Artificer 6 // Cleric 6: Attune Magic Weapon [Craft Wand]
    7: Artificer 7 // Cleric 7: {Metamagic Spell Trigger}
    8: Artificer 8 // Cleric 8: [Extraordinary Artisan]
    9: Artificer 9 // Cleric 9: Empower Spell [Craft Rod]
    10: Artificer 10 // Cleric 10:
    11: Artificer 11 // Contemplative 1: {Metamagic Spell Completion, Domain: xxx}
    12: Artificer 12 // Cleric 11: DMM: Persistent Spell [Craft Staff, Persistent Spell]
    13: Artificer 13 // Cleric 12: {Skill Mastery}
    14: Artificer 14 // Cleric 13: [Forge Ring]
    15: Artificer 15 // Cleric 14: Maximize Spell
    16: Artificer 16 // Cleric 15: [Chain Spell]
    17: Artificer 17 // Cleric 16:
    18: Artificer 18 // Cleric 17: FEAT
    19: Artificer 19 // Cleric 18:
    20: Artificer 20 // Cleric 19: [ARTIFICER BONUS FEAT]


    Offense

    Defense

    Non-Combat Capabilities

    Weaknesses
    Last edited by Duke of URL; 2008-02-20 at 01:34 PM.


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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Quote Originally Posted by Duke of URL View Post
    [*]Banned: cohorts or followers of any type. Summoned, commanded/dominated, or constructed help is OK.
    What about familiars?

    And what about diplomancers? Does that count as "commanded help"?

    What if you take an undead oe golem Cohort and fluff it so that you've constructed him?
    Last edited by Kurald Galain; 2008-02-20 at 08:24 AM.
    Guide to the Magus, the Pathfinder Gish class.

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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Quote Originally Posted by Kurald Galain View Post
    What about familiars?

    And what about diplomancers? Does that count as "commanded help"?

    What if you take an undead oe golem Cohort and fluff it so that you've constructed him?
    Familiars are OK, too. I'll add that to post #1. Basically, I'm just looking to avoid "Leadership" cheese.

    Diplomancers are already covered in the "cheese points" section -- in short, I'd prefer you don't do it, as it is sort of a build-independent way of doing things.

    Everything else is, as usual, open for interpretation and the application of common sense. On a personal note, all things being otherwise equal, I'd be more willing to vote for a build that has none of the above, as it would be a better fit for the "single creature" goal, even though such help is technically allowed.
    Last edited by Duke of URL; 2008-02-20 at 08:30 AM.


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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Just for clarification, I assume Thrallherd is out?
    BImportant note: I'll be away from the Internet for two weeks. Apologies to anyone this causes a problem for.

    Thanks to xiolin_monk (AKA Maestro) for the Wolf Priest avvy.



    I am the insane creator of the Mind Flayer Paladin of Freedom. Fear his brain-eating for goodness.

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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Quote Originally Posted by MorkaisChosen View Post
    Just for clarification, I assume Thrallherd is out?
    Well, unless you want to not use the class' most significant ability, yes.


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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    I'm thinking...Factotum or Chameleon will reign supreme here? Or Kobold Cleric.

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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Quote Originally Posted by Duke of URL View Post
    Nobody likes me, Everybody hates me, Guess I'll go slay wyrms.
    Genius! (Edited for rhythmic preferences.)
    Last edited by Draz74; 2008-02-20 at 08:12 PM.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.

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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    "Name": Skippy, the Prepared

    The Idea: The DMG says that sneaking past a monster is worth just as much experience as fighting it. So let's just skip the whole dungeon and go straight to the reward. This build is a one-man party. While crazily powerful in his own right, Skippy has dedicated his life to treasure hunting, and is the master of the dungeon crawl.

    Race: Human

    {table=header]ECL | Class 1 | Class 2 | BAB | HD | Wild Shape per Day | Class Features
    1 | Druid | Wizard | 0 | d8 | 0 | Focused Specialist: Conjuration, Abrupt Jaunt (replaces Familiar), Scribe Scroll, Animal Companion, Wild Empathy, Nature Sense
    2 | Druid | Wizard | 1 | d8 | 0 | Woodland Stride
    3 | Druid | Wizard | 2 | d8 | 0 | Trackless Step
    4 | Druid | Wizard | 3 | d8 | 0 | Resist Nature's Lure
    5 | Druid | Wizard | 3 | d8 | 1 | Spontaneous Divination, Wild shape
    6 | Master of Many forms | Wizard | 3| d8 | 2 | Shifter's Speech, Improved Wild Shape (humanoid)
    7 | Master of Many forms | Wizard | 4 | d8 | 3 | Improved Wild Shape (giant; Large)
    8 | Master of Many forms | Wizard | 5 | d8 | 4 | Fast wild shape, Improved Wild Shape (monstrous humanoid)
    9 | Master of Many forms | Wizard | 6/1 | d8 | 5 | Improved Wild Shape (fey; Tiny)
    10 | Master of Many forms | Wizard | 6/1 | d8 | 6 | Domain Granted Power, Improved Wild Shape (vermin)
    11 | Master of Many forms | Wizard | 7/2 | d8 | 7 | Improved Wild Shape (aberration; Huge)
    12 | Master of Many forms | Wizard | 8/3 | d8 | 8 | Extraordinary Wild shape, Improved Wild Shape (plant)
    13 | Master of Many forms | Wizard | 9/4 | d8 | 9 | Improved Wild Shape (ooze; Diminutive)
    14 | Master of Many forms | Wizard | 10/5 | d8 | 10 | Improved Wild Shape (elemental)
    15 | Master of Many forms | Wizard | 10/5 | d8 | 11 | Bonus Metamagic, Evershifting Form, Improved Wild Shape (dragon; Gargantuan)
    16 | Druid | Mage of the Arcane Order | 11/6/1 | d8 | 12 | Guild member, Spellpool I
    17 | Druid | Mage of the Arcane Order | 12/7/2 | d8 | 13 | Bonus metamagic feat
    18 | Druid | Mage of the Arcane Order | 13/8/3 | d8 | 13 | Bonus language
    19 | Druid | Mage of the Arcane Order | 13/8/3 | d8 | 13 | Venom Immunity, Spellpool II
    20 | Druid | Mage of the Arcane Order | 14/9/4 | d8 | 14 | New spell
    [/table]

    Expected HP:
    20d8 + 40 = 130 HP

    Casts as:
    20th level Wizard
    10th level Druid (14th caster level due to Practiced Spellcaster)

    Specialization:
    Focused Conjuration (Drops Enchantment, Evocation, Necromancy)

    Feats:
    1st: Extend Spell
    1st: Endurance
    3rd: Alertness
    6th: Natural Spell
    9th: Ashbound
    12th: Practiced Spellcaster (Druid)
    15th: Craft Contingent Spell
    15th bonus: Cooperative Spell
    17th bonus: Quicken Spell
    18th: Alacritous Cognition

    Other feat-like bonuses:
    10th Domain Granted Power: Travel
    18th bonus language: Does it matter?
    20th bonus spell: It definitely doesn't matter.

    Strengths:
    Wild shape. You're better at it than a druid.
    Casting. You're a full wizard, focused specialist conjurer with spontaneous divinations.
    Plan. You've the best plan ever. Read on.

    Weaknesses:
    What?

    Base Stats:
    STR: 8
    DEX: 10
    CON: 14
    WIS: 16
    INT: 16
    CHA: 8
    Put all your bonuses into Intelligence.

    How it works:
    Day one: Skippy hears a lead about a dungeon that might have treasure at the bottom. Skippy saturates the dungeon with divination spells and learns exactly what's down there.
    Day two: Skippy wild shapes into something that can burrow, casts invisibility, and sneaks as close as possible to the treasure room. If something stops him, he turns into something that can fly and sneaks through. If at any point he actually encounters resistance, he casts Solid Fog, Entangle, and whatever else he feels like, then runs away.
    Day three: Skippy fences the goods, or donates them to charity, or whatever is appropriate for his alignment.

    If at any point something goes wrong for Skippy, he spontaneously casts Alter Fortune via spontaneous divination. Or, if the problem is something trying to kill him, he uses Abrupt Jaunt to get away. Finally, if whatever is trying to kill him just can't be deterred, Skippy spontaneously casts Unluck through spontaneous divination, then proceeds to deliver a beatdown.

    Protection:
    Don't get cought. If you do get cought, Abrupt Jaunt and Alter Fortune away.

    Get the usual AC-enhancement items if you can find them in wood flavor.

    Skippy has no dependence on any specific item. However, if you can get yourself a type three ring of Wizardry, that's great. Level 3 spells are the source of Skippy's scariest spontaneous divinations (Alter Fortune and Unluck).

    Oh, and bring a really big sack to put the loot in. Bags of holding and portable holes might be wise.

    Playability:
    This build takes a few levels to really mature. I'll go point by point through how your powers expand, but the major ones are 3, 5, and 9. 3 lets you do a cheap approximation of what you're meant to do, 5 lets you actually do it, and by 9 you're so good at it that it's hard to imagine something stopping you. 12 and 15 are amazing, but at that point nothing's going to stop you in the first place.

    You're decent at level one, being a fully capable grease/entangle man, but that's not too awesome.

    At level three you can be invisible, and thus need to use your good spells far less often. Additionally, this level gets you Listening Lorecall, which makes you much harder to surprise. Finally, this is the first level where the two-day strategy is really viable, because now you have access to the amazing invisible scouting monkey. This lovely combo goes like this: you cast Extended Summon Nature's Ally I to get a monkey, owl, or eagle depending on conditions. Then, you cast Chain of Eyes on your little helper. You can also cast Light or Invisibility on it if needed, but each of these is one less round of scouting. Now, you order your minion to run through the cave at full speed until the summon is almost up, then grab hold of the nearest creature. You get to see at least the first area of the dungeon, and if your minion successfully passes Chain of Eyes to something else, you're good for the day.

    At level 5 you have Wild Shape, Spontaneous Divination, and 3rd level spells. The Wild Shape is the big one, as now you can be a dire badger and have a burrow speed. The rest of the features are great too: you can cast Alter Fortune if something goes wrong, and you have real divination spells like Clairvoyance. Additionally, your invisible scouting monkies are now generally giant bees or hippogriffs, which are both faster and capable of better dungeon penetration. Even better, you probably can afford using some spell slots to send squads of monkeys ahead of you to trigger any traps. And best yet? You now can cast Extended Rope Trick and sleep the night away, which is great if the whole plan goes sour, or if you get the treasure room and find that you need to refresh yourself before you haul it all back out.

    At level 6 you get a new way to cover your hide if you mess up. You can wild shape into humanoids now, which means that if you're caught you can run around the corner, turn into one of whatever is chasing you, and pretend to be chasing after yourself. Also, you have Natural Spell now, which is all sorts of great.

    At level 7, you have Dimension Door. This is pretty much cheating, since you can hollow out a cave for yourself and Dimension Door into it with the loot, skipping any possible pursuit. Or you could just Dimension Door into the place, since if you're invisible or you find a spot where nobody's looking, it doesn't matter that you can't take actions for a turn. I'm gonna pretend something blocks spells like this for most of your career though, because that's just not fun.

    At level 9 you pick up Ashbound. This doubles the length of your summon Nature's Ally spells, so an extended one now lasts 20 rounds. You also have the spell Telepathic Bond now, so you can actually control your invisible scouting monkeys directly, instead of telling them to get as far in as possible.

    Level 10 is great. You now have the Travel domain power, which means you have a way out of battlefield control spells other than Abrupt Jaunt. And, better yet, you can Wild shape into vermin. You picked up the ability to do tiny creatures last level, so if you're feeling gutsy you can enjoy sneaking around as a rat. Just remember that you still need to get your loot out of the place, which is more viable as a burrower than as a rat.

    Level 11 is even better. Now you can be a huge abberation. This includes Stonesinger form, which has a good burrow speed and all sorts of good offensive capability. You also just picked up the spell Eye of Stone, so you can easily peek into whatever room you're about to tunnel into.

    Level 12 is made of win and god. You now get to have the extraordinary abilities of whatever you wildshape into. This, for example, lets you go through solid metal by turning into a rust monster. Figure out some more uses yourself. Your Summon Nature's Ally spells also just went up 8 levels in duration, to keep up with ever deepening dungeons.

    Level 15 lets you turn into a really scary dragon and craft contingent spells to save your hide. You should be essentially unkillable now.

    Levels 16 through 20 are mostly irrelevant, you pick up 9th level spells but you're already awesome. You get spellpool access, though, which means you'll pretty much never be unprepared ever. Alacritous Cognition is the same thing, except better and only once per day.

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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Do classes that, as a class in whole, rely on an item count that as a cheese point?

    Example: Wizards and spellbooks.
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Quote Originally Posted by SweetRein View Post
    Do classes that, as a class in whole, rely on an item count that as a cheese point?

    Example: Wizards and spellbooks.
    No, that would be silly. The point of some of the "cheese" rules is to get rid of the class-independent "tricks" such as UMD or diplo-cheese.


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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    What are everyone's thoughts on using multiple variant class features in the same class? Giving up different base features for them, of course.
    Time travels in divers paces with divers persons.
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    As long as they take up different slots, I see no problem. Indeed, certain alternate class features require other ones. For example, wizard specialization is an alternate class feature of sorts, and Immediate Magic requires specialization.
    Last edited by Squash Monster; 2008-02-20 at 03:05 PM.

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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    OK, I know Vow of Poverty is normally sub-par, but if I make, say, a Factotum//Archivist with intelligent equipment choices, I will feel like the equipment ends up being more important than the character. (Like most 3e characters.) So I'm taking two flexible classes with relatively little need for equipment, and I'm going to make Vow of Poverty work. Any lingering weakness of Vow of Poverty will be made up for via Polymorph cheese.

    Name: Doobee Delver the Fearless
    Build: CG Human Factotum 20//Psion (Egoist) 20
    Starting Ability Scores: STR 8, DEX 10, CON 13, INT 18, WIS 13, CHA 8
    Final Ability Scores: STR 12, DEX 14, CON 24, INT 36, WIS 20, CHA 16
    Cheese Points: 0 (or 1, for depending a lot on Polymorph-like effects for melee ability)
    Minimum Playable Level: 1
    Power Breaks: Level 3 (claws of the beast), Level 5 (energy missile), Level 7 (metamorphosis), Level 19 (cunning brilliance)

    Level 1: Psion 1//Factotum 1 - {Discipline, Trapfinding, Cunning Insight, Cunning Knowledge}
    Level 2: Psion 2//Factotum 2 - {Arcane Dillitante}
    Level 3: Psion 3//Factotum 3 - {Cunning Defense, Brains over Brawn}
    Level 4: Psion 4//Factotum 4 - {Cunning Strike}
    Level 5: Psion 5//Factotum 5 - {Opportunistic Piety}
    Level 6: Psion 6//Factotum 6
    Level 7: Psion 7//Factotum 7
    Level 8: Psion 8//Factotum 8 - {Cunning Surge}
    Level 9: Psion 9//Factotum 9
    Level 10: Psion 10//Factotum 10
    Level 11: Psion 11//Factotum 11 - {Cunning Breach}
    Level 12: Psion 12//Factotum 12
    Level 13: Psion 13//Factotum 13 - {Cunning Dodge}
    Level 14: Psion 14//Factotum 14
    Level 15: Psion 15//Factotum 15
    Level 16: Psion 16//Factotum 16 - {Improved Cunning Defense}
    Level 17: Psion 17//Factotum 17
    Level 18: Psion 18//Factotum 18
    Level 19: Psion 19//Factotum 19 - {Cunning Brilliance}
    Level 20: Psion 20//Factotum 20

    Feats
    L1: Sacred Vow, Vow of Poverty, Speed of Thought
    L2: Nymph's Kiss
    L3: Expanded Knowledge (Claws of the Beast)
    L4: Intuitive Attack
    L5: Expanded Knowledge (Energy Missile)
    L6: Sanctify Natural Attack, Track
    L8: Gift of Discernment
    L9: Expanded Knowledge (Schism)
    L10: Metamorphic Transfer, Exalted Turning
    L12: Expanded Knowledge (Astral Construct), Vow of Abstinence
    L14: Nimbus of Light
    L15: Expanded Knowledge (Dispelling Buffer), Darkstalker
    L16: Gift of Faith
    L18: Expanded Knowledge (Hypercognition), Knight of Stars
    L20: Holy Radiance, Quicken Power

    Skills
    Skill Points/Level: About 13. Depends on what level, since INT increases over time.
    Skills to (nearly?) max out: Spot, Listen, Hide, Move Silently, Concentration, Diplomacy, Bluff, Sense Motive, Search, Disable Device
    Skills to get about half ranks in: Tumble, Survival
    Skills to dip a rank or so in: Knowledge (all), Autohypnosis, Open Lock, Sleight of Hand, Psicraft, Spellcraft, and pretty much anything that can't be used untrained (except UMD and UPD, which violate your Vow of Poverty).

    Since Cunning Knowledge is such a critical ability to this build, I should explain that it lets Doobee add his Factotum level to any skill check. This can only be used 1/day for any given skill, and it can only be used a limited number of times (based on inspiration points) per encounter, along with most other Factotum abilities. For summaries of most other important Factotum abilities, see here.

    Psionic Abilities
    473 PP/Day at Level 20
    Powers Known:
    1st Level - Astral Construct, Attraction, Call to Mind, Claws of the Beast, Defensive Precognition, Detect Psionics, Force Screen, Vigor
    2nd Level - Animal Affinity, Concealing Amorpha, Detect Hostile Intent, Empathic Transfer, Energy Missile, Psionic Knock, Psionic Tongues
    3rd Level - Body Adjustment, Body Purification, Dispel Psionics, Hustle, Telekinetic Force
    4th Level - Correspond, Death Urge, Energy Adaptation, Metamorphosis, Psychic Reformation, Schism
    5th Level - Power Resistance, Psionic Major Creation, Psionic Plane Shift, Psionic Revivify
    6th Level - Dispelling Buffer, Psionic Disintegrate, Psionic Overland Flight, Psionic Restoration, Temporal Acceleration
    7th Level - Fission
    8th Level - Bend Reality, Hypercognition, Psionic Greater Teleport, Psionic Mind Blank
    9th Level - Greater Metamorphosis, Reality Revision

    Now I will defend why this character is The Army of One.

    Flexibility of Roles
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    "One-Man:" Even in extreme "you don't have your normal stuff" situations, such as the classic "you wake up in a dungeon cell with none of your equipment," this guy doesn't really miss anything. Many of his abilities work fine unless the DM simply says "rule 0, they don't work." His manifesting abilities and some of his Vow of Poverty traits are hindered by antimagic, but even if he's trapped in an antimagic cell, he's better than anyone (except a dedicated escapist skill monkey) at escaping.
    Action Economy: Between Hustle, Schism, Temporal Acceleration, Cunning Surge, and Quickened powers, Doobee should be getting more actions than just about any other character.
    Role: Tank - d8 Hit Dice. Decent CON. Vigor power. VoP armor/deflection/natural AC bonuses. Force Screen power. Defensive Precognition power. (Greater) Cunning Defense ability. Concealing Amorpha power. Good Reflex save. Good Will save. Good WIS. Cunning Insight bonuses to saves in emergencies. Spell Resistance power.
    Role: Melee Monster - I admit Doobee starts out with nothing good in this area except tanking ability and +4 bonuses to attack or damage 2/encounter. But at Level 3, he gains two magical natural weapons (Claws of the Beast + VoP) with good base damage. Level 4, he can use WIS on attack rolls instead of STR. Level 5, he gets the Hustle power to facilitate full attacks. Level 7, he gets Metamorphosis, and well ... 'nuff said.
    Role: Ranged Threat - At levels 1-4, he'll have to carry a pack of javelins, and hope that he doesn't have to do much ranged fighting. Again, Cunning Insight will only get you so far. After level 5, the awesome Energy Missile makes Doobee a good ranged blaster.
    Role: Save-Or-Suck Caster - Death Urge power vs. Will saves. Disintegrate power vs. Fort saves. Energy Missile power vs. Fort or Ref saves. He can always fill this out more via Factotum SLA's.
    Role: Healer - Vigor power. VoP regeneration. Opportunistic Piety (at 20th level: 53 damage healed, 7/day). Metamorphosis. Body Adjustment power. Body Purification power. Psionic Restoration power. Psionic Revivify power. In case he actually needs to heal someone else, Empathic Transfer power.
    Role: Battlefield Controller - This is the main area for Factotum SLA's to fill in, as psionics offer poor battlefield control. Solid Fog is great, since Doobee always has Freedom of Movement.
    Role: Undead Turner - OK, this really isn't an important party role (despite what WotC would have you believe). But Doobee can do it anyway, better than some Clerics, thanks to a bunch of wacky Exalted feats on top of Opportunistic Piety.
    Role: Wilderness Survivor - Decent Survival check. Decent Knowledge (Nature) check (see Diviner role). Track feat. VoP sustenance ability.
    Role: Trapmonkey - Trapfinding. Great Search and Disable Device skills, with Cunning Knowledge for emergencies. If you need (non-improvised) tools, he can use Psionic Major Creation.
    Role: Scout - Good Spot/Listen skills, with Cunning Knowledge for emergencies. Detect Psionics power. VoP True Seeing. Detect Hostile Intent is like the low-level adventurer's Foresight.
    Role: Stealth Artist - Great Hide/Move Silently skills, with Cunning Knowledge for emergencies. Darkstalker feat. Concealing Amorpha power (essentially simulates Hide in Plain Sight). Mind Blank power.
    Role: Escapist - VoP Freedom of Movement constantly. Half-decent Open Lock and Escape Artist skills, which become good 1/day using Cunning Knowledge on them. Uses Psionic Major Creation for non-improvised lockpicking tools. Or uses the Psionic Knock power. Fission power - so in real emergencies, Doobee can have his clone run away for him.
    Role: Traveler - Speed of Thought feat. Decent Climb, Jump, Tumble, Swim, and Balance checks, with Cunning Knowledge for emergencies. Psionic Plane Shift power. Psionic Overland Flight power. Psionic Greater Teleport power.
    Role: Information Specialist - Doobee trains all Knowledge skills, and gets to use his great INT bonus on them. If that's not enough, he uses Cunning Knowledge or the Call to Mind power. Psionic Divination power. Hypercognition power. If he needs some kind of scrying ability, too, he uses Factotum SLA's for that.
    Role: Party Face - Good Diplomacy, Sense Motive, and Bluff skills, with Cunning Knowledge for emergencies. Which is also useful on the occasions that he has to make another social check, e.g. Perform, Intimidate, Gather Information. Disguise checks can be supplemented via Metamorphosis. Psionic Tongues power. Attraction power. Detect Hostile Intent power. Correspond power.
    Role: Batman - Dispel Psionics power. Spell Resistance power. In emergencies, Doobee can do almost anything. Astral Construct ... (Greater) Metamorphosis with Metamorphic Transfer ... Psychic Reformation ... Psionic Major Creation ... Bend Reality ... Reality Revision. And the awesome Cunning Brilliance capstone (L19) ability. Any of these powers is extremely flexible with some creativity, in case Doobee runs into any situation he couldn't handle.


    Comments/suggestions/euphoric praise/donations welcome.
    Last edited by Draz74; 2008-03-05 at 12:29 AM. Reason: Just making the Feats more readable, no actual change to build
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    ... yes, I need to be tested for ADHD.

  15. - Top - End - #15
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Name: Shao Wing
    Build: Winged Human Cleric 20//Monk 12/Kensai 6
    Starting Ability Scores: Str 14, Dex 18, Con 10, Int 12, Wis 18, Cha 8
    Cheese Points: 1 (use-activated item of psionic lion's charge)
    Minimum Playable Level: 9
    Power Breaks: 7 - divine power, can afford use-activated item of psionic lion's charge; 9 - Shock Trooper; 14 - power surge ability; 18 - time stop.

    Human, added Winged Template
    Cleric 1//+1 LA: Improved Initiative, Weapon Finesse, Turn undead, Magic domain, Trickery domain
    Cleric 2//+2 LA: ~
    Cleric 3//Monk 1 +2 LA: Weapon Focus (unarmed strike), unarmed strike, flurry of blows, Overwhelming Attack style (+2 Intimidate, Power Attack)
    Cleric 4//Monk 2 +2 LA: Wis +1, evasion, Overwhelming Attack style (Improved Bull Rush) ki strike (magic), slow fall 20 ft.
    Cleric 5//Monk 3 +2 LA: Still mind
    Cleric 6//Monk 4 +2 LA: Leap Attack, ki strike (magic), slow fall 20 ft.
    Cleric 7//Monk 5 +2 LA: Purity of body
    Cleric 8//Monk 6 +2 LA: Wis +1, Overwhelming Attack style (Improved Overrun, bonus ability), slow fall 30 ft.
    Cleric 9//Monk 7 +2 LA: Shock Trooper, wholeness of body
    Cleric 10//Monk 8 +2 LA: Slow fall 40 ft.
    Cleric 11//Monk 9 +2 LA: Improved evasion
    Cleric 12//Monk 10 +2 LA: Int +1, Combat Expertise, ki strike (lawful), slow fall 50 ft.
    Cleric 13//Monk 11 +2 LA: Diamond body, greater flurry
    Cleric 14//Monk 12 +2 LA: Abundant step, slow fall 60 ft.
    Cleric 15//Monk 12/Kensai 1 +2 LA: Superior Unarmed Strike*, oath of service (deity), signature weapon (unarmed strike)
    Cleric 16//Monk 12/Kensai 2 +2 LA: Wis +1, power surge
    Cleric 17//Monk 12/Kensai 3 +2 LA: ~
    Cleric 18//Monk 12/Kensai 4 +2 LA: Improved Natural Attack, ki projection
    Cleric 19//Monk 12/Kensai 5 +2 LA: Withstand
    Cleric 20//Monk 12/Kensai 6 +2 LA: Wis +1

    Equipment
    Use-activated (swift action) item of psionic lion's charge
    Periapt of Wisdom +6
    Gloves of Dexterity +6
    Bracers of Armor +8
    Monk's Belt*

    Offense
    Shao Wing relies on CoDzilla buffing combined with the Shock Trooper-Leap Attack combo, psionic lion's charge, and the high mobility granted by the Winged template and the monk class. Shao Wing uses his greater speed to remain out of range of his opponents while he buffs, then charges his enemy, employing Shock Trooper to alleviate the attack penalty, Leap Attack to increase his damage per hit, and psionic lion's charge to get in more than one attack per charge. At 20th level with all buffs active, that works out to an attack routine of +37/+37/+37/+32/+27/+22, with each hit dealing a minimum of 57 damage, enough to force a save against death from massive damage.

    If there are too many enemies for Shao Wing to take on at once, he uses arcane battlefield control spells accessed through the Magic domain's granted power to split up the enemy forces into manageable groups.

    Defense
    For defense, Shao Wing relies on the monk's formidable survivability, augmented by spells such as magic vestment and much of the higher-level Magic domain.

    Non-Combat Capabilities
    Here, Shao Wing relies on his spells and magical items, often arcane utility spells accessed through the Magic domain's granted power. The ki projection ability also helps in some situations.

    Weaknesses
    Shao Wing's effectiveness is limited by his spells per day and his ability to purchase or otherwise acquire expendable arcane magical items such as wands and scrolls.
    [hr]
    * I am assuming that the effects of Superior Unarmed Strike and the monk's belt stack.
    Last edited by Lord Iames Osari; 2008-02-21 at 12:32 AM.

  16. - Top - End - #16
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    I suspect the strongest possibility would be a beguiler//druid. The beguiler contributes skills and arcane spells, and the druid contributes melee capability and divine spells. There are, admittedly, some holes in the beguiler's spell list (notably, Fort save-or-die and other direct offense), but those are mostly filled by the druid's spell list (Baleful Polymorph, Control Winds, Firestorm). And whatever isn't covered by either, you could cover for with UMD.

    I'm not calling this an official entry, since that's a pretty vague build. It's hard to come up with good PrCs for it, though... On the beguiler side, you'd need something that continues casting and has a bunch of skill points (and the right class skills), and on the druid side, you'd need something that continues both spells and Wild Shape, and the only class I know of off the top of my head that does that turns your character into a native of the Elemental Plane of Provolone (and I'm not going there).
    Time travels in divers paces with divers persons.
    As You Like It, III:ii:328

    Chronos's Unalliterative Skillmonkey Guide
    Current Homebrew: 5th edition psionics

  17. - Top - End - #17
    Barbarian in the Playground
     
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Captain Yoren d'Denith
    Dragonmarked Heir of House Denith
    Human Wilder 20 // Marshal 20
    Power Points: 453
    20 / 26 Power Points a turn
    Manifester Level 20/26

    Concept:
    Captain Yoren is not meant to try and fulfill every party roll. Captain Yoren is meant to excel at a select few party roles and be able to ignore other challenges thrown at him. As a level 20 wilder Captain Yoren is an increadible blaster. His Marshal levels help further augment his blasting abilities while also improving his defences and increasing his abilities as a skill monkey.

    One thing Captain Yoren does not attempt to diffuse are traps. Yoren can survive any listed trap in the srd. His saves and AC make him immune to the majority of traps, and he can otherwise freedom of movement overland flight or planeshift his way out of the rest of them.

    As a blaster it is important to note that Yoren doesn't focus on a specific type of blasting, or even just on damage. One of his best abilities is a fully augmented Ego Whip dealing 6d4 charisma damage with a DC 34 Will save, half damage on success, dazed on failure.

    Against creatures with spell resistance Yoren uses his lesser Aura Determined Caster allowing him to add his charisma to his caster level checks. While Wild Surging his caster level check is +37.

    Captain Yoren does a full wild surge when he really wants something dead. While he is still effected by the lost power points on a Psychic Enervation the power still goes through. Captain Yoren is immune to dazing and so does not loose any actions from Enervation.

    Through Able Learner Captain Yoren has access to most knowledge skills, as well as UMD and UPD. When he Motivates Charisma Captain Yoren has a total modifier of +23 in both Use Device skills allowing him to cast most spells and powers in the game.

    Stats:
    Str 10, Dex 16, Con 10, Int 10, Wis 13, Cha 32
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    Str 10, Dex 10, Con 10, Int 10, Wis 12, Cha 18
    Level Increase:
    Str 10, Dex 10, Con 10, Int 10, Wis 13, Cha 21
    Cloak of Charisma +6
    Tome of Leadership and Influence +5
    Gloves of Dexterity +6
    Str 10, Dex 16, Con 10, Int 10, Wis 13, Cha 32

    Skills: 14
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    Skills: (Possible +11
    Concentration 14
    Hide 18 +13
    Move Silently 19 +13
    Diplomacy 1 +11
    Bluff 1 +11
    Sense Motive 1 +1 +2
    Tumble 8 -2
    Autohypnosis 1 +1
    Use Psionic Device 1 +11
    Use Magic Device 1 +11
    Spellcraft 1
    Psicraft 1
    Knowledge Psionics 1
    Knowledge Arcana 1
    Knowledge Religion 1
    Knowledge Nature 1
    Knowledge The Planes 1
    Knowledge Architecture 1
    Knowledge Dungeoneering 1
    Knowledge Geography 1
    Knowledge History 1
    Knowledge Local 1
    Knowledge Nobility 1

    Saves:
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    Fort +12, Ref +6, Will +12
    After Stats:
    Fort +12, Ref +9, Will +13
    With Motivate Care:
    Fort+16, Ref +13, Will +17
    Shapechanged into Nymph:
    Fort +24, Ref +20, Will +22
    With Watchful Eye:
    Fort +12, Ref +20, Will +12
    Nymph, Motivate, Watchful Eye:
    Fort +27, Ref +35, Will +28

    Armor Class: AC: 42, Flat: 39, Touch 24 / AC 53, Flat 50, Touch 35
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    AC: 10 + 8 Armor + 14 Enhance +2 Shield +5 Natural +3 Dex = 42
    Flat Footed: 39
    Touch: 24

    Nymph
    AC: 53
    Flat Footed: 50
    Touch: 35

    Mithral Masterwork Full Plate +5 Of Greater Shadow and Greater Silent Moves
    Armor Bonus +8, Max Dex 3, Armor Check Penalty -2
    Enhancement Bonus +5
    Mithral Heavy Steel Shield
    Shield Bonus +2 +5
    Enhancement Bonus +5
    Amulet of Natural Armor +5
    Defending Longsword +4




    Marshal Auras:
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    Minor: 8
    Motivate Dexterity +11
    Motivate Charisma +11
    Motivate Intelligence +11
    Motivate Wisdom +11
    Determined Caster +11
    Watchful Eye +11
    Force of Will +11
    Demand Fortitude +11

    Major: 5 (Gives +4 Bonus)
    Resilient Troops
    Motivate Urgency
    Steady Hand
    Motivate Care
    Motivate Ardor

    Wilder Powers:
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    Disintegrate Psionic 6
    Temporal Acceleration 6
    Plane Shift Psionic 5
    Freedom of Movement Psionic 4
    Telekinetic Thrust 3
    True Seeing Psionic 5
    Body Adjustment 3
    Swarm of Crystals 2
    Ego Whip 2
    Energy Ray 1
    Precognition Offensive 1

    Overland Flight 6
    Metamorphosis 4
    Dominate Psionic 4

    Feats and Class Abilities:
    Spoiler
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    Feats:
    1st: Least Dragonmark of Sentinel: Protection From Arrows, Sense Motive +2
    Human: Able Learner
    3rd: Mark of the Dauntless
    6th: Metamorphic Transfer
    9th: Quicken Power
    12th: Expanded Knowledge Metamorphosis
    15th: Expanded Knowledge Dominate
    18th: Expanded Knowledge Overland Flight

    Proficiencies:
    Simple and Martial Weapons
    Light Medium and Heavy Armor
    Shields

    Skill Focus Diplomacy
    Grant Move Action 5/day

    Wild Surge +6 - Psychic Enervation (Immune to Stunning)
    Surging Euphoria +3 Saves and Attacks for usually 6 rounds
    Volatile Mind +4
    Elude Touch
    Last edited by The Gilded Duke; 2008-02-23 at 09:44 PM.

  18. - Top - End - #18
    Titan in the Playground
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    OK, I don't think that this will actually be better than the Beguiler // Druid build, but just for fun, let's put a new spin on my Great Gish entry.

    Snake on a Helicopter:
    Build: Couatl HD 9/Loremaster 2/Sacred Exorcist 1/Loremaster +1/Sorcerer 1/Master Filcher 1/Loremaster +5 // LA 7/PsiRogue 1/Spellthief 1/Fighter 1/Ranger 5/Fighter +1/Ranger +2/Crusader 2
    Starting scores: Str 16, Dex 14, Con 19, Int 22, Wis 16, Cha 22
    Buffed/leveled scores: Str 40, Dex 16, Con 35, Int 24, Wis 20, Cha 29
    Minimum Playable Level: 9
    Power Breaks: 12 (DMM Persist), 15 (Wild Shape), 18 (Miracle)
    Cheese Points: 4 (ignoring multiclass penalty, level dips, one flaw, dependence on nightsticks)

    I'm using the Dungeonscape Trapmaster ranger alternate feature (give up tracking for Disable Device on skill list) and the Unearthed Arcana wildshape ranger alternate feature (give up combat style for fast movement as barbarian, and Wild Shape as druid into small or medium animals).

    {table=head]ECL | Left Class | Right Class | Feats | Special Abilities
    1 | Outsider 1 | LA 1 | Eschew MaterialsB, Shaky (flaw), Extend Spell, Skill Focus: Know(Arcana) | Couatl traits
    2 | Outsider 2 | LA 2 | |
    3 | Outsider 3 | LA 3 | Reach Spell |
    4 | Outsider 4 | LA 4 | |
    5 | Outsider 5 | LA 5 | |
    6 | Outsider 6 | LA 6 | Persist Spell |
    7 | Outsider 7 | LA 7 | |
    8 | Outsider 8 | Psychic Rogue 1 | | Trapfinding, Sneak Attack +1d6
    9 | Outsider 9 | Spellthief 1 | Master Spellthief | Sneak Attack +2d6, Steal Spell
    10 | Loremaster 1 | Fighter 1 | Power Attack | Dodge Trick
    11 | Loremaster 2 | Ranger 1 | | Lore, Favored Enemy (Undead +2), Fast Movement, Wild Empathy
    12 | Sacred Exorcist 1 | Ranger 2 | Divine Metamagic: Persist | Turn Undead, Exorcism
    13 | Loremaster 3 | Ranger 3 | Endurance, Darkstalker | Applicable Knowledge
    14 | Sorcerer 1 | Ranger 4 | | Familiar (cat), Animal Companion
    15 | Master Filcher 1 | Ranger 5 | Natural Spell | Detect Magic 3/day, Wild Shape 1/day, Favored Enemy (Undead +4, Evil Outsiders +2)
    16 | Loremaster 4 | Fighter 2 | Improved Initiative | Bonus Language
    17 | Loremaster 5 | Ranger 6 | | Weapon Trick, Wild Shape 2/day
    18 | Loremaster 6 | Ranger 7 | Mindsight | Greater Lore, Wild Shape 3/day, Woodland Stride
    19 | Loremaster 7 | Crusader 1 | | Secrets of Inner Strength
    20 | Loremaster 8 | Crusader 2 | | Bonus Language[/table]

    Sorcerer spells known:
    0 (9): Guidance, Detect Magic, Detect Poison, Read Magic, Prestidigitation, Mending, Acid Splash, Resistance, Mage Hand
    1 (5): Divine Favor, Chill Touch, Shield of Faith, Shield, True Strike
    2 (5): Silence, Delay Poison, Augury, Resist Energy, Rope Trick
    3 (4): Prayer, Shrink Item, Clairvoyance, Dispel Magic
    4 (4): Dismissal, Death Ward, Enervation, Polymorph
    5 (4): Righteous Might, Wall of Stone, Control Winds, Shadow Evocation
    6 (3): Heal, Disintegrate, Acid Fog
    7 (3): Greater Restoration, Waves of Exhaustion, Bite of the Werebear
    8 (3): Mind Blank, Iron Body, Moment of Prescience
    9 (3): Miracle, Foresight, Greater Visage of the Deity

    Buffs:
    Typical spells persisted: Divine Favor, Shield, Shield of Faith, Prayer, Righteous Might, Bite of the Werebear, Greater Visage of the Deity, and sometimes Iron Body
    Also Resist Energy, Death Ward, and sometimes Polymorph, turned into fixed-range spells (and therefore eligible for Persist) via Reach Spell

    Typical long-duration spells active: Mage Armor, Delay Poison, Shrink Item, Mind Blank, Moment of Prescience, Contingency (via Miracle)

    Permanencied (via Miracle): Arcane Sight, Greater Magic Fang (bite, claws, rake, tail), many high-CL Magic Mouths

    How it works: Unlike his brother, Helicopter spends almost no time in his natural form (except when in an antimagic field). Instead, he uses Change Shape to take humanoid forms (and therefore can use humanoid equipment), and after level 15, Wildshape. When in a situation where humanoid form is necessary (for going into town, or using hands), he does not end Wildshape, but rather uses Change Shape again, serving to both conserve his limited Wild Shape uses and to keep his animal physical ability scores. Like Snake on a Plane, Helicopter has 20th-level sorcerer spellcasting, with access to the cleric and air domain lists, and full BAB. After level 12, he also has Turn Undead, and with nightsticks, can persist all of his buffs.

    Melee Combat: In melee, he's not just a fleshraker with class levels and Power Attack; he's an invisible fleshraker with class levels, Power Attack, 20 BAB, persisted Clerzilla and sorcerer buffs (for a total of +24 Strength, among other benefits), crusader maneuvers, and 2d6 sneak attack on each attack which he can use to drain spells of any level from his target. 'Nuff said.

    He also has a familiar, a cat, who shares all of his buffs. It's not as formidable as him, but it still has 20 BAB, three natural attacks, a 27 strength, and 167 HP (assuming average rolls). Unfortunately, though, they can't flank, since Fluffy loses his buffs if he's more than 5 feet away. He's also eligible for an animal companion, which he could buff similarly, but it'd be as a 3rd-level druid, which means that it'd die if anything challenge-appropriate looked at it funny. So we'll not bother with that.

    Arcane spellcasting: He casts as a 20th-level sorcerer. It's not wizard, but it'll get the job done.

    Divine spellcasting: He can choose spells from the cleric list, and can supplement his healing via Crusader. He also has Turn Undead, to power divine metamagic, and can cast genuine divine spells as a ranger, qualifying him to use items like Beads of Karma.

    Social skills: He's got a Charisma of 22 (or higher, with items, buffs, and level boosts), 12 ranks in Diplomacy, and he can look like whatever he wants.

    Stealth skills: He's got maxed Hide and Move Silently, Darkstalker, and Mindblank. Good luck finding him.

    Dungeon skills: Ranger levels give him 12 skill points each, and access to Listen, Search, Spot, and Disable Device, and he can find and disable difficult traps. Open Locks he gets from the PsiRogue and Spellthief levels, and from his later dip into Master Filcher, to the point where he can open even amazing-quality locks without need for magic.

    Recommended equipment: He'll mostly want the same equipment as a druid. In particular, Master Spellthief lets him ignore ASF in light armor, so he'll want to get a good Wild light armor ASAP. He'll also want Nightsticks, to fuel his persistent spells, and stat-boosting items, especially Charisma, with Wilding Clasps as necessary.

    Weaknesses: His primary weakness is that with only one casting class, his spell slots are stretched very thin, especially in spells known. After 18th level, Miracle can take up a lot of slack, but there's a limit on how many 9th-level slots one can spend. Many of his spells known are used for buffs, leaving melee as his primary offense.

    With his dependence on buffs, he'll also be vulnerable to Dispel Magic. He has a bunch of sacrificial Magic Mouth spells as insurance against area dispels, but essentially no defense against a targeted dispel other than boosted CL (at least +5, if he can get a bead of karma and ioun stone). Even with the CL boosting, though, a Greater Dispelling will take down, on average, a quarter of his buffs.
    Last edited by Chronos; 2008-02-25 at 08:25 PM.
    Time travels in divers paces with divers persons.
    As You Like It, III:ii:328

    Chronos's Unalliterative Skillmonkey Guide
    Current Homebrew: 5th edition psionics

  19. - Top - End - #19
    Bugbear in the Playground
     
    Devil

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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Squash Monster...I like your style...

    MoMF is one of my favorite PrCs...and abusing the possibilities is just awesome.

  20. - Top - End - #20
    Orc in the Playground
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Quote Originally Posted by Fuzzy_Juan View Post
    Squash Monster...I like your style...

    MoMF is one of my favorite PrCs...and abusing the possibilities is just awesome.
    Thank you. I've never really looked at the class before this, since outside the context of Gestalt, losing the Druid casting hurts so much. But once I had the idea for this build, it just seemed like the right thing to do.

    I really love how the whole thing came together, especially the invisible scouting monkey trick.

  21. - Top - End - #21

    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    I have prepared an entry, but I was wondering if someone could help me with designing a table. If anyone could help me with that I would be greatly appreciative.

  22. - Top - End - #22
    Bugbear in the Playground
     
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Quote Originally Posted by Squash Monster View Post
    Thank you. I've never really looked at the class before this, since outside the context of Gestalt, losing the Druid casting hurts so much. But once I had the idea for this build, it just seemed like the right thing to do.

    I really love how the whole thing came together, especially the invisible scouting monkey trick.
    the only 'sad' thing about the class is that a mage no longer needs MoMF after 17th level if they have shapechange...with shapechange, they have everything MoMF has, and more...they get supernatural abilities, can shift as a free action each round, and get up to 50 HD to play with and any size. An extended metamagic rod gives you 6.5 hours of shapechange...and you can always use a psion to get it as well and not worry about how many 9th level slots you have.

    I think there are some PrC's for mages that you can get starting at 6th level that offer full casting progression in a class you have...chose wizard/whatever then at 6th -11th choose wizard/PrC, then at 11th you should have effectively 17th level spellcasting (5+6x2)...grab your metamagic rod and GO! Not sure what would be best for the other class, though I am sure cleric might be nice if only to abuse some spells with divine metamagic and stuff...and later on, you can always bump your cleric casting in the same way you bumped your mage casting to max right away.

  23. - Top - End - #23
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Name: Mind over Medic
    Build: Human Warblade//psychic rogue/sangehirn
    Starting Ability Scores: STR 14, DEX 16, CON 10, INT 16, WIS 8, CHA 8
    Cheese Points: 0
    Minimum Playable Level: 1
    Power Break: 12, fast healing drastically shortens downtime

    Uses the Psychic Rogue and Sangehirn articles from the Mind's Eye column.

    {table=head]Level | Left Class | Right Class | Feats | Special Abilities
    1 | Warblade 1 | Psychic Rogue 1 | Craven, TWF | Battle Clarity (reflex), weapon aptitude, sneak attack 1d6, trapfinding
    2 | Warblade 2 | Psychic Rogue 2 | | Uncany Dodge, Evasion
    3 | Warblade 3 | Psychic Rogue 3 | Martial Study: Shadow Jaunt | Battle ardor (crit confirm)
    4 | Warblade 4 | Psychic Rogue 4 | | Sneak attack 2d6
    5 | Warblade 5 | Psychic Rogue 5 | Improved initiative | Danger sense
    6 | Warblade 6 | Sangehirn 1 | Martial Stance: Assassin's stance | Improved Uncanny Dodge, Healing focus
    7 | Warblade 7 | Sangehirn 2 | | Battle Cunning (damage), DR 1/-
    8 | Warblade 8 | Psychic Rogue 6 | |
    9 | Warblade 9 | Sangehirn 3 | Combat reflexes, Shadow Blade | Healing Touch
    10 | Warblade 10 | Sangehirn 4 | | DR 2/-
    11 | Warblade 11 | Psychic Rogue 7 | | Battle Skill (opposed checks), Sneak attack +3d6
    12 | Warblade 12 | Sangehirn 5 | Imp. TWF | Fast healing 1
    13 | Warblade 13 | Sangehirn 6 | Quick draw | DR 3/-
    14 | Warblade 14 | Psychic Rogue 8 | |
    15 | Warblade 15 | Sangehirn 7 | Greater TWF| Battle Mastery (AoO's), Fast healing 2
    16 | Warblade 16 | Sangehirn 8 | | DR 4/-
    17 | Warblade 17 | Psychic Rogue 9 | |
    18 | Warblade 18 | Sangehirn 9 | Two weapon rend | Fast healing 3
    19 | Warblade 19 | Sangehirn 10 | | DR 5/-
    20 | Warblade 20 | Psychic rogue 10 | Iron Will | Stance Mastery, sneak attack 4d6[/table]

    Offense
    Full BAB, TWF with large amounts of bonus damage, and tiger claw manuevers allow additional attacks in that crucial first round. Can fall back upon very good selection of other manuevers when TWF cannot be used.

    Defense
    Fast healing, damage reduction, d12 hd, stealth, some defensive psionic powers

    Non-Combat Capabilities
    Trapfinding, utility psionic powers, can heal others, use psionic (magic) device

    Weaknesses
    Not so good against fear effects, lack of good healing until 7th level, markedly reduced effectiveness against enemies immune to criticals
    "It does me no injury for my neighbor to say there are twenty gods or no god. It neither picks my pocket nor breaks my leg."
    - Thomas Jefferson

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  24. - Top - End - #24
    Barbarian in the Playground
     
    Annarrkkii's Avatar

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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Duke, unless there's an errata I've missed, Metamagic Spell Trigger comes at 6th level for the Artificer, so your power break is a level earlier than you've got listed.

    I'll be editing this post shortly to include my own build—the Terminator.

    I took the challenge pretty literally, and made a character that—in combat, primarily—functions as almost an entire party. When I thought about a multi-role character, I thought about CPUs and multitasking. I like the idea of a warforged created to be able to multitask supremely efficiently—like a computer—and engage in multiple functions simultaneously.

    Terminator:
    Build: Warforged Artificer 9 / Telepath 11 // Transmuter 5 / Swiftblade 9 / Fighter 2 / Eldritch Knight 3 / Spellsword 1
    Starting Ability Scores: STR 14 CON 14 DEX 10 INT 18 WIS 6 CHA 6
    Cheese Points: 1 Uneven Telepath/Artificer leveling
    Minimum Playable Level: 1
    Power Breaks:
    12th—Schism + Haste + Lion's Charge + Shock Trooper/Leap Attack/Glaive
    17th—Oldschool Haste Cheese (added to above)

    1. Telepath 1 // Transmuter 1 Mithral Body, Scribe Scroll {Sneak Attack +1d6, spell versatility}
    2. Artificer 1° // Fighter 1 Dodge {artisan bonus, disable traps, item creation, self infusion}
    3. Artificer 2 // Transmuter 2 Power Attack, Brew Potion
    4. Telepath 2 // Transmuter 3 {Psicrystal}
    5. Telepath 3 // Transmuter 4
    6. Telepath 4 // Transmuter 5 Leap Attack
    7. Telepath 5 // Eldritch Knight 1 Mobility, Expanded Knowledge (Psionic Lion's Charge)
    8. Telepath 6 // Spellsword 1
    9. Telepath 7 // Swiftblade 1 Improved Bull Rush, Spring Attack
    10. Telepath 8 // Swiftblade 2
    11. Artificer 3 // Swiftblade 3 Craft Wondrous Item {Sudden Casting, }
    12. Artificer 4 // Swiftblade 4 Shock Trooper, Extend Spell {Arcane reflexes, craft homunculus}
    13. Artificer 5 // Swiftblade 5 Craft Magic Arms and Armor {Evasive celerity, retain essence}
    14. Artificer 6 // Swiftblade 6 {Fortified Hustle, Metamagic Spell Trigger}
    15. Telepath 9 // Swiftblade 7 Bounding Assault, Combat Reflexes {Swift surge, +2/+10 ft.}
    16. Artificer 7 // Swiftblade 8 Craft Wand {Dilligent Rapidity}
    17. Artificer 8 // Swiftblade 9 Quicken Spell
    18. Artificer 9 // Fighter 2 Cleave, Stand Still, Craft Rod
    19. Telepath 10 // Eldritch Knight 2 Extend Power
    20. Telepath 11 // Eldritch Knight 3
    °Racial Substitution Level

    Offense

    The Terminator excels in combat, where he literally functions as a one-man party. At his peak, with two extra standard actions to spare per round, he can toss out a spell, manifest a power, then throw on Lion's Charge and full attack (with a +17/+12... BAB) with massive Power Attack drain on his AC, two-handed with his glaive. Standard follow-up with Stand Still and Combat Reflexes (not enough feats to get Knockdown without flaws). Twilight-enchanted armor and a level of Spellsword mean he has no spell failure to worry about, even in his mithral body. He typically enters combat by throwing up a swift-action Haste, manifests Extended Schism with his newly acquired standard action, and using his regular actions to change position, attack, or cast another spell he feels his necessary.

    Given time to prepare, his routine includes a pumped Expansion to further increase his reach and combat capacity, a Toughen Construct infusion to Strengthen his AC. He heals any damage he's suffered with a bandolier full of home-brewed oils—the consumption of which takes him but one of 4 potential actions per round (well, 6 if you count a free action and a swift-action spell).

    Defense

    The best Defense is a good Offense. His AC tanks every time he uses his Lion's Charge routine, and his diversification means his HD are lower than an equivalent-level straight tank's would be, but his solid CON and his ability to buff himself for extended periods of time (infusions, Extended spells and powers) means he travels under the influence of numerous buffs and can take the heat. Combat Reflexes (in conjunction with a Belt of Magnificence or similar stat-boosting item) and Stand Still mean he can stave off enemies from trying to close (unless they can make DC 60 Reflex saves, of course). Additionally, 3 standard actions per round means that after two rounds of combat he has three of four buffs in place—probably all he needs. His hodgepodge of classes result in strong base saves—though low WIS drains his Will slightly. His homemade Cloak of Resistance helps, as well.

    Between being a CL 15 Wizard and a 9th-level Artificer, he has a plethora of items to allow him whatever luxuries he needs. A few notable investments he can't provide himself include a thoroughly enchanted glaive and layers of enchantment for his armor.

    Non-Combat Capabilities

    His Artificer levels, augmented by a paltry few cross-class ranks, give him significant mechanical expertise when he encounters locks and traps. His heavily pumped Intelligence score allows him to defeat most traps. He doesn't Diplomance, though his Telepath levels allow him a few ranks in necessary people skills—but large and fearsome warforged aren't going to have much of an opportunity to exercise those types of skills. He often Alter Selfs into a more sociable form when such exchanges are necessary, but his tanked CHA makes that difficult.

    Negotiation, on the everyday scale, is, of course, obsolete when you have 11 levels of Telepath at your disposal. Domination, Charming, Suggestions—his mental prowess allows him to get what he wants out of most interactions. He may not be able to charm the BBEG, but then again, what DM would let you diplomance your way out of the climactic fight? What player would want to? That's a situation where it's up with the Haste and Schism, and down to some good old-fashioned smackdown.

    Weaknesses

    Little or no ranged capability, unimpressive stealth (though easily and heavily enhanced through spells like Greater Invisibility and Silence), theoretically victimizeable Will save (though mind-affecting spells allow him two saves), unimpressive people skills when psionics aren't an option. Has to give up two schools to be a Transmuter—recommended would be Evocation or Enchantment (as they are replaceable by Telepath specialty), and Necromancy. Spell Versatility lets him have one spell from another school of up to 3rd level, so Abjuration is also an option, since you can grab Dispel Magic.
    Last edited by Annarrkkii; 2008-02-21 at 11:32 AM.
    Good grammar is hot.

  25. - Top - End - #25
    Titan in the Playground
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    the only 'sad' thing about the class is that a mage no longer needs MoMF after 17th level if they have shapechange...with shapechange, they have everything MoMF has, and more...
    Not quite. Many of the forms a pure wizard could get via Shapechange would not normally allow spellcasting (at least, not spellcasting with verbal and/or somatic components). But so long as you have Natural Spell ("Wait, I'm confused. There are druids who don't take Natural Spell?"), you can cast in any form you Wild Shape into.

    I think there are some PrC's for mages that you can get starting at 6th level that offer full casting progression in a class you have...chose wizard/whatever then at 6th -11th choose wizard/PrC, then at 11th you should have effectively 17th level spellcasting (5+6x2)...grab your metamagic rod and GO!
    It doesn't work that way. You could take such a prestige class on one side and wizard on the other, but then, at each level, you have to choose between adding one level to wizard spellcasting, or adding one level to wizard spellcasting. In other words, when you're at level 11, you're still casting as an 11th-level wizard, no matter how you work it. It might be possible to get level 9 spells earlier than level 17 with something like Sublime Chord or Ur-Priest, but those don't just advance pre-existing spellcasting, they give you their own spellcasting progression.
    Time travels in divers paces with divers persons.
    As You Like It, III:ii:328

    Chronos's Unalliterative Skillmonkey Guide
    Current Homebrew: 5th edition psionics

  26. - Top - End - #26
    Troll in the Playground
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    I personally think that Skippy wins, even though Squash Monster hasn't fully realized his potential. He's forgetting several extremely useful forms, such as Will-o-Wisp, that gives extraordinary flight and invisibility (greater, I think? It more of a suppresses the light than turns invisible).

    And if you want to get your hypotethical DM kill you, get Frozen Wildshape and turn into a 12-headed cryohydra that casts as a 20th level wizard.

    This whole build is versatility embodied, I think. It could be thought that that's just becouse I'm a fan of MoMF.

  27. - Top - End - #27
    Orc in the Playground
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Quote Originally Posted by Chronos View Post
    It doesn't work that way. You could take such a prestige class on one side and wizard on the other, but then, at each level, you have to choose between adding one level to wizard spellcasting, or adding one level to wizard spellcasting. In other words, when you're at level 11, you're still casting as an 11th-level wizard, no matter how you work it. It might be possible to get level 9 spells earlier than level 17 with something like Sublime Chord or Ur-Priest, but those don't just advance pre-existing spellcasting, they give you their own spellcasting progression.
    This man is correct. And to the best of my knowledge, there's only one arcane class that functions like Ur-Priest. It's Beholder Mage, which requires that you're a beholder. It's possible to get into that by level 5 by getting a wizard to Polymorph Any Object you and using some psionic ability that lets you get a form's abilities, but the net result is that you get 9th level casting at level 14. I'm not going to make a build that doesn't mature until 14. (Do note however that in non-gestalt you can Mystic Theurge this with Ur-Priest and get 9th level arcane and divine casting at level 16. It's called LoP's Dirty Trick #1, I believe).

    Quote Originally Posted by Adumbration View Post
    I personally think that Skippy wins, even though Squash Monster hasn't fully realized his potential. He's forgetting several extremely useful forms, such as Will-o-Wisp, that gives extraordinary flight and invisibility (greater, I think? It more of a suppresses the light than turns invisible).

    And if you want to get your hypotethical DM kill you, get Frozen Wildshape and turn into a 12-headed cryohydra that casts as a 20th level wizard.

    This whole build is versatility embodied, I think. It could be thought that that's just becouse I'm a fan of MoMF.
    Thank you. Yeah, there are tons of forms that I didn't cover, but you have to understand that Wizards has published a dozen books dedicated entirely to new forms for the MoMF .

  28. - Top - End - #28
    Ettin in the Playground
     
    Ganurath's Avatar

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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    ...Are we allowed to repost entries from previous competitions if we feel they qualify for this one as well? If so, is it allowed and/or prefered that we change the entry name?

  29. - Top - End - #29
    Bugbear in the Playground
     
    Devil

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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    Ahh, it was my understanding of Gestalt that you selected the best HD, BaB, saves, and skill points, but when it came to 'special features' you gained the special abilities of each class. Since spellcasting was a 'special feature' as was the '+1 level to an existing caster class' ability, I just assumed that they stacked. Just like if you got a bonus feat from one class and a bonus feat from another at the same level, or if you were in a class that also added sneak attack bonus...it would stack and not be one or the other.

    Was this clairified anywhere or changed cause I thought I read the UA entry pretty carefully.

  30. - Top - End - #30
    Orc in the Playground
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    Default Re: Gestalt Build Challenge IV: Army Of One (ENTRIES OPEN)

    To quote the Gestalt rules:
    "Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class."

    This stops all the horrible sneak attack stacking schemes that people keep trying to pull, among other things.

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