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Illumian

Arcane Gish
1 Paladin
2 Paladin
3 Cleric
4 Sorcerer
5 Mystic Theurge
6 Mystic Theurge
7 Spellsword
8 Spellsword
9 Spellsword
10 Spellsword
11 Spellsword
12 Abjurant Champion
13 Abjurant Champion
14 Abjurant Champion
15 Abjurant Champion
16 Abjurant Champion
17 Eldrich Knight
18 Eldrich Knight
19 Eldrich Knight
20 Eldrich Knight

BAB
Hit Die
1 d10
2 d10
2 d8
2 d4
2 d4
3 d4
4 d8
5 d8
6 d8
7 d8
8 d8
9 d10
10 d10
11 d10
12 d10
13 d10
14 d6
15 d6
16 d6
17 d6

CL
0
0
1
1
2
3
4
4
5
5
6
7
8
9
10
13
14
15
16
17

Fort
2
3
5
5
5
5
7
8
8
9
9
9
9
10
10
10

Arcane Gish
1 Paladin
2 Paladin
3 Cleric
4 Sorcerer
5 Mystic Theurge
6 Mystic Theurge
7 Spellsword
8 Spellsword
9 Abjurant Champion

BAB
Hit Die
1 d10
2 d10
2 d8
2 d4
2 d4
3 d4
4 d8
5
6 d10

CL
0
0
1
1
2
3
4

Fort
2
3
5
5
5
5
7

10 Abjurant Champion
11 Abjurant Champion
12 Abjurant Champion
13 Abjurant Champion
14 Eldrich Knight
15 Eldrich Knight
16 Eldrich Knight
17 Eldrich Knight
18 Eldrich Knight
19 Eldrich Knight
20 Eldrich Knight

Arcane Gish
1 Paladin
2 Paladin
3 Cleric
4 Sorcerer
5 Mystic Theurge
6 Mystic Theurge
7 Sorcerer
8 Spellsword
9 Abjurant Champion
10 Abjurant Champion
11 Abjurant Champion
12 Abjurant Champion
13 Abjurant Champion
14 Eldrich Knight
15 Eldrich Knight
16 Eldrich Knight
17 Eldrich Knight
18 Eldrich Knight
19 Eldrich Knight
20 Eldrich Knight

Dwarven Gish
1 Fighter
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Runesmith
7 Runesmith
8 Runesmith

7 d10
8 d10
9 d10
10 d10
11
12
13
14 d6
15 d6
16 d6
17 d6

BAB
1
2
2
2
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17

Hit Die
10
10
8
4
4
4
4
8
10
10
10
10
10
6
6
6
6
6
6
6

half-elf
Wizard
ninja
ninja
ninja
ninja
ninja
Bladesinger
Bladesinger

7
8
9
10
13
14
15
16
17

9
9
10
10
10

CL
0
0
3
3
4
5
6
7
8
9
10
11
12
12
13
14
15
16
17
18

Fort
2
3
5
5
5
5
7
8
8
9
9
9
9
10
10
10

9 Runesmith
10 Spellsword
11 Abjurant Champion
12 Abjurant Champion
13 Abjurant Champion
14 Abjurant Champion
15 Abjurant Champion
16 Eldrich Knight
17 Eldrich Knight
18 Eldrich Knight
19 Eldrich Knight
20 Eldrich Knight

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Bladesinger
Bladesinger
Bladesinger
Bladesinger
Bladesinger
Bladesinger
Bladesinger
Bladesinger
Arcane Trickter
Arcane Trickter
Arcane Trickter
Arcane Trickter
Link

Half-Elf
Warlock
Warlock
Warlock
Warlock
Warlock
Warlock
Warlock
Fighter
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Eltritch Knight
Spellsword
Bladesinger
Link

Ref
0
0
0
0
0
0
0
0
1
1
1
1
1
2
2
2

Will
0
0
2 CL
4 CL
6 CL
7 CL
8 CL
9 CL
9 CL
11 CL
11 CL
13 CL
14 CL
14 CL
14 CL
14 CL
CL
CL
CL
CL

Ref
0
0
0
0
0
0
0

Will
0
0
2 CL
4 CL
6 CL
7 CL
8 CL

Spells as

1
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3

Spells as

Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor

1
2
3
4
4
5
5
6
7
8
9
10
11
11
12
13
14

Spells as

1
2
3
3
3

Spells as

Sor
Sor
Sor
Sor

1
2
3
4

Sor 5

1
1
2
2
2

13 CL
14 CL
14 CL
14 CL
14 CL
CL
CL
CL
CL

Ref
0
0
0
0
0
0
0
0
1
1
1
1
1
2
2
2

Will
0
0
2 CL
4 CL
6 CL
7 CL
8 CL
9 CL
9 CL
11 CL
11 CL
13 CL
14 CL
14 CL
14 CL
14 CL
CL
CL
CL
CL

Evil Gish
ex-paladin
blackguard
blackguard
blackguard
blackguard
blackguard
blackguard
blackguard

Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor
Sor

3
3
3
3
3
3
3
3
3

Spells as

1
2
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3

6
7
8
9
10
10
11
12
13
14
15

Spells as

Sor 1
Sor 2
Sor 3
Sor 4
Sor 5
Sor 6
Sor 7
Sor 8
Sor 9
Sor 10
sor 10
sor 11
sor 12
sor 13
sor 14
sor 15
sor 16

Unarmed
Monk
Monk
Monk
Monk
Monk
Monk
Fist of the Forest
Fist of the Forest

Dwarf
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Fighter
Runesmith

blackguard
blackguard
blackguard
Nar Demonbinder
arcane Trickster
arcane Trickster
arcane Trickster
arcane Trickster
spellsword
spellsword
spellsword
ninja
Link

Fist of the Forest


Divine Crusader
Sacred Fist
Sacred Fist
Sacred Fist
Sacred Fist
Sacred Fist
Sacred Fist
Sacred Fist
Sacred Fist
Sacred Fist
Sacred Fist
Link

Runesmith
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Eldritch Knight
Spell Sword
Link

Requirements

Feats
Improved Sigil (Krau)
Divine Metamagic (persist)

Knowledge Arcana 6 / Knowledge religion 6


Extra Turning
Divine Metamagic (Twin spell) (B)
Arcane Strike

Combat Casting

Combat Casting

Extra Turning
Quickdraw (B)
Extra Turning

Requirements

Feats
Improved Sigil (Krau)
Divine Metamagic (persist)

Knowledge Arcana 6 / Knowledge religion 6


Extra Turning
Divine Metamagic (Twin spell) (B)
Arcane Strike

unesmith

Combat Casting

Combat Casting

Extra Turning
Quickdraw (B)
Extra Turning

Requirements

Feats
Improved Sigil (Krau)
Divine Metamagic (persist)

Knowledge Arcana 6 / Knowledge religion 6


Extra Turning

Combat Casting

Combat Casting

Arcane Strike
Qickdraw
Divine Metamagic (Twin spell) (B)

Extra Turning

unesmith
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
ldritch Knight
pell Sword

Improved Sigil (Aesh)

gic (persist)

gic (Twin spell) (B)

Improved Sigil (Aesh)

gic (persist)

gic (Twin spell) (B)

Power Attack

avg hp
Improved Sigil (Aesh)

gic (persist)

gic (Twin spell) (B)

Bonus
Score
1246810 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50 52 54 56 58 60 -

Spells by ability score


1ST
2ND
3rd
4th
1
Cant
3
Cant
5
Cant
7
Cant
9
Cant
11
0
13
1
15
1
1
17
1
1
1
19
1
1
1
21
2
1
1
23
2
2
1
25
2
2
2
27
2
2
2
29
3
2
2
31
3
3
2
33
3
3
3
35
3
3
3
37
4
3
3
39
4
4
3
41
4
4
4
43
4
4
4
45
5
4
4
47
5
5
4
49
5
5
5
51
5
5
5
53
6
5
5
55
6
6
5
57
6
6
6
59
6
6
6
61
7
6
6

Sorcer Spells known


Level
0 1ST
1
4
2
5
3
6
4
6
5
7
6
7
7
8
8
8
9
9
10
9
11
9

2ND
2
2
3
3
4
4
5
5
5
5
5

cast
cast
cast
cast
cast

1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6

3rd
1
2
2
3
3
4
4
5

5th
spells
spells
spells
spells
spells

tied
tied
tied
tied
tied

6th
to this
to this
to this
to this
to this

1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6

4th
1
2
2
3
3
4

7th
ability
ability
ability
ability
ability

1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5

5th
1
2
2
3

1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5

6th
1
2

12
13
14
15
16
17
18
19
20

9
9
9
9
9
9
9
9
9

5
5
5
5
5
5
5
5
5

5
5
5
5
5
5
5
5
5

4
4
4
4
4
4
4
4
4

3
4
4
4
4
4
4
4
4

2
3
3
4
4
4
4
4
4

1
2
2
3
3
3
3
3
3

y
y
y
y
y

8th
9th

1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5

7th

1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5

8th
-

9th
-

1st

x
x
x

2nd

x
3rd

Sorcerer
Shield - Abj (PHB)
Magic Missile (PHB)
Enlarge Person (PHB)
Benign Transposition (SPC)
Ray of Enfeeblmenet (PHB)
Wings of cover (RotD 119)
Heroics (SPC)
Scorching Ray (PHB)
Blur (PHB)
Wraithstrike (SPC)
Girallons Blessing - Trans (MiC)
Dispel Magic

1
2
2
3
3
3
3

1
2
2
3
3

4rd

1
2
3

5th

6th

7th
8th

Dolorous Blow - Trans (Mic)


Haste
Orb of Acid - Conj (MiC)
Greater invisibility
wings of flurry (RotD 119)
Polymorph
Draconic Polymorph (Drac 79)
Wall of Force
Overland Flight
Feeblemind
Greater Dispel Magic
True Seeing
Greater Heroism
Limited Wish
Bite of the Werebear
Greater Shadow conjuration or Great

sposition (SPC)
eblmenet (PHB)
ver (RotD 119)

essing - Trans (MiC)

Cleric
1st

2nd

Fuse Arms - Trans (SPC)

ow - Trans (Mic)
Conj (MiC)

ry (RotD 119)
---->

Slashing Dispell (PH2)

ymorph (Drac 79)

dow conjuration or Greater Shadow Conjuration

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Race:
Align:
Level:

Class:
1 Paladin
2 Paladin
3 Battle Sorcerer
4 Battle Sorcerer
5 Battle Sorcerer
6 Battle Sorcerer
7 Battle Sorcerer
8 Battle Sorcerer
9 Battle Sorcerer
10 Battle Sorcerer
11 Dragon Slayer
12 SpellSword
13 Sacred Excorcist
14 Sacred Excorcist
15 Sacred Excorcist
16 Sacred Excorcist
17 Sacred Excorcist
18 Sacred Excorcist
19 Sacred Excorcist
20 Sacred Excorcist

Feats

BAB: +
Caster Level: 18 (9th
Saves: +11
Special: Familiar, Divine Grace, Aura of Courage, Ignore 10% ASF, Exorcism D
Requirements: Knowledge(planes) 10, Knowledge(religion) 7, Knowledge(arcana) 6
Will, Dodge, all Armor P
Books: Unearthed Arcana, Complete War

Mystic Knight Gish


Special notes

UA Variant

BAB: +16
Caster Level: 18 (9th level Sor spells)
Saves: +11/+4/+16
gnore 10% ASF, Exorcism Domain, Turn Undead, Consecrated Presence, Chosen Foe, Dispel Evil, etc.
on) 7, Knowledge(arcana) 6, Tumble 2 Able to cast dispel evil or dismissal and 2nd level arcane spells, Iron
Will, Dodge, all Armor Proficiencies, BAB +5
thed Arcana, Complete Warrior, Complete Divine, Draconomicon

ispel Evil, etc.


l arcane spells, Iron

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Race:
Align:
Level:

Class:
1 Battle Sorcerer
2 Battle Sorcerer
3 Battle Sorcerer
4 Battle Sorcerer
5 Battle Sorcerer
6 Battle Sorcerer
7 Battle Sorcerer
8 Witch Hunter
9 Witch Hunter
10 Spellsword
11 Spellsword
12 Spellsword
13 Sacred Excorcist
14 Sacred Excorcist
15 Sacred Excorcist
16 Sacred Excorcist
17 Sacred Excorcist
18 Sacred Excorcist
19 Sacred Excorcist
20 Sacred Excorcist

Feats

Battle Sorceror 7/Witch Hunter 2/


BAB: +
Caster Level: 18 (9th
Saves: +10
Special: Familiar, Smite evil, Kami's Grace, Detect Evil, Ignore 15% ASF, Bonus Fe
Evil, e
Requirements: Knowledge(planes) 10, Knowledge(religion) 7, Knowledge(arcana)
2nd level arcane spells, all Ar
Books: Unearthed Arcana, Complete Warrio

Witch Hunter
Special notes

Sorceror 7/Witch Hunter 2/Spellsword 3/Sacred Exorcist 8


BAB: +16
Caster Level: 18 (9th level Sor spells)
Saves: +10/+5/+17
, Ignore 15% ASF, Bonus Feat, Exorcism Domain, Turn Undead, Consecrated Presence, Chosen Foe, Dispel
Evil, etc.
ion) 7, Knowledge(arcana) 10, Track, Able to cast dispel evil or dismissal and Magic circle against evil and
nd level arcane spells, all Armor Proficiencies, BAB +4
ed Arcana, Complete Warrior, Complete Divine, Oriental Adventures

Chosen Foe, Dispel

le against evil and

Race:
Align:
Level:

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Elf

Class:
1 Fighter
2 Wizard
3 Wizard
4 Wizard
5 Elf Paragon
6 Elf Paragon
7 Elf Paragon
8 Arcane Archer
9 Arcane Archer
10 Spellsword
11 Eldritch Knight
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight

Feats

BAB: +
Caster Level: 15 (8th
Saves: +16
Special: Familiar, Scribe Scroll, Fighter Feat, Elfsight, resist enchantments
Requirements: Elf, Point Blank Shot, Precise Shot, Weapon Focus(bow),
Books: Unearthed Arcan

Eldritch Archer
Special notes

BAB: +18
Caster Level: 15 (8th level Wiz spells)
Saves: +16/+10/+9
lfsight, resist enchantments, Weapon Focus, +2 Int, Bonus Feat, Enhance Arrow +1, Imbue Arrow
Shot, Weapon Focus(bow), Able to cast 2nd level arcane spells, all Armor Proficiencies, BAB +6
Books: Unearthed Arcana, Complete Warrior

bue Arrow
BAB +6

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Race:
Align:
Level:

Class:
1 Sorcerer
2 Sorcerer
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Witch Hunter
8 Witch Hunter
9 Spellsword
10 Rauthmari Battlemage
11 Rauthmari Battlemage
12 Rauthmari Battlemage
13 Rauthmari Battlemage
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight

Feats

BAB
Caster Level: 18 (9
Save
Special: Ignore 10% ASF, Kami's Grace, detect evil, smite
Requirements: Knowledge(arcana) 10, Able to cast 3nd level arcane spells an
EWP:Bastard Sword, Combat Casting, One Metamagic feat,
Books: Oriental Adventures, Comp

Rauthmari Battleleader
Special notes

BAB: +16
Caster Level: 18 (9th level Sor spells)
Saves: ???
ace, detect evil, smite evil, sword focus, battle spell(silent, still), channel spell I&II
d level arcane spells and magic circle against evil, Able to read Roushoum and Imaskari, Militia, Track,
g, One Metamagic feat, Martial Weapon Proficiency, all Armor Proficiencies, BAB +5
ental Adventures, Complete Warrior, Unapproachable East

, Militia, Track,

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Race:
Align:
Level:

Class:
1 Fighter
2 Battle Sorcerer
3 Battle Sorcerer
4 Battle Sorcerer
5 Battle Sorcerer
6 Spellsword
7 Spellsword
8 Spellsword
9 Spellsword
10 Spellsword
11 Eldritch Knight
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight

Feats

BAB: +
Caster Level: 16 (20 with practic
Saves: +14
Special: Ignore 20% ASF, 3 Bonus Feats, Channel Spell 3/day. You have no
Requeriments: Knoledge (Arcana) 6, +4 BAB, All armors and all simple and ma
proficiencies and 3rd le
Books: Dungeon Master's Guide, Comp

It's a very neat and easy build. You have virtually no requeriments and a lot of ro
playable at low levels as you will have good HP and good BAB

The Gish
Special notes

BAB: +19
er Level: 16 (20 with practiced spellcaster, 1 8th lvl slot)
Saves: +14/+5/+11
nel Spell 3/day. You have no feat requeriments at all, so you are free to chose the path you prefer.
mors and all simple and martial weapons proficencies, 2nd level arcane casting && all martial weapon
proficiencies and 3rd level arcane casting.
geon Master's Guide, Complete Warrior and Unearthed Arcana.

requeriments and a lot of room to choose your feats. You can even try a tactical gish with this build. It is
have good HP and good BAB. Consider yourself as a fighter with lots of magical tricks.

you prefer.
martial weapon

th this build. It is

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Race:
Align:
Level:

Class:
1 Fighter
2 Fighter
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Spellsword
8 Spellsword
9 Spellsword
10 Spellsword
11 Spellsword
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight

Feats

BAB:
Caster level: 15 (19 with
Saves: +14
Special: A bit lower CL than other popular gish builds but with plenty of feats and
all the

The Quintessential Gish


Special notes

BAB: 18
Caster level: 15 (19 with Practiced Spellcaster)
Saves: +14/+5/+11
ut with plenty of feats and Channel Spell included, which more than compensates. ASF -20%. A solid build
all the way.

-20%. A solid build

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Race:
Align:
Level:

Class:
1 Fighter
2 Battle Sorcerer
3 Battle Sorcerer
4 Battle Sorcerer
5 Battle Sorcerer
6 Battle Sorcerer
7 Battle Sorcerer
8 Battle Sorcerer
9 Battle Sorcerer
10 Eldritch Knight
11 Eldritch Knight
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Spellsword

Feats

BAB: +
Caster Level: 18 (20 with practiced spellcaster,
Saves: +13
Special: Ignore 10% ASF, 2 Bonus Feats, Ignore all
Requirements: All martial weapon and armor proficiencies, able to cast 3rd level
(Arcana) 6
Books: Dungeon Master's Guide, Comp

Battlemage
Special notes

BAB: +18
with practiced spellcaster, 2 9th lvl base slots, 1 9th level spell known)
Saves: +13/+5/+11
F, 2 Bonus Feats, Ignore all ASF when in light armor. No feat requirements.
ncies, able to cast 3rd level arcane spells, must defeat an enemy through force of arms alone, Knowledge
(Arcana) 6 ranks.
geon Master's Guide, Complete Warrior and Unearthed Arcana.

alone, Knowledge

Race:
Align:
Level:

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Dwarf (duergar or goliath)
Class:
1 Samarai

Feats
EWP: Bastard Sword(B), Combat
Reflexes

2 Wolf Totem Barbarian


3 Wolf Totem Barbarian
Battle Domain
4 Wizard (UA)
Battle Domain
5 Wizard (UA)
Battle Domain
6 Wizard (UA)
7 Rage Mage
8 Rage Mage
9 Rage Mage
10 Spellsword
11 Eldritch Knight
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight

Improved Trip(B), Combat


Casting
Scribe Scroll(B)

Power Attack

Arcane Strike
Knockdown
Reckless Rage

Mage Slayer

Quicken Spell

Ragin' M
Race: Dwarf (Duergar or Golia
Samurai 1/Wolf Totem Barbarian 2/Battle Domain Wizard
BAB: +17/+1
Saves: +18
Caster Lev
Benefits: EWP: Bastard Sword, Improved Trip (leading to Knockdown), Arcane Sp

Ragin' Ma
Race: Dwarf (or Duergar
Fighter 1/Wolf Totem Barbarian 2/Battle Domain Wizard
BAB: +16/+1
Saves: +17

Ragin' Ma
Race: Dwarf (or Duergar
Fighter 1/Wolf Totem Barbarian 2/Battle Domain Wizard
BAB: +16/+1
Saves: +17
Caster Lev
Benefits: Cast spells in any armor, Improved Trip (->Knockdown), Casts sp
Feats would probably go
1: Weapon Focus: Greatc
3: Improved Trip (Bar bo
4: Scribe Scroll
6: Power
9: Mage
12: Quicke
15: Arcane Strike
18: Reckle

Ragin' Magin'
Special notes

If Goliath (Barbarian Racial Sub level Mountain Rage)

Ragin' Magin':
ce: Dwarf (Duergar or Goliath if LA buyoff rules used)
rian 2/Battle Domain Wizard 3(UA)/Rage Mage 3/Spellsword 1/Eldritch Knight 10
BAB: +17/+12/+7/+2
Saves: +18/+5/+8
Caster Level: 14th
g to Knockdown), Arcane Spell Failure -25% (good enough for Mithril Full Plate), Casts spells while Raging

Ragin' Magin' v2:


Race: Dwarf (or Duergar if LA buyoff allowed)
rian 2/Battle Domain Wizard 2(UA)/Runesmith 1/Rage Mage 7/Eldritch Knight 7
BAB: +16/+11/+6/+1
Saves: +17/+4/+9

ells while Raging

Race:
Align:
Level:

Forum Link
Dwarf

Class:
1 Fighter
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Runesmith
7 Runesmith
8 Runesmith
9 Runesmith
10 Spellsword
11 Eldritch Knight
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight

Feats

BAB: +16/+1
Caster Le
Saves: +16
Special: Must be a Dwarf,

The con bonus helps to offset the low HD. Grab some Mechan

Spellhammer
Special notes

BAB: +16/+11/+6/+1
Caster Level: 18
Saves: +16/+5/+13
Special: Must be a Dwarf, Familiar, Rune magic.
low HD. Grab some Mechanus gear armor, an Animated Tower shield, and go wild!!!

Sa
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Race:
Align:
Level:

Class:
1 Fighter
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Wizard
7 Eldritch Knight
8 Eldritch Knight
9 Eldritch Knight
10 Eldritch Knight
11 Eldritch Knight
12 Eldritch Knight
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Archmage
18 Archmage
19 Archmage
20 Archmage

Feats

BAB: +15
Caster Level: 18 (20 with Practised
Saves: +12
Special: 4 High Arcanas, 2 Fighter Fea
Requirements: All Martial Weapons, Skill Focus (
Books: Players Handbook,

I like this build because although it doesn't have the 4th attack, it has a lot of ver
Wizard that can fight, rather than a Fighter that can cast spells, which is the conc
difficult for any DM to disallo

Note: If you are really interested on the last attack than you could give up the
Spellsword, and still k

Arcane Fighter
Special notes

BAB: +15/10/5
Level: 18 (20 with Practised Spell Caster or 2 Spell Powers)
Saves: +12/+5/+11
High Arcanas, 2 Fighter Feats, 1 Wizard Feat, completely core.
artial Weapons, Skill Focus (Spellcraft), 2 Spell Focus of creators choice.
Books: Players Handbook, Dungeon Master Guide.

th attack, it has a lot of versatility, (with 4 High Arcanas you can do a lot), second I feel that is option is a
ast spells, which is the concept i had set up to create, third there is no flavour conflict, finally it would be
fficult for any DM to disallow this build, since is Core.
than you could give up the last 2 levels of Archmage and take one lvl of Dragon Slayer and one lvl of
Spellsword, and still keep 9th lvl spells.

that is option is a
finally it would be
and one lvl of

Forum Link
Race:
Align:
Level:

Class:
1 Sorcerer
2 Sorcerer
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Sorcerer
8 Sorcerer
9 Sorcerer
10 Sorcerer
11 Spellsword
12 Dragonslayer
13 Divine Crusader
14 Mystic Theurge
15 Mystic Theurge
16 Mystic Theurge
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge

Feats

BAB:+11/
Caster Le
Saves: +12
Special: Ignore 10% Arcane Spell Failure, Summon Familiar, Aura of
Requirements: Dodge, Iron Will, Tumble 2 ranks, All Martial Weapons and All Ar
Books: Player's Handbook, Draconomicon, Complete W
This build could use some explanation. Two Words: Divine Power. You take War
Charisma. Not too feat hungry, gets access to the other War spells, I'm thinking
Arcane Strike will do it. I suggest a de

Drakebane Crusader
Special notes

BAB:+11/+6/+1
Caster Level: 18
Saves: +12/+5/+19
Summon Familiar, Aura of Courage, +1 Damage bonus against Dragons, Aura, War Domain
Martial Weapons and All Armor, Knowledge (religion) 2 ranks, Weapon Focus (deity's favored weapon).
Draconomicon, Complete Warrior, Complete Divine, Dungeon Master's Guide.
Divine Power. You take War domain and 3 times a day base, plus Divine Crusader's spellcasting stat is
her War spells, I'm thinking Craft Magic Arms & Armor along with some Practiced Spellcasting and maybe
ike will do it. I suggest a deity who supports slaying dragons.

main
vored weapon).

llcasting stat is
asting and maybe

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Race:
Align:
Level:

Class:
1 Egoist
2 Egoist
3 Egoist
4 Egoist
5 Ranger
6 Ranger
7 Illithid Slayer
8 Illithid Slayer
9 Illithid Slayer
10 Illithid Slayer
11 Illithid Slayer
12 Illithid Slayer
13 Illithid Slayer
14 Illithid Slayer
15 Illithid Slayer
16 Ghostwalker
17 Ghostwalker
18 Ghostwalker
19 Ghostwalker
20 Ghostwalker

Feats

Egoist4/Ranger2/Illithid S
BAB: +18/+1
Manifester L
Saves: +11
Special: Too m
Books: Players Handbook, Expand

True it's not the greatest build, but it's so incredibly fun. TWF, Improved TWF, and
essentially all of the remaining feats, so there's very little feat flexibility, but he
Cerebral Blind, Cerebral Immunity, and Anonymity work very well together, and he
flayers happened across will die, simple as that, and feign death is a saving grace
painful rec

An accidental build that focuses incredibly on the martial aspect of "gish", as it sh


power

Illithid Slayer Gish


Special notes

Egoist4/Ranger2/Illithid Slayerl9/Ghostwalker5
BAB: +18/+13/+8/+3
Manifester Level: 12
Saves: +11/+8/+18
Special: Too many to list
: Players Handbook, Expanded Psionics, Song and Silence

n. TWF, Improved TWF, and Greater TWF, Improved Critical (bladed gauntlet), and Quicken Power take up
y little feat flexibility, but he fights with a longsword and a deepcrystal bladed gauntlet (15-20 critical).
k very well together, and he can provide transportation for himself and is group via shadow walk. Any mind
gn death is a saving grace against too-powerful foes (who will later get whiped across the floor because of
painful reckoning).

ial aspect of "gish", as it should be, and nearly all of his powers are buff with five total attack or offensive
powers.

ken Power take up


(15-20 critical).
dow walk. Any mind
the floor because of

attack or offensive

Forum Link
Race:
Align:
Level:

Class:
1 Sorcerer
2 Sorcerer
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Fighter
8 Spellsword
9 Spellsword
10 Spellsword
11 Serpent Slayer
12 Serpent Slayer
13 Serpent Slayer
14 Serpent Slayer
15 Serpent Slayer
16 Serpent Slayer
17 Serpent Slayer
18 Serpent Slayer
19 Serpent Slayer
20 Serpent Slayer

Feats

BAB:+12/
Caster Le
Saves: +12
Special: Ignore 15% Arcane Spell Failure, Summon Familiar, Loads of anti-reptilian
Requirements: Dodge, Mobility, Combat Casting, skill/spellcasting/proficiency r
Spellsword
Books: Player's Handbook, Comple
I'm shifting to the school of thought that survival in combat is more important th
cleric, they're good enough for a gish. You have Arcane Strike and Tenser's Transfo
need more of: HP (Hit Dice is 1d10 + 6d4 + 13d8, not far short of cleric). You can
spells for more A

Fangbreaker
Special notes

BAB:+12/+7/+2
Caster Level: 18
Saves: +12/+5/+15
miliar, Loads of anti-reptilian humanoid abilities, good skills, and an average of 83 hp before Con bonuses.
ll/spellcasting/proficiency requirements. Take Fighter first level, to get most HP and make qualifying for
Spellsword easier.
Player's Handbook, Complete Warrior, Serpent Kingdoms.
ombat is more important than BAB, except for attacks. And if 3 attacks are good enough for a nonbuffed
Strike and Tenser's Transformation if that's not good enough for you. This guy has a lot of what all Gishes
far short of cleric). You can get even more with a Battle Sorceror, if you so wish, personally I prefer more
spells for more Arcane Strikes.

fore Con bonuses.


ke qualifying for

h for a nonbuffed
t of what all Gishes
nally I prefer more

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Race:
Align:
Level:

Class:

1 Swashbuckler
2 Wizard
3 Swashbuckler
4 Fighter
5 Fighter
6 Swashbuckler
7 Bladesinger
8 Bladesinger
9 Bladesinger
10 Spellsword
11 Spellsword
12 Spellsword
13 Spellsword
14 Bladesinger
15 Bladesinger
16 Bladesinger
17 Bladesinger
18 Bladesinger
19 Bladesinger
20 Bladesinger

Feats
Weapon Finesse, Weapon Focus
Scribe Scroll (B)
Combat casting
Dodge
Combat Reflexes
Improved unarmed Strike

Improved Critical (rapier)

Arcane Strike

Practiced Spellcaster

2-Weapon Fighting

wizard players
swashbuckler com
bladesinger com
spellsword com

good:int to dmg and ac excelent bab go


bad: low level spel

bab 19/1
twf 17/17
song 15/15/1
dex 20/20/2

you could also add a +19 for arcane strike even toug

Bladesinger
Special notes

wizard players handbook


swashbuckler complete warrior
bladesinger complete warrior
spellsword complete warrior

mg and ac excelent bab good number of attacks & channel spell


bad: low level spells 4th 4 5 4 4 3
bab 19/14/9/4
twf 17/17/12/7/2
song 15/15/15/10/5/0
dex 20/20/20/15/10/5

for arcane strike even tough you would be spending many of your spell slots

Forum Link #104


Race:
Align:
Level:

Class:

1 Fighter
2 Fighter
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Spellsword
8 Spellsword
9 Lasher
10 Lasher
11 Lasher
12 Abjurant Champion
13 Spellsword
14 Spellsword
15 Spellsword
16 Abjurant Champion
17 Abjurant Champion
18 Abjurant Champion
19 Abjurant Champion
20 Eldritch Knight

Feats
Combat Expertise, EWP (Whip
Dagger)(B)
2-Weapon Fighting(B)
Improved Trip

Imprived Disarm

Improved 2-Weapon Fighting

Improved Initiative

Weapon Focus (Whip Dagger)

Reactive Counterspell

Fighter2/Sorcerer4/Spellsw
Base Attac
Caster
Saves: +
Hit Dice/Average Hit Points: 2d10 + 4d4

R
With a build like this you are excellent over a wide area of fields. Magical sup
counterspell feats you acquire you can be perfect mage support by possibly di
effective and useful. If you don't want to both tripping, you can simply full-atta
continuing into Epic you have both

Master of Whips
Special notes

r2/Sorcerer4/Spellsword5/Lasher4/Eldritch Knight5
Base Attack Bonus: +18
Caster Level: 12th
Saves: +13/+7/+10
t Points: 2d10 + 4d4 + 5d8 + 10d8 + 5d6 (110 hp without Con)

Result
of fields. Magical support focuses on buff spells, a few offensive spells, and with dispel magic and the
upport by possibly dispelling an enemy caster's spell. Improved Disarm/Trip + Bull's Strength is always
u can simply full-attack for 7 whip dagger attacks. The build has incredible saves (+13/+7/+10) and if
o Epic you have both Lasher to focus on for an extra attack.

magic and the


ength is always
+7/+10) and if

Forum Link #108


Race:
Align:
Level:

Class:
1 Ranger
2 Battle Sorcerer
3 Battle Sorcerer
4 Battle Sorcerer
5 Battle Sorcerer
6 Prestige Bard
7 Dragonslayer
8 Spellsword
9 Bladesinger
10 Prestige Bard
11 Master harper
12 Master harper
13 Master harper
14 Master harper
15 Master harper
16 Master harper
17 Master harper
18 Master harper
19 Master harper
20 Master harper

Feats

BAB:+16/+1
Caster Le
Saves: +10/
Special: Ignore 10% Arcane Spell Failure, Bladesong Style, excellent skills, Rogue H
vs Dragons, Harper Knowledge, Craft Harper Item, Mielikki's truth, Eldrath's landto
echo
Feat requirements: Dodge, Combat Expertise, Combat Casting
Skill requirements: Know (local) 12 ranks, Bluff 8 ranks, Diplomacy 8 ranks, Perfo
ranks, Spellcraft 8 ranks, Balance 2 ranks,
Books: Player's Handbook, Complete Warrior, Drac
This is, to me, the best gish I've ever seen who has Hide and Move Silently totally
a lot in terms of feats, but

Note: This build has, without flaws, 13 feats. Trully awesome. Use the familiar c
character a lot

Master Harper
Special notes

Master Harper Link

BAB:+16/+11/+6/+1
Caster Level: 18
Saves: +10/+15/+20
yle, excellent skills, Rogue HP (average), Bardic Knowledge, Bardic Music, Aura of Courage, Damage Bonus
kki's truth, Eldrath's landtouch, Lycanbane, Milil's ear, Lliiras' hand, Deneir's orel, Tymora's smile, Oghma's
echo.
t Expertise, Combat Casting, Weapon Focus (longsword or rapier), Alertness, Iron Will.
s, Diplomacy 8 ranks, Perform (sing or dance) 12 ranks, Perform (sing or dance) 2 ranks, Sense Motive 8
t 8 ranks, Balance 2 ranks, Concentration 4 ranks, Tumble 2 ranks.
ok, Complete Warrior, Draconomicon, Wizards web site, Unearthed Arcana.

e and Move Silently totally buffed up. A true Ranger gish with loads of skills. Sure Master Harper demands
a lot in terms of feats, but I think it's well worth it.

wesome. Use the familiar cheese to get Alertness and you've got a LOT of free feats to really give your
character a lot of flavour.

ge, Damage Bonus


ra's smile, Oghma's

s, Sense Motive 8

er Harper demands
really give your

Forum Link #139


Race:
Align:
Level:

Evi
Class:
1 Ex-Paladin
2 Blackguard
3 Blackguard
4 Blackguard
5 Blackguard
6 Blackguard
7 Blackguard
8 Blackguard
9 Blackguard
10 Blackguard
11 Blackguard
12 Nar Demonbinder
13 Arcane Trickster
14 Arcane Trickster
15 Arcane Trickster
16 Arcane Trickster
17 Spellsword
18 Spellsword
19 Spellsword
20 Ninja

Feats

You may swap Ninja for the variant Fi

+6d6 Snea
+17 B
Full NB casting (at 12th level, 16th
1 miserable b
-15% ASF (that means you can u
Dark Blessing (d
Smite G
Special M
10th level Blackguard casting (more buffs - Bull's Stren

You must take Arcane Training to be able

Is that good eno

Sure, it doesn't really fill the skill-monkey function in a given party, but it works.
and drop the Ninja levels; Human Paragon 2-3 and drop Spellsword 2-3, sell y

Sure, you lose 1 BAB and +1d6 SA, but you don't have to take the cheesy Ninja a
Spellsword

Evil Blackguard Gish


Special notes

wap Ninja for the variant Fighter with sneak atack, and voil:

+6d6 Sneak Attack


+17 BAB
casting (at 12th level, 16th with Practiced Spellcaster feat)
1 miserable bonus feat
ASF (that means you can use a Twilight Mithril Full Plate)
Dark Blessing (divine grace)
Smite Good
Special Mount
ng (more buffs - Bull's Strength, Sadism, and Summon Undead to help flanking)

e Arcane Training to be able to cast Mage Hand to qualify for AT.


Is that good enough now? :P

a given party, but it works. If it gets too hard to qualify to AT because of the skills, take Human Paragon 1
d drop Spellsword 2-3, sell your twilight mithril full plate and buy a bended quartz twilight full plate :D

e to take the cheesy Ninja and gain +2 to a stat. You also gain a bonus feat, but you've just lost one from
Spellsword anyway.

Human Paragon 1
ht full plate :D

just lost one from

Forum Link #153


Race:
Align:
Level:

Evil
Class:
1 Hexblade
2 Hexblade
3 Hexblade
4 Fighter
5 Fighter
6 Ur-Priest
7 Ur-Priest
8 Ur-Priest
9 Ur-Priest
Prestige Paladin of
10 Tyranny
Prestige Paladin of
11 Tyranny
Prestige Paladin of
12 Tyranny
13 Nar Demonbinder
14 Spellsword
15 Spellsword
16 Spellsword
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge

Feats

BAB +
- 9th level divine s
- 8th level ND sp
- Cha bonus
- Cha bonus (then agai
- 3 bonus
- Aura of d
- Special Mount (a weak o

Not a quadruple threat like the previous one, but a better spellcaster nonetheless
spells. Fiendform should be ser

Otherwise, dump your Con and b

Ur-Priest Gish
Special notes

BAB +16
- 9th level divine spells (CL 17th)
- 8th level ND spells (CL 12th)
- Cha bonus to saves
- Cha bonus (then again) to saves vs spells
- 3 bonus feats
- Aura of despair
- Special Mount (a weak one, but still, it's there)

ter spellcaster nonetheless. It's even more stat-intensive, because you gotta have Wis 19 to cast all these
ls. Fiendform should be seriously considered in combat

wise, dump your Con and become an undead somehow.

19 to cast all these

Forum Link #160


Race: Human
Align:
Level: Class:
1 Wizard
2 Swashbuckler
3 Wizard
4 Swashbuckler
5 Wizard
6 Swashbuckler
7 Fighter
8 Spellsword
9 Spellsword
10 Spellsword
11 Spellsword
12 Spellsword
13 Eldritch Knight
14 Eldritch Knight
15 Eldritch Knight
16 Eldritch Knight
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight

Feats Expertise,
Scribe Scroll(B),
Improved Trip
Weapon Finesse
EWP-Spiked Chain

Extend Spell
Power Attack
Improved Expertise, Empower
Spell

Arcane Strike
Improved Crit (Spiked Chain)
Persistent Spell

Quicken Spell

BAB +
Caster Lev
Abilities: Str 13, Dex 14, Con
Feats: EWP-Spiked chain, Ar

This is a character I plan to use for a new campaign I will be playing in soon. It st
first 7 levels, balancing short term survival with adequate spellcasting ability. The
PRCs I can add in there, but I'm lim

Spiked Chain Gish


Special notes

BAB +18
Caster Level 13th
bilities: Str 13, Dex 14, Con 12, Int 15, Wis 10, Cha 8
eats: EWP-Spiked chain, Arcane Strike, Power Attack

will be playing in soon. It starts at 2nd level, but I'm planning ahead. The order of classes will vary for the
ate spellcasting ability. The aim is to get Insightful Strike and Channel Spell. I know there are tons of better
can add in there, but I'm limited to core material and CW.

es will vary for the


e are tons of better

Forum Link #183


Race: Human
Align:
Level: Class:
1 Fighter
2 Fighter
3 Wizard
4 Wizard
5 Wizard
6 Wizard
7 Eldritch Knight
8 Eldritch Knight
9 Spellsword
10 Spellsword
11 Spellsword
12 Abjurant Champion
13 Abjurant Champion
14 Abjurant Champion
15 Abjurant Champion
16 Abjurant Champion
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight

FeatsSpirit Charge,
Mounted Combat,
Ride by Attack
Trample
Mounted Spellcasting

Combat Casting
Sculpt Spell
Mounted Archery
Cavalry Charger
Widen Spell
Improved Familiar

Energy Substitution

Energy admixture

Fighter2/Wizard5/Eldritch Knight
Base Attack
Caster Le
Saves: +1
Hit Dice/ Average Hit Points: 2D10+5

The Calvary Caster is a battle field controler whose job it is to support the troops w
ride by attack, spirited charge, and trample allow him to ride in with a summoned m
Calvary Charger would allow him to fell trample all opposition in his w
The fun really begins at 12th level with Improved Familiar as the Calvary Caster c
guy is shared by the familiar so here comes bulls strength, shield, blink,etc., etc
spearing a foe for scorching ray+lance (x3)+ 4 is pretty good

Cavalry Caster
Special notes

2/Wizard5/Eldritch Knight2/Spellsword5/Eldritch Knight6


Base Attack Bonus: 17
Caster Level: 15
Saves: +14/+4/+10
verage Hit Points: 2D10+5D4+5D8+8D6 (64 hp without con)

is to support the troops with area spells and ride in to lay the smack after that is done. In the early levels,
ide in with a summoned mount and lance opponents (doing x3 dmg) without provoking AoOs. By 9th level,
ple all opposition in his way to get to any spellcasters that thought obstacles kept them safe.
ar as the Calvary Caster can now have a familiar who is a mount as well. Every personal spell cast by the
gth, shield, blink,etc., etc. Using Channel spell to put scorching ray in a lance, using leaping charge, and
nce (x3)+ 4 is pretty good. Exchange Widen Spell for Arcane Strike and it gets worse.

In the early levels,


AoOs. By 9th level,
m safe.
l spell cast by the
ping charge, and

Forum Link #284


Race:
Align:
Level:

Class:
1 Ranger
2 Psychic Warrior
3 Psychic Warrior
4 Psychic Warrior
5 Psychic Warrior
6 Nentyar hunter
7 Nentyar hunter
8 Psychic Theurge
9 Psychic Theurge
10 Psychic Theurge
11 Illithid Slayer
12 Illithid Slayer
13 Illithid Slayer
14 Illithid Slayer
15 Illithid Slayer
16 Illithid Slayer
17 Illithid Slayer
18 Illithid Slayer
19 Illithid Slayer
20 Illithid Slayer

Feats

BAB: +
Caster Level: 9 (Manife
Saves: 13
Special: Great tracker, very little MAD for a gish (especially a multi-spellcasting
archery, Practiced spellcaster, and P
Requirements: Alertness, Combat
Books: Expanded Psionics Hand

Ya, so its psionic. Ya, so it get divine spellcasting. Ya, so its a shameless conversion
its co

Psychic Gish
Special notes

BAB: +16
Caster Level: 9 (Manifester level 16 or 20).
Saves: 13/10/11.
ecially a multi-spellcasting class one!), can wear armor (duh). Good feats are Intuitive strike and/or Zen
Practiced spellcaster, and Practiced manifester (imaginary).
ements: Alertness, Combat casting, Track, skill ranks, BAB.
ks: Expanded Psionics Handbook, Unapproachable East.
its a shameless conversion of the Ran 1/Src 4/NH 2/MT 3/MoY 10 or Ran 1/Wiz 4/NH 2/MT 3/Geo 10. I think
its cool

strike and/or Zen

MT 3/Geo 10. I think

Forum Link #295


Race:
Align:
Level:

Class:
1 Ranger
2 Hexblade
3 Hexblade
4 Hexblade
5 Psychic Warrior
6 Psychic Warrior
7 Warmind
8 Warmind
9 Warmind
10 Warmind
11 Warmind
12 Exotic Weapon Master
13 Exotic Weapon Master
14 Exotic Weapon Master
15 Warmind
16 Warmind
17 Warmind
18 Illithid Slayer
19 Illithid Slayer
20 Illithid Slayer

Feats

BAB
Manifester Level: 10/2 (
Saves:
Special: Track, Wild Empathy, Two Favored Enemies, Hexblade's Curse, Arcane Res
2/-, Sweeping Strike, Brain Nausea, Lu
Requirements: Knowledge(history) 2, Knowledge(dungeoneering)
Books: SR

You need a 12 Int with a human to pull this off. Both


Your weapon should be either a
Pick flurry of strikes, exotic reach and trip attack as your Ewm tricks if you picked
bastard sword. You could swap out a level o
Slayer levels' caster leve
Use expansion to get one or two size categories larger. Other nice

It is a little stat intense, but doable with a pb

War Slayer
Special notes

BAB: +19
anifester Level: 10/2 (Warmind/Psychic Warrior)
Saves: +16/11/9
e's Curse, Arcane Resistance, Mettle, Chain of Personal Superiority +4, Chain of Defensive Posture +4, DR
trike, Brain Nausea, Lucid Buffer, 3 Ewm Tricks, 2 Bonus Feats
edge(dungeoneering) 4, Knowledge(psionics) 8, Exotic Weapon Proficiency, Weapon Focus
Books: SRD 3.5 (XPH)

an to pull this off. Both Psw levels' skill points go into knowledge(psionics).
pon should be either a spiked chain or a bastard sword.
wm tricks if you picked the spiked chain, or uncanny blow, trip attack and any other trick if you picked the
uld swap out a level or two of Ewm for Ftr, to get more bonus feats.
ayer levels' caster level increase goes into Wmd.
ories larger. Other nice powers include psionic lion's charge and hostile empathic transfer.

, but doable with a pb 32: Str 16 Dex 10 Con 16 Int 12 Wis 14 Cha 8.

sive Posture +4, DR

cus

k if you picked the

er.

Forum Link
Race:
Align:
Level:

Class:
1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 Bard
9 Dragonslayer
10 Eldritch knight
11 Sublime Chord
12 Sublime Chord
13 Eldritch knight
14 Eldritch knight
15 Eldritch knight
16 Eldritch knight
17 Eldritch knight
18 Eldritch knight
19 Eldritch knight
20 Eldritch knight

Feats

BAB: +18/+1
Caster Level: 19 (spells as 9th level bard and 1
Saves: +10 /+9 /+16
Special: One EK feat, Immune to fear, Bard abilities (as
Requirements: All Martial W
Books: Players Handbook, Dungeon Master

I like this build because as a later level caster you can select from the bard and wi
serious wounds, mass cure moderate wounds! Blasting, information gathering ,figh
to charm the pants

This is the progression: Bard 8 / DS 1 / EK 1 / SC 2 / EK to

Sublime Knight
Special notes

BAB: +18/+13/+8/+3
pells as 9th level bard and 10th level sublime chord - 9th level spells!)
Saves: +10 /+9 /+16 (includes Iron Will)
ne to fear, Bard abilities (as 8th level), +1 dmg to dragons, cast in light armor!
Requirements: All Martial Weapons, Iron Will, Dodge
Handbook, Dungeon Master Guide, Draconomicon, Complete Arcane

select from the bard and wiz/sorc lists. A sample spell list for this gish could include neutralize poison, cure
, information gathering ,fighting, healing - watch out, this cat is darn near a triple threat! Plus he'll be able
to charm the pants off of anything!

8 / DS 1 / EK 1 / SC 2 / EK to 9 to maximize the caster progression from EK to SC.

tralize poison, cure


t! Plus he'll be able

Forum Link #520


Race:
Align:
Level:

Class:
1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 Master Thrower
9 Master Thrower
10 Druid
11 Sublime Chord
12 Fochlucan Lyrist
13 Fochlucan Lyrist
14 Fochlucan Lyrist
15 Fochlucan Lyrist
16 Fochlucan Lyrist
17 Fochlucan Lyrist
18 Fochlucan Lyrist
19 Fochlucan Lyrist
20 Fochlucan Lyrist

Feats

The best practical Lyrist build


Bard 7/Master Thrower 2/Dru

The advantage of it is that you can take Bard from levels 1-7. So you can be focus

There's a little cross-classing involved with Knowledge(Arcane), but at least the l


want most of the Master Thrower requirements anyway. Then

9th level Arcane, 5th level Divine, +16 BAB, lots o

Fochlucan Lyrist Gish


Special notes

e best practical Lyrist build seems to be this one(IMO):


ard 7/Master Thrower 2/Druid 1/Sublime Chord 1/FL 9.

ls 1-7. So you can be focused. Master Thrower also has Perform skill, which helps for the FL requirements.

e(Arcane), but at least the levels of complete suck are almost completely minimized - and you're likely to
requirements anyway. Then you get Sublime Chord, which fixes the caster problems.

evel Divine, +16 BAB, lots of skills, and 16 levels of Bard Music/Knowledge

e FL requirements.

nd you're likely to

Forum Link #521


Race:
Align:
Level:

Class:
1 Swashbuckler
2 Swashbuckler
3 Swashbuckler
4 Ranger
5 Ranger
6 Pyrokinetisist
7 Pyrokinetisist
8 Pyrokinetisist
9 Pyrokinetisist
10 Pyrokinetisist
11 Pyrokinetisist
12 Pyrokinetisist
13 Pyrokinetisist
14 Chameleon
15 Chameleon
16 Chameleon
17 Chameleon
18 Chameleon
19 Chameleon
20 Chameleon

Feats

BAB +
Int to Damage and 4
at will 8d6 ranged t
5th lvl Arcane and
16th caster lvl(20th wi
good s

it is even better when you add Sanctify Spell-like(Psi-like) ability(or is it consecrate


affect creatures immune

Pyro-Chameleon Gish
Special notes

BAB +16
Int to Damage and 4d6 weapon afire
at will 8d6 ranged touch attack(fire)
5th lvl Arcane and Divine Spells
16th caster lvl(20th with practiced caster)
good skills

e) ability(or is it consecrate spl-like, i dont remember), ........that way 1/2 of the fire damage is holy and will
affect creatures immune or resistant to Fire.

mage is holy and will

Forum Link #827


Race:
Align:
Level:

Class:
1 Warblade
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Wizard
7 Jade Phoenix Mage
8 Jade Phoenix Mage
9 Abjurant Champion
10 Abjurant Champion
11 Abjurant Champion
12 Abjurant Champion
13 Abjurant Champion
14 Jade Phoenix Mage
15 Jade Phoenix Mage
16 Jade Phoenix Mage
17 Jade Phoenix Mage
18 Jade Phoenix Mage
19 Jade Phoenix Mage
20 Jade Phoenix Mage

Feats

IL 15 (8t

This build is very well balanced and has very little requ

This build can also be tweaked to have AC4/JPM 10 to grant Emerald Immolation,

Jade Champion
Feats

Special notes

BAB 17
CL 17
IL 15 (8th Level Manuevers)
F 10
R5
W 11
and has very little requirements. It only requires Combat Casting for Abjurant Champion.

nt Emerald Immolation, +2 to Fort, -1 Will, 1 less use of swift abjuration, and -1 AC to your Mage armor type spe

on.

our Mage armor type spells.

Race:
Align:
Level:

Forum Link
Human/strongheart Halfling
Class:

1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 Marshall
9 Marshall
10 Marshall
11 Sublime Chord
12 Sublime Chord
13 Sublime Chord
14 Sublime Chord
15 Sublime Chord
16 Sublime Chord
17 Sublime Chord
18 Sublime Chord
19 Sublime Chord
20 Sublime Chord

Feats
Dragon Touched, Draconic
Heritage
Dragonfire Inspiration

Draconic Aura Senses

Item

Wand of Inspirational Boost (750G, Spell Compendium 124): +1 on next Inspire C


There is no reason not to make this a wand since

Badge of Valor Item (1400G, Magic Item Compendium 208): +1 on current Inspi
round you use Ins

Vest of Legends Item (16,000G, Dungeon Master's Guide II 272): Your Bardic Mu
effects.) Thus your bard level is that of a 12th level bard (7+5 from the Vest of L
attempts per day (7 base, 5 Vest of Legends, 1

Masterwork Horn, Natural (100G, 3 lb, Song and Silen

So your Bardic Music is as fol


+2 Base (after ve
+1 Song of t
+1 Badge
+1 Inspiraito
+1 Masterw
=+6 mo

Now Words of Creation doubles this, it is debatable if it only doubles the


+8 to Attack and Damage
+12 to Attack and Damage

For your minor Auras with Ma


Motivate Dexertity so you increase th
Motiviate Charisma so you can give your Cha modi

Your Spells per day is as follows (cast with a caster level o


3 1st, 2 2nd, 0 3rd, 2 4th
You also give your party a +2 bonus to Initative, Listen, and Spot checks due to you
out at the same time, but you can't have your Draconic Aura and your Major Aura

Switch out Inspire Competen

Note you need an Int and Cha o

Super-Support Bard
Special notes

Items

m 124): +1 on next Inspire Courage started within 1 round. Swift action to activate, 1st level Bard Spell.
to make this a wand since it is a 1st level spell with no caster level effect.

m 208): +1 on current Inspire Courage. Intermediate Action to activate. Activate immediately after the
round you use Inspire Courage.

uide II 272): Your Bardic Music is treated as being 5 levels higher. (There are some other, less important
ard (7+5 from the Vest of Legends) and your Default Inspire Courage is +2 and you get 13 bardic music
7 base, 5 Vest of Legends, 1 for you get half your sublime chord level).

(100G, 3 lb, Song and Silence 46): +1 on accuracy/damage, -2 on fear saves.

o your Bardic Music is as follows with Inspire Courage


+2 Base (after vest of legends)
+1 Song of the Heart
+1 Badge of Valor
+1 Inspiraitonal Boost
+1 Masterwork Horn
=+6 modifier

atable if it only doubles the +2 base or the +6 final result thus your total damage is going to be
+8 to Attack and Damage or 8d6 Sonic Damage or
+12 to Attack and Damage or 12d6 Sonic Damage.

r your minor Auras with Marshal you want them to be


Dexertity so you increase the initative of the entire party and
ou can give your Cha modifier to you and your Sorcerer charismatic effects

s (cast with a caster level of 9, you can boost this with Song of the Arcane Power)
3 1st, 2 2nd, 0 3rd, 2 4th, 2 5th + Bonus Spells
and Spot checks due to your Draconic Aura. You can always have your Draconic Aura and your Minor Aura
Aura and your Major Aura out at the same time unless you take another feat called Double Draconic Aura

Switch out Inspire Competence for Song of the Heart


you need an Int and Cha of 15 to do Words of Creation

level Bard Spell.

ediately after the

er, less important


t 13 bardic music

ng to be

and your Minor Aura


uble Draconic Aura

Race:
Align:
Level:

Forum Link
Dwarf

Class:
1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Cleric
6 Cleric
7 Cleric
8 Cleric
9 Hammer
10 Hammer
11 Hammer
12 Hammer
13 Hammer
14 Hammer
15 Hammer
16 Hammer
17 Hammer
18 Hammer
19 Fighter
20 Fighter

Feats
2-Weap Fight, Oversize 2-Weap Fight
Weapon Focus (Warhammer)
Iron Will
Power Attack
Improved Sunder

of
of
of
of
of
of
of
of
of
of

Moradin
Moradin
Moradin
Moradin
Moradin
Moradin
Moradin
Moradin
Moradin
Moradin

Weapon Focus (Dwarved Waraxe)

Anvil of Thunder

Combat Brute

Improved Bull Rush


Shock Trooper

Books used: Complete Adve


Just like from Warcraft III! Beat things i

The Mountain King

Feats
Fight, Oversize 2-Weap Fight
pon Focus (Warhammer)
Iron Will
Power Attack

Special notes

Improved Sunder

n Focus (Dwarved Waraxe)

Anvil of Thunder

Combat Brute

Improved Bull Rush


Shock Trooper

Books used: Complete Adventurer, Complete Warrior, Races of Stone


like from Warcraft III! Beat things into submission with your mighty hammer and axe!

King

Race:
Align:
Level:

Forum Link
Dwarf

Class:
1 Fighter
2 Fighter
3 Paladin
4 Paladin
5 Paladin
6 Paladin
7 Pious Templar
8 Pious Templar
9 Pious Templar
10 Pious Templar
11 Hammer of Moradin
12 Hammer of Moradin
13 Hammer of Moradin
14 Hammer of Moradin
15 Hammer of Moradin
16 Master Thrower
17 Master Thrower
18 Master Thrower
19 Master Thrower
20 Master Thrower

Feats
Weapon Focus (Warhammer), Iron Will
Power Attack
True Believer

Divine Might

Weapon spec, Point Blank Shot


Precise Shot
Brutal Throw

Power Throw (feat)


Trip Shot
Doubletoss

Books used: Complete Divine,


The build is a little weird until level 20, but you can mix some of the levels up a bit
of the ranged to

Hammer Thrower

Feats
Focus (Warhammer), Iron Will
Power Attack
True Believer

Special notes

Divine Might

on spec, Point Blank Shot


Precise Shot
Brutal Throw

Power Throw (feat)


Trip Shot
Doubletoss

Books used: Complete Divine, Complete Adventurer, Complete Warrior


can mix some of the levels up a bit - the point is to get Master Thrower 5 for Weak Spot and use Power Throw, t
of the ranged touch attack you're afforded.

wer

t and use Power Throw, taking advantage

Race:
Align:
Level:

Forum Link
Dwarf

Class:
1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Cleric
6 Cleric
7 Cleric
8 Dwarven Cleric (Sub)
9 Battlesmith
10 Hammer of Moradin
11 Hammer of Moradin
12 Hammer of Moradin
13 Hammer of Moradin
14 Hammer of Moradin
15 Hammer of Moradin
16 Hammer of Moradin
17 Hammer of Moradin
18 Hammer of Moradin
19 Deepwarden
20 Deepwarden

Feats
Power Attack, Weapon Focus (Warhammer)
Improved Bull Rush
Iron Will
Weapon Specialization

Endurance
Shock Trooper

Dodge

Mobility

Elusive target

Books used: Co
An expression of Dwarf-ness, you get CON to AC instead of DEX, WIS to damage, a

Hammer Master

Feats
ack, Weapon Focus (Warhammer)
Improved Bull Rush
Iron Will
Weapon Specialization

Special notes

Endurance
Shock Trooper

Dodge

Mobility

Elusive target

Books used: Complete Warrior, Races of Stone


C instead of DEX, WIS to damage, and +4 damage from Weapon Specialization-esque features. The last 3 feats c
your needs.

ter

s. The last 3 feats can be changed to suit

Race:
Align:
Level:

Forum Link
Dwarf

Class:
1 Cleric
2 Cleric
3 Cleric
4 Warblade
5 Warblade
6 Warblade
7 Warblade
8 Warblade
9 Hammer of Moradin
10 Hammer of Moradin
11 Hammer of Moradin
12 Hammer of Moradin
13 Hammer of Moradin
14 Hammer of Moradin
15 Hammer of Moradin
16 Hammer of Moradin
17 Bloodstorm Blade
18 Bloodstorm Blade
19 Bloodstorm Blade
20 Bloodstorm Blade

Feats
Power Attack
Weapon Focus (Warhammer)

Free

Point Blank Shot

Free

Free

Free

Books used:To
Better than carrying around a sack, Heward's Handy Haversack or Gloves of Stor
you full-attack with a Warhammer and ch

Warhammer Acolyte
Special notes

Books used:Tome of Battle


ersack or Gloves of Storing filled with extra Warhammers, the Bloodstorm Blade's Lightning Ricochet lets
th a Warhammer and choose between melee and ranged attacks.

ning Ricochet lets

Race:
Align:
Level:

Forum Link
Dwarf

Class:
1 Cleric
2 Cleric
3 Cleric
4 Dwarven Cleric (sub)
5 Fighter
6 Fighter
7 Pious Templar
8 Divine Oracle
9 Divine Oracle
10 Hammer of Moradin
11 Hammer of Moradin
12 Hammer of Moradin
13 Hammer of Moradin
14 Hammer of Moradin
15 Hammer of Moradin
16 Kensai
17 Kensai
18 Kensai
19 Kensai
20 Kensai

Feats
Iron Will
True Believer
Weapon Focus (Warhammer)
Combat Expertise, Skill focus (Knowledge

Free

Free

Free

Free

Books Use
Prescient Sense + Withstand and Mettle protect you from anythi

Devoted Kensai of Morad


Feats
Iron Will

Special notes

True Believer
Weapon Focus (Warhammer)
Expertise, Skill focus (Knowledge Religion)

Free

Free

Free

Free

Books Used: Complete Warrior, Complete Divine


and Mettle protect you from anything that lets you save for half. Kensai levels lets you add even more abilities to

evoted Kensai of Moradin


Special notes

you add even more abilities to your hammer.

Forum Link
Race:
Align:
Level:

Class:
1 Cleric
2 Cleric
3 Cleric
4 Dwarven Cleric (Sub)

5 Ordained Champion
6 Ordained Champion
7 Ordained Champion
8 Ordained Champion
9 Hammer of Moradin
10 Hammer of Moradin
11 Hammer of Moradin
12 Hammer of Moradin
13 Hammer of Moradin
14 Hammer of Moradin
15 Hammer of Moradin
16 Hammer of Moradin
17 Hammer of Moradin
18 Hammer of Moradin
19 Ordained Champion
20 Cleric

Feats
Iron Will
Weapon Focus (Warhammer)

Divine Shield

Law Devotion

Free

Free

Free

Ordained Champion of Moradin


Special notes

War Domain, Earth domain -> Improved Shield Bash, Protection domain -> Agile Shield Fighter

Agile Shield Fighter

Forum Link
Race: Any
Align: Any non-lawful
Level: Class:
1 Spellthief
2 Sorcerer
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Sorcerer
7 Sorcerer
8 Spellwarp Sniper
9 Spellwarp Sniper
10 Spellwarp Sniper
11 Spellwarp Sniper
12 Spellwarp Sniper
13 Arcane Trickster
14 Arcane Trickster
15 Arcane Trickster
16 Arcane Trickster
17 Arcane Trickster
18 Arcane Trickster
19 Arcane Trickster
20 Arcane Trickster

Feats
Point Blank Shot
Weapon Focus (Ray)

Master Spellthief (comp Scoundril)

Rapid Metamagic (Comp Mage)

Twin Spell

Empower Spell

Maximize Spell

Spellwarp Trickster
Special notes

Caster Level

Race:
Align:
Level:

Forum Link
Gray Elf

Class:
1 Wizard
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Wizard
7 Swiftblade
8 Swiftblade
9 Swiftblade
10 Swiftblade
11 Swiftblade
12 Swiftblade
13 Swiftblade
14 Swiftblade
15 Swiftblade
16 Abjurant Champion
17 Abjurant Champion
18 Abjurant Champion
19 Abjurant Champion
20 Abjurant Champion

Feats
Dodge
Mobility
MM:Empower or extend
Practiced Spellcaster

Arcane Strike

Power Attack

Combat Casting

MM: Quicken or Twin

Initiative: +17 (Dex +3, +6 Arcane Reflexes,

BAB: +1

Average Hi
(4, 2, 3, 2, 3, 2, 4, 3, 4, 3, 4, 3, 4, 3, 4, 6, 5, 6, 5, 6 + 20 Co

Base
Fort: 8 (7 Base (2W
Reflex: 12 (9 Base (2
Will: 14 (15 Base (5

ACL: As 17th level wizard: 9th Le

CL: 20 (Practic

Spell
4///6, 6, 5, 5

Base Move

Skill Poi
(W1=24, W2-6=30, S1=8, S

Swift Gish Blade


Special notes

+3, +6 Arcane Reflexes, Hummingbird Familiar +4 (+8 Natural Link))


BAB: +17/+12/+7
Average Hit Points: 96
4, 6, 5, 6, 5, 6 + 20 Con) You will definitely need a CON boosting magic item here.
Base Saves:
Fort: 8 (7 Base (2W, 3S, AC1), +1 Con)
Reflex: 12 (9 Base (2W, 6S, AC1), +3 Dex)
Will: 14 (15 Base (5W, 6S, AC4), -1 Wis)

7th level wizard: 9th Level Spells (-3 CL from Swiftblade)


CL: 20 (Practiced Spellcaster)
Spells/Day:
4///6, 6, 5, 5, 5, 5, 3, 2, 1
Base Movement: 40ft.

Skill Points: 170


=24, W2-6=30, S1=8, S2-9=72, AC1-4=28, AC5=8)

Race:
Align:
Level:
0
0
1
1
2
0
1
2
3
3
4
5
6
6
7
0
1
1
2
0

Human
Class:

1 Spellthief
2 Wizard
3 Wizard
4 Wizard
5 Fighter
6 Daggerspell Mage
7 Daggerspell Mage
8 Daggerspell Mage
9 Daggerspell Mage
10 Daggerspell Mage
11 Daggerspell Mage
12 Daggerspell Mage
13 Daggerspell Mage
14 Daggerspell Mage
15 Daggerspell Mage
16 Abjurant Champion
17 Abjurant Champion
18 Abjurant Champion
19 Abjurant Champion
20 Abjurant Champion

BAB

Feats
0
0
1
1
2
2
3
4
5
5
6
7
8
8
9
10
11
12
13
14

2-weapon fighting, Practiced


Spellcaster
Improved Initiative
Weapon Finesse
Weapon Focus:Dagger
Master Spellthief

Empower Spell

Improved 2-Weap Fighting

Combat Casting

Greater 2-Weeap Fighting

Daggerspell Champion
Special notes

Saves
Ref

Fort

Will

Caster Lvl

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

0
0
1
1
3
3
3
4
4
4
5
5
5
6
6
6
6
7
7
7

0
0
1
1
1
3
4
4
5
5
6
6
7
7
8
8
8
9
9
9

4
5
5
6
6
8
9
9
10
10
11
11
12
12
13
15
16
16
17
17

Forum Link
Race:
Align:
Level:
d10
d10
d10
d10
d10
d10
d8
d8
d8
d8
d8
d8
d8
d8
d8
d6
d10
d10
d10
d10

Elf
Lawful Good
Class:
1 Paladin
2 Paladin
3 Paladin
4 Paladin
5 Pious templar
6 Pious templar
7 Ordained Champion
8 Divine Crusader
9 Seeker of the misty Isle
10 Seeker of the misty Isle
11 Seeker of the misty Isle
12 Seeker of the misty Isle
13 Seeker of the misty Isle
14 Seeker of the misty Isle
15 Seeker of the misty Isle
16 Contemplative
17 Fist of Raziel
18 Fist of Raziel
19 Fist of Raziel
20 Fist of Raziel

BAB

Feats
1
2
3
4
5
6
7
7
7
8
9
9
10
11
12
12
13
14
15
16

Domain Crusader
Special notes
Diety: Torm (forgotten realms campaign setting)

Bonus domain: War


Extra Domain: Travel

Bonus Domain: Magic


Bonus Domain: Healing

Weapon focus: Deitys favorite weapon, True Believer

Power attack, Servant of the heavens

Forum Link
Race:
Align:
Level:

Class:
1 Barbarian
2 Barbarian
3 Crusader
4 Crusader
5 Fighter

6 Fighter
7 Crusader
8 Crusader
9 Crusader
10 Crusader
11 Crusader
12 Crusader
13 Crusader
14 Crusader
15 Crusader
16 Crusader
17 Crusader
18 Crusader
19 Crusader
20 Crusader

Feats
Imp shield bash, power attack
Imp Trip
Imp bull rush
Shield Charge
Shield Slam, Extra Granted
Manuever

Shock Trooper

Leap Attack

Shield Specialization

Shield Ward

General strategy: Charge enemy using a charge manuever (Battle Leader's Charg
Shield Charge both activate, potencially tripping and dazing your enemy. If they ge
so you do a ton of damage this way (at level 20, it's +80 damage IIRC, which sho
this probably kills the enemy. Even at lower levels it's dangerous as all heck. Keep
of the fight for a couple rounds (one round due to dazing, one round to get back
boosting your to hit and the save DCs for Shield Slam (which are 10+1/2 charact
charge manuevers readied at all times, meaning the vast majority of the tim

If anyone attacks you or attacks a friend within range, Shield Counter them or Shie
ally +20 to AC, which should handle things quite nicely. If an ally is hurt, just smac
up. You can heal yourself that way too... and any round in which you don

Basically, charge the big threats on the battlefield, making sure to charge those
Counters, and Shield Blocks to bodyguard your party's squishy people. Both whe
your party at

Gear would be pretty straight forward tank stuff, though you'll want to go with med
or maybe a Chain Shirt and Dastanas if that's allowed. For the Shield, a nice Hea
Discipline Weapon (White Raven) + Valorous... not sure about other boosts, but tha
likely always) and making a White Raven strike (which is every time except with
should probably be a light mace that's Undead Bane and Disruption, since undea
Skillful weapon, either a Spinning Sword or Kusari Gama, thus allowing you to incre
Spinning Sword of Warning woul

Manuev
Basic manuever load outs at a few assorted levels would be as follows, with starre
might have us

3: Leading the Attack*, Vanguard Strike*, Crusader's Strike*, Stone B

7: Leading the Attack*, Vanguard Strike*, Crusader's Strike*, Stone Bones*, Charg
as stan

10: Battle Leader's Charge*, Crusader's Strike, Stone Bones, Leading the Attack,
Iron Guard's Glare and Ma

15: Battle Leader's Charge*, Stone Bones, White Raven Tactics*, Covering Strike, S
Shield Counter*, Rallying Strike, with Iron Guard's Gla

20: Warmaster's Charge*, Strike of Righteous Vitality*, Ancient Mountain Hamme


Warleader's Charge* Radiant Charge, Elder Mountain Hammer, with Iron Guard

Stat priority is of course strength above all... that's the primary thing you need.

10: Battle Leader's Charge*, Crusader's Strike, Stone Bones, Leading the Attack,
Iron Guard's Glare and Ma

15: Battle Leader's Charge*, Stone Bones, White Raven Tactics*, Covering Strike, S
Shield Counter*, Rallying Strike, with Iron Guard's Gla

20: Warmaster's Charge*, Strike of Righteous Vitality*, Ancient Mountain Hamme


Warleader's Charge* Radiant Charge, Elder Mountain Hammer, with Iron Guard

Stat priority is of course strength above all... that's the primary thing you need.
hitpoints too, but really it's all about the strength. You might as well have a nice
Intelligence is basically unneeded t

Special notes
Wolf Totem

ever (Battle Leader's Charge, Warleader's Charge, Warmaster's Charge, Radiant Charge). Shield Slam and
azing your enemy. If they get tripped, make an immediate attack again. Note that you have Shock Trooper,
80 damage IIRC, which should apply to both attacks). At high levels when you have Warmaster's Charge,
dangerous as all heck. Keep doing this each round, charging a new enemy every time and taking them out
zing, one round to get back up when they only have a standard action left). Once per day you can Rage,
(which are 10+1/2 character level + strength mod). Note that at a lot of levels you'll have two or three
the vast majority of the time you can charge with a manuever instead of just doing a regular charge.

hield Counter them or Shield Block. The combination of Iron Guard's Glare and Shield Block gives a nearby
y. If an ally is hurt, just smack one of your downed and dazed foes with a healing strike to bring them back
any round in which you don't use counters, go with White Raven Tactics (when it's up of course).

aking sure to charge those that get to close to your party. If you can't charge, use healing strikes, Shield
squishy people. Both when charging and when bodyguarding, regularly use White Raven Tactics to keep
your party at full speed.

h you'll want to go with medium armour (Mithral Full Plate, perhaps) to take advantage of Barbarian speed,
. For the Shield, a nice Heavy Spiked Shield that's a Martial Discipline Weapon (Devoted Spirit) + Martial
about other boosts, but that will give a solid +6 to hit right there when in a Devoted Spirit stance (which is
h is every time except with the healing strikes), plus double damage when charging. Your other weapon
and Disruption, since undead are immune to your Shield Slams. The other option, if allowed, would be a
a, thus allowing you to increase your reach (and your Iron Guard's Glare range). A Skillfull Defending Eager
ning Sword of Warning would be incredibly useful, in fact.

Manuevers:
d be as follows, with starred manuevers ready normally (nonstarred manuevers are for utility, or because I
might have use for them):

Crusader's Strike*, Stone Bones*, Charging Minotaur*, with Iron Guard's Glare as the stance.

rike*, Stone Bones*, Charging Minotaur, Battle Leader's Charge*, with Iron Guard's Glare and Martial Spirit
as stances

Bones, Leading the Attack, White Raven Tactics*, Revitalizing Strike*, Covering Strike*, Shield Block* with
Iron Guard's Glare and Martial Spirit as stances

n Tactics*, Covering Strike, Shield Block*, Radiant Charge*, Elder Mountain Hammer, War Leader's Charge*,
Strike, with Iron Guard's Glare, Thicket of Blades, and Martial Spirit as stances

Ancient Mountain Hammer, Battle Leader's Charge, White Raven Tactics*, Shield Block*, Shield Counter*,
n Hammer, with Iron Guard's Glare, Thicket of Blades, Immortal Fortitude and Martial Spirit as stances.

he primary thing you need. A little dex for higher initiative and better AC is certainly handy, and con for

). Shield Slam and


have Shock Trooper,
rmaster's Charge,
nd taking them out
ay you can Rage,
have two or three
gular charge.

Block gives a nearby


to bring them back
f course).

ing strikes, Shield


ven Tactics to keep

of Barbarian speed,
d Spirit) + Martial
pirit stance (which is
our other weapon
owed, would be a
ull Defending Eager

utility, or because I

ance.

re and Martial Spirit

Shield Block* with

r Leader's Charge*,

*, Shield Counter*,
pirit as stances.

andy, and con for

Race:
Align:
Level:

Forum Link
Human
Class:

1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Fighter
6 Fighter
7 Fighter
8 Fighter
9 Fighter
10 Fighter
11 Fighter
12 Fighter
13 Fighter
14 Fighter
15 Fighter
16 Fighter
17 Fighter
18 Fighter
19 Fighter
20 Fighter

Feats
Power Attack, Shield Specialization, Imp
Shield Bash
Imp Trip
Shield Charge
Shield Ward

Feats

ck, Shield Specialization, Imp


Shield Bash
Imp Trip
Shield Charge
Shield Ward

Special notes

CL

Forum Link
Race: Human
Align: Lawful Good
Level: Class:
1
1 Cleric
2
2 Cleric
3
3 Cleric
4
4 Cleric
4
5 Knight of the Crown
4
6 Ordained Champion
5
7 Ordained Champion
6
8 Knight of the Sword
7
9 Knight of the Sword
8
10 Knight of the Sword
9
11 Knight of the Rose
10
12 Knight of the Rose
11
13 Knight of the Rose
12
14 Knight of the Rose
13
15 Knight of the Rose
14
16 Knight of the Rose
15
17 Knight of the Rose
16
18 Knight of the Rose
17
19 Knight of the Rose
18
20 Knight of the Rose

0
1
2
3
4
5
6
6
7
8
9
10
11
12
13
14
15
16
17
18

Feats
Honor-bound, Endurance

Weapon Focus
Leadership
Diehard(B)

Special notes

Fort

ref
2
3
3
4
6
8
9
11
12
12
14
15
15
16
16
17
17
18
18
19

will
0
0
1
1
1
1
1
1
1
2
2
2
3
3
3
4
4
4
5
5

2
3
3
4
4
6
7
9
10
10
12
13
13
14
14
15
15
16
16
17

Forum Link
Race:
Align:
Level:

CL
1
2
3
4

5
6
7
8

Class:
1 Ranger
2 Ranger
3 Ranger
4 Ranger
5 Knight of
6 Knight of
7 Knight of
8 Knight of
9 Knight of
10 Knight of
11 Knight of
12 Knight of
13 Knight of
14 Knight of
15 Knight of
16 Knight of
17 Knight of
18 Knight of
19 Knight of
20 Knight of

Feats

the
the
the
the
the
the
the
the
the
the
the
the
the
the
the
the

Crown
Raven
Raven
Sword
Sword
Sword
Rose
Rose
Rose
Rose
Rose
Rose
Rose
Rose
Rose
Rose

1
2
3
4
5
6
7
7
8
9
10
11
12
13
14
15
16
17
18
19

Special notes

Forum Link
Race:
Align:
Level:

Class:
1 Paladin
2 Paladin
3 Paladin
4 Paladin
5 Knight of the Crown
6 Ordained Champion
7 Ordained Champion
8 Knight of the Sword
9 Knight of the Sword
10 Knight of the Sword
11 Knight of the Rose
12 Knight of the Rose
13 Knight of the Rose
14 Knight of the Rose
15 Knight of the Rose
16 Knight of the Rose
17 Knight of the Rose
18 Knight of the Rose
19 Knight of the Rose
20 Knight of the Rose

Feats
1
2
3
4
5
6
7
7
8
9
10
11
12
13
14
15
16
17
18
19

Special notes

Link To Forum
Race:
Human
Align:
Level:

Class
1 Scout
2 Scout
3 Scout
4 Scout
5 Barbarian

Feats
Power Attack, EWP Minotaur
Greathammer

Improved Skirmish(B)

6 Ranger

Track(B)

7 Ranger
8 Ranger

2-weap fighting(B)
Endurance(B)

9 Ranger
10 Ranger
11 Ranger

Swift Hunter
Improved 2-weap Fighting(B)

12 Ranger
13 Ranger
14 Ranger
15 Ranger
16 Ranger
17 Ranger
18 Ranger
19 Ranger
20 Ranger

Champion of the wild Ranger Var

Swift Hunter 2h/spike armor


Other
Notes
Skirmish (+1d6), Trapfinding
Battle Fortitude +1, Uncanny Dodge
Fast Movement +10, Skirmish (+1d6, +1 AC), Trackless Step
Lion Totem (Pounce) UA Variant
1st favored enemy, Wild Empathy
Combat Style (2-weapon fighting)

Animal Companion
2nd Favored Enemy
Improved Combat Style
Woodland Stride
Swift Tracker
Evasion
3rd Favored Enemy
Combat Style Mastery (2-weapon fighting)

on of the wild Ranger Variant (p50 Comp Champ) non-spell casting

ckless Step

g)

Link To Forum
Race:
Human
Align:
Level:

Class

Feats

1 Scout
2 Scout

Precise Shot, Point Blank Shot

3 Scout
4 Scout
5 Cleric

EWP (Hand crossbow)


Improved Skirmish(B)

6 Ranger

Track(B), Weapon Focus (Hand


crossbow)

7 Ranger
8 Ranger

2-weap fighting(B)
Endurance(B)

9 Ranger
10 Ranger
11 Ranger

Swift Hunter
Improved 2-weap Fighting(B)

12 Ranger

Crossbow Sniper

13 Ranger
14 Ranger

15 Ranger
16 Ranger

Expeditious Dodge
Quick Draw(B)

17 Ranger
18 Ranger
19 Ranger
20 Ranger

Champion of the wild Ranger Vari

Champion of the wild Ranger Vari

Swift Xbow Hunter


Other
Notes
Skirmish (+1d6), Trapfinding
Battle Fortitude +1, Uncanny Dodge
Fast Movement +10, Skirmish (+1d6, +1 AC), Trackless Step
Travel domain >Travel devotion, Knowledge Domain>Knowledge Devotion
1st favored enemy, Wild Empathy
Combat Style (2-weapon fighting)

Animal Companion
2nd Favored Enemy
Improved Combat Style
Woodland Stride
Swift Tracker
Evasion

3rd Favored Enemy


Combat Style Mastery (2-weapon fighting)

pion of the wild Ranger Variant (p50 Comp Champ) non-spell casting

pion of the wild Ranger Variant (p50 Comp Champ) non-spell casting

ckless Step

owledge Devotion

g)

Undead

Improved Favored
Enemy
Construct

Greater 2-weapon
fighting

Blind Fight

Ranged Sunder

2
3

5
6

4
5
6

6
7
7

Sw
Whisper
Gnome

Race:
Align:
Level:

Class

HD

1 Scout
2 Scout
3 Scout
4 Warlock

d8
d8
d8
d6

5 Warlock

d6

6 Warlock

d6

7 Warlock
8 Warlock

d6
d6

9 Warlock
10 Scout
11 Rogue

d6

Feats
Improved Initiative
Weapon Finesse

2-Weapon Fighting

4
4
5

quicken Spell-like ability


(Flee the Scene)
Improved Skirmish (B)

Swift Ambusher

15 Rogue
16 Rogue
17 Rogue

Imp 2-Weapon Fighting

20 Rogue

0
1
2
2
3

12 Rogue
13 Rogue
14 Rogue

18 Rogue
19 Rogue

BAB

Greater 2 Weapon
Fighting

6
6
7
8
9
9
10
11
12
12
13
14

14 BAB
Saves 12/6/
Evasion, Skirmish (+4d6, +3AC, +2d6/2AC if over 20 ft), Eldr
3 Least and 1 Lesser Invocation 6th level caste

14 BAB
Saves 12/6/
Evasion, Skirmish (+4d6, +3AC, +2d6/2AC if over 20 ft), Eldr
3 Least and 1 Lesser Invocation 6th level caste

Swift Ambushlock

Other Notes
Skirmish (+1d6), Trapfinding
Battle Fortitude +1, Uncanny Dodge
Fast Movement +10, Skirmish (+2d6, +1 AC), Trackless Step
Eldritch Blast 1d6, Invocation (least)
Detect Magic
Damage Reduction 1/Cold Iron, Eldritch Blast 2d6
Deceive Item
Eldritch Blast 3d6

New Invocation (lesser)


Sneak Attack +1d6

Sneak Attack +2d6

Sneak Attack +3d6


Sneak Attack +4d6

Sneak Attack +5d6

14 BAB
Saves 12/6/9
+2d6/2AC if over 20 ft), Eldritch Blast 3d6, 5d6 Sneak Attack, DR 1/Cold Iron,
er Invocation 6th level caster, free dimension door every round

Invocations
Known

Invocations

p
1
2

See the Unseen


Dark One's Own
Luck

2
3
3

Baleful Utterance

Flee the Scene

Link To Forum
Race:
Align:
Level:

Class
1 Cleric
2 Cleric
3 Cleric
4 Human Paragon
5 Human Paragon
6 Human Paragon
7 Shadow Adept
8 Ruathar
9 Ruathar
10 Ruathar
11 Contemplative
12 Divie Desciple
13 Divie Desciple
14 Divie Desciple
15 Divie Desciple
16 Contemplative
17 Contemplative
18 Contemplative
19 Contemplative
20 Contemplative

Feats
Extend Spell, Reach Spell
DMM (reach)
Ocular Spell
Shadow Weave Magic
Tenacious Magic, Pernicious
Magic, Insidious Magic
Initiate of Mystra

DMM (Ocular)

Persistent Spell

DMM (Persistent)

Twice Betrayer of Shar


Other Notes

Post #8
Race:
Align:
Level:

Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Sentinal
8 Sentinal
9 Sentinal
10 Sentinal
11 Sentinal
12 Sentinal
13 Sentinal
14 Sentinal
15 Sentinal
16 Sentinal
17 Warlock
18 Warlock
19 Warlock
20 Warlock

Feats
Sacred Vow, Education
Vow of Poverty
Nyph's Kiss
Point Blank Shot, Vow of Obedience
of
of
of
of
of

Bharri
Bharri
Bharri
Bharri
Bharri

of
of
of
of
of

Bharri
Bharri
Bharri
Bharri
Bharri

Consecrate SLA
Precise Shot
Purfiy SLA

Ability Focus (eld Blast), Free exalted feat


(Free Exalted Feat)
Quicken SLA (Eldritch Blast)
(free Exalted Feat)
(Free Exalted Feat), Maximize SLA (Eldritch
Blast)
(Free Exalted Feat)

Benifits: Spells dont damage trees, Tracks, 4 forms of Energy Resistance 10, Hide in Plain S
call lightning as spell-like ability, q
Cons: Lose of half your Warlock abilitie

Exalted Warlock
Feats
Sacred Vow, Education

Other Notes

Vow of Poverty
Nyph's Kiss
Point Blank Shot, Vow of Obedience
Consecrate SLA
Precise Shot
Purfiy SLA

Ability Focus (eld Blast), Free exalted feat


(Free Exalted Feat)
Quicken SLA (Eldritch Blast)
(free Exalted Feat)

Free Exalted Feat), Maximize SLA (Eldritch


Blast)
(Free Exalted Feat)

4 forms of Energy Resistance 10, Hide in Plain Sight in woods, with a +10 bonus, Bear Shapes, Healing ability, s
call lightning as spell-like ability, quickened lightning storm as a spell like ability.
Cons: Lose of half your Warlock abilities, reduction in BAB, Fort and Ref saves, feat issues

Shapes, Healing ability, summon dire bears 1/week, quickened


ability.
feat issues

Post #8
Race:
Align:
Level:

Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Chameleon
7 Chameleon
8 Warlock
9 Warlock
10 Warlock
11 Warlock
12 Warlock
13 Warlock
14 Warlock
15 Warlock
16 Warlock
17 Warlock
18 Warlock
19 Warlock
20 Warlock

Feats
Able Leraner, Point Blank Shot
Precise Shot

Ability Focus (Eld Blast)

Spell Penetration

Max SLA (Eldritch Blas)

Greater Spell Penetration

Quicken SLA (Flee the Scene)

Versatile Warlock
Other Notes

Link To Forum
Race:
Align:
Level:

Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Rogue
8 Spellthief
9 Telflammar Shadowlord
10 Telflammar Shadowlord
11 Telflammar Shadowlord
12 Telflammar Shadowlord
13 Telflammar Shadowlord
14 Arcane Trickster
15 Arcane Trickster
16 Arcane Trickster
17 Arcane Trickster
18 Arcane Trickster
19 Arcane Trickster
20 Arcane Trickster

Feats

That gives 7d6 Eldritch blast (9d6 with greater chausuble), 6d6 Sneak attack, 3 least/3 le
and some other neat abilities. Some people go for rogue 3 for evasion and more skills and
exac

The invocations I

Least: Hideous Blow, See the


Lesser: Flee the Scene, W
Greater: Devour Ma

I am avoiding blast shapes mostly because this is a melee build. I've actually considered
around co

Warlock TShL
Other Notes

d6 Sneak attack, 3 least/3 lesser/2 greater invocations, shadow pounce, 3rd level spells, shadowlord discorpora
r evasion and more skills and also take the 6th level in shadowlord for the death attack, but I think this build is m
exact.
The invocations I would take are:

Least: Hideous Blow, See the Unseen, Baleful Utterance


Lesser: Flee the Scene, Walk Unseen, Fell Flight
Greater: Devour Magic, Vitriolic Blast

uild. I've actually considered enervating shadow, but I just don't think it's worth if, even for a melee build that m
around constantly

s, shadowlord discorporation,
, but I think this build is more

for a melee build that moves

Race:
Align:
Level:

Link To Forum
Human
Evil
Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Warlock
11 Disciple of
12 Disciple of
13 Disciple of
14 Disciple of
15 Disciple of
16 Disciple of
17 Disciple of
18 Disciple of
19 Disciple of
20 Disciple of

Feats
Able Learner, Disciple of
Darkness
Evil Brand

Leadership

Mortalbane
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus
Asmodeus

Live My Nightmare

Extra Invocation

Extra Invocation

/16/th level Warlock Casting (Dark


BAB +14(but see Dread M
Learn Secret 1/day, Charm, Command, Greater Command, Greater Planar Ally, Summon H
Might. Energy Resistance 5, Fiendish Resiliance 1, DR

Flavorful and Fun! The Eeeeeeevil Warlock. Tons of nifty spell like abilities that add some fl

The Apt Pupil Warlock


Other Notes

evel Warlock Casting (Dark Invocation! and 7d6 blast damage)


BAB +14(but see Dread Might), Saves +6/+6/+14
ater Planar Ally, Summon Hellcats (1d4), and Evil Authority (Sanctuary + mass Suggestion, Evil creatures only.) D
5, Fiendish Resiliance 1, DR 2/cold iron. Phantasmal Killer as a virtual invocation.

ke abilities that add some flexibility to the Warlock invocations. Nice social skills. Dread Might is just icing on the

on, Evil creatures only.) Dread

Might is just icing on the cake.

Link To Forum
Race:
Human
Align:
Level:
Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Warlock
11 Dragonslayer
12 Dragonslayer
13 Dragonslayer
14 Dragonslayer
15 Dragonslayer
16 Dragonslayer
17 Dragonslayer
18 Dragonslayer
19 Dragonslayer
20 Dragonslayer

Drago
Feats
Dodge, Iron Will
Power Attack

Battlecaster

Practiced Spellcaster

Mobility

Flyby Attack

Arcane Mastery

BAB +17 Saves +10


Can penetrate SR of 29 without a ro
Does +10 damage on all attacks versus dragons. 15th

Nice little Gish. Very good against dragons (duh

Dragon's Doom Warlock


Other Notes

BAB +17 Saves +10/+6/+14


enetrate SR of 29 without a roll. 39 versus Dragons.
attacks versus dragons. 15th level invocations and 7d6 eldritch blast.

ry good against dragons (duh) but not bad against anyone else.

Link To Forum
Race:
Xeph
Align:
Level:
Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Warlock
11 Warlock
12 Warlock
13 Warlock
14 Warlock
15 Warlock
16 Warlock
17 Warlock
18 Warlock
19 Warlock
20 Warlock

Mas
Feats
Point Blank Shot
Psionic Shot

Psychic Meditation

Greater Psionic Shot

Mortalbane

Violate Spell-like Ability

Mortalbane

Owns: Greater Chasuble of Fell Power, W

Capable of Tossing out a 15d6 blast all day long, he can make it 17d6 10 times a day, and
Oh. And he gets some invocations, too. Also worth noting that he can

MasterBlasterlock
Other Notes

ater Chasuble of Fell Power, Warlocks Scepter (multiple)

e it 17d6 10 times a day, and can use one his Warlock's Scepters for up to 21d6. Half of which is Vile. Ow.
Also worth noting that he can really make the most out of fell flight, when he needs to.

f which is Vile. Ow.

Link To Forum

Race:
Align:
Level:

Spellstiched
Necropolitan (human)
Class
1 Warlock
2 Cleric
3 Cleric
4 Cleric
5 Cleric
6 Cleric
7 True Necromancer
8 True Necromancer
9 True Necromancer
10 True Necromancer
11 True Necromancer
12 True Necromancer
13 True Necromancer
14 True Necromancer
15 True Necromancer
16 True Necromancer
17 True Necromancer
18 True Necromancer
19 True Necromancer
20 True Necromancer

Feats
Spell Focus: Necromancey,
Pracitced Caster (Cleric)

Corpsecrafter

Necromantic Presence

Destruction Retribution

Hardened Flesh

Nimble Bones

Necromantic Might

17th level (20th level) Cle

Use The Dead Walk for suprisingly effective and buffed emergency support, or fodder. Alte
like it costs anything. Also gets a nice suite of necrothemed thi

NecroLock

Other Notes

h level (20th level) Cleric Casting. 6d6 Eldritch Blast.

support, or fodder. Alternatively, use the dead walk and then eldritch blast skeletons to death to heal yourself. It
uite of necrothemed things from True Necromancer, and rebukes undead. Bolster yourself!

death to heal yourself. It's not


elf!

Race:
Align:
Level:

Link To Forum
Ilumian
Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Ur-Priest
11 Ur-Priest
12 Mystic Theurge
13 Mystic Theurge
14 Mystic Theurge
15 Mystic Theurge
16 Mystic Theurge
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge

Feats

Illumian w/White Dragonspawn template (boug


- Warlock 9/Ur-priest 2/Mystic Theurge 9: gets you 2 dark invocations and 9th level di

Warlock Ur-Priest
Other Notes

ragonspawn template (bought off) with the improved Krau sigil


invocations and 9th level divine spells, plus all the other brokenness from the dragonspawn template

pawn template

Link To Forum
Race:
Human
Align:
Level:
Class
1 Artificer
2 Artificer
3 Artificer
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Artificer
11 Artificer
12 Warlock
13 Warlock
14 Warlock
15 Warlock
16 Warlock
17 Warlock
18 Warlock
19 Warlock
20 Warlock

Feats
Able Learner, Scribe Scroll, Exceptional Artisan,
Legendary Artisan, Extraordinary Artisan
Brew Potion
Craft Wondrous Item, Magical Artisan (craft
Wondrous Item)

Ability Focus (Eldritch blast)

Practiced Spellcaster (warlock)


Craft Homonculus, Extend Spell
Craft Magic Arms and Armor
Magical Artisan (Craft magic Arms and Armor)

Quicken SLA (Eldritch Blast)

Craft Staff

32 point buy, 2 flaws at first level, at each artificer level from 1 to 4, crafted some magi

Stats are optimized for Intellectua

Crafterlock
Feats

Other Notes

Able Learner, Scribe Scroll, Exceptional Artisan,


Legendary Artisan, Extraordinary Artisan
Brew Potion
Craft Wondrous Item, Magical Artisan (craft
Wondrous Item)

Frightf
See the
Ability Focus (Eldritch blast)

Entropic
Practiced Spellcaster (warlock)
Craft Homonculus, Extend Spell
Craft Magic Arms and Armor
Magical Artisan (Craft magic Arms and Armor)

Frightful Blast -> Balef

Flee th
Quicken SLA (Eldritch Blast)

Eldritch
Chilling

Craft Staff

Vitrioli

Wall of Per

vel, at each artificer level from 1 to 4, crafted some magic items to "hold" the craft reserve for later. Starting we
Stats are optimized for Intellectual experimentation and usage of crafted items.

ck

Frightful Blast
See the unseen
Entropic Warding
Frightful Blast -> Baleful Utterance, Fell Flight

Flee the Scene


Eldritch Chain
Chilling Tentacles
Vitriolic Blast
Wall of Perilous Flame

serve for later. Starting wealth would obviously be deducted to do this.


of crafted items.

Race:
Align:
Level:

Link To Forum
Human
Class
1 Cloistered Cleric
2 Cloistered Cleric
3 Cloistered Cleric
4 Cloistered Cleric
5 Warlock
6 Eldritch Disciple
7 Eldritch Disciple
8 Eldritch Disciple
9 Eldritch Disciple
10 Eldritch Disciple
11 Eldritch Disciple
12 Eldritch Disciple
13 Eldritch Disciple
14 Eldritch Disciple
15 Eldritch Disciple
16 Mystic Theurge
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge

Feats

* With Divine Magician (CM) and Spontaneous Domain (PHII) alternate class features. Gets
you can Polymorph Any Object

BAB +11
Saves +12/+5/
Invocations as Warlock 16 (1 Dark, 3 ea
Spells as Cleri
Choice of Abjuration, Divination, and Necromancy spells from Sor/W

Recommended F
Human: Zen Archery or Mortalbane
Level 1: Ability Focus (e
Level 3: Extend
Level 6: Craft Wondrous Item (the best it
Level 9: Quicken
Level 12: Persiste
Level 15: Divine Metamagic
Level 18: Extra Invoca
Recommended Sor/Wiz Spells from
1. Shield

* With Divine Magician (CM) and Spontaneous Domain (PHII) alternate class features. Gets
you can Polymorph Any Object

BAB +11
Saves +12/+5/
Invocations as Warlock 16 (1 Dark, 3 ea
Spells as Cleri
Choice of Abjuration, Divination, and Necromancy spells from Sor/W

Recommended F
Human: Zen Archery or Mortalbane
Level 1: Ability Focus (e
Level 3: Extend
Level 6: Craft Wondrous Item (the best it
Level 9: Quicken
Level 12: Persiste
Level 15: Divine Metamagic
Level 18: Extra Invoca

Recommended Sor/Wiz Spells from


1. Shield
2. Protection From
3. Ray of Exaustion/Unde
4. Ray of Deanim
5. Magic Jar/Due
6. Globe of Invulnerabili
7. Spell Turning/Anitmagic
8. Mind Blank/Avascular Mass/Bestow
9. Prismatic Sphere/Maw of Chaos/Reaving Dis

Eldritch Disciple
Other Notes
Knowledge & Trickery

ernate class features. Gets the Knowledge domain, plus one other of your choise. I recommend Trickery, so
can Polymorph Any Object at into an outsider.

BAB +11
Saves +12/+5/+18
as Warlock 16 (1 Dark, 3 each of Greater, Lesser, Least)
Spells as Cleric 18
cromancy spells from Sor/Wiz list, one for each spell level added to cleric spell list.

Recommended Feats:
Zen Archery or Mortalbane (depending on your Dex)
Level 1: Ability Focus (eldritch blast)
Level 3: Extend Spell
Wondrous Item (the best item creation feat for warlocks)
Level 9: Quicken Spell
Level 12: Persistent Spell
Level 15: Divine Metamagic Persistent Spell
Level 18: Extra Invocation (lesser)

ended Sor/Wiz Spells from Divine Magician, by level:


1. Shield

mmend Trickery, so

Link To Forum
Race:
Align:
Level:

Class
1 Warlock
2 Cleric
3 Warlock
4 Cleric
5 Warlock
6 Cleric
7 Eldritch Disciple
8 Eldritch Disciple
9 Enlightened Soul
10 Eldritch Disciple
11 Eldritch Disciple
12 Eldritch Disciple
13 Enlightened Soul
14 Enlightened Soul
15 Enlightened Soul
16 Enlightened Soul
17 Enlightened Soul
18 Enlightened Soul
19 Eldritch Disciple
20 Eldritch Disciple

Feats
Point Blank Shot, Far Shot
Precise Shot

Incarnum Spellshaping

Healing Soul

Divine Soultouch

Extra Turning

Divine Justice

Level 1 Warlock 1 {Eldritch Spea


Level 2 C
Level 3 Warlock 2 {Miasm
Level 4 C
Level 5 W
Level 6 Cleric 3 [Inca
Level 7 Eldritch Disciple 1 {D
Level 8 Eldritc
Level 9 Enlightened S
Level 10 Eldritch Discipl
Level 11 Eldrit
Level 12 Eldritch Disciple 5 {Voracious Dis
Level 13 Enligh
Level 14 Enlightened So
Level 15 Enlightened S
Level 16 Enlightened So
Level 17 Enligh
Level 18 Enlightened Soul 7 {
Level 19 Eldrit
Level 20 Eldritch Disciple 7 {C

Level 1 Warlock 1 {Eldritch Spea


Level 2 C
Level 3 Warlock 2 {Miasm
Level 4 C
Level 5 W
Level 6 Cleric 3 [Inca
Level 7 Eldritch Disciple 1 {D
Level 8 Eldritc
Level 9 Enlightened S
Level 10 Eldritch Discipl
Level 11 Eldrit
Level 12 Eldritch Disciple 5 {Voracious Dis
Level 13 Enligh
Level 14 Enlightened So
Level 15 Enlightened S
Level 16 Enlightened So
Level 17 Enligh
Level 18 Enlightened Soul 7 {
Level 19 Eldrit
Level 20 Eldritch Disciple 7 {C

Pros: cleric spells, nice abilities from PrCs (aura of courage, aura of menace, holy blast, h
Blast of 8d6 (only 1d6 l
Cons: Stunted access to invocations (least and lesser

Further notes: My kingdom for just ONE greater invocation! Ge

Enlightened Eldritch Soul


Other Notes

el 1 Warlock 1 {Eldritch Spear} [Point Blank Shot, Far Shot]


Level 2 Cleric 1
Level 3 Warlock 2 {Miasmic Cloud} [Precise Shot]
Level 4 Cleric 2
Level 5 Warlock 3
Level 6 Cleric 3 [Incarnum Spellshaping]
evel 7 Eldritch Disciple 1 {Devil's Sight} (Healing Blast)
Level 8 Eldritch Disciple 2
Level 9 Enlightened Soul 1 [Healing Soul]
Level 10 Eldritch Disciple 3 {Witchwood Step}
Level 11 Eldritch Disciple 4
ch Disciple 5 {Voracious Dispelling} (Wild Frenzy) [Divine Soultouch]
Level 13 Enlightened Soul 2
Level 14 Enlightened Soul 3 {Celestial Flight}
Level 15 Enlightened Soul 4 [Extra Turning]
Level 16 Enlightened Soul 5 {Eldritch Glaive}
Level 17 Enlightened Soul 6
evel 18 Enlightened Soul 7 {Holy Blast} [Divine Justice]
Level 19 Eldritch Disciple 6
evel 20 Eldritch Disciple 7 {Crawling Eye} (Fearful Glare)

Race:
Align:
Level:

Link To Forum
Gray Elf
Chaotic Good
Class
1 Warlock
2 Warlock
3 Cloistered Cleric
4 Cloistered Cleric
5 Cloistered Cleric
6 Eldritch Disciple
7 Eldritch Disciple
8 Eldritch Disciple
9 Eldritch Disciple
10 Eldritch Disciple
11 Eldritch Disciple
12 Eldritch Disciple
13 Eldritch Disciple
14 Eldritch Disciple
15 Eldritch Disciple
16 Contemplative
17 Paragnostic Apostle
18 Paragnostic Apostle
19 Paragnostic Apostle
20 Paragnostic Apostle

Para
Feats

Domain
Healing.....cast any Healing Dom
Celerity ..... gives Time Stop
Animal ...... gives S
Knowledge .. lots of info

Spell Cast
Caster level 17th(20th wit
9th level Divin

Turn Unde
Base Turn Undead(w
as 17th lvl Cleric +2(paragnostic apostle

12th lvl War

Invocatio
Least:
Eldritch Spear.........2
Beguiling Influence....+6 Bluff
All Seeing Eyes.........+6 Search, Spot, and

Domain
Healing.....cast any Healing Dom
Celerity ..... gives Time Stop
Animal ...... gives S
Knowledge .. lots of info

Spell Cast
Caster level 17th(20th wit
9th level Divin

Turn Unde
Base Turn Undead(w
as 17th lvl Cleric +2(paragnostic apostle

12th lvl War

Invocatio
Least:
Eldritch Spear.........2
Beguiling Influence....+6 Bluff
All Seeing Eyes.........+6 Search, Spot, and

Lesser:
Eldritch Chain......
Voracious Dispelling..Dispel Ma
Fell Flight................2

Greater
Chilling Tentacles.......Evards Ten

what makes this fun and Powerful......the Class Ability: Gift of the Divine.....he must use a
his EB....and can do it at great Range with Eldritch Sp

also he can Buff himself with buffs that make the most of the important Attrib

he has continuous at will abilities that do not expend any spells....but he can

Also his Bardic Knowledge from Cloistered C


+7 to knowledge checks....... helps with Knowle

Paragnostic Eldritch Disciple


Other Notes

Patron: Ehlonna (spontaneous Domain caster variant: Healing)

Domains:
...cast any Healing Domain spell Spontaneously
ity ..... gives Time Stop, Greater Blink, Haste
Animal ...... gives Shapechange
nowledge .. lots of info gathering power

Spell Casting:
ster level 17th(20th with Practiced Caster)
9th level Divine Spells

Turn Undead:
Base Turn Undead(without items):
+2(paragnostic apostle:See thru the Veil)= 19th lvl Cleric
12th lvl Warlock:

Invocations:
Least:
Eldritch Spear.........250' range EB
ng Influence....+6 Bluff, Diplomacy, Intimidate
.+6 Search, Spot, and Continuous Comprehend Languages

ivine.....he must use a Turn Undead Attempt to power it......but if he picks Healing Blast...he can Heal with
Range with Eldritch Spear, or heal multiple targets with Eldritch Chain

of the important Attributes(Wis(spells,save,skills(Spot,L isten)& Cha(Turning,Diplomacy,Bluff))

any spells....but he can also use DMM(Persistant) for more fun(Shapechange,Improved Blink)

ledge from Cloistered Cleric and Paragnostic Apostle Stack:


...... helps with Knowledge Devotion to gain bonuses for combat

ng)

...he can Heal with

,Bluff))

Blink)

Race:
Align:
Level:

Link To Forum
Illumian
Chaotic Good
Class
1 Warlock
2 Cleric
3 Cleric
4 Cleric
5 Cleric
6 Eldritch Disciple
7 Eldritch Disciple
8 Eldritch Disciple
9 Eldritch Disciple
10 Eldritch Disciple
11 Eldritch Disciple
12 Eldritch Disciple
13 Eldritch Disciple
14 Knight of the Raven
15 Knight of the Raven
16 Knight of the Raven
17 Knight of the Raven
18 Knight of the Raven
19 Knight of the Raven
20 Knight of the Raven

S
Feats

Illumian(C
sigils:
Krau(+1/ sigil to
Naen(+1/ sigil to Int skil

[indent]Thinblade note: works equally well with any race with Any, Cleric, or War

Patron:
Lirr(CD) Chaos, Good, Know

Domains: Knowledg

Warlock 1/ Cleric 4/ Eldritch Disciple 8/ K

BAB +1
17th lvl Cleric([red]20th lvl Divine C
9th lvl Sp
17th lvl Cleric

Illumian(C
sigils:
Krau(+1/ sigil to
Naen(+1/ sigil to Int skil

[indent]Thinblade note: works equally well with any race with Any, Cleric, or War

Patron:
Lirr(CD) Chaos, Good, Know

Domains: Knowledg

Warlock 1/ Cleric 4/ Eldritch Disciple 8/ K

BAB +1
17th lvl Cleric([red]20th lvl Divine C
9th lvl Sp
17th lvl Cleric

9th lvl Warlock powers( 3 le


least:
Eldritch Glaive .........5d6 M
Beguiling Influence....+6 Bluff
All Seeing Eyes.........+6 Search, Spot, and

Lesser:
Flee the Scene ........ Dimens
Fell Flight................

Eldritch Disc
Gift of the Divine: Healing Blas
Gift of the Divine: Protective
Gift of the Divine: Wild Frenzy .... +2 Attac

Feats:....could

Enhanced Power Sigil........ nee


Combat Refl
Summon Elemental(reserv
Knowledge Devotion(doma
Practiced Caster(cleric) ....
Touch of Healing
Robilars Ga

or could do DMM(Persis

Enhanced Pow
Extend Sp
Persistant S
Divine Metamagic
Summon Element
Knowledge Devotio
Practiced Caste

Feats:....could

Enhanced Power Sigil........ nee


Combat Refl
Summon Elemental(reserv
Knowledge Devotion(doma
Practiced Caster(cleric) ....
Touch of Healing
Robilars Ga

or could do DMM(Persis

Enhanced Pow
Extend Sp
Persistant S
Divine Metamagic
Summon Element
Knowledge Devotio
Practiced Caste

other Patrons that can

Syret(CG)(Illumian) Chaos
Haku(CG)(Sandstorm)Air,Chaos,Goo
Zoser(CN)(Sandstorm)Air,Chaos,Destruc
Bast(CG)(Egyptian)Chaos,Destruction,Prote
Nephthys(CG)(Egyptian)Chaos,Goo
Nanna-Sin(CG)(Babylonian)Chao
Utu(CG)Babylonian)Chaos,Fir
Lirr(CG)(Complete Divine Core)Chaos,Goo
Tritherion(CG)(Complete Divine-Core)Chaos
Kord(CG)(Core)Chaos,Good,Luc

what makes th
1)BAB+16.... 4 itterative attacks without Divine Power, and all are

2)17th lvl Cleric(in all respects), 9th lvl Spells.... 20

3)9th lvl Warlock

4)Retributive Attacker = lots of Attacks.... if you even swing at him he gets to immediately
good roll and Wild Frenzy .... additional +7 A

5)Great Endurance .... all day power f

6)handles anything

other Patrons that can

Syret(CG)(Illumian) Chaos
Haku(CG)(Sandstorm)Air,Chaos,Goo
Zoser(CN)(Sandstorm)Air,Chaos,Destruc
Bast(CG)(Egyptian)Chaos,Destruction,Prote
Nephthys(CG)(Egyptian)Chaos,Goo
Nanna-Sin(CG)(Babylonian)Chao
Utu(CG)Babylonian)Chaos,Fir
Lirr(CG)(Complete Divine Core)Chaos,Goo
Tritherion(CG)(Complete Divine-Core)Chaos
Kord(CG)(Core)Chaos,Good,Luc

what makes th
1)BAB+16.... 4 itterative attacks without Divine Power, and all are

2)17th lvl Cleric(in all respects), 9th lvl Spells.... 20

3)9th lvl Warlock

4)Retributive Attacker = lots of Attacks.... if you even swing at him he gets to immediately
good roll and Wild Frenzy .... additional +7 A

5)Great Endurance .... all day power f

6)handles anything

Super Holy Warriorlock


Other Notes

Ravonloft

Illumian(CG)
sigils:
Krau(+1/ sigil to Caster lvl)
aen(+1/ sigil to Int skills and Int checks)

with Any, Cleric, or Warlock for favored class (human, half-elf, Primordial half giant, etc.)[/indent]

Patron:
CD) Chaos, Good, Knowledge, Magic, Travel
Domains: Knowledge,Travel Sun
4/ Eldritch Disciple 8/ Knight of the Raven 7 (Ravenloft)

BAB +16
ic([red]20th lvl Divine Caster[/red]... without items)
9th lvl Spells
17th lvl Cleric Turning

vl Warlock powers( 3 least, 2 lesser, 5d6 EB)


least:
ritch Glaive .........5d6 Melee touch attacks
ng Influence....+6 Bluff, Diplomacy, Intimidate
.+6 Search, Spot, and Continuous Comprehend Languages

Lesser:
he Scene ........ Dimension Door and Invisible
Fell Flight................ 24 hour Flight

Eldritch Disciple:
he Divine: Healing Blast...heal @ range with EB
of the Divine: Protective Aura .. Magic Circle
Wild Frenzy .... +2 Attack and Damage with Weapons or EB

Feats:....could be any

ed Power Sigil........ need for skill and CL boost


Combat Reflexes
mon Elemental(reserve) ...... want this one
wledge Devotion(domain) ..... want this one
cticed Caster(cleric) ............ Need this one
Touch of Healing(reserve)
Robilars Gambit

or could do DMM(Persistant) ... like this:


Enhanced Power Sigil
Extend Spell
Persistant Spell
Divine Metamagic(Persistant)
Summon Elemental(reserve)
Knowledge Devotion(domain)
Practiced Caster(Cleric)

other Patrons that can work with this:

ret(CG)(Illumian) Chaos,Sun,Travel (Mace)


ndstorm)Air,Chaos,Good,Protection,Travel(Scimitat)
orm)Air,Chaos,Destruction,Sand,Summer (Spiked Chain)
haos,Destruction,Protection,Strength,War(Spiked Gauntlet)
G)(Egyptian)Chaos,Good,Protect ion,Repose(Mace)
n(CG)(Babylonian)Chaos,Luck,Good(Battl e Axe)
G)Babylonian)Chaos,Fire,Good,Sun(Sc imitar)
Divine Core)Chaos,Good,Knowledge,Magic,Travel(R apier)
lete Divine-Core)Chaos,Good,Liberation,Summoner(Spea r)
)(Core)Chaos,Good,Luck,Strength(G reat Sword)
what makes this great:

vine Power, and all are Melee Touch Attacks with Eldritch Glaive(5d6 damage each)

cts), 9th lvl Spells.... 20th lvl Caster level without anything else yet
3)9th lvl Warlock abilities

he gets to immediately hit back, and gets a boost from Knowledge checks to Attack and Damage... with a
nzy .... additional +7 Attack and Damage with Touch Attacks

ance .... all day power from Warlock and Reserve Feats
6)handles anything thrown at it

)[/indent]

d Damage... with a

Race:
Align:
Level:

Link To Forum
Hellbred (spirit Aspect)
Class
1 Cleric
2 Warlock
3 Cleric
4 Warlock
5 Cleric
6 Eldritch Disciple
7 Eldritch Disciple
8 Eldritch Disciple
9 Eldritch Disciple
10 Hellfire Warlock
11 Hellfire Warlock
12 Hellfire Warlock
13 Eldritch Disciple
14 Eldritch Disciple
15 Eldritch Disciple
16 Eldritch Disciple
17 Eldritch Disciple
18 Eldritch Disciple
19 Mystic Theurge
20 Mystic Theurge

Feats
Extra Turning
Battle Caster

Touch of Healing (reserve)

Mitigate Suffering (reserve)

Craft Wand

open

Open

With a 28 point buy Id assign stats as Str 10 (2), Dex 14 (6), Con 13 (8 for a 15, -2 racial), Int 10
and good Charisma. How wo

With a 36 point buy I'd assign stats as Str 10 (2), Dex 14 (6), Con 14 (10 f

At 18th level he has a Cleric caster level of 12, and an Invoking level of 15 (Eldritch Blast 7d6). W
(via the Eldritch Cone blastshape invocation) for a mere Turning Attempt. With an average Chari
from the healing res

Hellbred Eldritch Disciple


Other Notes

or a 15, -2 racial), Int 10 (2), Wis 12 (4), Cha 16 (6 for a 14, +2 racial). He does have MAD, needing a decent Wi
good Charisma. How would you do it differently?

Dex 14 (6), Con 14 (10 for a 16, -2 racial), Int 12 (4), Wis 14 (6), Cha 17 (8 for a 15, +2 racial).

15 (Eldritch Blast 7d6). When boosting a Healing Blast with Hellfire, he can heal 13d6 damage to one or several
t. With an average Charisma (15 +4 levels = 19) he can do so 11 times a day, in addition to the free healing he
from the healing reserve feat he has.

AD, needing a decent Wisdom

racial).

amage to one or several allies


on to the free healing hell get

Link To Forum
Race:
Align:
Level:

Class
1 Scout
2 Cloistered Cleric
3 Scout
4 Scout
5 Rogue
6 Scout
7 Rogue
8 Rogue
9 Rogue
10 Rogue
11 Rogue
12 Rogue
13 Rogue
14 Rogue
15 Rogue
16 Rogue
17 Rogue
18 Rogue
19 Rogue
20 Rogue

Feats
Travel Devotion

Precise Shot

Rapit Shot, Swift


Ambusher(B)

Improved Skirmish

Woodland Archer

Expeditious Dodge

Improved Precise
Shot

Skirmish Total: Skirmish


Sneak Attack Total: Snea
Equipment

Tome [Dex]+
Bracers of Archery
Goggles of the Ebo
Rogue's Ves
Mantle of the Pre
Scout's Headb
Skirmisher's B
Gloves of Dexter
Dragon's Eye Am
Quiver of Ehlo

Ring of Blinki
Ring of Vanish

Skirmish Total: Skirmish


Sneak Attack Total: Snea
Equipment

Tome [Dex]+
Bracers of Archery
Goggles of the Ebo
Rogue's Ves
Mantle of the Pre
Scout's Headb
Skirmisher's B
Gloves of Dexter
Dragon's Eye Am
Quiver of Ehlo

Ring of Blinki
Ring of Vanish

Armor:
Mithral Chainshirt of Freedom +5 with Le

Weapon:
Splitting Deadly Precision K

Totals: 756.90
AC: 19 / 26 if skirmishing (28 if you get

Strategy and At

With this build, you can be your party's scout and dish out some heavy punishment
conditions. You should stay within the 30ft range but always on the m

The Freedom property in the armor is there to keep you safe from grapples and st

Spot the Weak Point, Ring of Blinking and Ring of Vanishing provide you means to apply a

Attacks Breakd

Base Attack Bonus: +


+ Point Blank Sh
+ Weapon Focu
+ Greater Bracers of
+ Dexterity: +
+ Weapon: +

= +36/+31/+

Rapid shot: +34/+34/+29/+24 (+Sp


If an arrow misses, all the subsequent ones have +

Damage: 8d8+14

Strategy and At

With this build, you can be your party's scout and dish out some heavy punishment
conditions. You should stay within the 30ft range but always on the m

The Freedom property in the armor is there to keep you safe from grapples and st

Spot the Weak Point, Ring of Blinking and Ring of Vanishing provide you means to apply a

Attacks Breakd

Base Attack Bonus: +


+ Point Blank Sh
+ Weapon Focu
+ Greater Bracers of
+ Dexterity: +
+ Weapon: +

= +36/+31/+

Rapid shot: +34/+34/+29/+24 (+Sp


If an arrow misses, all the subsequent ones have +

Damage: 8d8+14

Damage Breakd
1d8 from the longbow time

7d6 skirmish + 1d6 from rogue's vest + 8d6 sneak attack + 1d6 from rogue's

+1 from point blank shot / +5 weapon enhancement / +2 skirm

Swift Ambusher
Other Notes
Diety: Solonar - War domain, elf Domain (domain swapped feats: Point Blank Shot; Weapon Focus
Longbow; Knowledge Devotion

Skill Trick: Spot the Weak Point

Skirmish Total: Skirmish: +7d6 / +7 AC


Sneak Attack Total: Sneak Attack: +8d6
Equipment:
Tome [Dex]+5
Bracers of Archery - Greater
Goggles of the Ebon Hunter
Rogue's Vest
Mantle of the Predator
Scout's Headband
Skirmisher's Boots
Gloves of Dexterity +6
Dragon's Eye Amulet
Quiver of Ehlonna
Ring of Blinking
Ring of Vanishing

Strategy and Attacks:

some heavy punishment, by as often as possible, triggering both the skirmish and the sneak attack
range but always on the move, to benefit from the skirmish and E.Dodge AC bonus.

safe from grapples and stuff like that, and the crystal to prevent mental shenanigans from mages.

ovide you means to apply as often as possible your sneak attack damage in addition to the skirmish dmg.
Attacks Breakdown:
Base Attack Bonus: +14/+9/+4
+ Point Blank Shot: +1
+ Weapon Focus: +1
+ Greater Bracers of Archery +2
+ Dexterity: +13
+ Weapon: +5
= +36/+31/+26

t: +34/+34/+29/+24 (+Splitting) +34/+34/+29/+24


he subsequent ones have +4 to hit due to "woodland archer" feat.
Damage: 8d8+148d6+64

Shot; Weapon Focus

he sneak attack

rom mages.

o the skirmish dmg.

Race:
Align:
Level:

Link To Forum
Human
Class
1 Barbarian
2 Figher
3 Ranger
4 Ranger
5 Ranger
6 Horizon Walker
7 Horizon Walker
8 Horizon Walker
9 Horizon Walker
10 Horizon Walker
11 Horizon Walker
12 Horizon Walker
13 Horizon Walker
14 Horizon Walker
15 Horizon Walker
16
17
18
19
20

Feats
Combat Expertise, Imp
Trip (B)
Combat Reflexes (B)
Power Attack, Track (B)
Endurance (B)
EWP (spiked Chain)

Class Features: You won't be getting much use out of either of the Ranger Combat Styles,
take Underground, Desert, Hills, and Plains. For the planar terrain mastery, your first

Skills: Max out Survival, Listen, and Tumble (cross-class) to start with. Once you start gett
ranks in Knowledge (Geography) to qualify for Horizon Walker. Use your Fighter level to m
Animal, Ride, or whatever

Alternate route: If you're starting with Ranger, things are easier. Max out Listen, Spot, Sur
which you can put into Hide and Move Silently, or somethin

Equipment: For armour, get studded leather at level 1, a masterwork chain shirt at leve
onwards
For weapons, get a guisarme, upgraded to masterwork and magic when possible. Also get
and a bludgeoning weap
For other equipment, buy potions of enlarge person. They're only 50 gold each and weigh
and a wand of cure light wounds at first opportunity (probably le

Hor

Link To Forum
Race:
Align:
Level:

Class
1 Barbarian
2 Fighter
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Feats

Hor

Link To Forum
Race:
Align:
Level:

Class
1
2
3
4
5
6
7
8
9
10
11
12

Feats

13
14
15
16
17
18
19
20

Horizon Tripper
Other Notes

Ranger Combat Styles, so pick whichever you feel like. For the Horizon Walker's terrain mastery abilities,
rain mastery, your first choice should be Shifting - after that take Cavernous, Aligned, Fiery, and Cold.

ith. Once you start getting Ranger levels, max out Spot and Knowledge (Geography) as well - you need 8
e your Fighter level to make sure you have 5 ranks in Jump. Spend your remaining ranks on Climb, Handle
imal, Ride, or whatever else you feel like.

ax out Listen, Spot, Survival, Knowledge (geography), and Tumble. That still leaves you a few skill points,
ve Silently, or something more unusual like Balance or Knowledge (Nature).

rwork chain shirt at level 2, a mithral chain shirt at level 3, and a magic mithral chain shirt from level 4
onwards.
when possible. Also get armour spikes or a spiked gauntlet for close-in work, a ranged weapon for sniping,
and a bludgeoning weapon as a backup.
50 gold each and weigh nothing, so carry a stack of them. Also buy a masterwork tool for the Tumble skill
pportunity (probably level 3, unless you can get the rest of the party to chip in).

Horizon Tripper (alt build)


Other Notes

Horizon Tripper (alt build)


Other Notes

mastery abilities,
ery, and Cold.

s well - you need 8


s on Climb, Handle
a few skill points,

hirt from level 4

weapon for sniping,

or the Tumble skill

Race:
Align:
Level:

Link To Forum
Half Giant
Class
1 Half-Giant LA
2 Bear Totem Barbarian
3 psychic Warrior
4 psychic Warrior
5 psychic Warrior
6 psychic Warrior
7 Bear Warrior
8 Bear Warrior
9 Bear Warrior
10 Bear Warrior
11 Bear Warrior
12 Warshaper
13 Warshaper
14 Warshaper
15 Sanctified Mind
16 Sanctified Mind
17 Sanctified Mind
18 Sanctified Mind
19 Sanctified Mind
20 Sanctified Mind

Feats

I made one of these a while back. I started with half-giant (which you can't do b/c of the +
multigrab and greater multigrab. Took that into psychic warrior, took 5 levels o

half-giant 1 / bear totem barb 1 / psywar 4 / bea


(don't remember the exac

Fully buffed and raged, with powerful build he was treated as a colossal bear, which could g
grapple check of something like +63 without items, not a record breaker, but pret

Half-Giant Bear Warrior


Other Notes

can't do b/c of the +1 LA) and single level of bear totem barbarian for Improved Grab, which let me take
arrior, took 5 levels of bear warrior, 3 of warshaper, and capped it off with 6 of sanctified mind.

rb 1 / psywar 4 / bear warrior 5 / warshaper 3 / sanctified mind 6


remember the exact order i took them in)

al bear, which could grapple in each paw without penalty (thanks to greater multigrab). At ECL 20 he had a
ord breaker, but pretty good. I've been dying to play this character but have never had the chance

which let me take


d mind.

At ECL 20 he had a
the chance

Link To Forum
Race:
Human
Align:
LG
Level:
Class
1 Cleric
2 Paladin
3 Paladin
4 Fighter
5 Fighter
6 Chameleaon
7 Chameleaon
8 Chameleaon
9 Chameleaon
10 Chameleaon
11 Chameleaon
12 Chameleaon
13 Chameleaon
14 Chameleaon
15 Witch Slayer
16 Witch Slayer
17 Witch Slayer
18 Witch Slayer
19 Witch Slayer
20 Chameleaon

Be
Feats
Able Learner, Extend spell(B),
MWP: Longsword(B)
Persistent Spell
Power Attack (B)
Combat Expertise(B)
Divine Metamagic (Persistend)
Floating bonus feat
Mage Slayer

Divine Might

Leap Attack

Practiced Spellcaster

Class Abilities of note: Momentary Disjunction (30' range, target must make a DC 36 Wi
Floating bonus feat (Normally used to take Pierce Magical Protection; caster level is 20
(typically +16 to saves.) Turn Undead (19/day) Domains: Trickery, War, Smite Evil 1/day (
(+16 to hit/+10 damage,) extr

Spellca
Spells of Note: In addition to the buffs listed abov

Divine Favor
Friendly Fac
Instant Locksmi
Instant Search
Improvisatio
Nerveskitter
Shock and Aw
Create Magic Tat
Heroics (S
Adept Spirit

Spellca
Spells of Note: In addition to the buffs listed abov

Divine Favor
Friendly Fac
Instant Locksmi
Instant Search
Improvisatio
Nerveskitter
Shock and Aw
Create Magic Tat
Heroics (S
Adept Spirit
Find the Gap
Hymn of Prai
Scales of the Se
Ruin Delvers Fo
Voice of the Dra
Bigbys Clenche
Polar Ray
Righteous Wrath of th
Valiant Fury (

Items of
Tome of Leadership and
Tomes of Strength and Co
Belt of Magnificen
Mithril Full Plate
Twilight Mithril Large Shield +1
Twilight Mithril Chai
Orange Ioun St
Bead of Karm

Books Tome of Magic, Complete Divine, Complete Arcane, Races of Destiny, Spel

Bear of the North (gish)


Other Notes
Domains : Trickery, War

arget must make a DC 36 Will save or be affected as if by Antimagic Field for one round, usable every five round
Protection; caster level is 20 when this feat is "off" and 16 when it's "on.") Mettle and Slippery Mind. Divine Gra
ckery, War, Smite Evil 1/day (+16 to attack, +4 to damage.) Mimic Class Feature 3/day (normally used for Smite
+16 to hit/+10 damage,) extra turn attempts, or Evasion.)

Spellcasting:
dition to the buffs listed above, Roland frequently uses the following spells:
Divine Favor (Cleric 1)
Friendly Face (Bard 1)
Instant Locksmith (Sor/Wiz 1)
Instant Search (Sor/Wiz 1)
Improvisation (Bard 1)
Nerveskitter (Sor/Wiz 1)
Shock and Awe (Bard 1)
Create Magic Tattoo (Sor/Wiz 2)
Heroics (Sor/Wiz 2)
Adept Spirit (Sor/Wiz 3)

Items of Note:
Tome of Leadership and Influence +5 (137,500)
Tomes of Strength and Constitution +4 (220,000)
Belt of Magnificence +6 (200,000)
Mithril Full Plate +1 (11,650)
light Mithril Large Shield +1 of Heavy Fortification (50,170)
Twilight Mithril Chain Shirt +1 (5,100)
Orange Ioun Stone (30,000)
Bead of Karma (20,000)

rcane, Races of Destiny, Spell Compendium, Players Handbook 2, Miniatures Handbook, Magic of Incarnum

, usable every five rounds.)


lippery Mind. Divine Grace
(normally used for Smite Evil

k, Magic of Incarnum

Race:
Align:

Post #7
Goliath
NG,N,NE

Level:

Class
1 Barbarian
2 Fighter
Dungeoncrasher
3 figher
4 Fighter
5 Fighter
6 Fighter
Dungeoncrasher
7 figher
8 Psychic Warrior
9 Psychic Warrior
10 War Mind
11 War Mind
12 War Mind
13 War Mind
14 War Mind
15 War Mind
16 War Mind
17 Crusader
18 Crusader
19 War Mind
20 War Mind

Feats
Power attack, extra rage, imp bull
rush
Knockback
Combat Reflexes
Combat expertise
Shock Trooper

Leap Attack
Improved Sunder, Combat Brute

Imp Trip

Rombilar's Gambit

OPEN FEAT

Psychic Lockdown
Other
Notes
Mountain rage racial sub (Whirling Frency, Lion totem Variants)

Power: Catfall
Power: Expansion
Power: Adreneline Boost
Power: Skate
Power: Prowess
Power: Reach
Iron Guard's Glare, Boulder Roll, Defensive Rebuke, Mountain Avalanche, Overwhelming Mountain
Strike, Elder Mountain Hammer
Thicket of Blades
Power: Vampiric Blade

helming Mountain

Flaws: Shaky,
Vulnerable

Race:
Align:
Level:

Link To Forum
Whisper Gnome
any lawful
Class
1 Monk
2 Monk
3 Swashbuckler
4 Swashbuckler
5 Swashbuckler
6 Psionic Rogue
7 Psionic Rogue
8 Psionic Rogue
9 Swordsage
10 Psionic Rogue
11 Psionic Rogue
12 Psionic Rogue
13 Psionic Rogue
14 Psionic Rogue
15 Psionic Rogue
16 Psionic Rogue
17 Psionic Rogue
18 Psionic Rogue
19 Psionic Rogue
20 Psionic Rogue

Feats
Improved Unarmed Strike (B), Stunning fist
Tashalatora
Weapon Finesse (B)
Carmandine Monk
Ascetic Rogue

Daring Outlaw

Craven

Snap Kick

Darkstalker

TASHALATORA
You have successfully integrated martial arts with psionic power under the tutelage of Tash
level powers.
Benefit: Your levels in the psionic class you selected for Monastic Training stack with your

Daring Outlaw
You combine grace and stealth to deadly effect.
Prerequisite: Grace +1, sneak attack +2d6.
Benefit: Your rogue and swashbuckler levels stack for the purpose of determining your com
rogue/4th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she we
damage.

ASCETIC ROGUE
You have gone beyond the bounds of your monastic training to incorporate new modes of s
your ability to strike precisely and bring down your foes quickly. Prerequisites: Improved Un
Benefit: When you use an unarmed strike with a sneak attack to deliver a stunning attack
for the purpose of determining your unarmed strike damage.

Carmendine Monk
Prerequisite: Int 13, Member of Zealots of The Written Word monk order (Champions of V
Benefit: You can use your intelligence bonus instead of your wisdom bonus for determinin
You can study your thesis notes for 1 hour to treat your monk level as two higher for determ
at which point you can study your notes again to gain the same or a different effect. You ca

Carmendine Monk
Prerequisite: Int 13, Member of Zealots of The Written Word monk order (Champions of V
Benefit: You can use your intelligence bonus instead of your wisdom bonus for determinin
You can study your thesis notes for 1 hour to treat your monk level as two higher for determ
at which point you can study your notes again to gain the same or a different effect. You ca

total
W. Gnome
dex
con
str
cha
wis
speed
initiative
Hide
Move Sil
Balance
Listen
Spot
Reflex

Stealthy
2
2
-2
-2

Dark
2

30

2
10

8
4

4
4

2
2
2

10
2
8
6
4
4
4

4
2
-2
-2
2
50
2
0
20
14
4
6
6
0
2

Ascetic PsyOutlaw
Feats
Improved Unarmed Strike (B), Stunning fist(B), Monastic Training
Tashalatora
Weapon Finesse (B)
Carmandine Monk

Other Notes

Ascetic Rogue

Daring Outlaw

Craven

Snap Kick

Darkstalker

with psionic power under the tutelage of Tashalatora masters. Prerequisites: Autohypnosis 5 ranks, Concentrati

selected for Monastic Training stack with your monk levels to determine your AC bonus, flurry of blows attacks,

ect.
.
stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and
and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler. Your rogue and swashbuckler leve

onastic training to incorporate new modes of stealthy combat. Although your fellow monks may frown on your m
n your foes quickly. Prerequisites: Improved Unarmed Strike, sneak attack.
ith a sneak attack to deliver a stunning attack, you add 2 to the DC of your stunning attempt. If you have levels
d strike damage.

The Written Word monk order (Champions of Valor)


s instead of your wisdom bonus for determining monk AC bonus and for determining the DC to your Stunning Fis
treat your monk level as two higher for determining one of the following monk abilities; unarmed damage, AC
n to gain the same or a different effect. You can't study your notes more than once in any 24 hour period.

c PsyOutlaw

Other Notes
Template - Dark, Stealthy

Assassin's stance

pnosis 5 ranks, Concentration 5 ranks, Monastic Training (psionic class), ability to manifest 1st-

us, flurry of blows attacks, and unarmed damage from the monk class.

the grace class feature and the swashbucklers dodge bonus to AC. For example, a 7th-level
gue and swashbuckler levels also stack for the purpose of determining your sneak attack bonus

monks may frown on your methods, none can doubt that your diverse training has improved

attempt. If you have levels in rogue and monk, those levels stack

the DC to your Stunning Fist and Quivering Palm attacks.


ties; unarmed damage, AC bonus, or unarmored speed bonus. This benefit lasts for 24 hours,
n any 24 hour period.

Link To Forum
Race: Human (or other)
Align: Any
Level: Class
1 Warblade

Feats
EWP - Spiked Chain

2 Warblade

3 Warblade
4 Warblade
5 Warblade
6 Warblade
7 Warblade

Stand Still
Combat Reflexes (B)
Martial Study
(Foehammer)

8 Warblade

9 Warblade

Martial Stance (Thicket of


Blades), Improved
Initiative (B)

10 Warblade
11 Warblade

12 Warblade
13 Warblade

Robilar's Gambit

14 Warblade

Lightning Reflexes (B)

15 Warblade

Your Choice (mage


slayer, Power Attack,
Martial Stance (Aura of
Perfect Order)

16 Warblade

17 Warblade

Mountain Tombstone(B)

18 Warblade
19 Warblade
20 Warblade

Defensive Sweep

Warblade Lockdown
Ability Boos

STR +1

Other Notes
Stance = Punishing Stance. Maneuvers = Steel Wind, Stone B
New maneuver = Douse the Flames (cover for teammates, but I don't even kn
Dodge

New Maneuver = Disarming Strike (damage + debuff is always nic


Might want to ready Disarming Strike instead
Trade Stone Bones for Stone Vice. New Stance =
New Manuever = Ironheart Surg

Trade Steel Wind for Bonecrusher. Pick up Improv


New Maneuver = Lightning Recov

INT +1 (possibly)

Trade Douse the Flames for Overwhelming Mountain Strike (I'd probably ready t
Strike, Moment of P.M., Ironheart Surge, and either Bonecrusher or Li

New Maneuver = Disrupting Blow (but no new readied to add it to lineup...gr


Recovery...it's a good strike).
Thicket really helps control. Now anyone within 10' (15' if you have Enlarge in s
really keep people where you want them using Stand Still...combined with O.M
point, you really want a Dex booster to maximize
Trade Disarming Strike for Rapid Counter. New Stance
Some might prefer Roots of the Mountain for their stance choice...I like Dancing
nice reach. You also get a new readied maneuver, which lets you add Rapid

New maneuver = Crushing Vice (swap it into your readied list in place of O.M. S
rolls

DEX +1

Trade Stone Vice for Irresistable Mt. Strike. Ability incr


Ah, the build begins to come together. Robilar's lets you AoO people who atta
around you. Depending on circumstances, you might want to start refreshing e
Counter...enemy's turn Counter, your turn (no swift) use a Strike, enemy's turn
appropriate. Your readied list should now be Crushing Vice, Irresistable Mt. Str
Moment of Perfect Mind or Ironheart Surge (whicheve
New Maneuver = Finishing Move (might want to swap in, probably in pl

Trade Bonecrusher for Quicksilver Motion (might want to swap in, maybe for Dis
levels)

New Maneuver = Diamond Defense (and a new readied maneuver, so put t


attack/damage on AoOs

New Stance = Stance of Alacrity. Trade Lighting Recovery f

New Maneuver = Time Stands Still. The Quicksilver tactic just got better...mov
great for single opponents or multiple. You'll need to drop something to put it in
maneuver.

Trade Overwhelming Mountain Strike for Adama


Ah, defensive sweep...they are now literally damned if they do and damned if the
they DO move, they get AoO'd, and with Stand Still (among other options) they
Hurricane is nice if you can fit it into your lineup...if you want to emphasize offe
defense) you might ready Quicksilver Motion, Time Stands Still, Diamond Nightm
This makes the "quick-kill" tactic a 2 round blitz. Single Opponent? Quicksilver to
next round with a massive Strike. Multiple? In this case, I'd Quicksilver in, then
with Time Stands Still to surgically take down everyone a blow at a tim
New
Maneuverwhich
= Strike
of Perfect
C
Trade? If you want. Get your 7th readied
maneuver,
gives
you more
pinnacle...Stance Mastery. Remember how you had too many stances

Other Notes
= Steel Wind, Stone Bones, Moment of Perfect Mind
es, but I don't even know if I'd ready it most times). Pick up Uncanny
Dodge

+ debuff is always nice). Also get Int (+1) to confirm crits.


arming Strike instead of Stone Bones
e Vice. New Stance = Stance of Clarity.
ever = Ironheart Surge

usher. Pick up Improved Uncanny Dodge


er = Lightning Recovery

e (I'd probably ready this right away...readied maneuvers are now O.M.
her Bonecrusher or Lightning Recovery, according to taste).

to add it to lineup...grrrr. Could trade it in for Bonecrusher/Lightning


y...it's a good strike).
you have Enlarge in spell/potion) provokes by moving, allowing you to
l...combined with O.M. Strike, you can hold a bunch of people (by this
x booster to maximize Combat Reflexes)
Counter. New Stance = Dancing Blade Form.
choice...I like Dancing Blade because it makes nice reach into REALLY
ich lets you add Rapid Counter right into your lineup...more AoOs.

list in place of O.M. Strike). Also get Int (+2 or more) to opposed battle
rolls

Mt. Strike. Ability increase = Dex +1 (to 15)


AoO people who attack you, Thicket lets you AoO people who move
nt to start refreshing every other round to maximize your use of Rapid
a Strike, enemy's turn skip your Counter, your turn refresh. Repeat as
e, Irresistable Mt. Strike, Rapid Counter, Disrupting Strike, and either
eart Surge (whichever you find more useful)
wap in, probably in place of one of your Stone Dragon strikes)

wap in, maybe for Disrupting Strike...but it'll get more useful at higher
levels)

ed maneuver, so put this in at once!). Also, get Int (+2 or more) on


k/damage on AoOs

e Lighting Recovery for Diamond Nightmare Blade

c just got better...move as a swift, unleash a double full attack. This is


something to put it in your lineup, though...probably that last variable
maneuver.

ntain Strike for Adamantine Hurricane.


do and damned if they don't. If they don't move, they get AoO'd...but if
ng other options) they simply CAN'T move, and get AoO'd. Adamantine
ant to emphasize offense (trusting Robilar's, Thicket, and Stand Still for
Still, Diamond Nightmare or Finishing Move, and Adamantine Hurricane.
ponent? Quicksilver to close, Time Stands Still...if he's still up, follow up
d Quicksilver in, then use Adamantine Hurricane...follow up next round
eryone a blow at a time. Basically, you're a living area effect
rwhich
= Strike
of Perfect
Clarity
gives
you more
versatility in your lineup. And you get the
ad too many stances at level 16? Now you can use 2 at once.

Link To Forum
Race: Half-Ogre
Align: Any
Level: Class
1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Fighter
6 Fighter
7 Fighter
8 Fighter
9 Fighter
10 Fighter
11 Fighter
12 Fighter
13 Fighter
14 Fighter
15 Fighter
16 Fighter
17 Fighter
18 Fighter
19 Fighter
20 Fighter

Feats
Improved Initiative, Combat Reflexes
Standstill
Power Attack
Improved Sunder
Martial Study, Combat Brute
Improved Bull Rush
Shock Trooper
Martial Stance (Thicket of Blades)
Knockback, Robilar's Gambit
Mage Slayer
Precise Swing
Overwhelming Attack
Endurance, Deft Opportunist
Steadfast Determination

Ogrelock(down) Fighter
Feats

mproved Initiative, Combat Reflexes


Standstill
Power Attack
Improved Sunder
Martial Study, Combat Brute
Improved Bull Rush
Shock Trooper
Martial Stance (Thicket of Blades)
Knockback, Robilar's Gambit
Mage Slayer
Precise Swing
Overwhelming Attack
Endurance, Deft Opportunist
Steadfast Determination

Other Notes

ighter

Link To Forum
Race: Human
Align: Lawful Any
Level: Class
1 Cleric
2 Cleric
3 Cleric
4 Cleric
5 Cleric
6 Cleric
7 Cleric
8 Cleric
9 Cleric
10 Cleric
11 Cleric
12 Cleric
13 Cleric
14 Cleric
15 Crusader
16 Ruby Knight
17 Ruby Knight
18 Ruby Knight
19 Ruby Knight
20 Ruby Knight

Feats
Combat reflexes,
Stand Still
Power Attack

Extend Spell

Persist Spell

DMM (Persist Spell)

Robilar's Gambit
Vindicator
Vindicator
Vindicator
Vindicator
Vindicator

Deft Opportunist

Divine Lockdown
Other Notes

The Focus

Forum Post #4
Strongheart Halfling

Race:
Align:
Level: Class

1 Conjurer
2 Conjurer
3 Conjurer
4 Conjurer
5 Conjurer
6 Mage of the Arcane Order
7 Mage of the Arcane Order
8 Mage of the Arcane Order
9 Mage of the Arcane Order
10 Mage of the Arcane Order
11 Mage of the Arcane Order

Feats
Cloudy Conjuraton,
Improved Initiative
(F), Extend Spell
Cooperative Spell

Metamagic School:
Conjuration
Sculpt Spell
Spell Focus:
Conjuration

12 Mage of the Arcane Order

Augment Summoning

13 Master Specialist
14 Master Specialist

Skill Focus: Spellcraft

15 Master Specialist
16 Archmage
17 Archmage
18 Archmage
19 Archmage
20 Archmage

Rapid Spell, Spell


focus - transmutation

Spell Penetration

The Focused Specialist: Conjurer Battlefield Controller


Other Notes

Alternate Class abilities: Level 1 (Fighter feats, Immediate magic). Level 5 (Domain gra
Magic Domain - now you can use spell trigger items from any school)

Figher Bonus ?

Mastery of Shaping
Spell Like Ability: Timestop
Arcane Reach
Mastery of Elements
Spell Power

ntroller

evel 5 (Domain granted power om any school)

Forum Post #4
Race: Strongheart Halfling
Align: Grey Elf
Level: Class

1 Transmuter
2 Transmuter
3 Transmuter
4 Transmuter
5 Transmuter

6 Master Specialist
7 Master Specialist
8 Fatespinner
9 Fatespinner
10 Fatespinner
11 Fatespinner
12 Sacred Excorcist
13 Master Specialist
14 Paragnostic Apostle
15 Paragnostic Apostle
16 Archmage
17 Archmage
18 Archmage
19 Archmage
20 Archmage

The Focused Specia


Feats
Spell Focus:
Transmuation,
Improved Initiative
Spell Penetration
Family Domain
Toughening
Transmutation, Skill
focus: Spellcraft

Minor Shapeshift

Divine Ward Glorious


Weapons
Greater Spell Focus:
Transmutation
Spell Focus:
Conjuration

Greater Spell
Penetration

This build focuses less on maintaining versatility and jumps right into a Buffing/Debuffing specialty. This build is made so DC's
with a buff (maybe a haste

This God uses Slow and Call of Stone as high DC debuffs while using Haste or Mass Snake

This God uses Slow and Call of Stone as high DC debuffs while using Haste or Mass Snake

Advantage of this build: This build will rely more on buffing than the previous Conjuration
with touch spells at range. Later on Archmage will allow basically the same thing at wh

The domain granted power will give a nice party-buff of +4 Dodge to AC to all allies arou

The slightly higher CHA is to optimize the eventual Turning a

Enemies will have a difficult time with the Tranmuters debuffs when the saving throw is a
a reroll). The increased initial INT score th

This character will focus on Haste or Snakes Swiftness along with Polymorph for Buffing

Focused Specialist: Transmuter Buffer/Debuffer: - The DC spec


Other Notes

Alternate class abilities: Focused Specialist (Transmuter), Fighter feats, Domain Granted Ab

Domain Granted Ability

Mastery of Shaping
Spell Like Ability: Timestop
Arcane Reach
Mastery of Elements
Spell Power

pecialty. This build is made so DC's will be high - but has lots of Buffing spells to fall back on when the opponent has ridiculous saves or SR. In most comba
with a buff (maybe a haste) and then start debuffing come round 2.

sing Haste or Mass Snake's swiftness to basically give their own party 10:1 attack ratio (or therabouts - maybe n

he DC specialist

Domain Granted Ability (level 5)

aves or SR. In most combats he should start

erabouts - maybe not quite that

Rec

Forum Post #4
Changeling

Race:
Align:
Level: Class
1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 Bard
9 Recaster
10 War Weaver
11 Sublime Chord
12 Sublime Chord
13 War Weaver
14 War Weaver
15 War Weaver
16 War Weaver
17 Recaster
18 Recaster
19 Recaster
20 Recaster

Feats

Pre-reqs o

Race

Skills: [By 9th] Knowledge (arcana) 4, Spellcraft 8; [By 10th] Craft (weaving) 6, Know
(ast

Feats: [By 9th] Any two meta

Abilities Relev

Bard/Sublime
(spells: 3/3/3/1/5/4/4/3/3

Bardic music (9/day): Inspire Courage +

Metamorphic Spell (c

Abilities Relev

Bard/Sublime
(spells: 3/3/3/1/5/4/4/3/3

Bardic music (9/day): Inspire Courage +

Metamorphic Spell (c

Expanded Knowledge (two spells up to 7th & 8th le

Sudden Me

Pros: Access to cure spells through Bard lists, access to heal through expanded knowledg
access to 4th-9th level

Cons: Advances War Weaver PrC late, no access to 3rd level Wiz/Sor spells and few 3rd l
and ra

Recaster/Sublime Chord War Weaver


Other Notes

Pre-reqs of note for PrCs:


Race: Changeling

0th] Craft (weaving) 6, Knowledge (arcana) 6; [By 11th] Knowledge (arcana) 13, Listen 13, Perform (any) 10, Pr
(astrologer) 6

Feats: [By 9th] Any two metamagic feats; [By 10th] Enlarge Spell
Abilities Relevant to War Weavers
Bard/Sublime caster level 8/10 (18)
(spells: 3/3/3/1/5/4/4/3/3/2, known: 6/4/4/3/4/4/4/4/3/2)

sic (9/day): Inspire Courage +2, Inspire Competence, Song of Arcane Power
Metamorphic Spell (components, time, & space)

erform (any) 10, Profession

Forum Post #4
Race:
Align:
Level: Class
1 Wizard (Abjurer)
2 Wizard (Abjurer)
3 Wizard (Abjurer)
4 Master Specialist
5 Master Specialist
6 War Weaver
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 Master Specialist
12 Master Specialist
13 Master Specialist
14 Master Specialist
15 Master Specialist
16 Master Specialist
17 Master Specialist
18 Master Specialist
19 Abjurant Champion
20 Abjurant Champion

Feats

Pre-reqs o

Skills: [By 4th] Knowledge (arcana) 5, Spellcra

Feats: [By 4th] Spell Focus (abjuration); [

Must be proficient with at le

Pros: Wizard CL 19th, +2 on shield/armor AC from abjuration spells, auto Extend Spell on
ignore half/partial effects from spells you save against, ability to cast personal rang

Cons: A focus on abjuration isn't as good as a focus on transm

Master Abjurer War Weaver


Other Notes

Pre-reqs of note for PrCs:

owledge (arcana) 5, Spellcraft 5; [By 6th] Craft (weaving) 6, Knowledge (arcana) 6

h] Spell Focus (abjuration); [By 6th] Enlarge Spell; [By 11th] Combat Casting

Must be proficient with at least one martial weapon [by 19th]

n spells, auto Extend Spell on all abjurations, auto Quicken Spell on 1st level abjurations, good dispelling & coun
ability to cast personal range abjurations on party 3/day, no useless skill ranks or feats beyond those of War W

s good as a focus on transmutation for buffing, no access to curative/divine magic without feats.

d dispelling & counterspelling,


ond those of War Weaver.

eats.

Forum Post #4
Human or Doppelganger

Race:
Align:
Level: Class
1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 War Weaver
9 War Weaver
10 War Weaver
11 War Weaver
12 War Weaver
13 Chameleon
14 Chameleon
15 Chameleon
16 Chameleon
17 Chameleon
18 Chameleon
19 Chameleon
20 Chameleon

Feats

Pre-reqs

Race: Human or Doppelgange

Skills: [By 8th] Craft (weaving) 6, Knowledge (arcana

Feats: [By 8th] Enlarg

Pros: Access to 4th level Bard spells, 5th level spells from any divine caster, and 5th le
tapestry-compatible spell slots, no rea

Cons: No access to spells above 5th level, multiple ability dependence (needs Int & Wis 1
low caster levels on all spells means short range and duration of buffs, most parties will r
spe

Since you're getting Able Learner anyway, going Rogue 1 / Wizard 5 would let you qualif
care about two castin

Pre-reqs

Race: Human or Doppelgange

Skills: [By 8th] Craft (weaving) 6, Knowledge (arcana

Feats: [By 8th] Enlarg

Pros: Access to 4th level Bard spells, 5th level spells from any divine caster, and 5th le
tapestry-compatible spell slots, no rea

Cons: No access to spells above 5th level, multiple ability dependence (needs Int & Wis 1
low caster levels on all spells means short range and duration of buffs, most parties will r
spe

Since you're getting Able Learner anyway, going Rogue 1 / Wizard 5 would let you qualif
care about two castin

Chameleon War Weaver


Other Notes

Pre-reqs of note for PrCs:

ce: Human or Doppelganger (arguably Changeling should qualify)

ving) 6, Knowledge (arcana) 6; [By 13th] Bluff 8, Disguise 8, Sense Motive 4, Spellcraft 4
Feats: [By 8th] Enlarge Spell; [By 13th] Able Learner

ny divine caster, and 5th level spells from any arcane caster; ability boons & mimicked class features, gobs and
mpatible spell slots, no real need to conserve buffs for the best situation.

ndence (needs Int & Wis 15 and Cha 14 to pull off), poor save DCs means no offensive casting and weak battlefi
of buffs, most parties will run out of gas on their high level abilities and will want to rest long before you've exh
spell reserves.

izard 5 would let you qualify for PrCs earlier and be able to get one more level of Chameleon in. It would also let
care about two casting attributes instead of three.

features, gobs and gobs of

ng and weak battlefield control,


g before you've exhausted your
in. It would also lets you only

Forum Post #4
Race:
Align:
Level: Class
1 Wizard
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 War Weaver
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 Knight of the Weave
12 Ultimate Magus
13 Ultimate Magus
14 Ultimate Magus
15 Ultimate Magus
16 Ultimate Magus
17 Ultimate Magus
18 Ultimate Magus
19 Ultimate Magus
20 Ultimate Magus

Feats

Pre-reqs o

Alignme

Skills: [By 6th] Craft (weaving) 6, Knowledge (arcana) 6; [B


Feats: [By

Note: To qualify for Knight of the Weave by level 11, you must *somehow* pick up the abi
Another is to pick up the feats Arcane Domain (Healing) and Spontaneous Healer. Anothe
could base this on a Sorcerer and pick up the Arcane Preparatio

Pros: Spells as an 18th level Wizard (CL 21) and as a 7th level KotW (CL 22), access to cur
instant metamagic through UM

Cons: Campaign setting and align

War Weaver Knight of the Weave


Other Notes

Forgotten Realms

Pre-reqs of note for PrCs:


Alignment: Any non-evil

) 6, Knowledge (arcana) 6; [By 12th] Knowledge (history) 1, Spellcraft 1; [By 13th] Spellcraft 8
Feats: [By 6th] Enlarge Spell

t *somehow* pick up the ability to spontaneously cast 3rd level spells. One way is to use the UA variant Conjure
Spontaneous Healer. Another is to grab the Spontaneous Divination substitution feat (CChm) at 5th level. Alter
pick up the Arcane Preparation feat before level 12 to meet the qualifications for Ultimate Magus.

l KotW (CL 22), access to cure and status healing spells from KotW, add up to 4 spells to KotW spell list from you
stant metamagic through UM's Augmented Casting class feature.

s: Campaign setting and alignment restricted. That's pretty much it.

UA variant Conjurer or Abjurer.


m) at 5th level. Alternately, you
agus.

W spell list from your spellbook,

Forum Post #4
Changeling

Race:
Align:
Level: Class
1 Wizard
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 War Weaver
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 Primal Scholar
12 Primal Scholar
13 Primal Scholar
14 Primal Scholar
15 Primal Scholar
16 Recaster
17 Recaster
18 Recaster
19 Recaster
20 Recaster

Feats

Pre-reqs o

Race

Skills: [By 6th] Craft (weaving) 6, Knowledge (ar

Feats: [By 6th] Enlarge Spell; [By 11th] Mys

Pros: Can cast unfettered heroism and spend the action point to get back 5 spells, variou
spells/day, ability to further widen mass

Cons: None really except that you have to be a Changeling to get into Recas

Variant 1: Bard 1-7 / Primal Scholar 1-2 / Recaster 1 / Subl


Variant 2: Use a 2-level dip into Wyrm Wizard (DgM) instead of Recaster if yo

Recyclomancer
Other Notes

Pre-reqs of note for PrCs:


Race: Changeling
(weaving) 6, Knowledge (arcana) 6; [By 11th] Knowledge (history) 10, Spellcraft 10

Enlarge Spell; [By 11th] Mysterious Magic; [By 16th] Any other megamagic feat

nt to get back 5 spells, various new uses for action points, access to heal through expanded knowledge, ability t
bility to further widen mass spells to utterly ludicrous range, arcane CL 18.

Changeling to get into Recaster. If that's not the capstone PrC you'd like to use, then you're free to be any race.

cholar 1-2 / Recaster 1 / Sublime Chord 1 / War Weaver 1-5 / Recaster 2 / Primal Scholar 3-5.
gM) instead of Recaster if you want to snag heal without playing Changeling. Recaster is a superior PrC though.

knowledge, ability to quicken 3

ree to be any race.

uperior PrC though.

Forum Post #4
Dwarf

Race:
Align:
Level: Class
1 Fighter
2 Wizard
3 Wizard
4 Wizard
5 Wizard
6 Runesmith
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 War Weaver
12 Runesmith
13 Runesmith
14 Runesmith
15 Abjurant Champion
16 Abjurant Champion
17 Abjurant Champion
18 Abjurant Champion
19 Abjurant Champion
20 Spellsword

Feats

Pre-reqs o

Ra

Skills: [By 6th] Concentration 5, Craft (stonework

Feats: [By 7th] Enlarge S

Pros: Wizard CL 18th, no arcane spell failure, ability to lets others use your personal sp
Quicken Spell on 1

Cons: BAB +13 (too shabby to be a gish), no access to curative/divine magic without feats
of War Weaver, little reason to take Runes

To be honest, you might be better off ignoring trying to raise BAB and

The only real shame about using Runesmith is that you pretty much have to heavy armor p
have to be a dwarf to be a Runesmith, you're locked into using Fighter to avoid multiclass

Pre-reqs o

Ra

Skills: [By 6th] Concentration 5, Craft (stonework

Feats: [By 7th] Enlarge S

Pros: Wizard CL 18th, no arcane spell failure, ability to lets others use your personal sp
Quicken Spell on 1

Cons: BAB +13 (too shabby to be a gish), no access to curative/divine magic without feats
of War Weaver, little reason to take Runes

To be honest, you might be better off ignoring trying to raise BAB and

The only real shame about using Runesmith is that you pretty much have to heavy armor p
have to be a dwarf to be a Runesmith, you're locked into using Fighter to avoid multiclass
better. Two more levels or Cleric at 14-15 and then five levels of Mystic

One alternate path is to use the Dragonslayer prestige class to qualify, but this build wo
than your melee ability. For this path, go Wiz 1-5 / WW 1-5 / Wiz 6 / Dragonslayer

Pros: Faster Wiz


Cons: Don't enjoy the benefits of good a

Runesmith War Weaver


Other Notes

Pre-reqs of note for PrCs:


Race: Dwarf

entration 5, Craft (stoneworking) 8; [By 7th] Craft (weaving) 6, Knowledge (arcana) 6


Feats: [By 7th] Enlarge Spell; [By 15th] Combat Casting

others use your personal spells, +5 on shield/armor AC from abjuration spells, auto Extend Spell on all abjurati
Quicken Spell on 1st-3rd level abjurations

e/divine magic without feats, delays spell casting advancement a full two levels thanks to a level of Fighter and
r, little reason to take Runesmith 5 since SLAs can't be cast into the tapestry

oring trying to raise BAB and just go with a more caster-focused PrC from 14th-20th levels like Incantrix.

much have to heavy armor proficiency from a level in a class that doesn't advance Wizard spellcasting to make
ng Fighter to avoid multiclassing penalties. If you could use Cleric instead, then advancing in Mystic Theurge wou

Spell on all abjurations, auto

level of Fighter and the 1st level

e Incantrix.

pellcasting to make it. Since you


Mystic Theurge would be much

Forum Post #4
Race:
Align:
Level: Class
1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Fighter
6 Fighter
7 Suel Archanamach
8 Suel Archanamach
9 Suel Archanamach
10 Suel Archanamach
11 War Weaver
12 War Weaver
13 War Weaver
14 War Weaver
15 War Weaver
16 Abjurant Champion
17 Abjurant Champion
18 Abjurant Champion
19 Abjurant Champion
20 Abjurant Champion

Feats

Pre-reqs o
Skills: [By 7th] Concentration 4, Jump 4, Spellcraft 5,

Feats: [By 7th] Combat Casti

Other: [By 7th] Proficiency with at least 4 ma

Pros: Able to cast 5th level Wizard spells with CL 13, great survivability at low levels, abilit
Spell on all abjurations, auto Quicken Spell on 1st-3rd level abjurations

Cons: By the time you're whipping out good party buffs, your party members may have lo
entire span of their career without you providing those buffs. Limited spell access and
dominate the game and your buffing becomes less directl

The base 1:1 BAB class can be any class that helps to meet the skill requirements. Thanks
Arcanamach before 8th level. Two ways to get around this are to either play a Duskblade
UA). The only disadvantage to the latter approach is that you will run out of Suel Arcanam

Pre-reqs o
Skills: [By 7th] Concentration 4, Jump 4, Spellcraft 5,

Feats: [By 7th] Combat Casti

Other: [By 7th] Proficiency with at least 4 ma

Pros: Able to cast 5th level Wizard spells with CL 13, great survivability at low levels, abilit
Spell on all abjurations, auto Quicken Spell on 1st-3rd level abjurations

Cons: By the time you're whipping out good party buffs, your party members may have lo
entire span of their career without you providing those buffs. Limited spell access and
dominate the game and your buffing becomes less directl

The base 1:1 BAB class can be any class that helps to meet the skill requirements. Thanks
Arcanamach before 8th level. Two ways to get around this are to either play a Duskblade
UA). The only disadvantage to the latter approach is that you will run out of Suel Arcanam
of Battle classes) make that worthwhile. The other skills aren't a proble

Here are some variants of S


[

Duskblade 1-7 / Suel Arcanamach 1-3

Duskblade 1-7 / Suel Arcanamac

Warblade 1-6 / Suel Arcanamach 1-4 / War W

Suel Weaver
Other Notes

Pre-reqs of note for PrCs:

ation 4, Jump 4, Spellcraft 5, Tumble 4; [By 11th] Craft (weaving) 6, Knowledge (arcana) 6

Feats: [By 7th] Combat Casting, Iron Will; [By 11th] Enlarge Spell

roficiency with at least 4 martial or exotic weapons, able to read Ancient Suloise.

vivability at low levels, ability to use medium armor without ASF, +5 on shield/armor AC from abjuration spells,
l on 1st-3rd level abjurations. All around a great gish with the ability to share the love on combat buffing.

party members may have long since bought magic items that make your abilities redundant since they've gone
ffs. Limited spell access and few castings per day. You're also just getting into your buffing stride as spellcasters
buffing becomes less directly relevant than ability to play rocket tag with save-or-die spells.

he skill requirements. Thanks to the Spellcraft 5 requirement, you can't have it as a cross class skill if you want t
re to either play a Duskblade or a Hexblade or to pick up Spellcraft as a class skill through a feat like Skill Knowl
will run out of Suel Arcanamach spell progression midway through Abjurant Champion but some classes (such

m abjuration spells, auto Extend


mbat buffing.

t since they've gone almost the


ride as spellcasters begin to

ss skill if you want to enter Suel


feat like Skill Knowledge (from
ome classes (such as the Tome

Forum Post #4
Race:
Align:
Level: Class
1 Bard
2 Bard
3 Bard
4 Bard
5 Ranger
6 Combat Medic
7 Combat Medic
8 Combat Medic
9 War Weaver
10 War Weaver
11 Sublime Chord
12 War Weaver
13 War Weaver
14 War Weaver
15 Sublime Chord
16 Combat Medic
17 Combat Medic
18 Incantrix
19 Incantrix
20 Incantrix

Feats

Pre-reqs o

Skills: [By 6th] Concentration 4, Heal 8; [By 9th] Craft (weaving) 6, Knowledge (arcana
Spellcraft 6; [B

Feats: [By 6th] Combat Casting, Dodg

Pros: You can place strong riders on your healing spells, evasion, spontaneous conversion
power, Incantrix metamagic abili

Cons: Spending a level on a non-caster class just to grab the Heal skill is kind of wasteful,
healing spell riders have to

To avoid wasting a level on Paladin or Ranger, consider grabbing the Skill Knowledge fea
feel like you've got skill points to spare, grabbing the human feat Able L

Combat Medic War Weaver


Other Notes

Pre-reqs of note for PrCs:

eaving) 6, Knowledge (arcana) 6; [By 11th] Knowledge (arcana) 13, Listen 13, Perform (any) 10, Profession (astr
Spellcraft 6; [By 18th] Spellcraft 8

y 6th] Combat Casting, Dodge; [By 9th] Enlarge Spell; [By 18th] Iron Will

on, spontaneous conversion of spells above 5th level into heal spells, Bard/Sublime casting 8th/10th (CL 18), so
er, Incantrix metamagic abilities, just barely squeaks into BAB +11.

Heal skill is kind of wasteful, Incantrix makes Bards give up a school of magic (no brainer; pick necromancy), Co
healing spell riders have too few uses per day to be all that.

bing the Skill Knowledge feat if your DM will allow it. That will let you squeeze in one more level of Bard. Alterna
bbing the human feat Able Learner while having Bard & Ranger skills will give you a very broad skill base.

10, Profession (astrologer) 6,

8th/10th (CL 18), song of arcane

ck necromancy), Combat Medic

evel of Bard. Alternately, if you


oad skill base.

Forum Post #4
Race:
Align:
Level: Class
1 Bard
2 Bard
3 Bard
4 Bard
5 Bard
6 Bard
7 Bard
8 Bard
9 Sand Shaper
10 War Weaver
11 Sublime Chord
12 War Weaver
13 War Weaver
14 War Weaver
15 War Weaver
16 Recaster
17 Recaster
18 Recaster
19 Recaster
20 Recaster

Feats

The real downside is that the class requires Knowledge (nature) 4 and Survival 4, which
hard to use the Skill Knowledge feat to squeeze by this limitation. If you delay entry into t
as people begin spending their loot on items to give m

Still, here's a couple of Bard-base

Bard 1-8 / Sand Shaper 1 / War Weaver 1

Bard 1-8 / Sand Shaper 1 / War Weaver 1 / S

Again, these builds come late. If you carefully select your feats as a Human, you could gra

Sorcerer 1-6 / Sand Shaper

The real downside is that the class requires Knowledge (nature) 4 and Survival 4, which
hard to use the Skill Knowledge feat to squeeze by this limitation. If you delay entry into t
as people begin spending their loot on items to give m

Still, here's a couple of Bard-base

Bard 1-8 / Sand Shaper 1 / War Weaver 1

Bard 1-8 / Sand Shaper 1 / War Weaver 1 / S

Again, these builds come late. If you carefully select your feats as a Human, you could gra

Sorcerer 1-6 / Sand Shaper

Sand Shaper War Weaver


Other Notes

ure) 4 and Survival 4, which can't be bought up cross-class until 8th level. It also requires a throwaway feat whic
tion. If you delay entry into this class too late, the sweet spot at which the [animal's][attribute] spells are usefu
g their loot on items to give more permanent bonuses to the attributes they care about.

here's a couple of Bard-based builds that should work by Harliquinn:

nd Shaper 1 / War Weaver 1 / Sublime Chord 1 / War Weaver 2-5 / Recaster 5


Shaper 1 / War Weaver 1 / Sublime Chord 1 / War Weaver 2-5 / Combat Medic 5

s as a Human, you could grab Skill Knowledge X2 at 1st level, Enlarge Spell at 3rd, and Touchstone (City of the
for:

Sorcerer 1-6 / Sand Shaper 1 / War Weaver 1-5 / Incantrix 1-8

hrowaway feat which makes it


te] spells are useful evaporates

hstone (City of the Dead) at 6th

Forum Post #4
Race:
Align:
Level: Class
1 Human Paragon
2 Sorcerer
3 Sorcerer
4 Human Paragon
5 Human Paragon
6 Favored Soul
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 War Weaver
12 Mystic Theurge
13 Mystic Theurge
14 Mystic Theurge
15 Mystic Theurge
16 Mystic Theurge
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge

Feats

Pre-reqs o

Skills: [By 7th] Craft (weaving) 6, Knowle

Feats: [By 7th] Enlarge Spell, Heig

Pros: Sorcerer CL 17 (8th), Favored Soul CL 10 (5th), focus on a single attribute for casting
Cons: Not really very playable until level 3,

Personally, I would tweak the build by playing an Illumian with Improved Sigil (krau) in
Paragon to tuck in an extra level of My

Favored Theurge
Other Notes

Pre-reqs of note for PrCs:

h] Craft (weaving) 6, Knowledge (arcana) 6; [By 12th] Knowledge (religion) 6

: [By 7th] Enlarge Spell, Heighten Spell, Earth Spell (and Earth Sense)

a single attribute for casting (don't care about save DCs of FS spells), adaptive learning, +2 to primary casting
other).

y very playable until level 3, loses an extra casting level from Human Paragon.

with Improved Sigil (krau) instead of grabbing the three feats needed to make Earth Spell work, and I would dro
o tuck in an extra level of Mystic Theurge to get 9th level Sorcerer spells.

to primary casting stat (or any

ork, and I would drop Human

Forum Post #4
Illumian

Race:
Align:
Level: Class
1 Wizard
2 Eldritch Knight
3 Eldritch Knight
4 Eldritch Knight
5 Eldritch Knight
6 Eldritch Knight
7 War Weaver
8 War Weaver
9 War Weaver
10 War Weaver
11 War Weaver
12 Abjurant champion
13 Abjurant champion
14 Abjurant champion
15 Abjurant champion
16 Abjurant champion
17 Eldritch Knight
18 Eldritch Knight
19 Eldritch Knight
20 Eldritch Knight

Feats

Pre-reqs o

Skills: [By 7th] Craft (weaving) 6, Knowle

Feats: [By 7th] Enlarge Spell, Heig

Pros: BAB +16, 18 levels of Wizard spellcasting at CL 20, +5 on shield/armor AC from


ab
Cons: Not a maxed-out gish bu

Also consider the Swiftwing as an alternative to the Eldritch Knight. You giv

War Weaver Gish


Other Notes

Pre-reqs of note for PrCs:

h] Craft (weaving) 6, Knowledge (arcana) 6; [By 12th] Knowledge (religion) 6

: [By 7th] Enlarge Spell, Heighten Spell, Earth Spell (and Earth Sense)

, +5 on shield/armor AC from abjuration spells, auto Extend Spell on all abjurations, auto Quicken Spell on 1st-3
abjurations
ons: Not a maxed-out gish build but close. Has to take two flaws.

o the Eldritch Knight. You give up a few more caster levels, but the combat bonuses you gain may be worth it.

cken Spell on 1st-3rd level

may be worth it.

Race:
Align:
Level: Class

Conjurer (UA Rapid


summon, enhanced
1 summon)
Conjurer (UA Rapid
summon, enhanced
2 summon)
Conjurer (UA Rapid
summon, enhanced
3 summon)

4 Master Specialist
5 Master Specialist
6 Master Specialist
7 Master Specialist
8 Malconvoker
9 Malconvoker
10 Malconvoker
11 Malconvoker
12 Malconvoker
13 Malconvoker
14 Paragnostic Apostle
15 Paragnostic Apostle
16 Paragnostic Apostle

17 Fatespinner
18 Fatespinner
19 Fatespinner
20 Fatespinner

Feats

Malconvoker
Other Notes

Enhanced Summoning: You get Augment Summoning as a free feat at first level instead
Scroll. This is a no-brainer. If you continue Conjurer to level 5, your summons are harder t
caster level check). If you continue to level 10, your Augment Summoning bonuses impro
Feel free to jump ship early on. The first level ability is the best.

Rapid Summoning:This is a must have. Yes, you must sacrifice Immediate Magic (which hu
have no choice. You are a summoner first and foremost. Standard action Summon Monste
what makes the Conjurer Summoner better than the Cleric summoner

Master Specialist(CM): The 4th level grants your caster level to HP of summoned creatur
allows you to quicken 3 standard action spells/day. If you have the Rapid Spell conjurer va
your Summon Monster spells

Paragnostic Apostle(CC): Can give all your summons Fast Healing

Fatespinner (CA): Have your summoned creature reroll its Sense Motive with "fickle finge
you could just reroll your Bluff with "resist fate"- or, if necessary, both. Works for opposed
Planar Binding spells too. Furthermore - you can add spin to your Bluff checks too. Break a
maximum synergy.

at first level instead of Scribe


mmons are harder to dispel (+2
ning bonuses improve to +6/+6.
y is the best.

ate Magic (which hurts), but you


on Summon Monster spells are
leric summoner

summoned creatures, level 10


id Spell conjurer variant thats

Fast Healing

e with "fickle finger of fate", or


Works for opposed CHA rolls for
checks too. Break at level 4 for

Forum Link #2
Race:
Align: Any Chaotic
Level: Class
1 Barbarian
2 Fighter
3 Fighter
4 Fighter
5 Fighter
6 Exotic Weapon Master
7 Dervish
8 Dervish
9 Dervish
10 Dervish
11 Dervish
12 Dervish
13 Dervish
14 Dervish
15 Dervish
16 Dervish
17 Tempest
18 Tempest
19 Tempest
20 Tempest

Feats

Those fascinated with dual wielding bastard swords should go this route. The Exotic W

Dervish Bastard
Other Notes

ld go this route. The Exotic Weapon Masters trip attack trumps the last level of tempest. More flavorful than op

re flavorful than optimized.

Link To Forum
Human

Race:
Align:
Level: Class
1 Rogue
2 Rogue
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Rogue
10 Telflammar Shadowlord
11 Telflammar Shadowlord
12 Telflammar Shadowlord
13 Telflammar Shadowlord
14 Child of Night
15 Child of Night
16 Child of Night
17 Child of Night
18 Child of Night
19 Child of Night
20 Child of Night

Feats
Dodge, Mobility
Blind Fight

Spring Attack

Quicken: Flee the Scene

Free

Free

Free

Rogue 1: Trapfinding
Rogue
Warlock 1: Least
Warlock 2: Least i
Warlock 3
Warlock 4: Darkness,
Wa
Warlock 6
Rogue 3: SA +2d6, Trapse
Telflammar Shadowlord
Telflammar Shad
Telflammar Shadow
Telflammar Shado
Child of Night 1: Cloak
Child of Night 2: Sustaining
Child of Night 3: D
Child of Night 4: Cloak of shadows (blur
Child of Night 5: C
Child of Night 6: Cloak of shadows (blur 3/da
Child of Night 7: D

BAB 13; F/R/W: 6/11/12; Casts as Wa

Rogue 1: Trapfinding
Rogue
Warlock 1: Least
Warlock 2: Least i
Warlock 3
Warlock 4: Darkness,
Wa
Warlock 6
Rogue 3: SA +2d6, Trapse
Telflammar Shadowlord
Telflammar Shad
Telflammar Shadow
Telflammar Shado
Child of Night 1: Cloak
Child of Night 2: Sustaining
Child of Night 3: D
Child of Night 4: Cloak of shadows (blur
Child of Night 5: C
Child of Night 6: Cloak of shadows (blur 3/da
Child of Night 7: D

BAB 13; F/R/W: 6/11/12; Casts as Wa

Nightcrawler
Other Notes

Rogue 1: Trapfinding, SA +1d6, Dodge, Mobility


Rogue 2: Evasion
Warlock 1: Least invocation, Blind fight
Warlock 2: Least invocation, Detect Magic
Warlock 3: DR 1/cold iron
Warlock 4: Darkness, Decieve Item, Spring Attack
Warlock 5:
Warlock 6: Flee the Scene
Rogue 3: SA +2d6, Trapsense +1, Quicken: Flee the Scene
Telflammar Shadowlord 1: Shadowsight, shadow jump
Telflammar Shadowlord 2: Shadow blur
Telflammar Shadowlord 3: Shadow walk, Feat
Telflammar Shadowlord 4: Shadow pounce
Child of Night 1: Cloak of Shadows, cold resistance 5
Child of Night 2: Sustaining shadow (eat 1 meal/week), Feat
Child of Night 3: Dancing shadows 1/day
ght 4: Cloak of shadows (blur 1/day) sustaining shadow (sleep 1 hour/day)
Child of Night 5: Cold resistance 10, Feat
Cloak of shadows (blur 3/day), sustaining shadow (immune to poison/disease)
Child of Night 7: Dancing shadows 2/day

; F/R/W: 6/11/12; Casts as Warlock 12 (6d6 blast, 1 Greater invocation)

Link To Forum
Human

Race:
Align:
Level: Class
1 Swordsage
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Warlock
8 Swordsage
9 Telflammar Shadowlord
10 Telflammar Shadowlord
11 Telflammar Shadowlord
12 Telflammar Shadowlord
13 Jade Phoenix Mage
14 Jade Phoenix Mage
15 Jade Phoenix Mage
16 Jade Phoenix Mage
17 Jade Phoenix Mage
18 Jade Phoenix Mage
19 Jade Phoenix Mage
20 Jade Phoenix Mage

Feats
Dodge, Mobility
Blind Fighting

Spring Attack

Quicken: Flee the Scene

Adaptive Style

Shadow Strike

Free

Human Swordsage 1/ Warlock

Swordsage 1: Quick to Act +1, discipline focus (w


Warlock
Warlock 2: Least invo
Warloc
Warlock 4: Leas
Warloc
Warloc
Swordsage 2: AC bonus,
Telflammar Shadowlord 1: Shadow
Telflammar Sh
Telflammar Sh
Telflammar Shadowlord
JPM 1: +1 Man. known (4th) (S
JPM 2: M
JPM 3: +1 Man. known (5th) (Leap
JPM 4:
JPM 5: +1 Man. known
JPM 6: +1 Man. readied, Fire
JPM 7: +1 Man.

Human Swordsage 1/ Warlock

Swordsage 1: Quick to Act +1, discipline focus (w


Warlock
Warlock 2: Least invo
Warloc
Warlock 4: Leas
Warloc
Warloc
Swordsage 2: AC bonus,
Telflammar Shadowlord 1: Shadow
Telflammar Sh
Telflammar Sh
Telflammar Shadowlord
JPM 1: +1 Man. known (4th) (S
JPM 2: M
JPM 3: +1 Man. known (5th) (Leap
JPM 4:
JPM 5: +1 Man. known
JPM 6: +1 Man. readied, Fire
JPM 7: +1 Man.
JPM 8:

BAB 16; F/R/W: 9/11/11; Casts as

Phoenix Nightcrawler
Other Notes

n Swordsage 1/ Warlock 6/SS +1/Telflammar Shadowlord 4/JPM 8

+1, discipline focus (weapon focus), Cloak of Deception, 5 others, Dodge, Mobility
Warlock 1: Least invocation,
Warlock 2: Least invocation, Detect Magic, Blind fight
Warlock 3: DR 1/cold iron
Warlock 4: Least Invocation, Decieve Item
Warlock 5: Spring Attack
Warlock 6: Flee the Scene
wordsage 2: AC bonus, Assassins Stance, 1 maneuver (3rd)
Shadowlord 1: Shadowsight, shadow jump, Quicken: Flee the Scene
Telflammar Shadowlord 2: Shadow blur
Telflammar Shadowlord 3: Shadow walk
Telflammar Shadowlord 4: Shadow pounce, Adaptive Style
1 Man. known (4th) (Searing Blade), arcane wrath, rite of waking
JPM 2: Mystic phoenix stance
Man. known (5th) (Leaping Flame), +1 Man. readied, Shadow Stride
JPM 4: Empowering strike
JPM 5: +1 Man. known (6th) (Rallying Strike), +1 stance
6: +1 Man. readied, Firebird stance, Jade Phoenix master, Feat
JPM 7: +1 Man. known (7th) (Inferno Blade)

Link To Forum
Human

Race:
Align:
Level: Class
1 Fighter
2 Fighter
3 Fighter
4 Fighter
5 Warlock
6 Warlock
7 Warlock
8 Warlock
9 Warlock
10 Warlock
11 Warlock
12 Warlock
13 Warlock
14 Warlock
15 Warlock
16 Warlock
17 Warlock
18 Warlock
19 Warlock
20 Warlock

Feats

Skil

H
Im
Impro

Weapon: +

Equipment: Greater Chausuble, Manu

Assuming you started with an 18 str

Make an UbERleaping

Skil

H
Im
Impro

Weapon: +

Equipment: Greater Chausuble, Manu

Assuming you started with an 18 str

Make an UbERleaping

4x (2d6 + 5 + (Str x 2) + (Pow

7x (2d6 + 5 + (Str x 2) + (Pow

Now, using the 34 strength score, 9d6 eldritch blast for a lvl 16 warlock with a greater cha
to AC instead
Avera
Ave

Note that this build can also w


I also did not calculate any buffs or extra weapon enhan

As a level 16 warlock, he can take 10 on UMD c

I suggest grabbing the Leaps and Bound

If you wanted to trade off the dark invocation for a couple more fighter levels, the extra
though damage was reduced. Charge w/massive dam

If you pump up your Charisma as well as Strength, Repelling Blast could make this e

So when you start grabbing buffs, you c

Chargelock
Other Notes

Skills: Max out JUMP!!


Feats:
Battle Jump
Battlecaster
Headlong Rush
Improved Bull Rush
Improved Critical (Scythe)
Leap Attack
Monkey Grip
Power Attack
Power Lunge
Run
Shock Trooper
Weapon: +5 Valorous Large Scythe

ter Chausuble, Manual of Gainful Exercise +5, Belt of Giant Strength +6

tarted with an 18 strength, this gives you a total strength of 34 (+12).

Make an UbERleapingcharge of doom with Hideous Blow.

t this build can also wear (mitrhal)full-plate with no spell failure.


extra weapon enhancements, which could potentially massively boost damage from this.

an take 10 on UMD checks, and he has 10 invocations including 1 dark invocation.

the Leaps and Bounds invocation since this build uses lots of Jump checks.

hter levels, the extra feats would let you get Quicken Spell Like Ability (Flee the Scene). This would be a nasty co
arge w/massive damage, and then dimension-door out of the range in the same round).

ast could make this even nastier (Charge with damage, Reflex save or victim is blown backwards and knocked p

grabbing buffs, you could dish out some severe damage with a meleelock!

would be a nasty combo even

ards and knocked prone).

Forum Link #51


Race:
Align:
Level: Class
1 Warlock
2 Warlock
3 Warlock
4 Warlock
5 Warlock
6 Warlock
7 Anarchic Paladin UA
8 Anarchic Paladin UA
9 Mindbender
10 Hellfire Warlock
11 Hellfire Warlock
12 Hellfire Warlock
13 Legacy Champion
14 Legacy Champion
15 Legacy Champion
16 Legacy Champion
17 Legacy Champion
18 Legacy Champion
19 Legacy Champion
20 Legacy Champion

Feats

Warl
+7d6 Eld
+18

As has been pointed out, using Shape Soulmeld (strongheart vest) negates the one downs
feats to pick up are Mindsight (gotta love Telepathy) and Mortalbane (this one actually fits
be easily made to fit flavor-wise). Granted, this build hinges on allowing Legacy Champion
effective level (but not actual level so epic need not apply). Sure, the Legacy Champion
provides a net damage increase of +18d6 untyped a

The Hellfire Champion


Other Notes

Warlock lvl: 16
+7d6 Eldritch Damage
+18d6 Hellfire.

vest) negates the one downside to Hellfire use (aside from those that arise from rp -- pitch wielding mobs--ahem
albane (this one actually fits flavor-wise). The inclusion of Anarch was mainly for Cha to saves (and as an upside
n allowing Legacy Champion to further progress Hellfire Warlock, which I think it would as it only increase class
. Sure, the Legacy Champion is rather subpar, but in this instance, even with all its useless legacy abilities the f
increase of +18d6 untyped and furthers Warlock invocations and EB makes it worth it.

ielding mobs--ahem). Another 2


es (and as an upside, I think can
only increase class features and
egacy abilities the fact that it

Forum Link
Race:
Align:
Level:

Class:
1 Barbarian
2 Barbarian
3 Warblade
4 Warblade
5 Fighter
6 Fighter
7 Warblade
8 Warblade
9 Warblade
10 Warblade
11 Warblade
12 Warblade
13 Warblade
14 Warblade
15 Warblade
16 Warblade
17 Bloodstorm
18 Bloodstorm
19 Bloodstorm
20 Bloodstorm
21 Bloodstorm
22 Bloodstorm

FeatsBash, Power
Improved Shield
Attack
Improved Trip(B)
Improved Bull Rush
Charge
Shield Shield
Slam, Extra
Granted
Maneuver

Shock Trooper, Combat Reflexes

Leap Attack
White Raven Defense
Shield Specialization
Blade
Blade
Blade
Blade
Blade
Blade

Shield Ward, Shield Sling

Special notes

800000
200000 belt
110000 Tome
110000 Tome
72000 shield Valorous shield spike
77500 celestial armor - Soulfire
32000 +4 prot ring
32000 Amulet nat armor +4
5500 Boots
72000 +5 valorous Warhammer
64000 +5 Moderat Fortification Shield
25000 Ring of evasion

Forum Link
Race:
Align:
Level:
1
1
1
1
1

Class:
Half- Minotaur
1 Barbarian
2 Fighter
3 Fighter
4 Fighter
5 Fighter
6 Fighter
7 Fighter
8 Berserk
9 Deepwarden
10 Deepwarden
11 Horizon Walker
12
13
14
15
16
17
18
19

Feats
Extra Rage
Power Attack
Dungeon Crasher, Endurance
Imp Bull Rush
Knockback
Dungeon Crasher
Righteous Wrath

str
Half-Minotaur
Size
Dwarf

dex
4
8

con
-2

int
2
4
2

-2

Special notes

Desert

wis

cha

Nat Arm
2
2
-2

16
12
12
13
17
14

Forum Link
Race:
Align:
Level:

Class:
1 Barbarian
2 Ranger
3 Ranger
4 Fighter
5 Fighter
6 Deepwood Sniper
7 Deepwood Sniper
8 Deepwood Sniper
9 Peerless Archer
10 Peerless Archer
11 Peerless Archer
12 Justice of Weald and
13 Justice of Weald and
14 Justice of Weald and
15 Justice of Weald and
16 Justice of Weald and
17 Justice of Weald and
18 Justice of Weald and
19 Justice of Weald and
20 Justice of Weald and

Feats
Point Blank Shot, Quickdraw
Rapid Shot, Precise Shot
Far Shot
Weapon Focus
(Composite
Longbow)
Manyshot

Craven

Woe
Woe
Woe
Woe
Woe
Woe
Woe
Woe
Woe

Improved Rapidshot

Feats
k Shot, Quickdraw

hot, Precise Shot


Far Shot
Focus
(Composite
ongbow)
Manyshot

Craven

ved Rapidshot

Special notes

16
13
16
11
16
12

Forum Link
Race:
Align:
Level:

Whisper Gnome
Class:
1 Beguiler
2 Shadowcaster
3 Shadowcaster
4 Shadowcaster
5 Noctumancer
6 Shadow Adept
7 Noctumancer
8 Noctumancer
9 Noctumancer
10 Noctumancer
11 Noctumancer
12 Noctumancer
13 Noctumancer
14 Noctumancer
15 Noctumancer
16 Mystic Theurge
17 Mystic Theurge
18 Mystic Theurge
19 Mystic Theurge
20 Mystic Theurge

Magic in theFeats
Blood {B}(Pgtf),
Precocious Apprentice
Shadow Weave Magic (PgtF)

Enlarge Spell

Favored Mystery

Special notes
Armored Mage, Trapfinding
Fundamentals Of Shadow, Apprentice Mysteries
Bonus Feat(Still Mystery)
Umbral Sight(Darkvision +30ft)
Capture Magic's Shadow, Bonus Fundamental
Shadow Feats (Pernicious Magic, Insidious Magic, Tenacious Magic)
Innate Counterspell 1/day

Innate Counterspell 2/day, Bonus Fundamental


Eldritch Disruption
Innate Counterspell (retain power)
Innate Counterspell 3/day
Bonus Fundamental
Eldritch Vortex, Shadow's Persistence

Bonus Fundamental

agic)

Forum Link
Race:
Align:
Level:

Class:
1 Psychic
2 Psychic
3 Psychic
4 Psychic
5 Psychic
6 Psychic
7 Psychic
8 Psychic
9 Psychic
10 Psychic
11 Psychic
12 Psychic
13 Psychic
14 Psychic
15 Psychic
16 Psychic
17 Psychic
18 Psychic
19 Psychic
20 Psychic

Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior

Feats
Overchannel, Talented
Dodge
Combat Expertise
Karmic Strike
Improved Nat Attack (claw)
Combat Reflexes
Metamorphic Transfer
Expanded Knowledge or Free Feat
Weapon Focus (Claw)
Rapid Strike (Claw)
Improved Critical (Claw)
Expanded Knowledge (metamorphosis)
Expanded Knowledge or Free Feat
Improved Rapidstrike (Claw)

Race: Elan (half-drago


Damage s
5d6 base fo
6d6 impro
8d6
12d6
16d6 morphic weapo
24d6?? if the ring that improves na
32d6?? if you metamorph

King of Smack

Feats
verchannel, Talented
Dodge
Combat Expertise

Special notes

Karmic Strike
roved Nat Attack (claw)

Combat Reflexes
Metamorphic Transfer

ed Knowledge or Free Feat


Weapon Focus (Claw)

Rapid Strike (Claw)


proved Critical (Claw)

Knowledge (metamorphosis)
ed Knowledge or Free Feat
oved Rapidstrike (Claw)

Race: Elan (half-dragon, among others, also works)


Damage scaling (per claw):
5d6 base for medium-size claws
6d6 improved natural attack
8d6 expansion 1
12d6 expansion 2
16d6 morphic weapons (if warshaper is included)
24d6?? if the ring that improves natural attacks from Dragon Mag is included
32d6?? if you metamorphose into a larger size (ie, firbolg)

ck

Forum Link
Race:
Align:
Level:

Class:
1 Psychic Warrior
2 Psychic Warrior
3 Psychic Warrior
4 Psychic Warrior
5 Psychic Warrior
6 Psychic Warrior
7 Psychic Warrior
8 Psychic Warrior
9 Ilithid Slayer
10 Ilithid Slayer
11 Ilithid Slayer
12 Ilithid Slayer
13 Ilithid Slayer
14 Ilithid Slayer
15 Ilithid Slayer
16 Ilithid Slayer
17 Ilithid Slayer
18 Ilithid Slayer
19 Warshaper
20 Warshaper

Feats
Track, Overchannel
Talented
Combat Reflexes
Dodge
Improved Natural Attack (Claw)
Metamorphic Transfer
Karmic Strike

Rapidstrike (Claw)

Expanded Knowledge (Metamorphosis)

Improved Rapidstrike (Claw)

Smack-King

Feats
Track, Overchannel
Talented
Combat Reflexes

Dodge
ved Natural Attack (Claw)

Metamorphic Transfer
Karmic Strike

Rapidstrike (Claw)

Knowledge (Metamorphosis)

oved Rapidstrike (Claw)

Special notes

Forum Link
Race:
Align:
Level:

Class:
1 Ranger
2 Egoist
3 Egoist
4 Egoist
5 Egoist

6 Egoist
7 Egoist
8 Ilithid Slayer
9 Ilithid Slayer
10 Ilithid Slayer
11 Ilithid Slayer
12 Ilithid Slayer
13 Ilithid Slayer
14 Ilithid Slayer
15 Ilithid Slayer
16 Ilithid Slayer
17 Ilithid Slayer
18 Egoist
19 Egoist
20 Warshaper
21 Warshaper

Feats
Track(B), Overchannel
Dodge
Combat Expertise

Expanded Knowledge (Claws of


the Beast), Karmic Strike

Imp Natural Attack (Claw)

Expanded Knowledge (Claws of


the Vampire)

Rapidstrike (Claw)

Metamorphic Transfer

Imp rapidstrike (claw)

More Smacking
Special notes

Race:
Align:
Level:

Forum Link
Human

Class:
1 Bard
2 Bard
3 Bard
4 Warblade
5 Warblade
6 Warblade
7 Warblade
8 Warblade
9 Warblade
10 Warblade
11 Warblade
12 Warblade
13 Warblade
14 Warblade
15 Warblade
16 Warblade
17 Warblade
18 Warblade
19 Warblade
20 Warblade

Feats Dragonfire
Dragontouched,
Inspiration
Song of the Heart

Song of the White Raven

Words of Creation

2-Weapon Fighting

Imp 2-Weapon Fighting

Greater 2-Weap Fighting

Race: You have two good options here. The first is obvious - human. The second, o
you a number of supplemental abilities. Now the problem with this is that Dragon
Heritage. Draconic Heritage - Battle or Emerald Dragon can convert your Dragonfir
effective against higher-level enemies. The basic question is whether you'd rathe
martial maneuvers to cover fire immune and fire resistant enemies) or sonic da
Weapon Fighting (in effect, sacrificing

How it works: This build is predicated on a couple of feats. The first, of cours
Warblade 17, count as a Bard 20 for the purposes of Inspire Courage. The bast bo
amplified with a series of feats. First there's Song of the Heart, which adds +1 to
Inspirational Boost, which adds yet another +1 (bringing the 20th level total to +
Deeds, which allows you to, for the low, low price of only 3d4 non-lethal damage
+12. True, adding a horn from Complete Adventurer could add another +2, bu

Dragonfire Inspiration is the reason that the build aims for dual-wielding. With Dr
morale bonus to attack and damage into an equal number of fire damage dice ad
Draconic Heritage feat can allow you to transform this damage into a different ene
to get, however, and may cost you

Ultimately, you end up with 9th level maneuvers, a +19 BaB, and the ability to gai
damage three times per day. You also gain a +12 to sa

How it works: This build is predicated on a couple of feats. The first, of cours
Warblade 17, count as a Bard 20 for the purposes of Inspire Courage. The bast bo
amplified with a series of feats. First there's Song of the Heart, which adds +1 to
Inspirational Boost, which adds yet another +1 (bringing the 20th level total to +
Deeds, which allows you to, for the low, low price of only 3d4 non-lethal damage
+12. True, adding a horn from Complete Adventurer could add another +2, bu

Dragonfire Inspiration is the reason that the build aims for dual-wielding. With Dr
morale bonus to attack and damage into an equal number of fire damage dice ad
Draconic Heritage feat can allow you to transform this damage into a different ene
to get, however, and may cost you

Ultimately, you end up with 9th level maneuvers, a +19 BaB, and the ability to gai
damage three times per day. You also gain a +12 to sa

Crusader vs. Warblade: Both of these classes can be quite impressive at 17


maneuvers and stances that will not only make you the party buffer but the party
and furious counterstrike and steely resolve will make you an impressive tank. At
amounts of healing each round - up to 4x7 = 28 HP while damaging the enemy
"explode," re-rolling on a max result. With 12d6 added to each atta

Warblade, however, wins the straight damage competition. With gems like Raging
fighter can attain even more attacks per round and even make full attacks on a ch
round, making your damage output truly unbelievable. Moreover, Iron Heart and
Iron Heart Endurance can allow you to withstand almost any assault, making you
points (Blind Fight, Iron Will, Improved Initiative, and Quick Draw can all be very h
various checks can be very handy (after all, W

Both are excellent choices. Both have pros and cons. The Crusader will be a bett
more versatile fighter and a more effective damage dealer. The choice is yours, a
your gut tells you wo

Tactics: You only have three uses of your bardic music per day, so save them fo
enough to take care of any and all enemies. Decide on whether to apply your e
opponent's strengths and weaknesses. If you have fire dice and are fighting a red
it just to land your martial strikes! If fighting something with a lower AC that's vul
go to to

Choose maneuvers that help your teammates. Your Dragonfire Inspiration will ma
mounts and cohorts FAR more dangerous, so try to work tactically and keep them
further aid teammates in closing with enemies, taking multiple actions, and even g
PCs will come to love you for this, and the synergistic effect of party-boosting m
effective c

If you're a Crusader, make sure to buy a composite longbow (which you'll be able
you'll only get 4 attacks per round, but your bardic music will make those hits h
Warblade you'll have to settle for the shortbow that your Bard levels give you p

As a Crusader, use your healing aura to keep your teammates healthy and White
ability to take huge hits and keep ticking, bolste

As a Warblade, look to close the combat quickly. With Tiger Claw maneuvers you
within the first round of combat, leaving your allies to mop up the support force

Tactics: You only have three uses of your bardic music per day, so save them fo
enough to take care of any and all enemies. Decide on whether to apply your e
opponent's strengths and weaknesses. If you have fire dice and are fighting a red
it just to land your martial strikes! If fighting something with a lower AC that's vul
go to to

Choose maneuvers that help your teammates. Your Dragonfire Inspiration will ma
mounts and cohorts FAR more dangerous, so try to work tactically and keep them
further aid teammates in closing with enemies, taking multiple actions, and even g
PCs will come to love you for this, and the synergistic effect of party-boosting m
effective c

If you're a Crusader, make sure to buy a composite longbow (which you'll be able
you'll only get 4 attacks per round, but your bardic music will make those hits h
Warblade you'll have to settle for the shortbow that your Bard levels give you p

As a Crusader, use your healing aura to keep your teammates healthy and White
ability to take huge hits and keep ticking, bolste

As a Warblade, look to close the combat quickly. With Tiger Claw maneuvers you
within the first round of combat, leaving your allies to mop up the support force
provided to annihilate any truly dan

Low Level: This character does surprisingly well at low levels, managing a quite
of Creation. At level 1 you can add 2d6 with Inspirational Boost and Dragonfire Insp
up Punishing Stance, for an impressive +4d6 damage when using bardic music. W
Crusaders, the benefit comes from Martial Spirit, which lets you heal 2 HP with eve
9th by Words of Creation. Meanwhile, you're constantly gainin

Use Dragonfire Inspiration with the sonic energy type. Ca

Base Inspire Courage =


Words of Craetion (B
Song of the Heart (E
Inspirational Boost (
MasterWork Mandolin (C

* Dragonfire Inspiration says that the energy damage equals the attack bon

So 11d6 extra sonic damage in every a


22d6 extra sonic damag

Death Bard
Special notes

ous - human. The second, of course, is Dragonborn, which removes the need for Dragontouched and gives
em with this is that Dragontouched gives you access to sorcerer-based draconic feats, including Draconic
can convert your Dragonfire Inspiration damage to sonic, which will go a long way towards making it more
stion is whether you'd rather have fire damage on a Dragonborn with Greater Two-Weapon Fighting (with
sistant enemies) or sonic damage (effecting a whole lot more enemies) on a human with Improved Twohting (in effect, sacrificing an attack for a better energy type).

of feats. The first, of course, is Song of the White Raven, which allows you to, as a Bard 3/Crusader or
nspire Courage. The bast bonus of +4 to attack and damage from Inspire Courage is then synergized and
the Heart, which adds +1 to the bonus from Inspire Courage. Next there's the swift action 1st level spell
ging the 20th level total to +6). Finally, there's the very sexy Words of Creation from the Book of Exalted
nly 3d4 non-lethal damage, DOUBLE the bonus from Inspire Courage. This brings our total to a whopping
r could add another +2, but that would require an extra hand - and this is a two-weapon fighting build.

s for dual-wielding. With Dragonfire Inspiration you can transform the bonus from Inspire Courage from a
mber of fire damage dice added to attacks. In other words, +12d6 at 20th level. If you have the ability, the
damage into a different energy type (acid and sonic being notably nice choices). This can be kind of dicey
however, and may cost you Greater Two-Weapon Fighting.

9 BaB, and the ability to gain either +12d6 energy damage to you and your allies' attacks or +12 to hit and
ay. You also gain a +12 to saves vs. charms and fear when using bardic music.

an be quite impressive at 17th level. Crusader packs some early punch, allowing you access to healing
party buffer but the party healer as well. Moreover, your 15 Cha will go to work shoring up your Will save,
you an impressive tank. At higher levels, Aura of Triumph will make a two-weapon fighter capable of huge
while damaging the enemy! For straight-up damage, Aura of Chaos allows each of your damage dice to
ith 12d6 added to each attack, a run of 6's can add up to an impressive amount of whomp.

tion. With gems like Raging Mongoose and Pouncing Charge from the Tiger Claw discipline, a two-weapon
en make full attacks on a charge. Diamond Mind's Time Stands Still even allows two full attacks in a single
e. Moreover, Iron Heart and Diamond Mind maneuvers like Moment of Perfect Mind, Iron Heart Surge, and
st any assault, making you not only strong but tough. 4 extra bonus feats allow you to shore up your weak
uick Draw can all be very handy additions to yoru repetoire), and the Warblade's ability to add Int mod to
be very handy (after all, Words of Creation requires at least a 15 Int!).

The Crusader will be a better party player and tougher (healing counts for a lot!). The Warblade will be a
ealer. The choice is yours, and should be based on personal preferences and character style. Go for what
your gut tells you would be more fun!

ic per day, so save them for big fights. The rest of the time your martial maneuvers should be more than
on whether to apply your energy dice to damage or the morale bonus to hit and damage based on your
dice and are fighting a red dragon, use your music to gain a morale bonus to hit and damage - you'll need
g with a lower AC that's vulnerable to your fire (but is dangerous), pull out your Dragonfire Inspiration and
go to town.

agonfire Inspiration will make other melee characters, summoners, clerics with undead minions, and even
ork tactically and keep them within the range of your music's effect. White Raven strikes and boosts can
multiple actions, and even gaining extra hits, so don't hesitate to coordinate your crew's tactics. The other
tic effect of party-boosting maneuvers paired with your bardic music abilities will prove a daunting and
effective combo.

gbow (which you'll be able to wield). Use it to land hits against targets you can't approach in melee. Sure,
music will make those hits hurt far more than any other melee-oriented martial adept could. If you're a
your Bard levels give you proficiency with, but the loss of range and damage will be, at worst, marginal.

mmates healthy and White Raven to keep them tactically efficient. Your strength in battle is based on your
hits and keep ticking, bolstering your foes and decimating your enemies.

Tiger Claw maneuvers you'll be able to charge in and make a full attack against the most powerful foes
o mop up the support forces. Consider Moment of Alacrity to ensure gaining initiative, and use the edge

w levels, managing a quite decent damage output even before accquiring Two-Weapon Fighting and Words
al Boost and Dragonfire Inspiration. By 3rd this becomes an extra 3d6 damage. At 4th level Warblades pick
when using bardic music. Wield a greatsword and you're swinging a 6d6 pound hammer at 4th level! With
lets you heal 2 HP with every swing. By 8th level your extra fire damage is up to 4d6, which is doubled at
le, you're constantly gaining maneuvers and stances and just generally getting buffer.

h the sonic energy type. Cast Creacking Cacophony (SC). TWF guys will love you!
Base Inspire Courage = + 4 bonus (to attack)
Words of Craetion (BoED) = +8 bonus
Song of the Heart (ECS) = +9 bonus
Inspirational Boost (SC) = +10 bonus
MasterWork Mandolin (CAdv)* = +11 bonus

mage equals the attack bonus that your inspirage courage would grant. Mandolin gives +1 to attack

tra sonic damage in every attack, with creacking cacophony =


22d6 extra sonic damage in all allies attacks.

ntouched and gives


ncluding Draconic
ards making it more
pon Fighting (with
h Improved Two-

d 3/Crusader or
en synergized and
on 1st level spell
e Book of Exalted
otal to a whopping
n fighting build.

re Courage from a
ave the ability, the
an be kind of dicey

ks or +12 to hit and

cess to healing
g up your Will save,
er capable of huge
damage dice to
mp.

ine, a two-weapon
attacks in a single
Heart Surge, and
hore up your weak
y to add Int mod to

Warblade will be a
style. Go for what

ould be more than


e based on your
amage - you'll need
fire Inspiration and

minions, and even


es and boosts can
s tactics. The other
a daunting and

ach in melee. Sure,


ould. If you're a
worst, marginal.

le is based on your

ost powerful foes


and use the edge

Fighting and Words


evel Warblades pick
r at 4th level! With
which is doubled at

+1 to attack

Forum Link
Race: Human
Align: Any Chaotic
Level: Class:
1 Ranger
2 Barbarian
3 Barbarian
4 Barbarian
5 Ranger
6 Barbarian
7 Fighter
8 Runescarred Berserker
9 Crusader
10 Runescarred Berserker
11 Runescarred Berserker
12 Runescarred Berserker
13 Runescarred Berserker
14 Runescarred Berserker
15 Runescarred Berserker
16 Runescarred Berserker
17 Runescarred Berserker
18 Barbarian
19 Barbarian
20 Barbarian

Feats

Very much feat-starved as always, but does a fine job as a trapfinder and Tracke
Frenzy + Lion-totem Charges are not to be underestimated either, especially wit
prerequisite feats and thus get the Trip-modifier up there. Unfortunately, the cha
Ranger-wands including the almighty Wand of Lesser Vigor, so he does decently
weak; Heal is a great spell, but generally you'd want it cast at max. CL at that poi
few

The Intimidates won't be too impressive especially since this isn't an Intimidatingrather high too if one considers ~10 ranks in Tumble sufficient. Of course, Surv
character should have highish Listen, Spot, Survival, Tumble and Intimidate and t
for traps and looking for threats, takes hits and dishes out more than his share and
full Frenzied attack your face'-routine. Note, I didn't

This guy also has high saves all around with Dex being decent for Ref (and Whirl
surprisingly good with Whirling Frenzy, Ritual Scarring and company boosting it wh
of want to play something of the sort in future. Oh yeah, I forgot, he has Crusader
Tactics to be way more useful in combat, and something that allows charging with
Oh yeah, with the Drow ACF, you can win Initiative pretty often. Some degree of
Still, win Initiative and Pounce their face is always a good tactic. It's actually poss
damage w

Runescarred Berserker

Special notes
Track, Iron Will, Survivor - Arcane Hunter, Spiritual Connection, Skilled City-Dweller (Tumble, G
Whirling Frenzy 1/day, Lion-Totem Barbarian, Skilled City-Dweller (Tumble, Gather Info
Snow Tiger Berserker - Uncanny Dodge
Trapkiller (ACF)
Power Attack (Strong-Arm Style)
Combat Reflexes - Whirling Frenzy 2/day
Exotic Weapon Proficiency: Spiked Chain, Improved Trip - Hit'n'Run, Exoticist
Scribe Runescar
Martial Stance: Thicket of Blades
Whirling Frenzy 3/day
Ritual Scarring +1
Robilar's Gambit - Spawn of Frost, Damage Reduction 1/Whirling Frenzy 4/day
Ritual Scarring +2
Leap Attack - Damage Reduction 2/-, Whirling Frenzy 5/day
Greater Frenzy
Ritual Scarring +3, Whirling Frenzy 6/day
Improved Bull Rush, Shock Trooper (replacing Improved Uncanny Dodge)
Street Fighter - Increased Threat Range on Charge

trapfinder and Tracker while also having a good control over an area and dealing decent damage, especially tow
either, especially with THF and Power Attack). I suppose Improved Trip could be Standstill, but I wanted to cont
Unfortunately, the character takes up until Level 17 to actually get Anti-Magic Field, which is a bummer, but at le
so he does decently in that regard. Since level 10 of Runescarred Berserker adds no spells to cast, just spells kn
at max. CL at that point, especially with 16 Con, so I suppose you're better off hitting things than Healing anywa
few Anti-Magic Fields is always an issue.

isn't an Intimidating-focused build, but it'll give it some social prowess as ranks make up for the lack of stats. G
cient. Of course, Survival (which is handily boosted by Survivor) is the main skill for finding Traps and Tracking, s
and Intimidate and that should carry one through most of the levels. Ideally this guy sits at the frontline as the
re than his share and tosses an AMF or similar spell when necessary. Oh, and heals the party. On level 18 he fin
routine. Note, I didn't pick Mage Slayer because of AMF and the fact that Runescars already have low CLs.

ent for Ref (and Whirling Frenzy boosting it), Wis being decent for Will (and Iron Will boosting it) and Fort just be
ompany boosting it while maintaining the ability to wear Mithril Breastplate. Basically, this is a guy that can dod
rgot, he has Crusader-maneuvers too. But those are fairly trivial as you won't be using the most; I suppose you c
t allows charging without AoOs. And probably Martial Spirit, Leading the Charge or Bolstering Voice; being usefu
ften. Some degree of Hide could be nice for Surprise Action Charge+Pounce Your Face, but that would be quite a
ctic. It's actually possible to move the battlefield control elements down the wire, focusing more on charging ea
damage with battlefield control as an afterthought.

er

City-Dweller (Tumble, Gather Information)


eller (Tumble, Gather Information)
Dodge

le)
y 2/day
Trip - Hit'n'Run, Exoticist

des

e Reduction 1/-

ng Frenzy 5/day

y 6/day
roved Uncanny Dodge)

e on Charge

t damage, especially towards the end (although


still, but I wanted to continue making use of the
ch is a bummer, but at least he does get to use
ells to cast, just spells known, I figured it's quite
ings than Healing anyways. And well, having too

up for the lack of stats. Gather Information can be


ding Traps and Tracking, so it's pretty high. The
ts at the frontline as the forward sentry, seeking
party. On level 18 he finally gets the 'Tank my AC,
eady have low CLs.

osting it) and Fort just being Fort. Also, the AC is


his is a guy that can dodge should need be. I sort
he most; I suppose you can pick up White Raven
tering Voice; being useful has never hurt anyone.
but that would be quite an investment skillwise.
sing more on charging early on to focus more on

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Feats

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Base

Fort

Ref

Level
1st

Attack Bonus
1

Save
1

Save
0

2nd

3rd

4th

5th

6th

7th

8th

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Hit Dice: d10


REQUIREMENTS
Alignment: Any evil
Base Attack Bonus: +6.
Skills: Knowledge (Religion) 2 ranks, Stealth 4 ranks
Feats: Cleave, Power Attack, Improved Sunder
Special: The character must have made peaceful contact with an
evil outsider who was summoned by him or someone else.

CLASS SKILLS

Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide
(Dex), Intimidate (Cha), Knowledge (religion) (int), Profession
(Wis), Ride (Dex), Disguise (Cha)
Skill Points Per Level: 2 + Int modifier
CLASS FEATURES
Weapon and Armor Proficiency: Blackguards are proficient with
all simple and martial weapons, with all types of armor (heavy,
medium, and light), and with shields (except tower shields).

Aura of Evil (Ex): The power of a blackguard's aura of evil (see


detect evil spell) is equal to his blackguard level.

Detect Good (Sp): At will, a Blackguard can use detect good, as


the spell. A blackguard can, as a move action, concentrate on a
single item or individual within 60 feet and determine if it is good,
learning the strength of its aura as if having studied it for 3 rounds.
While focusing on one individual or object, the blackguard does not
detect good in any other object or individual within range.

Poison Use (Ex): Blackguards are trained in the use of poison and
cannot accidentally poison themselves when applying poison to a
weapon.
Dark Blessing (Su): A blackguard gains a bonus equal to his
Charisma bonus (if any) on all saving throws.
Spells: A blackguard gains the ability to cast a small number of
divine spells which are drawn

from the blackguard spell list at the end of this entry. A blackguard
must choose and prepare his spells in advance. To prepare or cast a
spell, a blackguard must have a Charisma score equal to at least 10
+ the spell level. The Difficulty Class for a saving throw against a
blackguards spell is 10 + the spell level + the blackguards
Charisma modifier. Like other spellcasters, a blackguard can cast
only a certain number of spells of each spell level per day. His base
daily spell allotment is given on Table 311. In addition, he receives
bonus spells per day if he has a high Charisma score (see Table 1
2). When Table 2 indicates that the blackguard gets 0 spells per day
of a given spell level, he gains only the bonus spells he would be
entitled to based on his Charisma score for that spell level. A
blackguard must spend 1 hour each day in prayer and meditation to
regain his daily allotment of spells. A blackguard may prepare and
cast any spell on the blackguard spell list, provided that he can cast
spells of that level, but he must choose which spells to prepare
during his daily meditation.

Smite Good (Su): Once per day, a blackguard can call out to the
powers of his evil god to aid him in his destruction of good. As a
swift action, the blackguard chooses one target within sight to
smite. If this target is good, the blackguard adds his Charisma
bonus (if any) to his attack rolls and adds his blackguard level to all
damage rolls made against the target of his smite. If the target of
smite good is an outsider with the good subtype, or a good-aligned
dragon, the bonus to damage increases to 2 points of damage per
level the blackguard possesses. Regardless of the target, smite
good attacks automatically bypass any DR the creature might
possess. In addition, while smite good is in effect, the blackguard
gains a deflection bonus equal to his Charisma modifier (if any) to
his AC against attacks made by the target of the smite. If the
blackguard targets a creature that is not good, the smite is wasted
with no effect. The smite good effect remains until the target of the
smite is dead or the next time the blackguard rests and regains his
uses of this ability.

Wrath (Su): At 3rd level, and every three levels thereafter, a


blackguard can select one mercy. Each mercy adds an effect to the
blackguards smite good ability. Whenever the blackguard uses
smite good to deal damage to one target, the target also receives
the additional effects from one of the Wraths possessed by the
blackguard. The fortitude save to negate a Wrath is 10 plus the
Blackguard's charisma modifier plus his number of Blackguard
levels. A Wrath can impart a condition that is only temporary, rather
than the full duration that a real effect would impart. Such
conditions vanish after rounds equal to the Blackguard's Charisma
modifier. At 3rd level, the blackguard can select from the following
Wraths:

Fatigued: The target is fatigued.


Shaken: The target is shaken.
Sickened: The target is sickened.
At 6th level, a blackguard adds the following mercies to the
list of those that can be selected.
Dazed: The target is dazed.
Staggered: The target is staggered.
At 9th level, a blackguard adds the following mercies to the
list of those that can be selected.
Exhausted: The target is exhausted. The blackguard must have
the fatigue wrath before selecting
this wrath.
Frightened: The target is frightened. The blackguard must have
the shaken wrath before selecting
this wrath.
Nauseated: The target is longer nauseated. The blackguard must
have the sickened wrath before selecting this wrath.

Aura of Despair (Su): Beginning at 3rd Level, the blackguard


radiates a malign aura that causes enemies within 10 feet of him to
take a -2 penalty on all saving throws. At 8th level this penalty
increases to -4. This ability functions only while the blackguard is
conscious, not if he is unconscious or dead.

Corrupted Blood (Su): At 3rd level, you gain the ability to resist
fire (5) and a +2 bonus on saving throws made against poison.

Channel Negative Energy (Su): When a blackguard reaches 4th


level, he gains the supernatural ability to channel positive energy
like a cleric. A blackguard can use this a number of times equal to

1/2 his blackguard level plus her Charisma modifier. A blackguard


uses his level as his effective cleric level when channeling negative
energy. These level stack with cleric levels (if as a cleric they chose
to channel negative energy). This is a Charisma-based ability.

Black Knight (Su): At 8th level, a blackguard becomes a conduit


for the power of their unholy god. He gains DR 5/good and
immunity to compulsion spells and spell-like abilities. This ability
functions only while the blackguard is conscious, not if he is
unconscious or dead.

Unholy Champion (Su)

At 10th level, a Blackguard becomes a conduit for the might of the


dark powers. His DR increases to 10/good. Whenever he uses smite
good and successfully strikes an good outsider, the outsider is also
subject to a banishment, using his character level as the caster
level (his weapon and unholy symbol automatically count as objects
that the subject hates). After the banishment effect and the
damage from the attack is resolved, the smite immediately ends. In
addition, whenever he channels negative energy or uses touch of
corruption to damage a creature, he deals the maximum possible
amount.

Fallen Paladins
Blackguards who have levels in the paladin class (that is to say, are
now ex-paladins) gain extra abilities the more levels of paladin they
have. A fallen paladin who becomes a blackguard gains all of the
following abilities that apply, according to the number of paladin
levels the character has.

1-2
Smite good 1/day. (This is in addition to the ability granted to all
blackguards at 2nd level.
3-4

A blackguard may add his levels in paladin for the purposes of


channeling negative energy.
5-6
Sneak attack damage increased by +1d6. Smite good 2/day.
7-8
This character gains the Command Undead feat as described in
the Pathfinder Roleplaying Game Core Rulebook (pg 120).
9-10
Tainted Aura of Resolve
The blackguard is immune to charm spells and spell-like abilities.
11 or more
Favored of the Dark Deities

Evil deities like nothing more than to see a pure heart corrupted
and thus fallen paladins of this stature immediately gain blackguard
levels for each level of paladin he trades in. For example, a
character who has twelve levels of paladin can immediately
becomes a 10th-level blackguard with all abilities if he chose to
loose ten levels of paladin. The character level of the character does
not change. This, of course, is in every way a profitable trade for
the evil character since he has already lost most of the benefits he
gained from having those paladin levels. However, with the loss of
paladin levels, the character no longer gains as many extra abilities
for being a fallen paladin. Thus, a fallen 15th-level paladin could
become a 10th-level blackguard/5th-level paladin and gain the first
three extra abilities on this chart because of the character's
remaining five levels of paladin.

Blackguard Spell List


1st Level: Cause fear, corrupt weapon, cure light wounds, doom,
inflict light wounds, magic weapon, summon monster 1*.

2nd Level: Bull's strength, cure moderate wounds, darkness, death


knell, eagle's splendor, inflict moderate wounds, shatter, summon
monster II*.

3rd Level: Contagion, cure serious wounds, deeper darkness, inflict


serious wounds, protection from elements, summon monster III*.

4th Level: Cure critical wounds, freedom of movement, inflict


critical wounds, poison, summon monster IV*.
*Evil creatures only.

Corrupt Weapon
Blackguards have access to a special spell, corrupt weapon, which
is the opposing counterpart of the paladin spell bless weapon.
Instead of improving a weapons effectiveness against evil foes
corrupt weapon makes a weapon more effective against good foes.

Will

Spells per Day

Save Special
0
Aura of evil,detect good,Smite good 1/day

1st
0

2nd

3rd

4th

Dark blessing,Poison Use

Sneak Attack +1d6, Aura of Dispair, Wrath

Channel Negative Energy, Smite Good 2/day

Fiendish servant

Sneak Attack +2d6, Wrath

Smite good 3/day

Black Knight

Sneak Attack +3d6, Wrath

Unholy Champion,Smite good4/day

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Level:

Class:
1 Rogue
2 Ex-paladin
3 Ex-paladin
4 Paladin>Blackguard
5 Paladin>Blackguard
6 Paladin>Blackguard
7 Paladin>Blackguard
8 Bone Knight
9 Bone Knight
10 Shadowbane inquisitor
11 Shadowbane inquisitor
12 Shadowbane inquisitor
13 Shadowbane inquisitor
14 shadowbane inquisitor
15 Blackguard
16 Blackguard
17 Blackguard
18 Blackguard
19 Blackguard
20 Blackguard

BAB

Feats
0
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Special notes

Power Attack

Sneak Att Smite


1
1

1
1
1

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Link To Forum
Desert Kobold
CE
Class
1 Sorcerer
2 Sorcerer
3 Sorcerer
4 Sorcerer
5 Sorcerer
6 Incantrix
7 Incantrix
8 Incantrix
9 Incantrix
10 Incantrix
11 Incantrix
12 Incantrix
13 Incantrix
14 Incantrix
15 Incantrix
16 Sand Shaper
17 Fatespinner
18 Magical Trickster
19 Magical Trickster
20 Magical Trickster

White Dragonspawn template +1 Sorcerer level


Feats
Dragonwrought (Prismatic), Iron Will, Extend Spell
Draconic Resorvoir (web enh)
Empower Spell
Practical Metamagic (Empower spell)
Arcane Thesis (wings of flurry)
Persistant Spell(B), Rapid Metamagic
Eschew Materials
Twin Spell
Practical Metamagic (Twin Spell)
Touchstone, Energy substitution Acid
Energy Admixture Acid
Ocular Spell

Drac

Desert Kobold
Str
Dex
Con
Int
Wis
Cha

13
12
18
15
10
20
0

Racial
-4
2

-2

Mantle of the Fiery Spirit - Sandstorm p118 - gives fire subtyp - 16200gp

Dragonwrought Instabold

te Dragonspawn template +1 Sorcerer level


Feats
Dragonwrought (Prismatic), Iron Will, Extend Spell

Other Notes

Draconic Rite o

Draconic Resorvoir (web enh)


Empower Spell
Practical Metamagic (Empower spell)
Arcane Thesis (wings of flurry)

Persistant Spell(B), Rapid Metamagic

Eschew Materials
Twin Spell
Practical Metamagic (Twin Spell)

Touchstone, Energy substitution Acid

Greater Draconic Rite of P

Energy Admixture Acid


Ocular Spell

Draconic Rite of Passage

Dragonwrought

Level

3
3
3 1

9
14
18
18
11
24

t - Sandstorm p118 - gives fire subtyp - 16200gp

t Instabold
Caster
Sorcerer
Draconic Rite of Passage (RoD 43)

Greater Draconic Rite of Passage (web enhancement)

3
4
5
6
7
9
10
11
12
13
14
15
16
17
18
19
20

Flaws: Inattentive, Noncombatant

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