Low Level Nova (3.5e Optimized Character Build)
Introduction
3e Summary::An example of a low-level nova-er, dealing 11d6+12 damage at level 3.
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References
- Player's Handbook 2
- Complete Adventurer
Spells
- Blade of Blood
- Shocking Grasp
- True Strike
Progression
Starting Ability Scores (Before Racial Adjustments): (Assuming 32 Point Buy) 18 12 14 14 8 8
Race (Templates): 3e Race::Human
ECL | Class/HD/LA | Base Attack Bonus |
Saving Throws | Feats | Class Features |
Special | ||
---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | ||||||
1st | Duskblade 1 | +1 | +2 | +0 | +2 | Power Attack, Optional | Arcane Attunement, Armored Mage (Light) | |
2nd | Duskblade 2 | +2 | +3 | +0 | +3 | Combat Casting | ||
3rd | 3e Final Class Progression::Duskblade 3 | +3 | +3 | +1 | +3 | Optional | Arcane Channeling |
- Optional Feats include...
- Improved Buckler Defense (CW)
- Battle Caster (CA)
- Versatile Spellcaster (RotD)
- Knowledge Devotion (CC)
- If you do take this, pick up the Collector of Stories skill trick (CS)
- Shock Trooper (CW) with Leap Attack (CV)
- If you pick up Leap Attack, think about also picking up the Extreme Leap skill trick (CS) to move even farther
- Combat Brute (CW) for the next round after charging
Items
- Triple Weapon Capsule Retainer
- Quickspark/Quickflame/Quickfrost Weapon Capsules
Highlights
Tactics
- Round 1: Cast True Strike, move close to your foe.
- Round 2: Cast Blade of Blood, sacrificing 5 HP. Attack your foe with a Channeled Shocking Grasp. Power Attack for -3 to get +6 damage.
Damage Potential
- 2d6 (Greatsword) + 3d6 (Triple Weapon Capsule) + 3d6 (Channeled Shocking Grasp) + 3d6 (Blade of Blood) + 6 (Two-handed Str) + 6 (Power Attack) = 11d6+12 or 50.5 damage on average
Munchkin-Size Me
- Not really much to add at this low of a level.
Limitations
- Low HP
- Uses up 2-3 spells (depending on whether you cast True Strike first)
DM Counters
- Usual non-AC defenses apart from concealment (True Strike penetrates concealment)
- Mobility after True Strike has been cast
- Logic: a weapon cannot be coated in a fiery oil and yet cold to the touch enough to do 1d6Fire and 1d6Cold. One should be negated, or the DM can just not give access to these substances at all...
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