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.

gollark: I don't live in Indiana, I live in the Freeish State of Gollarkia.
gollark: For legal reasons, we are not able to provide answers with greater than 25% accuracy.
gollark: Plus or minus 30.
gollark: 64 + 30 = 87.0003
gollark: The existing Soviet Forth builtins are basically horrible, but these are particularly bad.

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
FortRefWill
1stDuskblade 1+1+2+0+2Power Attack, OptionalArcane Attunement, Armored Mage (Light)
2ndDuskblade 2+2+3+0+3Combat Casting
3rd3e Final Class Progression::Duskblade 3+3+3+1+3OptionalArcane 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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