Octoman (3.5e Optimized Character Build)

Introduction

I still need a lot of cleaning up to do on this...

gollark: I finally got round to making my Discord bot's reminder function go to greater lengths to try and deliver reminders.
gollark: I know (on the internet) someone who just says "good morning" regardless of the time to skip that hassle.
gollark: Oh, right, chemistry.
gollark: You *can* learn stuff yourself instead of trying to go to the exact same university or whatever.
gollark: I do, yes, or technically write so.

References

Savage Species


Game Rule Components

Items

None are required, but some things are a great asset. Octoman uses natural weapons only, so things to boost those are great. Greater Magic Fang (or amulets of Mighty Fists) is a great option for a +5 to hit and damage.

Progression

Starting Ability Scores (Before Racial Adjustments): 12+2 Strength, 15+6 Dexterity, 14+4 Constitution, 13+0 Intelligence, 10+4 Wisdom, 8-4 Charisma

Race (Templates): Anthropomorphic Giant Octopus (LA +0, 2 Monstrous Humanoid HD)

Add on the Multiheaded template (for an extra head)

  • +2 HD
  • extra bite attack
  • Superior multiweapon fighting
  • +1 natural armor
  • +2 LA
  • +2 Constitution
  • +2 Listen, Search, Spot
  • Improved Initiative, Combat Reflexes (bonus feats)
  • Darkvision 90ft.
  • Favored Class Fighter instead

Starting Racial Traits:

ECL (HD) Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
FortRefWill
6th (4)No levels yet+4+1+4+4Improved Initiative, Combat Reflexes (bonus), 2 flaws, Dodge, Mobility, Combat Expertise, Weapon focus (light slashing)6 natural attacks<- other stuff ->
7th (5)Unearthed Arcana Fighter Variant 1+5+3+4+4+1d6 sneak attack
8th (6)Dervish 1+6+3+6+6Iron Will<- class features gained -><- other stuff ->
9th (7)Dervish 2+7+3+7+7<- feat(s) -><- class features gained -><- other stuff ->
10th (8)Dervish 3+8+4+8+8<- feat(s) -><- class features gained -><- other stuff ->
11th (9)Dervish 4+9+4+9+9Spell Focus (evil)<- class features gained -><- other stuff ->
12th (10)Dervish 5+10+4+9+9<- feat(s) -><- class features gained -><- other stuff ->
13th (11)Dervish 6+11+5+10+10<- feat(s) -><- class features gained -><- other stuff ->
14th (12)Dervish 7+12+5+10+10Extend Spell<- class features gained -><- other stuff ->
15th (13)Dervish 8+13+5+11+11<- feat(s) -><- class features gained -><- other stuff ->
16th (14)Dervish 9+14+6+11+11<- feat(s) -><- class features gained -><- other stuff ->
17th (15)Dervish 10+15+6+12+12Persist Spell<- class features gained -><- other stuff ->
18th (16)Ur Priest 1+15+6+12+14<- feat(s) -><- class features gained -><- other stuff ->
19th (17)Ur Priest 2+16+6+12+15<- feat(s) -><- class features gained -><- other stuff ->
20th (18)Ur Priest 3+17+7+13+15Divine Metamagic (Persist)<- class features gained -><- other stuff ->

Other Components

<- anything not covered by the previous sections ->

Highlights

Ur Priest gives you 3rd level Cleric spells.

Cast Footsteps of the Divine (Complete Champion) and then use divine metamagic persist.

Go into a Dervish Dance, deactivate Footsteps of the divine (for a GIGANTIC bonus to move speed), use A Thousand Cuts...

+17/+12/+7/+2 attacks x12

+12 bite x2

Munchkin-Size Me

For level 21 take Psychic warrior 1. I wish I could have fit it before. Prevenom plus Claws of the Beast allows all your 48 tentacle attacks to become claw attacks that deal 2 Con damage on a failed fort save. Yes, the saving throw is easy at level 21 (10+wisdom mod), but a save still fails on a 1. That means you can expect to deal 4 Con damage in addition to all the other damage you deal.

Side Notes

<- overview of additional info about this build ->

Limitations

Even if you have a moderately high strength, this build should include more help in case that some or most attacks miss and roll low damage. Even a 13/20 hit chance doesn't mean that you will hit 13 of every 20 rolls, it means that's approximately how many times you should hit. This class also will have a hard time obtaining armor at low levels due to the odd shape, even if humanoid.

DM Counters

A DM could us optional damage rules in which you can choose to attack tentacles instead of just overall damage.

Miscellaneous

<- Any other side notes that don't fit in the above sections. ->



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