Results 1 to 3 of 3
  1. #1
    Community Member spifflove's Avatar
    Join Date
    Apr 2006
    Posts
    2,104

    Default The 2nd Edition DND multi class project

    This is a sand box to create current meta multi class builds patterned after 2nd edition rules including unearthed Arcana. All are welcome to contribute. Only guide lines are:
    1. Make the separate pieces of the puzzle fit by synergy and
    2. No build better done with chains from SDK.

    The splits are:

    Elf
    9 wizard 11 rogue
    6 fighter 7 wizard 7 rogue (5/7/8 if dex but no strength)
    8 fighter 12 wizard (fulfills kensai 25% hp greater weapon focus requirement)
    7 fighter 13 rogue (5/15 to 9/11 possible; depending on strength or lack there of)

    Pale Master (11):
    3 cores, with Wraith Form and electric absorb with no incoming double light damage
    neg. heal amp 3/3, deathless vigor 1 or 2/3, anything else to get to core 3

    EK (6):
    2 cores (2nd one needed)
    HP 3/3, Battlemage 1/3

    Wizard: suggested 12 level
    lvl 1: jump, SHIELD, merfolk, sonic blast
    lvl 2: resist energy, blur, LESSER DEATH AURA
    lvl 3: magic circle, haste, rage, displacement
    lvl 4: DEATH AURA, NEG. ENERGY BURST, DIM. DOOR, Fire shield (ice)
    lvl 5: Teleport, Cyclonic B., Protection from Elements
    lvl 6: GH, TENSER, True Seeing

    Half Elf
    8 fighter 7 wizard 5 cleric (meets gwf requirement for kensai 25% hp bonus)

    Warpriest (4 AP)
    Smite Foe: Melee
    Divine Might III

    Cleric suggested spells
    Cure Light Wounds (16), Nightshield (16), Bless (16), Remove Fear (17), Divine Favor (19)
    Cure Moderate Wounds (18), Spawn Screen (18), Remove Paralysis (18), Lesser Restoration (19)
    Cure Serious Wounds (20), Magic Circle Against Evil (20), Prayer (20)

    : Pale Master (Wiz) - Dark Reaping (Rank 1)
    Enhancement: Pale Master (Wiz) - Shroud of the Zombie (Rank 1)
    Enhancement: Pale Master (Wiz) - Shroud of the Vampire (Rank 1)
    Enhancement: Pale Master (Wiz) - Necrotic Touch (Rank 1)
    Enhancement: Pale Master (Wiz) - Necrotic Touch (Rank 2)
    Enhancement: Pale Master (Wiz) - Necrotic Touch (Rank 3)
    Enhancement: Pale Master (Wiz) - Deathless Vigor (Rank 1)
    Enhancement: Pale Master (Wiz) - Deathless Vigor (Rank 2)
    Enhancement: Pale Master (Wiz) - Deathless Vigor (Rank 3)
    Enhancement: Pale Master (Wiz) - Spell Critical: Negative Energy I (Rank 1)
    Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 1)
    Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 2)
    Enhancement: Pale Master (Wiz) - Negative Energy Conduit (Rank 3)
    Enhancement: Pale Master (Wiz) - Spell Critical: Negative Energy II (Rank 1)
    Enhancement: Pale Master (Wiz) - Bone Armor (Rank 1)
    Enhancement: Pale Master (Wiz) - Bone Armor (Rank 2)
    Enhancement: Pale Master (Wiz) - Bone Armor (Rank 3)
    Enhancement: Pale Master (Wiz) - Spell Critical: Negative Energy III (Rank 1)
    Enhancement: Pale Master (Wiz) - Constitution (Rank 1)
    Enhancement: Pale Master (Wiz) - Spell Critical: Negative Energy IV (Rank 1)
    Enhancement: Pale Master (Wiz) - Constitution (Rank 1)
    Enhancement: Pale Master (Wiz) - Improved Shrouding (Rank 1)

    Gnome
    7 Illusionist 13 rogue

    Halfling
    5 fighter 15 rogue

    Half Orc
    5 Cleric 15 Assassin (4/15/1 fs ok)

    Drow
    9 fighter 11 wizard (Meets gwf requirement for kensai 25% hp bonus)
    9 fighter 11 rogue
    9 wizard 11 rogue

    Drow Charisma build
    7 fighter 5 wizard 8 rogue
    5 wizard 15 rogue

    5 Wizard:
    EK Tempest (big burst damage)
    Arcane Barrier as additional defense layer
    Easy access to displacement (Quickened, Extended, no ASF)
    Two extra feats
    EK Spellsword (free ghost touch)

    5 wizard
    For Eldritch Knight - medium arbor, full BAB, some melee power, a bit of elemental damage, haste and displacement. And that other sweet defensive enhancement which gives you Radiant Forcefield when you fall below 50% hp.

    Drow fiend folio charisma build
    10 cleric 10 fighter. (Meets gwf requirement for kensai 25% hp bonus)

    Half Elf bard
    6 fighter 5 rogue 9 druid
    Bard dilettante; Bastard Sword


    Are you a good enough builder to make these work?

    Have fun!
    Last edited by spifflove; 11-22-2022 at 10:06 AM.

  2. #2
    Community Member spifflove's Avatar
    Join Date
    Apr 2006
    Posts
    2,104

    Default Imbues

    Imbue Die Element Scale with Procs on Source

    Dark Apostate 1d6 Evil Spell Power Melee, Ranged Dark Apostate tier 1
    Elemental Arrows 1d8 Acid/Cold/Fire/Electric Spell Power Bow Arcane Archer enhancements, Elven AA
    Force Arrows 1d8 on hit
    xd10 on crit Force Spell Power Bow Arcane Archer enhancements, Elven AA
    Law on Your Side 1d10 vs chaos
    1d6 if not Law 200% Ranged Power light or heavy crossbow not repeating Inquisitive Tier 1
    Lighting the Candle 1d6 on hit
    1d6 on crit Fire
    Spellsword 1d8 Acid/Cold/Fire/Electric Spell Power Melee, Ranged Eldritch Knight core 2
    Thundershock Imbue 1d6 Electric Spell Power Melee, Ranged Battle Engineer Tier 3
    TBD 1d6 Fire Spell Power Melee, Ranged Warpriest Tier 4
    Venomed Blades 1d8 Poison 200% Melee/Ranged Power Melee, Ranged Assassin Tier 1
    Venomed Blades 1d4/1d6/1d8 Poison Melee/Ranged Power Melee, Ranged Drow - Racial Tree
    Warlock Dilettante 1d4 Fire (Cooldown 2 seconds?) Half-Elf

    Cleric:
    Warpriest: Core 2 grants +1 Dice
    Warpriest T5: Wrathful Weapons: +3 dice, change Fire imbue to Light for the duration
    Dark Apostate: Tiers 2, 3, 4 grant +1 Dice
    Dark Apostate: Tier 5 grants +2 Dice
    Dark Apostate: Core 3 +1 Dice
    Rogue:
    Assassin - Tier 2: Toxin Affinity: +1/2/3 dice

    Wizard:
    Eldritch Knight Core 2: +1 Dice at 3 Wizard levels 6, 9, and 12 for a possible total of 3 dice
    Eldritch Knight Core 4: +1 Dice

    Racial:
    Drow - Racial Tree: +1 dice in tier 3, 4

    Universal:
    Inquisitive: Core 4, 5, 6 grant +1 dice each
    Inquisitive: Tier 2, 4 grant +1 dice each
    Inquisitive: Tier 5 multi-selector grants +1 dice each except for 1 grants +2

    Feats
    Embodiment of Law - Destiny Feat: +2 Dice if lawful
    Harbinger of Chaos - Destiny Feat: +2 Dice if chaotic
    Enhanced Elemental Dice - Destiny Feat: +1 Dice
    Scion of Arborea - Legendary Feat: +1 Dice
    Scion of the Feywild - Legendary Feat: +3 Dice
    Scion of the Plane of Earth - Legendary Feat: +3 Dice
    Scion of the Plane of Fire - Legendary Feat: +3 Dice
    Scion of the Plane of Water - Legendary Feat: +3 Dice
    Scion of the Plane of Air - Legendary Feat: +3 Dice
    Offhand Versatility - Orb/Runearm: +1 Imbue dice

    Destinies
    Shiradi Champion mantle gains 1d77 per 7 bonus dice - this is not an imbue toggle BUT gains benefits from your imbue dice!
    Ghost Touch in Legendary Dreadnought is now "Esoteric Touch" and grants both Ghost Touch and +1 Imbue Dice
    Shared Mantle in Primal Avatar now also grants +3 Imbue Dice while within the PA Mantle
    Last edited by spifflove; 01-05-2023 at 03:58 PM.

  3. #3
    Community Member spifflove's Avatar
    Join Date
    Apr 2006
    Posts
    2,104

    Default

    Well I dreamt I saw you walking
    Up a hillside in the snow
    Casting shadows on the winter sky
    As you stood there counting crows
    One for sorrow two for joy
    Three for girls and four for boys
    Five for silver six for gold
    Seven for the secrets never to be told
    There’s a perfectness inside you sleeping
    Underneath your skin
    When you open up your wings to speak
    I wish you’d let me in

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload