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==Optimization in 3.5== To find a guide to optimizing a class, type in the name of your base class on Google along with the word "optimization"; check the first few results and look at the guides. Repeat, but with the word "handbook" instead. These are usually a thread contributed primarily by one poster and looks more like a nice organized guide; well, at the top of it anyways. If you're planning to play a character with a theme like summoning or necromancy, also try things like "summoner handbook" and "necromancer optimization". If you're lucky, a prestige class you want to use will have a guide. If you really want to optimize, you should take a look at optimization threads (and not just on /tg/; for example, giant in the playground has some), and replies to the guide/handbook, which is usually possible given that handbooks tend to be threads dominated by OP in the beginning; often the OP adds some of the feedback into the guide by editing his previous posts, so expect at least some redundancy. People not bothering to read the replies may end up posting, unknowingly repeating advice suggested in other replies that was not incorporated into the guide. Also there guides aren't just restricted to classes; for example [https://web.archive.org/web/20230103135729/https://forums.giantitp.com/showthread.php?123630-3-X-Person-Man-s-Guide-to-Shields here is one of shields] and [https://web.archive.org/web/20130605093353/http://community.wizards.com/go/thread/view/75882/19872054/Alternative_Class_Features_III here is a list of alternate class feature choices]. Search engines are your friend. === Monks === ; Equipment * Get a Necklace of Natural Weapons (found in Savage Species). Don't get a Periapt of Wisdom because it takes up the same slot as the Necklace of Natural Weapons and their are other items that give you an enhancement bonus to Wisdom (like the buff spell Owl's Wisdom). * Because you are [[MAD|dependent on so many stats]], you should pick up a Belt of Magnificence, as it boosts all of your stats. * Rings of Force Armor are useful: they give a +5 force armor bonus, let you hit incorporeal opponents as if your unarmed strike is a force attack, they do a couple of other stuff to, sadly using these will take up both your ring slots. * Ghost Shroud is a more affordable way to get ghost touch. * A [[OP#Overpowered|Starmantle Cloak]] would probably be good given that you have good reflex saves. If for some reason you choose warforged (which have a -2 Wisdom modifier,) get your hands on the warforged component [https://web.archive.org/web/20170710064446/http://eberronunlimited.wikidot.com/battlefist battlefist]; while you're at it, take the feat Beast Strike (found in Dragon 355) which adds your slam damage to your unarmed strike, which will be enhanced by the battlefist as a secondary bonus (the main reason for the battlefist is of course, being a size larger for unarmed strike damage.) If you're not a warforged, figure out how to make reliable use of the battlefist anyways. Perhaps through the investment in Use Magic Device skill (without too much expense elsewhere of course,); please note that it might take a minor case of [[Rules Lawyer|rules lawyering]] to do this: just remember warforged components are just magic items that have the racist feature. The "Sacred Path of Wee Jass" found in Dragon Magazine 346 helps you with use magic device. The Turtle Tattoo from the [https://web.archive.org/web/20140430234204/http://dndtools.eu/classes/tattooed-monk/ Tattooed monk] prestige class can help you with a skill check, including Use Magic Device. If you figure out a way to get reliable access to the battlefist for a reasonable investment (legal by RAW), put down how here. ; Feats * Golden Ager, gives Use Magic Device as a class skill, handy for getting that snazzy battlefist mentioned above. * Intuitive Attack, because Wisdom is way more important than Dexterity (for Weapon Finesse) * Feats that expand on Stunning Fist, an eighth level feat you get for free at level one, like [https://web.archive.org/web/20130922204304/http://dndtools.eu/feats/sandstorm--85/pharaohs-fist--2155/ Pharaoh's Fist] (applies your Stunning Fist to adjacent targets) and [https://web.archive.org/web/20131124064341/http://dndtools.eu/feats/sandstorm--85/rattlesnake-strike--2384/ Rattlesnake Strike] (poisons your target). * [https://web.archive.org/web/20131114190317/http://dndtools.eu/feats/sandstorm--85/scorpions-grasp--2524/ Scorpion's Grasp] basically gives you the improved grab ability. * A monk's Unarmed strike is treated as a natural weapon in some circumstances, so pick up Improved Natural Attack (Unarmed Strike) - [https://web.archive.org/web/20071113014703/http://www.wizards.com/default.asp?x=dnd/rg/20070403a this is explicitly legal for a monk], unless your DM just plain doesn't like you. * [https://web.archive.org/web/20130923043412/http://dndtools.eu/feats/players-handbook-ii--80/versatile-unarmed-strike--3058/ Versatile Unarmed Strike] is good for bypassing certain types of damage reduction and also allows for some cute tricks, like using your hands as a Dervish. * [https://web.archive.org/web/20130922222327/http://dndtools.eu/feats/tome-of-battle-the-book-of-nine-swords--88/snap-kick--2658/ Snap Kick] is a throw-it-in extra unarmed attack, which is nice if your DM is cool about what constitutes "base unarmed attack damage". That with [http://dndtools.eu/feats/sword-and-fist-a-guidebook-to-monks-and-fighters--50/lightning-fists--1769/ Lightning Fists] gives you three extra attacks in a round a a -7, which is OK, because you already aren't going to hit because of your not-full BAB and 20's always connect. This strategy is extra fun if your group is one of those where a natural 1 on a d20 roll causes something to go terribly wrong. * Last but not least is [https://web.archive.org/web/20131102005716/http://dndtools.eu/feats/shining-south--25/lion-tribe-warrior--1780/ Lion Tribe Warrior], which effectively lets you use Pounce with unarmed strikes (because "An unarmed strike is always considered a light weapon"), this probably makes [http://dndtools.eu/feats/complete-warrior--61/flying-kick--1158/ Flying Kick] worth it. This combination works nicely with the Twisted Charge and Nimble Charge skill tricks, allowing you to charge in more situations. Because monks don't need to meet the requirements of their bonus feats, try taking Martial Monk variant class in Dragon Magazine and grabbing Weapon Supremacy. If you plan to be running around through the battlefield, as encouraged by effective access to pounce from lion tribe warrior and your fast movement class feature, you probably want to invest in tumble to avoid attack of opportunities. You also probably want to read the Wizards.com guide to unarmed attacks, parts [https://web.archive.org/web/20130531080413/http://www.wizards.com/default.asp?x=dnd/rg/20070327a], [https://web.archive.org/web/20130531083753/http://www.wizards.com/default.asp?x=dnd/rg/20070403a], and [https://web.archive.org/web/20131216232029/http://www.wizards.com/default.asp?x=dnd/rg/20070410a]. In later levels, if you have the Stunning Fist feat, you will have more uses per day than you will probably be able to use. This means you shouldn't be stingy with it, maybe your opponent will have a roll a terrible saving throw. Silvered Claws is a low level buff spell that can be be cast by an ally to allow your unarmed strikes to bypass damage reduction silver. Take a look at this guide [https://web.archive.org/web/20131016004234/http://brilliantgameologists.com/boards/index.php?topic=10994.0] some of the things in this guide should be helpful [https://web.archive.org/web/20130819020740/http://www.giantitp.com/forums/showthread.php?p=7081777]. === Rogues === Use Two-Weapon Fighting and Improved Two-Weapon Fighting, Quick Draw, Rapid Shot, and Haste, and get Alchemist's Fire, Acid, or Holy Water (for against fiends). You should be able to get a massive amount of touch attacks every round, able to hit on a 2+, and be able to multiply your sneak attack damage by 6 or so consistently. Alternately, get a wizard to polymorph you into a Hydra -- enjoy having '''7 to 15''' sneak attacks per round. Avoid constructs, undead, and dark spaces -- a true rogue knows that shadowy alleyways and misty-filled corridors will prevent him from sneak attacking due to concealment, so restrict your operations to brightly lit rooms and meadows. === Samurai === You picked a Samurai, widely regarded as the absolute worst full BAB class in the game, the sheer amount of suck you bring to the table is so great that you hurt your party by just being there. There is no optimizing this class out of the tier 6 pit of shame it inhabits. If your DM forced you to play a Samurai, you can rules-lawyer your way out of this hole with the definition of "Daisho Proficency." That doesn't have to be the weeaboo bastard-sword-plus-shortsword combo; play a dwarf samurai and getyourself dual battleaxes, or a battleaxe/warhammer combo for your daisho. Also, "Daisho Proficiency" isn't "Katana Proficiency and Wakazashi Proficiency," so you should be able to fast-talk your DM into allowing "Daisho Weapon Focus" and "Improved Critical: Daisho" and so on, giving you two feats each time for the price of one. Also: use your bastard-sword/katana two-handed for the extra damage, then Quick Draw your shortsword/wakazashi to finish your routines. If your DM bitches, point out that you were FORCED to play a Samurai, so you had to get creative. === Sorcerers === Not the most optimized caster class for pew-pew or utility spells, being a Sorcerer means Charisma isn't your dump stat, so abuse the hell out of the Leadership skill. With Planar Binding series, enjoy your horde of sexy marilith underlings. That prestige class and familiar advice in wizards is even more important with sorcerers. The only point in taking Sorcerer levels, apart from getting spellcasting of course, is to advance your familiar. But Sorcerers get access to many alternate class features that replace your familiars, so often there is not point not to take as many Prestige Classes that advance tour spellcasting as you can get your hands on. Mindbender makes a great one-level dip for example, and Fatespinner isn't bad at high levels. Then there are many prestige classes which are terrible for wizards but are awesome for sorcerers: a good example is the Sand Shaper, who loses a level in spellcasting and whose class abilities aren't that good on a wizard - but from level one Sand Shapers gain several dozens spells that they can immediately add to their spells known list, and this is obviously a huge deal for a sorcerer. === Wizards === ; Golems Golems Golems The market price of a golem is increased by 5000 GP per additional HD and 50,000 GP per a size increase. With the Craft Construct feat, you only have to pay half cost, and as a result, you can create a 54 hit dice iron golem for 195,000 gold pieces; it will have 337 HP, keep its immunity to magic, have a BAB of +36 and have a DC 37 poison breath weapon. For reference, a level 20 character can be expected to have 760,000 gold pieces, easily letting you afford 3 of these bad boys, along with a headband of intellect +6 and a few miscellaneous items. Lower level characters can triple advance weaker constructs, to similar results. ;Broken Spells * Forcecage, a level 7 spell which costs 1500 gp to cast (and also allows NO saving throw and NO spell resistance, imprisoning any creature of 20x20 size or less in an indestructible force barrier. Leave an Acid Fog and Dimensional Anchor spell on it and teleport away, kills nearly anything with no save allowed, but that's beside the point). ;Familiars Its smart to prestige class out with a class that grants full spell casting progression. This however comes at the expense of your familiar's advancement. To combat this there are a decent alternate class features you can use to replace your familiar in dragon magazine. However a familiar that advances is valuable in both fluff and [https://web.archive.org/web/20220926174136/http://dictummortuum.blogspot.com/2011/08/familiars-handbook.html utility]. So after that you take the [https://web.archive.org/web/20131025204012/http://dndtools.eu/feats/complete-arcane--55/obtain-familiar--2078/ Obtain Familiar feat]. If you're in Pathfinder, take the Siege Mage archetype, which is a Wizard archetype that replaces the standard Wizard's small animal familiar for a magic cannon. By level 7, you should have enough money to afford a Fiend's Mouth Cannon, and be able to cast all the spells needed to carry a siege weapon with you anywhere you go, whether that be the bathroom or swimming pools: Floating Disc, Shrink Object, Levitate, etc. In combat, cast ''Unseen Servant'' to act as your cannon crew, so you're free to cast spells. The Fiend's Mouth cannon does 8d6, or 14d6 with explosive ammo. At level 13, take the "Vital Strike" feat to double damage for any one weapon attack roll, making it 28d6 damage. And this is before enhancement bonuses like Enlarge. Combine with the golems above to build a robocop body around your pet cannon.
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