Ultimate Maximum Doom Lord: Revised Edition

This version trades in a lot of the Blackguard abilities in the old version (Sneak Attack, free summons, save boosts) to increase the spellcasting, damage, and stealth abilities of the character. The favored enemies can be anything you so choose, but for RP purposes I would definitely choose some or all of the player races, particularly the more common ones (Humans, Dwarves, Elves). Furthermore, the UMDL is now immune to smiting because of the neutral alignment. This version should prove significantly more powerful than the old version, as it can set and disable traps, sneak, and cast 8th-level arcane spells. This character should definitely use light armor, for spellcasting, stealth, and dual-wielding purposes.

Human CN Ranger 20 / Pale Master 11 / Wizard 9

Starting Stats:
STR: 17
DEX: 8
CON: 14
INT: 14
WIS: 13
CHR: 8

Level Progression:
Level 1: Ranger
Levels 2-5: Wizard
Levels 6-9: Pale Master
Levels 10-27: Ranger
Levels 28-29: Wizard
Level 30: Ranger
Levels 31-33: Wizard
Levels 34-40: Pale Master

Attribute Progression:
+1 to Strength at 4, 8, 12, 16, 20, 24, 28
+1 to Intelligence at 32, 36, 40

Feat Progression:
Level 1: Power Attack, Luck of Heroes, Favored Enemy #1
Level 3: Cleave
Level 6: Weapon Focus: Scimitar
Level 9: Great Cleave
Level 12: Toughness
Level 13: Favored Enemy #2
Level 15: Improved Critical: Scimitar
Level 17: Improved Two-Weapon Fighting (Ranger bonus feat)
Level 18: Knockdown, Favored Enemy #3
Level 21: Great Strength I
Level 23: Favored Enemy #4
Level 24: Overwhelming Critical: Scimitar
Level 27: Great Strength II
Level 28: Empower Spell (Wizard Bonus Feat)
Level 30: Favored Enemy #5, Bane of Enemies
Level 33: Devastating Critical: Scimitar
Level 36: Epic Weapon Focus: Scimitar
Level 39: Great Intelligence I

Final Attributes:
STR: 26
DEX: 8
CON: 14
INT: 18
WIS: 13
CHR: 8

Maximum HP: 455 HP (20d10 + 11d6 + 33 for Deathless Vigor + 9d4 + 80 for Constitution + 40 for Toughness)

Skills:
If I've done my math correctly, this build gets 267 total skill points, accounting for increases in the Intelligence modifier in the later stages of development. How should you spend those points? It's really up to you, but this is what I would do. Note that the following split will require you to frequently save skill points, and it does account for the extra cost of cross-class skills.

Animal Empathy: 4 (just so you can use it)
Concentration: 31
Disable Trap: 1 (again, just so you can use it)
Discipline: 43
Heal: 20
Hide: 31
Move Silently: 31
Persuade: 12
Set Trap: 15
Spellcraft: 40
Tumble: 20

Saves at Level 40:
Fortitude: 26
Reflex: 16
Will: 28

If the save is against a spell, add 8.

Advantages:
- Up to seven attacks a round with Scimitars (4 base attacks + ITWF + Haste) a weapon that will receive Devastating Criticals fairly often
- Can deal a lot of damage with mundane Scimitars (Flame Weapon, Blade Thirst, Bane of Enemies, Power Attack)
- High AC without armor: Can receive up to a 32 AC after buffs (9 Base, +6 from Bone Skin, +4 from Tumble, +4 from Mage Armor, +1 from Cat's Grace, +4 net from Shadow Shield, +4 from Haste)
- Devastating Critical: 'nuff said
- 8th-level Arcane spells
- Respectable Fortitude and Will Saves
- Immune to critical hits AND smiting
- Sneaky little devil

Disadvantages:
- Not terribly great Reflex saves
- Has to wear light armor for a variety of reasons
- Will have significant difficulty beating SR and Dispel checks
- Will need to invest a lot of money in scrolls

Questions, comments, and criticisms would all be appreciated.

<i>Edited to correct AC figure.</i>

Edited By MauvaisGuillame on 04/06/04 12:17:59

Edited By billb0 on 04/12/04 21:00

Well, you trade in a few things from the old Revised Edition to get the new Corrected Revised Edition. Thanks to BRIAN FELLOW for catching my mistake. (blasted manual...)

What You Lose in the Corrected Revised Edition:
- 8th level spells

What You Gain:
- Ability to actually create the build
- A few more hitpoints
- 2 more base AC from Bone Skin

Human CN Ranger 21 / Pale Master 12 / Wizard 7

Starting Stats:
STR: 17
DEX: 8
CON: 14
INT: 14
WIS: 13
CHR: 8

Level Progression:
Level 1: Ranger
Levels 2-5: Wizard
Levels 6-9: Pale Master
Levels 10-27: Ranger
Level 28: Wizard
Levels 29-30: Ranger
Level 31-32: Wizard
Levels 33-40: Pale Master

Attribute Progression:
+1 to Strength at 4, 8, 12, 16, 20, 24, 28
+1 to Intelligence at 32, 36, 40

Feat Progression:
Level 1: Power Attack, Luck of Heroes, Favored Enemy #1
Level 3: Cleave
Level 6: Weapon Focus: Scimitar
Level 9: Great Cleave
Level 12: Toughness
Level 13: Favored Enemy #2
Level 15: Improved Critical: Scimitar
Level 17: Improved Two-Weapon Fighting (Ranger bonus feat)
Level 18: Knockdown, Favored Enemy #3
Level 21: Great Strength I
Level 23: Favored Enemy #4
Level 24: Overwhelming Critical: Scimitar
Level 27: Great Strength II
Level 28: Empower Spell (Wizard Bonus Feat)
Level 29: Favored Enemy #5
Level 30: Bane of Enemies
Level 33: Devastating Critical: Scimitar
Level 36: Epic Weapon Focus: Scimitar
Level 39: Great Intelligence I

Final Attributes:
STR: 26
DEX: 8
CON: 14
INT: 18
WIS: 13
CHR: 8

Maximum HP: 466 HP (21d10 + 12d6 + 36 for Deathless Vigor + 7d4 + 80 for Constitution + 40 for Toughness)

Skills:
(269 points with new level splits)

Animal Empathy: 4 (just so you can use it)
Concentration: 31
Disable Trap: 1 (again, just so you can use it)
Discipline: 43
Hide: 31
Move Silently: 31
Persuade: 12
Search: 22
Set Trap: 15
Spellcraft: 40
Tumble: 20

Saves at Level 40:
Fortitude: 26
Reflex: 16
Will: 28

If the save is against a spell, add 8.

Questions, comments, and criticisms on the Corrected Revised Edition would be appreciated.
_________________
(sig space for rent) I didn't see this one in the index. If I knew how to make a link I would ..actually there should be 251 builds in total and there are 246 in the index by author, tho my count may be off by one or two..any help in locating the missing builds would be much appreciated

Edited By billb0 on 04/16/04 02:15