Flamefist (3.5e Optimized Character Build)

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Introduction

This build utilizes the abilities of the Enlightened fist and the sacred fist to enchant your unarmed strikes with all manner of cool things.

References

  • complete arcane(enlightened fist, shugenja)
  • complete divine (sacred fist)
  • complete warrior (tatooed monk)
  • core rules

Game Rule Components

Spells, Powers, Soulmelds, Stances, etc...

  • Enlarge Person.
  • Enlarge Weapon.
  • Mighty Wallop.
  • Combust.
  • Corrosive Grasp.

Items

none nessescary

Progression

Starting Ability Scores (Before Racial Adjustments): in order of importance: charisma, wisdom, strength, constitution, dex, int. max out cha, keep wisdom over 16

Race (Templates): Any. I use human, but any with +0 la can suffice

Starting Racial Traits:

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
FortRefWill
1stsorcerer 1+0+0+0+2combat castingarcane spells
2ndshugenja 1+0+0+0+4divine spells
3rdsorcerer 2+1+0+0+5
4thsorcerer 3+1+1+1+5ability increase (charisma)
5thmonk 1+1+3+3+7improved unarmed strike, stunning fist
6thmonk 2+2+4+4+8combat reflexes
7thmonk 3+3+4+4+8
8thmonk 4+4+5+5+9ability increase (charisma)
9thenlightened fist 1+4+5+7+11Ascetic Mage
10thenlightened fist 2+5+5+8+12
11thenlightened fist 3+6+6+8+12
12thsacred fist 1+7+7+9+12ability increase (charisma)
13thsacred fist 2+8+8+10+12
14thsacred fist 3+9+8+10+13
15thsacred fist 4+10+9+11+13
16thtatooed monk 1+11+11+13+15bellflower tatooability increase (charisma)
17thtatooed monk 2+12+12+14+16ability increase (charisma)"
18thtatooed monk 3+13+12+14+16tatooability increase (charisma)

Other Components


Highlights

you cast spells as a lvl 5 sorcerer/4 shugenja. you can invoke sacred flames for a 4+ wisdom modifier damage bonus on your unarmed attacks, but because of the bellflower tatoo you can add charisma on any ability score. if you had, say 18 cha/16 wis starting, you would end with 22 charisma, for a +6 modifier. 16+6=22, which is a +6 modifier. thats 4+6=10 bonus damage for 1 minute. you can also evoke energy 7 times per day for 1d6 extra fire/electricity damage. and you can use touch spells in your unarmed attacks.

Munchkin-Size Me

swap shugenja, tatooed monk and sacred fist levels for 4 more enlightened fist levels and take 3 spellwarp sniper (complete scoundrel) levels and a rogue level. you can cast as a 11th level sorcerer, warp area spells into rays, and imbue your unarmed attacks with rays.

Ascetic Mage. Also, add some items (such as a ring of Mighty Wallop and Monk's Belt), to increase unarmed damage. Perhaps Enlarge Person + Permanency (by another caster). Also add more useful feats (maybe rapid stunning, to use two spells per round). Force of Personality gives better will save (if cha is higher than wis). Also Superior Unarmed attack and Improve natural attack.

Side Notes

none

Limitations

your bab isn't as good as a single classed monk. you are weak at low levels because of (at that time) very bad multiclassing

DM Counters

none needed. whlie good, this isn't powerful enough that it require the DM to counter it. but if he want, he can use spell imunnity. Or spell resistance. Any monster with high AC can also give problems.

Miscellaneous


Back to Main Page 3.5e Homebrew Optimized Character Builds

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