Octoman (3.5e Optimized Character Build)
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Introduction[edit]
I still need a lot of cleaning up to do on this...
References[edit]
Game Rule Components[edit]
Spells, Powers, Soulmelds, Stances, etc...[edit]
Items[edit]
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[edit]
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)
- 2 HD
- Medium Size
- +2 Strength, +6 Dexterity, −2 Constitution, +0 Intelligence, +4 Wisdom, -4 Charisma
- +2 natural armor
- Favored Class Barbarian
- Base Speed 20ft., Swim Speed 30ft. (water breathing)
- Darkvision 60ft.
- 6 tentacle attacks, 1 bite attack
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 | ||
---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | ||||||
6th (4) | No levels yet | +4 | +1 | +4 | +4 | Improved 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 | +6 | Iron 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 | +9 | Spell 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 | +10 | Extend 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 | +12 | Persist 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 | +15 | Divine Metamagic (Persist) | <- class features gained -> | <- other stuff -> |
Other Components[edit]
<- anything not covered by the previous sections ->
Highlights[edit]
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[edit]
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[edit]
<- overview of additional info about this build ->
Limitations[edit]
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[edit]
A DM could us optional damage rules in which you can choose to attack tentacles instead of just overall damage.
Miscellaneous[edit]
<- Any other side notes that don't fit in the above sections. ->
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