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Min/Max 3.x / Gestalt intelligent Stone Golem
« on: November 26, 2018, 10:08:48 PM »
Hello everyone, after a long hiatus, I'm finally getting back to 3.5
I could use some help. I'm going to be planning a high level gestalt game, and I'm making an intelligent golem as a character. One of the other players is an artificer and will be rp'ed as my creator. One half of the build will have to contain 14 HD for the stone golem section of the build (no la) All 3.5 material is open, and homebrew is allowed pending DM approval. 2 flaws, and 3 free bonus feats are a available. Starting level 20, no epic spell casting, and house rules that stop all planar travel including calling. At this level, the DM isn't looking to prevent breaking the game, but for use to go on a grand adventure while doing so.
Originally, I was going to go with a warblade+crusader tripper build using stormguard warrior to boost damage, and rely on magic immunity to help with casters. However, one of the other player's wants to focus on tripping, and I am happy to pursue other routes.
Dm has ruled that I can voluntarily allow myself to be affected by spells and powers as a free action for bluffs from the party. Current party make up is an artificer//updated gun mage (iron kingdom), a shadow craft mage// beguiler, a half giant psychic warrior//warblade tripper with a homebrewed paionic discipline and a spiked chain discipline, and a werewolf version of Dr. Jekyll and mr. Hyde using advanced potions and tigerclaw manuevers.
So, does anyone have any suggestions? I'd prefer to stay melee focused, and not tack on a huge amount of casting even though casting is incredible at these levels.
Original build idea:
I could use some help. I'm going to be planning a high level gestalt game, and I'm making an intelligent golem as a character. One of the other players is an artificer and will be rp'ed as my creator. One half of the build will have to contain 14 HD for the stone golem section of the build (no la) All 3.5 material is open, and homebrew is allowed pending DM approval. 2 flaws, and 3 free bonus feats are a available. Starting level 20, no epic spell casting, and house rules that stop all planar travel including calling. At this level, the DM isn't looking to prevent breaking the game, but for use to go on a grand adventure while doing so.
Originally, I was going to go with a warblade+crusader tripper build using stormguard warrior to boost damage, and rely on magic immunity to help with casters. However, one of the other player's wants to focus on tripping, and I am happy to pursue other routes.
Dm has ruled that I can voluntarily allow myself to be affected by spells and powers as a free action for bluffs from the party. Current party make up is an artificer//updated gun mage (iron kingdom), a shadow craft mage// beguiler, a half giant psychic warrior//warblade tripper with a homebrewed paionic discipline and a spiked chain discipline, and a werewolf version of Dr. Jekyll and mr. Hyde using advanced potions and tigerclaw manuevers.
So, does anyone have any suggestions? I'd prefer to stay melee focused, and not tack on a huge amount of casting even though casting is incredible at these levels.
Original build idea:
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