This build is created as a versatile crossbow archer, usable on all levels. Main focus is on getting a high number of attacks.
Build (class, feats, special abilities) ; race: human ; no flaws
Fighter - point blank shot, precise shot, hand crossbow focus
Fighter - dead eye
Rogue - rapid shot, crossbow archer
Totemist
Totemist
Barbarian - extra rage
Rogue - two weapon fighting
Cloistered cleric - law devotion, knowledge devotion, improved initiative
Swordsage - improved two weapon fighting
Swordsage
Ruby Knight Vindicator
Ruby Knight Vindicator - woodland archer
Ruby Knight Vindicator
Ruby Knight Vindicator
Ruby Knight Vindicator - greater two weapon fighting
Ruby Knight Vindicator
Ruby Knight Vindicator
Ruby Knight Vindicator - divine might
Ruby Knight Vindicator
Ruby Knight Vindicator
Alternative class features / adaptions / variants
- Feat rogue (UA) - fighter bonus feats instead of sneak attack
- Ruby Knight Vindicator adaption - replace devoted spirit with tiger claw school
- Hit & run fighter (DotU) - only light armor, +2 initiative, dex to dam. vs flat footed
- Cloistered cleric (UA) - extra domain (knowledge), other minor details
- Whirling frenzy barbarian (UA) - rage gives extra attack for -2 to hit, +4 str, and +2 vs reflex and AC
Assumption
The trick with dual wielding hand crossbows is an answer to the question 'how to reload'? The description of the hand crossbow says: "You can draw a hand crossbow back by hand. ... you can shoot, but not load, a hand crossbow with each hand ...". Implication: you need a free hand to reload a crossbow, which seems reasonable. Magic of Incarnum states on the nature of soulmelds: "Once shaped, a soulmeld takes on a solid physical form in the shape specified for that particular meld." (p49) On page 68 the soulmeld Girallon arms is described, and the text specificly describes you get extra arms when bound to your totem chackra.
This is a case of "the rules don't say I can't"; the rules don't say specifically that Girallon arms can be used to reload a crossbow. Since they can be used to make attacks, and since they include a pair of hands attached to the arms, and the description of the crossbow says that free hands are necessary for reloading, I don't think it's too unreasonable to allow this.
Alternative, when a DM doesn't, a similar build is quite possible, with either a four arm race, like Tri-kreen or Diopsid, or with grafted additional arms, or a persisted / permanent Girallon's blessing.
Equipment
+6 belt of magnificence / belt of battle
+5 inherent dex bonus
2 splitting force +5 hand crossbows
Items that give extra turn attempts (like nightsticks)
- metamagic rod of extend spell
Conclusion - what does this build do?
With a concept like this, the risk is to end up with a gimmick build, that makes a lot of attacks but doesn't do anything else. I tried to avoid that here. What this build brings:
- rapid fire. At level 20, the build can make 30 attacks: 4 from BAB, 3 from two weapon fighting, 1 from rapid shot, 1 from whirling frenzy, 4 from raging mongoose, and 2 from dancing mongoose (and the extra swift action from divine impetus), all x2 from the 'splitting' enhancement on the crossbows. 1/day, with belt of battle, even more.
- attack bonus: +16 BAB (20 with divine power) + 11 dex + 5 (item) +1 (point blank shot) +7 (law devotion) + 1 (weapon focus) -2 (rapid shot) -2 (whirling frenzy) -2 (two weapon fighting) = +36. With the 30 attacks attack routine, 10 would be at +36. With divine power on, the first 10 attacks would be at +40. This does not include the extra to hit from knowledge devotion.
- damage: 1d4 + 5 (item) + 1 (point blank shot) + 11 (dead eye) + 5 (crossbow sniper) + 11 (againt flat footed) + knowledge devotion + divine might, no damage reduction (because force), for easily 30 - 40 damage / arrow. Times 30 = plenty of damage.
- initiative: this is a dex based character. Assume 16 dex + 5 (inherent) +5 (levels) +6 (item), there's a +11 dex bonus. Inclusing the +4 (improved initiative) +2 (hit & run acf) +2 (belt of battle), +1 (swordsage), the grand total is a +20 initiative bonus (not included other items, spells and buffs)
- Base saves: through the roof, with so many classes / prestige classes
- Maneuvers of an IL 16 martial adept (up to 8th level)
- Level 9 divine caster (up to 5th level spells)
So that leave to customize:
- loads of maneuvers and stances (the only ones filled in so far are a few tiger claw maneuvers), as an IL 16 martial adept.
- all cleric spell casting (lvl 9), so up to 5th level spells. Best choice is probably long duration stuff
- 2 soulmelds
- as good as all skill points, though some investment is needed to fuel knowledge devotion.
Starting at level 1, the build isn't strong yet: high initiative and AC (with buckler, a high dex and a chain shirt), but low damage. That gets better at level 2 and 3, while level 3 also gives some skill points to spend. At level 4 and 5, the levels of totemist provide a little utility or defense (there are good soulmelds to enhance AC), the totem chakra meld is needed only at level 7 for girallon's arms. Level 6 and 7 each give an extra attack, and level 8 gives a strong bonus to hit, a bonus on damage, and on initiative. Level 9 gives another 2 attacks, with 6 attacks you're doing fine at this level. Also maneuvers are added. Level 10 adds another maneuver, another stance and wis to AC. At this point, further levels increase both spell casting and martial adept levels, so power will develop smoothly into the higher levels.
Any comments, suggestions, additions, thoughts?