So, in my perverse Madness, I have decided to Build a Slime Girl, because if theere was a Slime Girl for everyone on the planet there would be no wars. I mean come on, who would not want to be cuddled into unconsciousness by something like this:
That said, let continue.
With Dragon#304, there is the spell Awaken Ooze, which helps with the problem of having an Intelligent Ooze, sense most of the few Oozes that exist in the game our Mindless, and those that are intelligent have quite a few HD. For some reason the spell makes them into Aberrations, though they still retain the Ooze traits minus the Mindless ability and the immunities that come with it, so it is all fine. With a Living Spell, we can have a Ooze with 1HD if the spell(s) have 1 CL, which will convert into a Class Level, giving me a Race playable from Lv1.
Naturally for any Slime Girl, my goal is to make her a Grappler. The Spells used to make the Ooze automatically affect anything it touches, giving great synergy. There are quite a few good 1st lvl spells out there to make into a Living Spell, and it is possible to stack them on top of each other, but for this character, whom is going to be a Apostle of Peace, I have decided to go with
Hypnotism (from Wizard), Calm Emotions (from Consecrated Harrier), and Lullaby (from Bard). No, I do not know what insane individual thought that hodgepodge of classes was a good idea, and honestly do not care. I would go with Charm Person or an equivalent, but only spells that effect areas can become Living Spells, not Targeting Spells. That said, If anyone knows a method to make a Charm Spell have a area effect, please share as I will be most grateful. Regardless, the Apostle of Peace Class Feature which has a no save Calm Effect with contact also synergies with Grappling.
With all that said, here is the build:
BUILD
RACE/TEMPLATES
Name Type Attribute Modifiers {Source}
-
Awakened Calming Emotions Lullaby Living Spell (CL1st) Aberration(with Ooze Traits) -2 Dex {MM3(SRD)}
CLASSES
Name(Variant) {Source}
-
Monk(Decisive Strike) {SRD(PHB2)}
Totemist {MoI}
Barbarian(Bear Totem/Whirling Frenzy) {SRD(CChp/SRD)}
Ardent(Substitute Powers) {CPsi(MindEye)}
Cloistered Cleric {SRD}
Apostle of Peace {BoED}
Psychic Theurge {MindEye}
Contemplative {CDiv}
PROGRESSION
1) Monk 1 ; Sacred Vow{BoED}[1st], Improved Grapple{SRD}[BF], Vow of Poverty{BoED}[F1], Extend Reach{SaSp}[F2]
2) Totemist 1 ; Vow of Nonviolence{BoED}[EBF]
3) Barbarian 1 ; Multigrab{SaSp}[2nd]
4) Ardent 1 ; Vow of Peace{BoED}[EBF], [+1 WIS]
5) Cloistered Cleric 1 ; Animal Devotion{CCh}[BF], Travel Devotion{CCh}[BF], Incarnum Spellshaping{MoI}[BF]
6) Ardent 2 ; Practiced Manifester(Ardent){CPsi}[3rd], Nymph’s Kiss{BoED}[EBF]
7) Ardent 3 ;
8) Apostle of Peace 1 ; Vow of Purity{BoED}[EBF], [+1 WIS]
9) Apostle of Peace 2 ; Martial Study(Mountain Hammer){ToB}[4th]
10) Psychic Theurge 1 ; Vow of Obedience{BoED}[EBF]
11) Contemplative 1 ;
12) Psychic Theurge 2 ; Martial Stance(Crushing Weight of the Mountain){ToB}[5th], Sanctify Natural Attack{BoED}[EBF], [+1 DEX]
13) Psychic Theurge 3 ;
14) Psychic Theurge 4 ; Favored of the Companions{BoED}[EBF]
15) Psychic Theurge 5 ; Greater Multigrab{SaSp}[6th]
16) Psychic Theurge 6 ; Gift of Faith{BoED}[EBF], [+1 STR]
17) Psychic Theurge 7 ;
18) Psychic Theurge 8 ; Bonus Essentia{MoI}[7th], Nimbus of Light{BoED}[EBF]
19) Psychic Theurge 9 ;
20) Psychic Theurge 10 ; Gift of Discernment{PGtF}[EBF], [+1 STR]
DOMAINS AND MANTLES
ARDENT MANTLES
Physical Power Mantle{CPsi}
Time Mantle{CPsi}
Natural World Mantle{CPsi}
CLOISTERED CLERIC DOMAINS
Incarnum Domain{MoI}
Animal Devotion{CCh}
Travel Devotion{CCh}
APOSTLE OF PEACE DOMAINS
Competition Domain{SpC}[Bonus Domain]
FLAWS
TRAITS
ATTRIBUTES
STR 18
DEX 14
CON 14
INT 11
WIS 11
CHA 11
BASE ATTACK BONUS
Lv1 +0
Lv2 +0
Lv3 +1
Lv4 +1
Lv5 +1
Lv6 +2
Lv7 +3
Lv8 +3
Lv9 +4
Lv10 +4
Lv11 +4
Lv12 +5
Lv13 +5
Lv14 +6/+1
Lv15 +6/+1
Lv16 +7/+2
Lv17 +7/+2
Lv18 +8/+3
Lv19 +8/+3
Lv20 +9/+4
BASE SAVES
Lv1 +2 +2 +2
Lv2 +4 +4 +2
Lv3 +6 +4 +2
Lv4 +6 +4 +4
Lv5 +8 +4 +6
Lv6 +8 +4 +7
Lv7 +9 +5 +7
Lv8 +11 +7 +9
Lv9 +12 +8 +10
Lv10 +12 +8 +12
Lv11 +12 +8 +14
Lv12 +12 +8 +15
Lv13 +13 +9 +15
Lv14 +13 +9 +16
Lv15 +13 +9 +16
Lv16 +14 +10 +17
Lv17 +14 +10 +17
Lv18 +14 +10 +18
Lv19 +15 +11 +18
Lv20 +15 +11 +19
SKILLS
Skill Requirements
Class/Feat/ETC : Skill Ranks Required
-
Lv8 Apostle of Peace : Concentration 10 Rank, Diplomacy 6 Rank
Lv10 Psychic Theurge : Knowledge(Psionics) 6 Rank, Knowledge(Religion) 6 Rank
Lv11 Contemplative : Knowledge(Religion) 13 Rank
Lv6 Practiced Manifester : Psicraft 4 Rank
Ranks
Lv (Total Ranks) : Skill Ranks
-
Lv1 (Total 16) : Concentration 4 Rank, Diplomacy 4 Rank, Knowledge(Arcana) 1 Rank, Knowledge(Religion) 4 Rank, Profession(Miner) 1 Rank, Tumble 2 Rank
Lv2 (Total 4) : Handle Animal 1 Rank, Tumble 3 Rank
Lv3 (Total 4) : Concentration 2 Rank, Knowledge(Nature) 1 Rank, Knowledge(The Planes) 1 Rank
Lv4 (Total 2) : Psicraft 2 Rank
Lv5 (Total 6) : Concentration 2 Rank, Diplomacy 2 Rank, Knowledge(History) 1 Rank, Spellcraft 1 rank
Lv6 (Total 3) : Concentration 1 Rank, Psicraft 2 Rank
Lv7 (Total 3) : Concentration 1 Rank, Knowledge(Religion) 2 Rank
Lv8 (Total 5) : Knowledge(Psionics) 5 Rank
Lv9 (Total 5) : Knowledge(Psionics) 1 Rank, Knowledge(Religion) 4 Rank
Lv10 (Total 3) : Knowledge(Religion) 3 Rank
Lv11 (Total 3) : Concentration 2 Rank, Knowledge(Religion) 1 Rank
Lv12 (Total 3) : Autohypnosis 1 Rank, Concentration 2 Rank
Lv13 (Total 3) : Concentration 2 Rank, Diplomacy 1 Rank
Lv14 (Total 3) : Concentration 1 Rank, Diplomacy 2 Rank
Lv15 (Total 3) : Concentration 1 Rank, Diplomacy 2 Rank
Lv16 (Total 3) : Concentration 1 Rank, Diplomacy 2 Rank
Lv17 (Total 3) : Concentration 1 Rank, Diplomacy 2 Rank
Lv18 (Total 3) : Concentration 1 Rank, Diplomacy 2 Rank
Lv19 (Total 3) : Concentration 1 Rank, Diplomacy 2 Rank
Lv20 (Total 3) : Concentration 1 Rank, Diplomacy 2 Rank
SPELL/POWER/MANEUVER/STANCE LIST
Lv Name List Special {Source}
-
SPELLS
Cleric and Incarnum Domain Spells (Cleric Spellcasting)
Apostle of Peace and Competition Domain Spells (Apostle of Peace Spellcasting)
POWERS
Lv4 Expansion Physical Power Mantle {SRD}
Lv4 Grip of Iron Physical Power Mantle {SRD}
Lv6 Hustle Time Mantle {SRD}
Lv7 Vigor Physical Power Mantle {SRD}
Lv10 Claws of the Beast Natural World Mantle {SRD}
Lv12 Anticipatory Strike Time Mantle {CPsi}
Lv13 Adapt Body Natural World Mantle {SRD}
Lv14 Temporal Acceleration Time Mantle {SRD}
Lv15 Open Chakra, Psionic Natural World Mantle {MoI}
Lv16 Moment of Prescience, Psionic Time Mantle {SRD}
Lv17 Psychofeedback Physical Power Mantle {SRD}
Lv18 True Metabolism Natural World Mantle {SRD}
Lv19 Burst Time Mantle {SRD}
Lv20 Time Regression Time Mantle {SRD}
MANEUVERS
Lv9 Mountain Hammer Stone Dragon {ToB}
STANCES
Lv12 Crushing Weight of the Mountain Stone Dragon {ToB}
The Clear overall Goal is to Grapple opponents down and pummel them with Nonlethal Damage (or Lethal in the case of poor Undead and Constructs), and doing it pleasantly.
The Level in Monk is there to get Improved Grapple and Improved Unarmed Strike, as well as the AC for later levels, skills, and saves.
The Dip into Totemist gets me a additional +4 to Grapple checks at that level, which will become a +10 at later levels and deal damage with the Kraken Mantle once bound with Open Chakra, amongst other things.
Barbarian gets me Improved Grab which allows me to grab multigrab. Won't be able to use it effectively until the character is a higher level, but thats fine. The Whirling Frenzy and +1 BAB somewhat helps make up for the total lack of To Hit Modifiers at that time, and gives an extra attack.
Ardent with Substitute Powers will give me access to Grip of Iron and Expansion which will greatly increase my Grapple bonus and help me able to attempt grapples against larger opponents.
The Cleric dip, ever amazing, gives me Animal Devotion and Travel Devotion to help increase my strength and Movement, as well as 1 Essentia to add to Girallon Arms. The spells can help with To Hits at this Level and later give me stuff like Resurgence and the like in case my allies fail a charm or something.
A few more Ardent Levels for more powers, power points, and Manifester level, letting me manifest more and quicker.
Then I finally get into Apostle of Peace in order to get Pacifying Touch and more Turn attempts to fuel devotion feats. The casting is not bad and has fast progression, but is limited to pretty much buffing and healing until 9th levels spell (thank god for Miracle).
Psychic Theurge will get me more Ardent stuff and progress the fast track casting of Apostle of Peace, eventually getting goodies like Temporal Acceleration, Miracle, and stuff.
The 1 dip into Contemplative will get me Competition Domain, which will give me a +1 to my Grapple and give me access to Divine Power and Righteous Might, which will make up for the terrible BAB and get me a extra size increase.
Predictions by Level
Lv1 - Lv3
Most my Attack attempts will be with direct Grapple checks, sense I don't have improved grab yet and can't hit anything worth a damn with an actual attack, at least easily. Will be quite effective at Tanking and may be nigh unkillable against most foes with the absurd DR10/magic Living Spells have, and overall will be quite effective I believe.
Lv4 - Lv7
With the various buffs to my To Hit through Strength and other Bonuses, I should be able to start using Improved Grab here and there, but won't be much effective until Divine Power is obtained. The DR is not as great here, but can still effectively auto-win a few encounters. Also have quite a few bonuses to AC now and can Calm people around myself as well. Should be at least decent.
Lv8 - lv10
Now the character can pacify any opponent not immune to Calm Emotions. Regardless if my Grapple Checks succeed or not, as long as the opponent is touched he should be out for a turn usually. Losing out on HP and To Hit around here though, and the Dr is now pretty much worthless. Still the new Spellcasting Ability should be great for emergencies.
Lv11 - Lv13
Now the character can become a Grappling Monster with proper preparation. Divine Power will allow the character to go toe to toe with most monsters, though around this level he has access to it once a day only being able to prepare a domain spell in one spell slot per level. HP is not looking very great either, and while the healing spells help, they take a little bit of time to use. Vigor is going to be relied on heavily. But this is where the character's Reach will be most useful, helping to stay out of harms way.
Lv14 - Lv20
Temporal Acceleration will help get all the buffs up quickly and allow use of Healing from spells without disrupting combat. We have also caught up to the other spellcasters in the party and their spell levels. Should be overall quite powerful with all the resources available.
Oh god I wrote a Wall of Text (-_-)
So mainly, I am looking for any errors in the build to make sure it all functions as intended. Any suggestions would also be much appreciated. And above all, I am looking for a means to make a Living Spell out of a Charm Spell, because that would just be wicked.
Please and Thank you.