Is the Absurd build viable?

Cherico

Well-known member
Absurd is a human

Strength 13
Dexterity 13
Consitution 15
Inteligence 13
Wisdom 13
Charisma 13

While he's charming enough to get into a group his main flaw is well he's annoying.

He started out as a bard from a college and then got kicked out, so he went into the wilderness learned how to harness his rage from a barbarian clan and then got kicked out, so then he joined a ranger to learn his ways and the ranger got fed up with him and left him in a druid circle who eventally kicked him out. So they leave him in a city and he joins a street gang and learns how to be a rouge and they kick him out of the gang and put him on a boat to a place far away. So he lands at a monistary learns how to be a monk and gets kicked out by the order for being too annoying. So he joins some mercenaries to finally make friends in a war and is asked to leave after a few battles. With his saved up money he goes to a wizard school and is eventally asked to leave by the head master who by this time is done with him. So in his quest for friends he joins a cult of the old ones and is kicked out for being too anoying so then he joins a monastic order dedicates himself to a god and is politely asked to join a order of paladins to get rid of him. Said order of paladins also ask him to leave, so then he drinks a potion to kill himself in dispare and unlocks his soccer potiential instead.

Absurd is by this time a 12th level charater that has one level in all 12 stats is this a viable build?
 

Emperor Tippy

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In D&D 3e/3.5; no. In one of those commie editions, maybe.

You can actually build a viable character out of one to three level dips in 3.5e but one level in every base class is not how you do it.

Dark Grey Elf for your race, assuming that you are using LA buyoff. Put the 15 in Int, not Con. First level is Rogue for the extra stat points.

Levels
1: Rogue 1
2: Factotum 1
3: Monk 1 with Cobra Strike ACF (Unearthed Arcana) and Decisive Strike (PHB 2, I forgot to include that)
4: Monk 2 with the Invisible Fist ACF from Exemplars of Evil
5: Factotum 2
6: Factotum 3
7: Wizard 1, specialize in Conjuration and take Abrupt Jaunt (PHB 2)
8: Psion 1
9: Swordsage 1, your Initiator Level is 5 so you can choose third level maneuvers. Take Assassin's Stance, Shadow Jaunt, and Cloak of Deception. Choose Shadow Hand for Discipline Focus.
10: Warblade 1, your Initiator Level is 6 so you can choose third level maneuvers.
11: Mindbender 1
12: Assassin 1
13: Fighter 1, take Spring Attack as your Fighter Bonus feat (gain Mobility from the armor enchantment). Use the Hit and Run ACF from Drow of the Underdark.
14: Elocator 1
15: Warlock 1, take Darkness as your Invocation.
16: Telflammar Shadowlord 1
17: Telflammar Shadowlord 2
18: Shadow Sun Ninja 1
19: Crusader 1, take Aura of Perfect Order for your stance as you qualify for 6th level Maneuvers.
20: ???

Feats:
1: Faerie Mysteries Initiate
3: Kung Fu Genius
6: Shadow Blade
9: Craven
12: Shape Soulmeld (Blink Shirt) unless your DM will let Shadow Jaunt or Abrupt Jaunt qualify you for Telflammar Shadowlord.
15:
18:

Use Embrace the Dark Chaos and Shun the Dark Chaos on your Elf racial feats to pick up 4 extra feats, spend all free feats on Font of Inspiration. The two extra levels and the feats can be filled to taste.

It's not the greatest build ever but it will be a respectable thief/scout/assassin at pretty much every level. Critical items include a Third Eye Conceal for always on Mind Blank (an absolute must for any kind of stealth character as it defeats See Invisible, True Seeing, and all other divinations) and Psychoactive Skin of Proteus (provides out of combat full healing by shifting forms repeatedly until you are fully healed, and more importantly it turns you into Mystique and paired with your Third Eye Conceal it is virtually impossible for you to be detected. Replacing a door is a great way to surprise a foe. ;) )

For attributes, you want to focus on Int and Dex as you will be adding them to essentially every attack and damage roll (Int also feeds your HP thanks to FMI), and Initiative. You also get Int to AC (Kung Fu Genius) and Wis to AC (Swordsage).

Between Dark and effective Monk 3 (Shadow Sun Ninja) you get +20 to base movement, with a Sparring Dummy of the Master (Arms and Equipment Guide) you also get to take 10 foot steps instead of 5 foot steps.

The exact order that you take the levels depends on what specifically you want to do, and could certainly be refined (I did this extemporaneously and with only light glancing at dndtools), as could feat selection and timing.

So there you go, a viable build of fifteen 1 level dips, a two level dip, and a three level dip. ;)

EDIT: Oh, for weapons you want to dual wield Siangham's (special monk weapon and Shadow Hand weapon that is light). So Two Weapon Fighting should be one of your feats. If your DM is kind and generous then also take the Martial Monk ACF and grab Perfect Two Weapon fighting at level 1 instead (without need for all of those pesky prerequisites).
 
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Bear Ribs

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In 3.5 you can't actually take all those classes, they have various mutually opposed restrictions that could prevent it. Bards and Barbarians can't be lawful, Monks and Paladins can't be anything else. Meanwhile the Druid requires a neutral alignment. It's theoretically possible to be constantly changing alignments allowing you to enter new classes but you'll lose the class abilities from some of them doing so. Consequently it's not viable because several of your classes will have no abilities no matter what you do.
 

Emperor Tippy

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In 3.5 you can't actually take all those classes, they have various mutually opposed restrictions that could prevent it. Bards and Barbarians can't be lawful, Monks and Paladins can't be anything else. Meanwhile the Druid requires a neutral alignment. It's theoretically possible to be constantly changing alignments allowing you to enter new classes but you'll lose the class abilities from some of them doing so. Consequently it's not viable because several of your classes will have no abilities no matter what you do.
You only lose some class abilities. All a Monk loses from changing classes is being forbidden from taking any future Monk levels, the same is the punishment for becoming non-lawful.

Paladin is the one that gets really screwed by an alignment change.
 

Lanmandragon

Well-known member
You only lose some class abilities. All a Monk loses from changing classes is being forbidden from taking any future Monk levels, the same is the punishment for becoming non-lawful.

Paladin is the one that gets really screwed by an alignment change.
We always house rule that a paladin matches his God's alignment. So a paladin of GrumusshGrumussh would be CE. While one of Lord would be chaotic good etc. Makes paladin's less restricted while still having some restrictions.
 

Bear Ribs

Well-known member
I always found the fact that Paladins could be 1 step away from their god funny, mostly because it meant that you could have a Paladin of Wee Jas, empowered to go forth and be righteous and protect the innocent. That Paladin could fall and lose the power granted by Wee Jas for not being righteous enough, then become a Black Guard of Wee Jas empowered to go forth and be evil and slaughter the innocent...

I think Wee Jas is the only goddess that can power both Paladins and Black Guards at the same time though, but it's amusing anyway.
 

Emperor Tippy

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We always house rule that a paladin matches his God's alignment. So a paladin of GrumusshGrumussh would be CE. While one of Lord would be chaotic good etc. Makes paladin's less restricted while still having some restrictions.
Off topic but now I am having the amusing thought of a bunch of Chicago gang bangers sitting around playing D&D and arguing whether or not something makes the Paladin fall.
 

LordSunhawk

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Heh, one of the gaming groups I was in back in the 2000's over at a local gaming store, the dude who played the paladin in my campaign was a former gang banger who had spent 5 years in jail on armed assault charges. While he was in he got to talking with one of the prison ministries and pretty much had his own personal come to Jesus experience.

Guy was hilarious, played a ghetto half-orc paladin who had the DM constantly in danger of peeing himself from laughing so hard with the shenanigans he got up to while never once doing anything that actually came *close* to an alignment violation.

I was playing the sorc, and one time we had a situation which was just... hilarious. A possibly corrupted merchant that we suspected but couldn't prove was behind a slaving ring that had been targeting poor people in the city. So all the sneaky types were all for breaking in to his mansion and finding the evidence, but of course that would be unlawful. But instead of protesting, he simply stood right in front of the mansion and started preaching about the sins of slavery, theft, breaking and entering, murder and the rest in full Revival Mode.

The rest of us, meanwhile, snuck in the back, broke into the merchants safe, found the documents, snuck back out, got them in the hands of the city watch...
 

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