Okay. Apparently, I need a lesson in elementary min-maxxing, because somewhere along the line I kept pursuing the dream of... I dunno what.
As you may know, from the Eldritch Knight thread, I've been looking for RUP that hasn't been done by anyone else before. Specifically, I've had my eye on being able to rock with unarmed fighting and magic. The EK seemed like a good idea, as the arcane strike promised some goodies combined with the attack routine of two-weapon fighting + haste + unarmed strikings. But I'm beginning to feel that it's not all that great.
So. Back to the basics. Cleric and druid cheese. I want an unarmed fighter, not for the min-max value but for the thematic value (we're doing a martial-arts themed campaign). I was going to do druid, but the DM gaped in horror after reading some druid cheese from here
and no one is being a druid until she can work something out. So that leaves cleric.
Okay. I know this is a very, very suboptimal choice ahead of time, but I don't care. What I want to do is make a clerical unarmed fighter the best he can be, relying on as much core stuff as possible. Persistent spell is allowed for now. No godless clerics. The feat list, currently, is this:
Arcane Archer, Arcane Trickster, *Archmage, *Assassin, *Blackguard, *Dragon Disciple, Duelist,
Dwarven Defender, Eldritch Knight, *Hierophant, Loremaster, Shadowdancer
Complete Warrior:
Bear Warrior, Bladesinger, Cavalier, Dark Hunter, Dervish, Drunken Master, Exotic Weapons Master,
Frenzied Berserker, Gnomish Giant-Slayer, Halfling Outrider, Hulking Hurler, Hunter of the Dead,
Invisible Blade, Justicar, Knight Protector, Master Thrower, Nature’s Warrior, Order of the Bow,
*Ravager, Reaping Mauler, Spellsword, Stonelord, Tattooed Monk, War Chanter
Class Books:
Some PrC’s that were allowed in 3.0 are still allowed and were not reprinted in Complete Warrior. These
Prc’s from the Class Books.
Sword and Fist:
*Fist of Hextor (Renamed Fist of Maugrim), Master of Chains, Ninja, Red Avenger, Weapon Master
Masters of the Wild:
Deepwood Sniper, Foe Hunter, Shifter, Tamer of the Beasts, Watch Detective, Windrider
Defenders of the Faith:
*Divine Oracle, Holy Liberator, Warpriest
Tome and Blood:
Elemental Savant, Fatespinner, *Mage of the Arcane Order (Academy of Sages affiliated), Wayfarer Guide
Song and Silence:
Spymaster, Temple Raider, Thief Acrobat, Virtuoso
Aaaand... as for the feats:
Acrobatic, Agile, Alertness, Animal Affinity, Armor Proficiency (Light, Medium, Heavy), Athletic,
Augment Summoning, *Awesome Blow, Blind-Fight, Combat Casting, Combat Expertise, Improved
Disarm, Improved Feint, Improved Trip, Whirlwind Attack, Combat Reflexes, Deceitful, Deft Hands,
Diligent, Dodge, Mobility, Spring Attack, Endurance, Diehard, Eschew Materials, Exotic Weapon
Proficiency, Extra Turning, Great Fortitude, Hover, Improved Counterspell, Improved Critical, *Improved
Familiar, Improved Initiative, *Improved Natural Armor, *Improved Natural Attack, Improved Turning,
Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Snatch Arrows, Stunning Fist, Investigator,
Iron Will, *Leadership, Lightning Reflexes, Magical Aptitude, Martial Weapon Proficiency, Mounted
Combat, Mounted Archery, Ride-By-Attack, Spirited Charge, Trample, *Multiattack, *Multi-Weapon
Fighting, Natural Spell, Negotiator, Nimble fingers, Persuasive, Point Blank Shot, Far Shot, Precise Shot,
Rapid Shot, Manyshot, Shot on the Run, Improved Precise Shot, Power Attack, Cleave, Great Cleave,
Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Rapid Reload, Run, *Scent Self-
Sufficient, Shield Proficiency, Improved Shield Bash, Tower Shield Proficiency, Simple Weapon
Proficiency, Skill Focus, Spell Focus, Greater Spell Focus, Spell Mastery, Spell Penetration, Greater Spell
Penetration, Stealthy, Toughness, Track, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater
Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Greater Weapon Focus,
Greater Weapon Specialization, *Wingover
Craft Feats: Brew Potion, *Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft
Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll
Metamagic Feats: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, Quicken
Spell, Silent Spell, Still Spell, Widen Spell.
Improved Familiar has expanded familiar options as well.
D20 Book Feats:
In addition to the 3.5 feats we have included a collection of approved feats from the other game books that
are out there. Many of these books are 3.5 books released by Wizards of the Coast and also 3.0 Splat Books
(Class Books) That came out during the years of the 3.0 release. Since the update of 3.0 to 3.5 and our
commitment to run the game, mostly, as a 3.5 game there may be some feats whose game mechanics no
longer mesh. These feats have been altered or removed to accommodate rules changes.
Complete Warrior:
A large bulk of the feats was recently updated in 3.5 through the release of the book ‘The Complete
Warrior’. This book and its feat list supercedes the splat book versions. By and large the feats are the same.
If there are any questions the admin can answer them. We will start with Complete Warrior and then
continue onward. Feats that have been modified will be noted with a *.
Arcane Strike, Axiomatic Strike, Clever Wrestling, Close Quarters Fighting, Defensive Throw, Destructive
Rage, Earth’s Embrace, Eagle Claw Attack, Extend Rage, Extra Rage, Extra Smiting, Extra Stunning, Eyes
In The Back Of Your Head, Faster Healing, Favored Power Attack, Fists of Iron, Fleet of Foot, Flick Of
The Wrist, Flying Kick, Freezing The Lifeblood, Greater Kiai Shout, Greater Resiliency, Greater Two-
Weapon Defense, Hold The Line, Improved Buckler Defense, Improved Combat Expertise, Improved
Favored Enemy, Improved Mounted Archery, Improved Rapid Shot, Improved Toughness, Improved Two-
Weapon Defense, Improved Weapon Familiarity, Instantaneous Rage, Intimidating Rage, Karmic Strike,
Kiai Shout, Pin Shield, Power Critical, Prone Attack, Ranged Disarm, Ranged Pin, Ranged Sunder, Rapid
Stunning, Roundabout Kick, Sharp Shooting, Shield Charge, Shield Slam, Throw Anything, Zen Archery
Divine Feats: Divine Cleansing, Divine Might, Divine Resistance, Divine Vigor, Sacred Vengeance
Tactical Feats: Tactical Feats is a new feat type added in with Complete Warrior. We feel that the idea is
sound and so we allow it on the game. In short, Tactical feats are feats with high pre-reqs that allow a
character to perform a number of actions referred to as maneuvers. If you are playing a character with a
tactical feat it is your responsibility to keep track of the maneuver and the actions you are doing and
performing. It is your responsibility to keep track of the feats ability and the round by round actions you
take related to the feat. Do /not/ take these feats if you do not own Complete Warrior or have access to its
data. The Dungeon Masters are not responsible for stopping scenes to teach you how to use a feat you’ve
selected.
Calvary Charger, Combat Brute, Elusive Target, Formation Expert, Giantbane, Raptor School, Shock
Trooper, Sun School
Anvil of Thunder, Bear Fang, Crescent Moon, Hammer’s Edge, High Sword Low Axe, Lightning Mace,
Net and Trident, Quick Staff, Spinning Halberd, Three Mountains
Sword and Fist:
Circle Kick, Dirty Fighting, Knockdown, Lightning Fists, Off-Hand Parry
Tome and Blood:
Tome and Blood is the splat book that deals with arcane casting. Although some of these were taken and
used in 3.5 PHB, we also allow for several others.
Arcane Defense, Arcane Preparation, Innate Spell, Greater Spell Focus, Greater Spell Penetration, Spell
Specialization
Meta Magic: Chain Spell, Cooperative Spell, Delay Spell, Energy Admixture, Energy Substitution,
Eschew Materials, Persistent Spell, Sanctum Spell, Sculpt Spell, Split Ray, Subdual Substitution
Masters of the Wild:
Masters of the Wild was a book released that dealt primarily with outdoor classes such as Rangers, Druids
and Barbarians. Many of these feats had a once over and were included in 3.5 and the Complete Warrior.
The following are additional feats that may be chosen:
Animal Defiance, Animal Control, Brachiation, Dragon’s Toughness, Dwarf’s Toughness, Giant’s
Toughness, Improved Flight, Improved Swimming, Plant Defiance, Plant Control, Resist Disease, Resist
Poison, Resistance to Energy, Shadow, Snatch, Supernatural Blow, Extra Wild Shape, Fast Wild Shape,
Natural Spell, Speaking Wild Shape
Craft Feats: Create Infusion
Defenders of the Faith:
Defenders of the Faith was a book that focused on divine spell casters who were tied to religions and
deities; namely clerics and paladins. Many of these feats found their way into Complete Warrior. Those
that did not that we still use are as follows;
Heighten Turning, Quicken Turning
Song and Silence:
Song and Silence feats have been adequately covered by the 3.5 inclusions and Complete Warrior but a few
remain that we have included. This book covered Bards and Rogues.
Disguise Spell, Extra Music, Lingering Song, Subsonics
Spells all from the PHB as of right now, though that will change with the release of Complete Divine.
I know this is suboptimal min-maxxing compared to just getting a greatsword or just being a druid, but I've just been completely stumped since the EK idea, which I was going to go with, got shot down.