My Next Character Named After You


3.5/d20/OGL

Paizo Employee Director of Narrative

Last night in a frenzy of friendly gaming my dear little warlock got munched on by a blaspheme. Cornered at 0hp I drew an AoO from a bad roll and got shredded. Now I've got to roll up a new character. I have a few ideas, but I love the things that this community comes up with. Many times there has been a character concept that I had never thought of. Sometimes y'all make me fall in love with a character class that I didn't think I'd like by spotlighting it in a way I didn't think of.

I'm just tossing this out there to see what y'all come up with. I'm certainly interested in what you have to show me.

Some background: In this campaign we are playing in Greyhawk. We used the 32 point buy for stats. WotC 3.5 material only. This character will be coming in at 6th level. The party has a rogue, mystic theurge, and a dervish dancer.

Whatcha got?

Paizo Employee Director of Sales

I got nothing in the way of classes, races, or feats...

But you should name him Cosmo.

Liberty's Edge

Cosmo wrote:

I got nothing in the way of classes, races, or feats...

But you should name him Cosmo.

And make him good @ kicking in doors. ;)

Paizo Employee Director of Narrative

Wrong Cosmo.

;P

Dark Archive RPG Superstar 2013 Top 32

Sounds like you've got the skill monkey, the magic user (arcane and divine all rolled into one), and the combat monster all taken care of. Here's an idea I've been thinking about doing lately:

Dwarven fighter/ranger. A 'minesweeper' concept, someone who delves into caverns and tunnels to drive out kobolds, cloakers, and other nasty things. Favored Enemy: Aberrations. Go the 'Two-Weapon Fighting' route with your ranger style. Focus heavily on Strength and Con. The other stats aren't important since the ranger fighting style will let you skirt the Dex requirements for TWF and the base skill points should be enough to ensure that you're good at the few things that you NEED to be good at.

Use your fighter bonus feats to build up to Improved Trip and then pick up the 'High Sword, Low Axe' (HSLA) fighting style feat from the Complete Warrior (which will necessitate two Weapon Focus feats as well as a few others). Fight with an axe in the main hand and a short sword in the other. Your character should be able to just plow through opposition. The HSLA feat will give you a free trip attack against any foe you hit with both weapons in a round. Improved Trip gives you a free attack against any foe you successfully trip. You should be able to basically trip, stab, and step over just about anything you come across. Plus, the fighting style is thematically cool to envision. Fighter is a dwarf's favored class, so you don't need to worry about XP penalties either. Eventually look at Prestige Classes like the Tempest to give you a bit of an edge.

It's something I've wanted to do for awhile.

Paizo Employee Director of Sales

And name him Cosmo.

Dark Archive RPG Superstar 2013 Top 32

Cosmo wrote:
And name him Cosmo.

Sure. That too. Cosmo Stonecleaver.

Paizo Employee Director of Sales

Fatespinner wrote:
Cosmo wrote:
And name him Cosmo.
Sure. That too. Cosmo Stonecleaver.

Cosmo Stonefall.

Paizo Employee Director of Narrative

Kahss Meau

What does it say about me that I threadjack my own thread?


Heck; play a barbarian; use a 2h weapon and get happy ragin n killin; good at kickin in doors too. No thinkin, just good times.


If you don't mind being the "Immovable Object," I have a character idea I have not yet had the chance to play.

Almost all of this comes from Races of Stone.

Race: Dwarf
Class: Fighter
Feats: Two Weapon Fighting
Shielded Axe style feat
Dwarven Armor Proficiency
Heavy Armor Optimization
(When you hit 8th level, Greater Heavy Armor Optimization)
+2 feats left at 6th level to fill in. (Might I recommend Combat Reflexes and Hold the Line from Complete Warrior.)
Equipment: Mountain Plate (3250 gp)
Buckler
Battle Axe
Hand Axe

Before 8th level, this gives you an armor bonus of +11 from the armor + optimization, +1 from the buckler and you can make a full attack with the axes and keep the buckler AC bonus and lose the attack penalty from the buckler.
At 8th level the Armor bonus goes up to +12. (Armor Check Penalty is -8 at sixth level, and -6 at eighth.)

The biggest flaw of this design is that you need a Dex of 15 for the Two Weapon Fighting that is needed for the Shielded Axe style - and the armor has a Max Dex Bonus of +0.

The Exchange

I think a Druid with the PHB2 variants of spontaneous rejuvenation and shapeshift.
Predator form. You are a beast most of the time, using spells between your rampages of destruction. At 5th level you also gain the Aerial form. I like the idea of being a non-summoning druid and not having an animal companion is cool because they are too weak to survive at higher levels anyway.
Check it out, it's a fun way to inject some wild into the druid.

FH

RPG Superstar 2008 Top 32

Disenchanter wrote:

If you don't mind being the "Immovable Object," I have a character idea I have not yet had the chance to play.

Almost all of this comes from Races of Stone.

Race: Dwarf
Class: Fighter
Feats: Two Weapon Fighting
Shielded Axe style feat
Dwarven Armor Proficiency
Heavy Armor Optimization
(When you hit 8th level, Greater Heavy Armor Optimization)
+2 feats left at 6th level to fill in. (Might I recommend Combat Reflexes and Hold the Line from Complete Warrior.)

The biggest flaw of this design is that you need a Dex of 15 for the Two Weapon Fighting that is needed for the Shielded Axe style - and the armor has a Max Dex Bonus of +0.

Actually many of Disenchater's ideas combine quite nicely with Fatespinners . . . and then you wouldn't have to worry about that 15 Dex . . . Additionally, you use a shield while two-weapon fighting & gain the *full* benefit of a heavy steel shield with Improved Shield Bash . . .

Have fun! ;^)


Hm, I'm all out of concepts but I'll give you a name.

Kas(s) Stonehammer of Clan Stonehammer.


i'm thinking a dwarf dragon fire adept. they're cool i want to play one sometime.

on to more important things you should name him Cosmo Sexy pancake of the sexy pancake clan. the clan while not much at fighting can make better mead and ale than any other.

Scarab Sages RPG Superstar 2011 Top 32

OK, well I don't approach character creation in terms of killer feat combos or the most powerful builds possible. If you're looking for that, then disregard my post.

I approach character building from considering two basic areas: 1) Conceptually, a character I'd like to play, and 2) party cohesiveness.

So, I've had an idea I've been kicking around for awhile - take what you like and snip the rest. The character is centered around the concept of fortune/luck - he's more flavor oriented than anything else. Forgive the long post that follows, but here's a thumbnail:

Hezraen "Hex" - either CN or LN (whichever you prefer)
Human Favored Soul (or Cleric if you prefer) of Rudd (or some other God/Goddess of Luck/Fate - Tymora in Forgotten Realms works, Istus in Greyhawk, heck, even Ralishaz in Greyhawk might be cool). If you take cleric, take the Luck Domain.

Multiclassed with Hexblade. I would select scores and put the higher values in Str, Con and Cha (for the favored soul build).

You then have a healer, buffer, decent secondary attacker type to help your party. I like the idea (because it's novel to me) to make the character a two weapon fighter - using a Flail and Punching Dagger combination. (The punching dagger could be similar to the one used by the iconic wizardess in the Savage Tide AP - attached to the wrist but leaving the hand free for casting.)

Heroes Luck might also be a good feat to take as well, to emphasize your uncanny luck. You have a character then with exceedingly good luck for himself, who can curse others and cause them misfortune.

Background: They call you Hex.

Your father was a good man. He was a glass blower by trade - honest, hardworking, loved his family. He shouldn't have died like he did. Neither should have your mother.

Your entire life, you have never known what "normal" is. You have always been extremely fortunate. Those around you, especially those you love, have not. When you were 8, many of the young and elderly in your village came down with the red fever. Many died. Your father couldn't bear to see you suffer, so when he could no longer stand it, he left on foot from the village to seek out medical attention from the nearest city. He didn't make it very far. They found his body in a dirty alleyway - throat slashed ear to ear. He was killed for nothing more than the handful of silver in his pocket. Had he only stayed home for a few more hours, he would have seen how your fever broke. You alone among the afflicted survived the red fever.

When you were 13, while in the pasture tending to your family's few livestock, you discovered an incredible trove of treasure! You tripped over a half buried lump in the earth, that was actually a small chest full of hundreds of gold pieces! Your family would never starve again! (Explaining how you got your starting gold for you character.) You rushed home to tell mother, to tell her that she wouldn't have to work so hard anymore, that you would have all the food you could eat from then on. To your horror, the mass of gold clenched in your fists didn't make the sight of seeing your mother slumped over the wash basin any easier to bear. She slipped while you were out, fell, and knocked herself unconscious. Had you not spent so much time digging the treasure from the earth, you would have returned in time to save her from drowning.

Your entire life has been characterized by events like these. The childhood bully who beat you? Amazing how he fell into a ravine and broke his leg so badly he'd never walk again. The church that took you in after your parents' death? Why was there a fire in the church orphanage that started in the ceiling directly over your cot? Some malicious force seems to have it out for you, while some benevolent force seems to protect you. The fitful dreams you would have of (insert description of God/Goddess here) let you know that you were chosen. These dreams also filled you with dread. You have known that you were always "above" others - that you were destined for greater things. That you were special. That you would be tested again and again - but for what purpose?

Others have always hated and feared you, once they have come to know you. Your luck is amazing, and yet people around you seem to always suffer somehow. Your parents gave you an angelic name - "Hezraen", but your neighbors claimed you were devilspawn. They called you Hex, and they shunned you.

Chosen by Gods. Hated by mortals. Blessed by fortune. Torn by tragedy. Your fate is not of your own making. Would that you could know a normal life. Would that you could be just the son of a glass blower.

(Explaining his favored soul and hexblade classes - and what has lead him to become and adventurer.)


Excellent post, Eyebite! The only thing I would caution against is TWF, because it's feat intensive.

Scarab Sages RPG Superstar 2011 Top 32

Yeah...again, more flavor than anything else to make the character unique. (I've never seen a flail/punching dagger combo.)

I was really just thinking about taking the two weapon fighting feat and not much beyond that. The fighting style really isn't central to the character - he could be a single weapon user too. No biggie.


Eyebite, the dwarf dragon shaman in my group is using a morningstar (two-handed) and has a punching dagger (for just-in-case reasons, I guess). It'll be interesting to see if he eventually goes for a two-weapon combo.
Something I'd thought of having him find along the way is a vicious morningstar and a vicious punching dagger.

FS, two good feats for your fighter/ranger are- both from Complete Warrior- Improved Favored Enemy and Favored Power Attack- although the latter probably makes sense only if using a two-handed weapon.

Liberty's Edge

Have to be more careful with the class mixing, but a Dwarven Ranger/Scout dualwielding picks might be quite interesting. Something to be said for the x4 criticals, extra damage on the move.

Possibly the subterrainian scout variant from PHB2 (I don't remember what it does, but it seems appropriate)

And since they are both picks, no split weapon focus.

---

I also had great fun a while ago with a Dwarven Rogue who wandered the underdark with a heavy repeating crossbow. Rogue would be dubling up, but scout, ranger, or even pure fighter could work.

Sovereign Court Contributor

I figure that there's a good build for a dwarf TWF that starts with a level of 'dwarf fighter' from races of stone. Early on use Dwarven waraxe and hand axe. Axe focus applies to both weapons. Eventually aim for oversized TWF from Complete Adventurer and fight with two waraxes.

I wouldn't use ranger in a dwarf TWF build; the armour restrictions counter the dwarf's natural armour effectiveness, and with light armour you need to have a good DEX for defense, meaning that the ranger's ability to circumvent the TWF prereqs becomes meaningless. Fighter bonus feats can build TWF faster and better as far as I can see.

YMMV

Liberty's Edge

Just had this thought...

Albino Orc Paladin. If you could get your DM's permission, an orc with low light vision instead of dark, and no light sensitivity. Just play completly against the archetype of an orc.


would you want to play:
a gnome barbarian. Choose all the riding feats, tumble, and a reach weapon. Get an exotic ranged weapon (boomerang?) and then get a (large) warhorse. Pay extra to have your diety's symbol on the weapons and barding. You can move on the back of the horse like it is a chariot. Pray to the gods to possess your body whenever you rage. Tell people you are a paladin.

a kobold with high charisma (sorcerer?) Choose leadership and have a kobold fighter or ranger as a cohort. Your cohort is also your consort. Every time you gain new followers more of your brood hatch. This would also work with bunnies.

a dwarven cleric with domains of water and air. Ostracized by your people for heretical ways has led you into isolation far from home. That is Ok because your goddess has granted you a celestial companion. Take your companion every where--town, taverns, the movies, wagon rides, and share your food with it. Carry him in your pocket. Talk to him. Threaten suffocation and drowning to anyone who tells you it is just a gold fish in a jar.

a half-orc battle nun. I just like the minis. Monk/fighter/paladin?

a warboar. Ok not really a PC, but a friend did this once as the paladins mount. It was very funny. He did not live long, but his stories have.

Liberty's Edge

Would you consider a human fallen paladin / binder? (You'd better-- it's one of the best concepts I have that I haven't already used.) :}


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Rambling Scribe wrote:
I figure that there's a good build for a dwarf TWF that starts with a level of 'dwarf fighter' from races of stone. Early on use Dwarven waraxe and hand axe. Axe focus applies to both weapons. Eventually aim for oversized TWF from Complete Adventurer and fight with two waraxes.

Check out The Last of His Clan... for a few options.

Daigle wrote:

In this campaign we are playing in Greyhawk. We used the 32 point buy for stats. WotC 3.5 material only. This character will be coming in at 6th level. The party has a rogue, mystic theurge, and a dervish dancer.

Whatcha got?

Dwarf Dragon Shaman 6 with Exotic Weapon (Spiked Chain), Combat Expertise, and Improved Trip (goal: Exotic Weapon Master)

Elf Fighter 2/Wizard 4 with Point Blank Shot, Precise Shot, and Weapon Focus (Composite Longbow) (goal: Spellsword 1/Arcane Archer 9/Order of the Bow Initiate 4)

Gnome Druid 6 with Earth Sense and Stone Form (goal: Earth Dreamer)

Half-Elf Bard 6 (goal: Seeker of the Song)

Half-Orc Cleric (Garl) 3/Stoneblessed (Gnome) 3 (goal: Divine Prankster)

Halfling Fighter 2/Rogue 3/Whisperknife 1 with Point Blank Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse, and Weapon Focus (Dagger) (goal: Master Thrower)

Human (Doppleganger Bloodline) Rogue 5/Chameleon 1 with Able Learner (goal: Bloodline 1/Mindspy 4)


Pathfinder Starfinder Society Subscriber

Most powerful character in the game: Halfling Rogue, and a level of Wizard (but just one).

Max the DEX, and be sure to flank. Your size has considerable benefits and can be especially dangerous with Reduce Person.

Grease your opponent and then attack them. True Strike, no description needed. Expeditious Retreat for Spring Attack. Reduce Person for sneaking around. Div and Charm spells are worth their weight in gold, as well as Illusion.

Don't forget to use those ranged touch attacks. If you go up to 3rd level Wiz/Sor, don't forget Spectral Hand.

I need to multiclass my halfling on DDO : )


Having deliberately not read anything anybody else posted (to avoid cross contamination of ideas), I’ll give you a character type I just finished playing in a shortish campaign.

Remember, I do 2E, so the specifics will have to be tailored over, but…

Baruk Woundedhawk (pronounced; Bare Ook) was of barbarian stock. His grandfather had achieved noble title for service to the crown in warfare, years ago. He was still of enough barbarian stock so that inbreeding had not robbed him of the family chin, but had been raised in a completely “civilized” environment. He was a bit of a dandy and a snob, dressing in fine clothing, but with a temper to eat nails for breakfast and like it. He got involved with a group of other noble’s sons and would go carousing (bar hopping) with them, frequently getting into petty duels of honor. So, he became a bladesman, a duelist, sort of a swashbuckler/gladiator type who would fight at the drop of a hat, but who observed many of the formal rules of dueling (honor, first blood, all that). He was a florentine fighter (two weapon fighting style) and tried to use flash, fancy maneuvers, and psychology (name calling and the like) to undermine opponents’ morale (get them to run or surrender).

He was really fun to play. Hope that helps.


Almost all I ever see in character creation threads is (relatively) bizarre stuff; characters multiclassed out the wazoo, with exacting and precise feat combinations, so they can get into that dream PrC.

How about, oh, I don't know, a fighter? With a greataxe? Or a cleric, maybe? Sorcerers are fun, too. Just pure PHB class/race combo (I'll admit, there are plenty of spells and feats from other books that I regularly take an interest in).

Maybe I've got the heart of an old-schooler in a young gamer's body, but I've never been able to get into the min/maxing. All my character concepts revolve around a role or personality, not numbers. I'm just fine playing any number of human wizards and making each one different and unique in story and history.

Hat's off to Lawgiver and Eyebite for character concepts I can get into... afraid I don't have anything to contribute.

(Note: I'm not trying to offend the builds detailed above; there's no right or wrong way to play, I'm just stating a personal preference and making an observation)


my dm didnt allow it but if yours would... i wanted to play a barbarian/rogue minitaur (seriously their stats look broken) and our gnome bard was going to lead me through towns by my nose ring bluffing people that he enchanted me and i was no threat, then get an exotic saddle and ride me in combat


How about, oh, I don't know, a fighter? With a greataxe? Or a cleric, maybe? Sorcerers are fun, too. Just pure PHB class/race combo (I'll admit, there are plenty of spells and feats from other books that I regularly take an interest in).

my current campagn is "purly core 3 books" as per DM because we have a new player. i am going out of my mind. im playing a barbarian with out extra rage, or extended rage (never mind the cleric gets them for turning) a wizard or sorcerer can play with spells all day. it takes about 10 secs to make a barbarian you dont even really need a character sheet, just play it out of the book. luckily the monster manual is one of the core three so i got to pick a cool race.

Paizo Employee Director of Narrative

I have greatly enjoyed everyone's input so far on this thread, and to be sure, the posts that will come.
(I have nearly two weeks before I'll be back in)

I didn't mention this earlier, but I'm 90% likely to play a human. Don't know why, but I haven't played anything but humans since before there was a benefit to being one.

Eyebite, I too choose flavor over power more often than not. Especially for a long-term campaign where character development is far more attractive to me than being maxed-out for superiority. I save my weird stuff for one shots and duels. I appreciated your post and loved the character idea, but it is too much, in flavor, like a couple of my older characters.

I would like to stretch a bit, which is why I brought this to the boards.

I had a couple of ideas that would be fun to play, but didn't think they would fit well with the rest of the group. The character idea I had that is in the front running is a fighter/cleric of Kelanen. My warlock had been chipping in on the damage quite nicely and I wanted to continue that support. This damage support will not be ranged damage (that responsibility will fall back to the caster), I think it will work well to have another body in the fray to help the rogue with his deadly sneak attack. I can supply the buff and tactical spells so the mystic theurge can focus on laying down the hurt.

Though I like creating a story before the stats, I don't want to derail anything at this point in the campaign and should focus on creating a useful character.

Sovereign Court

It sounds like your mystic theurge is pulling some double-duty, doing the healing and magical support.

I might suggest a human wizard with a couple of the reserve feats. Max out knowledge: Arcana and Concentration to fill out your role and then spend the other skill points (high INT, plus human) on something unique, like Profession: Gambler or Ride. Later you can look at the Magelord or Loremaster or many other options. My two cents.


Hello,

The following works in the Forgotten Realms.

Elf cleric of Solonor Thelandira. Domains : War, Elves. Max out Dex.
STR 12 DEX 18 Con 12 Int 10 Wis 16 Cha 10 (32 pt buy, +1 pt at 4th level)
Pick up the best longbow you can, War domain gives you Weapon focus (longbow), elf domain gives you Point Blank shot as free feats. Multiclass with ranger or keep on with cleric levels. You'll be a good archer and a decent front line fighter with the right magic items or boost spells and two clerics in a group are really great for overall efficiency.

my two coppers.

Bran


I actually think you've got a pretty good concept going there, Daigle. Fighter/clerics are very nice. Extremely durable meat shields that can help out the rest of the party, too. It will also relieve some stress from the Mystic Theurge, since having to fill both roles can be a pain.

I remember someone else psotulated a good multiclassing ratio was 3:1 or 4:1 regarding class levels. I would recommend that you try to maintain about 3 or 4 cleric levels for every fighter level you get, so that your spellcasting remains relevant and good. Plus, clerics are pretty darn good combatants by themselves, when you focus on that element. Thus, it makes sense to mainly be a cleric with fighter levels thrown in, I think.

Starting off, I'd recommend either Cleric 5/Fighter 1, just so you get all the weapon proficiencies while still having access to 3rd level spells (and then jump on another fighter level at 7th character level), or Cleric 4/ Fighter 2; just one level way from 3rd level spells and with a better BAB. Your Fortitude will also be great.

I would recommend a stat array something like this:

Str 16, Dex 12, Con 15, Int 10, Wis 16, Cha 8

That's 32 points with a bump in Strength at 4th level. The 8 in Charisma could be due to a number of things- a scar emulating your deity, general reservedness, or perhaps people find your preaching about balance, even at the sake of goodness, to be rather uncomfortable (I mean, calling Good a "Doom" might seem strange to some people).

I'm guessing the dervish dancer already has some great combat abilities. Might I suggest focusing on the "tank/meat shield" aspect some what? Perhaps go sword and board with a bastard sword, and switch between S&B and THF as the need arises (Quick Draw might be good for that). Pick up Power Attack along the way and have some fun!

Liberty's Edge

I have a similar concept written up for the "Rise of Heroes" PBP. The character is 'Nastasia Ilizabetta d'Solavard in case you want to look.

I am looking at the Paladin as Prestige class option from unearthed arcana. Gets you a lot of the benefits of being a paladin, and if you are only going for a few levels of fighter with cleric, you only miss a couple of the bonus feats.

Instead you get some spell progression, turn undead progression, and the standard "paladinny" bonuses (sense evil, smite, saves, Pokey the pocket warhorse (tm))

Just a twist


Pathfinder Adventure Path, Rulebook Subscriber

If you are allowed to use it, maybe you can find a class/prestige class in Tome of Battle: Book of Nine Swords to go with your cleric of Kelanen. Swordsage gets benefits from high wisdom, so that might be your best bet to combo with cleric. Crusader benefits from high charisma which could work with cleric (turning, diplomacy) but the alignment requirement is anything but true neutral. This may clash with Kelanen's philosophy as I recall he is true neutral and doen't like extremes. In any event I think the concepts in the Tome of Battle work with Kelanen's sword theme.

At the very least you could stay straight cleric and take some of the feats that grant martial maneuvers, perhaps as gift from Kelanen or in homage to him.

The Exchange

I just had a strange thought for Searn and other's Cleric/fighter....You may need to talk to the DM but for a weapon how about asking if you could 2-hand a spiked tower shield and use it for bashing (you could carry backup weapons to overcome DR). With the right feats your AC would be really high and you could bash while retaining it. I know you can't bash with a tower shield normally but if you use it 2-handed (maybe with an extra strap or something to accomodate another hand) maybe a dm would let you. For damage you would be looking at 1d8+1.5str. Not too shabby but definately not ridiculous. If you ame across a creature with DR you could release the one strap and still us the shield while whipping out a morningstar or longsword, same thing with thrown weapon usage (I would suggest tossing alchemical stuff, and darts).
Just a thought, don't know how viable it is but it would be kinda different and fun to roleplay.

FH


Saern wrote:
...Maybe I've got the heart of an old-schooler in a young gamer's body, but I've never been able to get into the min/maxing....

*chuckle*

Saern wrote:

I actually think you've got a pretty good concept going there, Daigle. Fighter/clerics are very nice. Extremely durable meat shields that can help out the rest of the party, too. It will also relieve some stress from the Mystic Theurge, since having to fill both roles can be a pain.

I remember someone else psotulated a good multiclassing ratio was 3:1 or 4:1 regarding class levels. I would recommend that you try to maintain about 3 or 4 cleric levels for every fighter level you get, so that your spellcasting remains relevant and good. Plus, clerics are pretty darn good combatants by themselves, when you focus on that element. Thus, it makes sense to mainly be a cleric with fighter levels thrown in, I think.

Starting off, I'd recommend either Cleric 5/Fighter 1, just so you get all the weapon proficiencies while still having access to 3rd level spells (and then jump on another fighter level at 7th character level), or Cleric 4/ Fighter 2; just one level way from 3rd level spells and with a better BAB. Your Fortitude will also be great.

I would recommend a stat array something like this:

Str 16, Dex 12, Con 15, Int 10, Wis 16, Cha 8

That's 32 points with a bump in Strength at 4th level. The 8 in Charisma could be due to a number of things- a scar emulating your deity, general reservedness, or perhaps people find your preaching about balance, even at the sake of goodness, to be rather uncomfortable (I mean, calling Good a "Doom" might seem strange to some people).

I'm guessing the dervish dancer already has some great combat abilities. Might I suggest focusing on the "tank/meat shield" aspect some what? Perhaps go sword and board with a bastard sword, and switch between S&B and THF as the need arises (Quick Draw might be good for that). Pick up Power Attack along the way and have some fun!

Scarab Sages RPG Superstar 2011 Top 32

Ah...alright...sit back as a I confess my gaming sins

During a one shot...about one year ago or so....I created a "Captain America" type character.

Had a few backup weapons, but never used them. Fighter with all shield related feats. Took the feat throw anything, got a magical (returning) adamantine spiked large shield. I think you can guess how it all went down.

Surprisingly, it was a blast to play. Great defense, and the damage output wasn't bad either. Something amusing about just going around bashing things with your shield.

But I believe that Kelanen is the god of swords...and if Daigle is leaning towards playing a follower of Kelanen's, the whole shield only thing might not work out.


Scott & Le Janke wrote:
Saern wrote:
...Maybe I've got the heart of an old-schooler in a young gamer's body, but I've never been able to get into the min/maxing....

*chuckle*

Saern wrote:

I actually think you've got a pretty good concept going there, Daigle. Fighter/clerics are very nice. Extremely durable meat shields that can help out the rest of the party, too. It will also relieve some stress from the Mystic Theurge, since having to fill both roles can be a pain.

I remember someone else psotulated a good multiclassing ratio was 3:1 or 4:1 regarding class levels. I would recommend that you try to maintain about 3 or 4 cleric levels for every fighter level you get, so that your spellcasting remains relevant and good. Plus, clerics are pretty darn good combatants by themselves, when you focus on that element. Thus, it makes sense to mainly be a cleric with fighter levels thrown in, I think.

Starting off, I'd recommend either Cleric 5/Fighter 1, just so you get all the weapon proficiencies while still having access to 3rd level spells (and then jump on another fighter level at 7th character level), or Cleric 4/ Fighter 2; just one level way from 3rd level spells and with a better BAB. Your Fortitude will also be great.

I would recommend a stat array something like this:

Str 16, Dex 12, Con 15, Int 10, Wis 16, Cha 8

That's 32 points with a bump in Strength at 4th level. The 8 in Charisma could be due to a number of things- a scar emulating your deity, general reservedness, or perhaps people find your preaching about balance, even at the sake of goodness, to be rather uncomfortable (I mean, calling Good a "Doom" might seem strange to some people).

I'm guessing the dervish dancer already has some great combat abilities. Might I suggest focusing on the "tank/meat shield" aspect some what? Perhaps go sword and board with a bastard sword, and switch between S&B and THF as the need arises (Quick Draw might be good for that). Pick up Power Attack along the way and have some fun!

Hmmm? I'm not offended in any way, but I fail to see that as min/maxing. Compare it to some of the builds above; I think mine seems rather "normal," actually. :)


Saern wrote:


Hmmm? I'm not offended in any way, but I fail to see that as min/maxing. Compare it to some of the builds above; I think mine seems rather "normal," actually. :)
No offense was meant O:) Maybe I quoted the wrong part (min/max) when I should have quoted
Saern wrote:


...characters multiclassed out the wazoo, with exacting and precise feat combinations, ... my character concepts revolve around a role or personality, not numbers....

It struck me as funny that a list including abilities, stats, multi-classing level progression then followed. I am all about the funny though (as the above bunnies & gold fish might attest). I did not see this as min/maxing and really liked your 'scar' idea.

back from the threadjack and given the new parameters.
Would you want to play a human cleric/fighter who wields a sword? perhaps after years of battles, "X" has seen too much 'dieing by the sword' and decided to look for a more peaceful life. Being a potter *crash*, a thatcher *drip*, and even three months as a deep sea fisherman *splash* never worked out and after a few years X headed for the cloistered life. Unfortunately the only time s/he felt the hand of divinity was when s/he was wielding a sword. Eventually this led to Kelen...(?) and X realized that 'living by the sword' was the more important part of that maxim. S/he felt reborn. Now s/he does everything s/he can to prevent people from dieing by the sword, or at least by her/is sword.

Spend most of combat 'aiding others' or giving the flank to the rogue, but say prayers the whole time that your opponents may see the light and surrender before it is too late. if the opponent looks close to death switch to non-lethal damage. Sometimes though the only way to prevent killing is to kill, so if you do have to kill a foe, cut yourself after word to 'spill your blood with theirs' or 'by the sword, one dies, one lives' and say a prayer of atonement after every combat. Focus on feats that let you use your sword defensively, parry, or bull-rush, trip, disarm, and especially sunder (I do not have the splats with me). There was even a class acts article in dragon (last year?) about pacifist PCs. Be careful though as these can annoy some (especially heavy combat) players.


Here are two crunch-heavy suggestions, based around the Obah-Blessed Creature Template (Dungeon 136, p. 60-61); you can add 4 extra arms, various stat boosts, and other benefits for +3 ECL.

Spend 32 points as: Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 8. As a 6-armed obah-blessed human monk3 (ECL 6) your ability scores are:
Str 20, Dex 20, Con 18, Int 10, Wis 15 (raised to 16 at 4th-HD), Cha 14.
Gain Weapon Focus (unarmed strike), Martial Stance (Martial Spirit), Martial Study (Crusader’s Strike). The last two feats are from Tome of Battle; with Martial Spirit, every successful melee hit heals you or an ally 2 hp (as well as dealing damage).
AC 17, Fort +7, Ref +8, Will +5.
Melee Main unarmed strike +8 (1d6+5) and five off-hand unarmed strikes +8 (1d6+2).

Then, you could aim for monk11/incarnate6 by 20th-level, gaining +3 Str (from 8th-16th HD), and taking the following feats.
Bonus Essentia (Magic of Incarnum)
Improved Natural Attack (unarmed strike) (MM)
Shape Soulmeld (Mauling Gauntlets) (Magic of Incarnum)
Superior Unarmed Strike (Tome of Battle).
With an Amulet of Mighty Fists +5 and a combo Belt of Giant’s Strength +6/Monk’s Belt, and sticking 4 points of essential each into Mauling Gauntlets (bound to Hand chakra) and Incarnate Avatar, your Melee line looks like this at ECL 20:
Melee Main unarmed strike +28/+28/+28/+23/+18 (6d8+24) and five off-hand unarmed strikes +28 (6d8+19).

Alternatively, you could aim for monk11/incarnate2/kensai4 by 20th-level, gaining +3 Str (from 8th-16th HD), and taking the same feats as above. Make the signature weapons +1 holy wounding unarmed strike.
With a combo Belt of Giant’s Strength +6/Monk’s Belt and an Amulet of Mighty Fists +5, and sticking 4 points of essential each into Mauling Gauntlets (bound to Hand chakra) and Incarnate Avatar, your Melee line looks like this at ECL 20:
Melee Main unarmed strike +25/+25/+25/+20/+15 (6d8+16 plus 2d6 holy and wounding) and five off-hand unarmed strikes +25 (6d8+11 plus 2d6 holy and wounding). Note that you’d only have 4 points of essential, so you could have +4 insight bonus on melee attacks or +8 additional bonus damage to unarmed strikes (or a combination); these additions aren’t included.


Daigle,

If you are going to play a cleric/ fighter of Kelanen and give up turning, have you thouhgt about a favored soul. The have awesome saves, get weapon focus and specialization as bonus feats(i think) which would go along with the martial flavor of your character. The only downside is a limited number of spells known, but from a flavor/ role-play standpoint the favored-soul could be sweet. I know you probably are already done creating but I finally found this thread.


Daigle wrote:
The character idea I had that is in the front running is a fighter/cleric of Kelanen. My warlock had been chipping in on the damage quite nicely and I wanted to continue that support. This damage support will not be ranged damage (that responsibility will fall back to the caster), I think it will work well to have another body in the fray to help the rogue with his deadly sneak attack. I can supply the buff and tactical spells so the mystic theurge can focus on laying down the hurt.

Instead of Fighter / Cleric, How about Crusader / Cleric / Ruby Knight Vindicator? Sure, Ruby Knight Vindicator's are supposed to worship Wee Jas, but it isn't too much of a stretch to convince your DM to change it so you worship Kelanen instead.

For a build, how about Cleric4/Crusader2/RKV10/Cleric4? Casts spells as 16th level cleric (8th Level Spells), and a BAB of 18, with 4 stances known and 10 Maneuvers known.

Paizo Employee Director of Narrative

Kohana the Dead wrote:

Daigle,

If you are going to play a cleric/ fighter of Kelanen and give up turning, have you thouhgt about a favored soul. The have awesome saves, get weapon focus and specialization as bonus feats(i think) which would go along with the martial flavor of your character. The only downside is a limited number of spells known, but from a flavor/ role-play standpoint the favored-soul could be sweet. I know you probably are already done creating but I finally found this thread.

I did already email my sheet to dmG, but if I get some free time before the game tonight I'll write it up as a Favored Soul and see how it looks. I really dig the Freedom of Movement domain ability though. Not to mention a chunk of known spells would be reserved for healing spells.


A Dwarven Bard. He could chant like the Gregorian monks when he used his Bardic Music abilities. He would be charismatic in a sort of gruff, reserved way; more of a militaristic bard than a tavern singer.
I've not read any of the other posts on this thread so any plagerism is unintended.
EDIT: Oops, I guess I'm too late. Never mind.

Paizo Employee Director of Narrative

Because Saern requested...

Laurent Clemere CR 6

Human Cleric 4/Fighter 2
N Medium Humanoid
Init +2; Senses Listen +3, Spot +3
Languages Common, Goblin, Elven
----
AC 21 (armor +6, Shield +2, Dex +2, Dodge +1) touch 13, flat-footed 18 (Dodge and Mobility)
HP 50 (2d10+2, 4d8+4 HD)
Fort +8, Ref +4, Will +8
----
Speed 30’ (6 squares)
Melee + 1 bastard sword +10 (1d10+5/19-20)
Ranged dagger +7 (1d4+3)
Base Atk +5; Grp +8
Atk Options Power Attack, Combat Reflexes
Combat Gear +1 bastard sword, dagger, +1 mithral breastplate of agility, +1 buckler, greatreach bracers, scroll of cure moderate wounds
Spells Prepared (CL6th):
2nd - (CL 6th), [3+1] Silence, Bull’s Strength, Lesser Restoration, (D) Spiritual Weapon
1st – [4+1] Sanctuary, Shield of Faith, Entropic Shield, Entropic Shield, Bless, (D) Longstrider
0 – [5] Create Water, Detect Magic, Light, Read Magic, Guidance
Deity: Kelanen Domains: Travel, War.
----
Abilities Str 16, Dex 14, Con 12, Int 12, Wis16, Cha 8

Feats (Trade for TurnUndead) Power Attack, (1st level) Practiced Spellcaster, (Human) Combat Reflexes, (3rd) Improved Buckler Defense, (fighter 1st) Dodge, (fighter 2nd) Mobility, (6th) Spring Attack
Skills Balance +2, Climb +7, Concentration +8, Heal +8, Hide +2, Jump +7, Knowledge (arcane) +2, Knowledge (History) +2, Knowledge (Religion) +2, Knowledge (planes) +2, Listen +3, Move Silently +2, Spellcraft +6, Spot +3, Survival +3, Swim +3, Tumble +5
Possessions combat gear plus Amulet of Retributive Healing, 29gp, 8sp, 29cp, rough grey cloak, weapon maintenance kit, 50’ silk rope, grappling hook, hammer, 6 pitons, waterhorn, Everfull Rations


Thanks! But, what's an amulet of retributive healing? And greatreach bracers? And I'm guessing your breastplate of agility is a combined +1 mithril breastplate and gloves of Dexterity?

At first, I thought you might be over the standard 6th level wealth guidelines, but I looked them up and you're good. I guess my party might be a bit poor right now.

Oh, and one more thing- where's the +5 to damage with the bastard sword coming from? I see you've got +3 from Strength and +1 from the enhancement, but I'm not seeing where the last point is coming from.

Paizo Employee Director of Narrative

Saern wrote:
Thanks! But, what's an amulet of retributive healing? And greatreach bracers? And I'm guessing your breastplate of agility is a combined +1 mithril breastplate and gloves of Dexterity?

The bracers and the amulet are from the Magic Item Compendium. The bracers grant an additional 10' to your reach for a round, three times a day. The amulet allows, three times a day, you to receive the same amount of healing that you had just cast on an ally. Agility is a +500gp armor enhancement that gives you a +1 to reflex saves.

Saern wrote:


At first, I thought you might be over the standard 6th level wealth guidelines, but I looked them up and you're good. I guess my party might be a bit poor right now.

I used the 13,000 for a 6th level character.

Saern wrote:


Oh, and one more thing- where's the +5 to damage with the bastard sword coming from? I see you've got +3 from Strength and +1 from the enhancement, but I'm not seeing where the last point is coming from.

I am using the bastard sword two-handed. Half of three is one. Lately I've been using power attack adjusted by 2 to get me +8 attack and +9 damage.


Daigle wrote:
Saern wrote:


Oh, and one more thing- where's the +5 to damage with the bastard sword coming from? I see you've got +3 from Strength and +1 from the enhancement, but I'm not seeing where the last point is coming from.
I am using the bastard sword two-handed. Half of three is one. Lately I've been using power attack adjusted by 2 to get me +8 attack and +9 damage.

I see; I assumed that the listing of the sheild in the description preculuded the use of the sword two-handed, but it's a buckler. So, you can make a round-by-round choice. My mistake- I saw "cleric" and "fighter" and "+2 shield" in the AC modifier breakdown and automatically assumed it was a heavy shield, despite clearly reading the "+1 buckler" entry as well. Stereotypes, ya know?

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