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OilHorse wrote:Indeed, I like magic and prefer my characters to be able to use spells, but in my opinion full casters dont come into their own in the first 4 levels or so. They spend much of those levels still struggling to contribute for lack of spells. 3/4 casters have enough cool toys to be relevant and interesting at low levels and still have spells to play with. They fall behind at higher levels without the higher level spells, but at levels 1-6 that barely matters.Kolokotroni wrote:human magus or inquisitor or alchemist.that's what I'm talking about...
Agreed, but I'm going to throw in Arcane Duelist Bard as well. But as far as low level play is concerned versitility matters, that and The bard spell list is a huge boon to a combat oriented party. Good Hope + Haste essentially adds 2-3 levels of combat effectiveness to a party like that.

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Rogue4/ Fighter2 for +5 BAB, good weapons and armor, 2d6 sneak attack, 2 rogue talents, and 2 fighter feats among other stuff.
Arcane Duelist Bard6 for good skills, nice spells, and decent combat.
Paladin6 for combat and very good saves.
I actually played in a game for 3 years that only advanced 1 level per real world year of playing (though we started at level 5). I found that you can have plenty of fun with a character without worrying about leveling, and the 5-6-7 range is great for being capable, but still having to think things through.

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Assuming your characters maxed out at level 6, what class(es) would you play and why?
Human Two-handed Fighter with the following feats:
1st - Weapon Focus: (whatever), Power Attack, Dodge
2nd - Mobility
3rd - Spring Attack
4th - Combat Expertise
5th - Whirlwind Attack
6th - Lunge
The ability to attack everyone within 10' of you at your highest attack bonus is about as awesome as a 6th level character can get in my opinion. The options the pre-req's give you in combat make you a lot more versatile on the battlefield than most characters this level as well. I'd probably seriously consider the 'Weaponmaster' option for this build.
Figure with a +2 Keen Falchion at 6th level with a 20 Strength which is reasonable:
Attack +13, Damage 2d4+16 damage, Critical on 15+ vs. all foes within a 10' radius if using Whirlwind Attack & Power Attack
or
Attack +13/+8, Damage 2d4+16 damage, Critical on 15+ vs. a single foe just using Power Attack.
I'll take that all day at 6th level, especially when spell-casters are so reliant on a limited number of spells, Barbarians have only so many rounds of Rage and Rogues are limited to a single attack each round and are forced to rely on flanking to be effective.

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Way to meny good ones for me to try and pick just one.
Paladin4/Rogue2
Evasion, Paladin Saves, Paladin immunitys, Rogue Talent
Barbarian1/Ranger2/Rogue3
Martal Weapons, Fast Move, Combat Style, Favord Enemy, Track, Evasion, Sneak Attack 2D6, Rogue Talent
Barbarian1/Rogue5
Fast Move, Martal Weapons, Evasion, Sneak Attack 3D6, Rogue Talent(2)
Fighter1/Rogue5
Martal Weapons, Fighter Bonus Feat, Evasion, Sneak Attack 3D6, Rogue Talnet(2)
Witch6
Hex's
Bard6
Songs, spells, skills