| Danny Kessler |
My group is nearing the end an AP, and looking forward to starting the next one. I've been kicking around roughly a thousand character ideas, but I'd love to hear what creative things you all might have to share.
For this campaign, only CRB races and classes are allowed, minus paladin and plus cavalier. Feats, archetypes, spells, prestige classes, and so on are allowed from the CRB, APG, UM, UC, ARG, Inner Sea World Guide, and possibly Paths of Prestige. The group so far looks like it will be:
- cleric of Gozreh going for Storm Kindler PrC
- conjurer wizard specializing in making magic items
- crossbow fighter
- cavalier
- whatever I end up playing
I'm hoping for a character that will have something to contribute both in and out of combat, and who will ideally have some options when it comes to fighting. Hit me with your best ideas!
ossian666
|
Martial Artist Monk for 5 levels then go 5 levels of Urban Barbarian grab a Monk's Robe and go the rest Monk.
You are immune to fatigue, get controlled rage, INSANE movement and will make a great second melee character to the Cavalier.
Would also kind of help if you told us the campaign and some other details, but I still say go with that combo =b
| Joegoat |
Half elf summoner with the trait that trades adaptable for a weapon proficiency, and go the route of a mounted combatant wielding a lance, pump nearly all your eidolons points into fly and fly speed, if done right your flying mount should have a movement of something like 120 feet/round at 7th level effectively putting you 60 ft away from a retaliation if you make your attack mid way through the movement
| Joanna Swiftblade |
Try to see if your DM will allow a Fighter/Alchemist combination. Four levels of alchemist, and the rest archer archetypes. You take vestigial limb for both your discoveries and then use two weapon fighting dual wielding bows. I don't know what kind of minuses you would get for dual wielding what are technically two handed weapons (though you have the needed 4 hands to use them). If you talked it over you could probably convince him to give you -4 to hit on both hands at worst. Start as an Elf, Half Elf, or a Human.
Elf
STR 12
DEX 18+2
CON 12-2
INT 12+2
WIS 10
CHA 7
Half-Elf / Human
STR 12
DEX 18+2
CON 12
INT 12
WIS 10
CHA 7
Even with the -to hit you get for using two weapon fighting, you can Dex mutagen or use a level 2 extract (cat's grace) to give yourself +4 dex, as well as being a fighter will give you Greater Weapon Focus and weapon training for further +damage and +to hit. Archers are known for their massive amounts off attacks (from rapid shot, many shot, etc) and now that you have two bows, imagine the havoc you will wreak upon your foes.
| Danny Kessler |
The new campaign will be an AP that I'm reluctant to name because I'm paranoid about accidental spoilers, but it is supposed to be very much "classic D&D".
I should also have probably mentioned that the character I've played from 1-15 in the Jade Regent game that my group is just finishing is an archer bard, and while I do love bards, I don't think I want to play another one just yet.
GeneticDrift
|
Well ninja is a rogue archatype, keep UMD up and have fun. I suggest starting with 16 str and upping it when possible and pick up crane style feats.
That or a summoning or shapeshifting class. Urban Druid is fun or you could stay core.
Xbow fighter can work, double crossbow and vital strike along with eventualy adding dex to damage. I works good with the archatype due to the readied actions. it has high dmg and to hit, and you don't need many stats, so you can pick a second and thrid stat to be decent.
Point blank
Precise shot
Exotic weapon prof.
Weapon focus
Weapon spec
Rapid reload
Rapid shot
Crossbow mastery
Vital strike
Devastating strike (bonus damage when VS)
Yeah it takes time, he can start with a bow or have some other back up plan.