
lalallaalal |
Hello all, I am joining a new group in a couple weeks but I'm not sure what to bring to the table. Party composition is:
Half-orc Ranger (switch hitter from what I've been told)
Elf wizard (I'm not sure the focus. I'm told he finds himself in a lot of trouble)
Half-elf cleric
Halfling rogue (This player is optimized for stealth and I'm not sure he does much fighting)
This is the Ranger and the Wizard's first ever campaign and I've played with the cleric and rogue before. My main concern is not wanting to step on the new guys' toes and absorb their role. Paladin is out of the question as the group gets that "chaotic neutral means I can do anything" mindset at times.
It's Core rulebook only and we're playing Carrion Crown. I start at level 8 and I equip myself according to the standard WBL guidelines. The stats I rolled are:
17
13
15
10
14
9
I've been thinking a dwarven axe and board fighter to give some more muscle and allow the ranger more archery opportunities. I've also thought about doing one of reach weapon tripping builds I see on the board but I'm not sure how available magic polearms will be. I also thought about a Druid to cover another spell list and focus on battlefield control. Thoughts?

Democratus |

I think your idea of the Dwarven fighter is a good one. Not only can you do the dirty business of protecting the others - a Dwarf makes a great "glue" character. You can be essential without stealing the limelight from the new people.
With new players you want to give them a personality they can see as the center of the party. No-nonsense advice, a fatherly demeanor, and an attitude conducive to developing the play skills of your new players will go a long way toward making the RPG experience a positive one for them.
Best of luck!

Son of the Veterinarian |

The "play whatever you want" advice applies, as always, but it does sound like the party could use another primary damage dealer.
So yeah, fighter or barbarian. Though if you're really looking to let the newer characters do most of the damage then some kind of monk optimized to stall the enemy might work best.

Hawktitan |

I'd probably put together a dragon disciple here. A couple levels of barbarian, three of sorcerer, and 3 of dragon disciple. You could swing from melee attacking to making sure the new player's wizard can handle the arcane side.
I like this but I don't think the barb levels are needed.

![]() |

The Party Picker says: Nicely rounded out party already. A bit low on blasting and de-buffing, as well as ranged. Alchemist would be great. Ranged damage, such as fighter or zen archer would also not be out of place. In terms of flavor, a druid wouldn't hurt.

lalallaalal |
Thanks for the replies guys. I think I'm going to go with the Dwarf Fighter. I'm not sure what feats the ranger has taken but since one of the other player's original character was a barbarian I'm going to assume the ranger went archery first. Being a melee guy will give him some freedom in combat. So far I have my stats and feats as:
8th level Dwarf Fighter:
Str: 18 (17 +1 level)
Dex: 15
Con: 16 (13 +2 race, +1 level)
Int: 14
Wis: 12 (10 +2 race)
Cha: 7 (9 -2 race)
1: Power attack
Bonus: Two weapon fighting
2: Shield Focus
3: Skill Focus (perception)
4: Improved Shield Bash
5: Iron Will
6: Shield Slam
7: Toughness
8: Greater Shield Focus
Not the most optimal. I'm hesitant to go with weapon specialization for focus because I don't know how available a given weapon would be in the campaign. I'm considering replacing the shield focus feats with the Bull Rush feats to maximize my bull rush attempts. I figure bull rush will give me the ability to push enemies away from the vulnerable players.

![]() |
I haven't seen a group yet that doesn't appreciate a second healer. Since there's already a cleric in it, you don't have to feel obligated to run one (although two different clerics can cover very different party roles). Druid, bard, or a ranger with a wand would all be welcome, I'm sure; if APG were allowed I might have recommended an inquisitor of the same faith as the group cleric, just to give you two a reason to bond quickly.

lalallaalal |
Alright, I spent most of yesterday working on this character and this is what I've got so far:
Dwarf Fighter 8
Str: 18 (17 +1 level)
Dex: 15
Con: 16 (13 +2 race, +1 level)
Int: 14
Wis: 12 (10 +2 race)
Cha: 7 (9 -2 race)
1: Power attack
bonus: two weapon fighting
2: shield focus
3: iron will
4: Improved shield bash
5: toughness
6: Shield slam
7: dodge
8: combat reflexes
I swapped out greater shield focus and skill focus for dodge and combat reflexes. Dodge gives me an AC bonus I can use with or without a shield. Combat reflexes gives me an extra AoO. I'm considering moving a stat boost from Constitution to Dex for a third AoO and all the other benefits of Dex.
I also picked my magic items if anyone would like to critique my choices. I went with:
+1 Dwarven war axe
MW Silver warhammer
MW Cold Iron Dwarven war axe
+1 Bashing spiked light steel shield
+1 full plate
Handy Haversack
Bag of Holding I
Eyes of the Eagle
Boots of Striding and Springing
Rope of Climbing
Amulet of Natural Armor +1
Cloak of Resistance +1
Belt of Giant Strength +2