| Evilserran |
So a friend of mine wants to do a largest dungeon type game where we progress from levels 1-20 without ever leaving the dungeon. Darkvision is a MUST or else i have to burn a feat for it. Resting seems like it's going to be quite difficult and summons dont even work. We have to stick to Players guide, advanced players guide and advanced race book.
I am currently considering a goblin two weapon fighting ranger, thoughts? Pro's? Cons? Must haves(feat wise?)
What would you play if you were in this style?
| Rerednaw |
So a friend of mine wants to do a largest dungeon type game where we progress from levels 1-20 without ever leaving the dungeon. Darkvision is a MUST or else i have to burn a feat for it. Resting seems like it's going to be quite difficult and summons dont even work. We have to stick to Players guide, advanced players guide and advanced race book.
I am currently considering a goblin two weapon fighting ranger, thoughts? Pro's? Cons? Must haves(feat wise?)
What would you play if you were in this style?
Heh sounds like the World Largest Dungeon...I still have that brick of a book somewhere...
Is this a request based on effectiveness or flavor? I wouldn't pick goblin unless it was a flavor choice.
Also if you cannot rest, your characters will die from exhaustion. I'm assuming that right off your GM doesn't want/like spell casters. So you are stuck with martials. Note if I play in a martials-only campaign and keep running into enemy spellcasters that's a serious nit with me. (The "I can dangle this in front of you and play it, and you can't" syndrome.)
Races
Top Picks (Darkvision requirement)
Aasimar (uber race, especially if divine (cleric, oracle, paladin or sorcerer). Since no resting, Paladin.
Half-Orc (most versatile). Fighter, rogue, or barbarian.
Other Picks
Tiefling (-2 to cha can hurts your class choices.)
Dhampir (-2 con is awful, hard to heal, but other racial benefits useful)
Fetchling only if shadow blending will come into play (full miss chance against you in dim light)
If you go goblin two-weapon ranger:
Feats:
Weapon Finesse. You'll need this. Standard two-weapon build tree with finesse option.
| Evilserran |
Kinda flavor choice for goblin. No one ever plays them, and think it would be amusing to do so, in a game where going into town isnt likely to get me killed by any one trying to make a name for themselves lol. however, if i found a good alternate might choose that too. And yes, worlds largest dungeon :)
| Joanna Swiftblade |
Trapfinding sounds like it would be useful (I think a ranger archetype might give you that as well). Favoured terrain (underground)would just be stupid powerful. If you'd like to make the most out of the darkness you could take a few levels in Shadow Dancer.
If you're going to have trouble resting, look at the spell Nap Stack. Also look to see if you can get an illusionist wizard/sorcerer or perhaps a conjurer/abjurist so if you're desperate to rest you can set up some solid defences. Rope trick comes to mind.
Best of luck!
| Evilserran |
i dont think rope trick would work, since no teleporting/summonings, iassume a dimensional anchor type thing is in place. The dungeon is supposed to be like a massive jail or something. I am almost positive one of my buddies will be going rogue, so i dont think i would need trapfinding, still i will keep it in the back of my head incase he surprises me.
| Joanna Swiftblade |
If that doesn't work, remind your GM that would also rule out the Pit spell.
As for Two Weapon Rangers, you don't need high dex (a 16 would be the most you need to get the most out of breastplate). Since your combat feats don't need to meet the pre-reqs of the feat, you could technically take TWF with a 7 dex. I'd recommend Half Orc or Dwarf.
| Rerednaw |
I suppose I should add that from an optimization standpoint, an Archer Ranger that switches to a single two-hander weapon in melee will generally be more effective.
Plus there's the downside of trying to upgrade two swords at a time.
Refer to Treatmonk's Guide. :)
https://docs.google.com/document/d/1OI2lQ_FPUpnXD4i3sBLgzvgyOV9l43gKL0JM83c o7iI/edit
| MatthewN |
I've played in the World's Largest Dungeon before. Spell casters can rest, you just have to be smart about it. I don't remember if Rope Trick worked, it will say so in the WLD book.
There are no Ye Olde Magick Shoppes, so whatever items you get, that's what you get. You can't go buy scrolls or consumables. So the big advantage of the wizard is hosed. You are limited to the spells you learn for free each level. Makes the sorcerer into the favored choice of arcane caster.
| Malwing |
I have an idea in the backburner where the players go through a dungeon at lvl 1, and then shrink and have to get to the entrance of the dungeon to unshrink and get access to an incredible treasure.
Along they way they find out that the magic treasures in the dungeon has made the tiny flora and fauna to take on new forms of sentience and intelligence.(talking rats, mutant frogs) Also They discover that the small world is the hidden location of the Feywild, meeting fey folk who are now their size, including the original gnome race.
The dungeon while shrunken becomes an entire continent that takes 15 more levels to get through.
| Rerednaw |
I've played in the World's Largest Dungeon before. Spell casters can rest, you just have to be smart about it. I don't remember if Rope Trick worked, it will say so in the WLD book.
There are no Ye Olde Magick Shoppes, so whatever items you get, that's what you get. You can't go buy scrolls or consumables. So the big advantage of the wizard is hosed. You are limited to the spells you learn for free each level. Makes the sorcerer into the favored choice of arcane caster.
Taking away crafting and limiting new spells learned makes spontaneous arcanes pass their non-spontaneous counterparts. Still wizards are viable and you do get your spells one level earlier (as clerics over oracles for example.)