2 PC campaign, Which Class?

Amurion

First Post
Ok, I've got a dilemma, I am going to be in a campaign where there are just two PCs, me and this other guy. He has never played before and really wants to play a Monk. I know where he is coming from because when I was new I liked the monk as well. Now, after gaining experience with the system and realizing that the monk gets royally Gypped I have realized I am in a tight spot.

I want to play something that will be fun, but will be supportive to the monk and allow the new player to have fun as well. But I also want to try to cover as many bases as I can.

If anyone has any ideas, I would be greatly appreciative.

Also, please don't tell me to convince him not to play a Monk as I have not actually met the guy yet.
 

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Classes that cover multiple bases:
Cloistered Cleric
Druid
Beguiler
Factotum
The Chameleon Prestige class
Ranger (but not as powerful as the above)
 

The monk is fairly self sufficient and survivable. Though not that powerful in a specialized large group it can shine decently in a small party.

I would suggest something with healing. A buffing, healing cleric would complement a monk well and with access to the entire cleric spell list you can swap out to divinations when you need or load up on wierd utility cleric spell scrolls to use as needed.

I went through a 3.0 banewarrens game as one of two PCs. We were 7th level, the other player was a fighter paladin (tough, good attacks, some healing) while I played a ranger 1/monk1/wizard 5 and the monk evasion and good saves helped a lot. We did fine even though there was a ton of combat and traps.
 

I'll echo the Cleric or Druid, since SOMEONE has to handle the healing. You'll also have a decent BAB, the ability to summon allies, and a few offensive spells.

And if you encounter undead, you'll be happy to have those Turns.

Besides...what is more natural than 2 "men of the cloth" traveling together, debating and discussing all manner of things, righting wrongs, and the like?

In addition, if you check out the Monk Database (see my sig), you'll find all kinds of things that will make his PC a bit more durable and fun to play.
 

Druid. Covers multiple roles if needed, including healing. The animal and summoning will help with the numbers problem. Cleric heals better, but has no Greater Magic Weapon/Fang to improve the monk, which I'd consider a big downside in this case (domains could get you this, granted).

If you don't need a healer due to some houserule to make the game playable (like reserve points from Iron Heroes, etc...), an arcanist ould be amazing, both to cover a Rogue roll as well as caster, but also for battlefield control and buffing the monk. Mage Armor and Enlarge Person go a great way at low levels. And both work just fine off of scrolls/wands, if you need your spell slots/known for something else.

In any case, a Rogue type might work well for a very unique game where you both sneak about and generally avoid getting hurt altogether via sneak attacks and battlefield mobility, but I'd say not playing a caster to support the other guy would be a big mistake. Certainly, plying a brawny close combat type would just be mostly redundant and leave you with too many roles unfilled.
 

Druid. Covers multiple roles if needed, including healing. The animal and summoning will help with the numbers problem. Cleric heals better, but has no Greater Magic Weapon/Fang to improve the monk, which I'd consider a big downside in this case (domains could get you this, granted).

Magic Weapon, Greater
Transmutation
Level: Clr 4, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).

Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

Arcane Material Component
Powdered lime and carbon.
 

Though druid is an obvious choice, I'd actually suggest the beguiler if you want to play a stealthy intrigue game. If the monk has hide and move silently maxed out, you could be a sneaky, stealthy pair. Focus on finding creative solutions to problems rather than brute force fights. If your DM is ok with this style of game, your game should play more like Thief and less like Halo.
 

Bah, Cleric 4. Still 2 more levels to wait to get it. I guess Cleric is closer to Druid, then. I still think Druid's mobility, battlefield control, and friends make it better than cleric overall for this situation.
 

Bard - it covers a lot of bases.

Gets healing spells (albeit slower than the cleric or druid) gets some pretty nifty specialty type spells (like Hideous Laughter - a 1st level spell for a bard).

They can use wands of cure light wounds , since the spell is on their spell list and get UMD as a class skill (combined with prime ability of Charisma can be pretty useful)

No "blaster" but pretty decent "controller" and support class.
 

Do you know the starting level of the game? Which books are allowed?

Anyway, assuming the campaign involves some amount of combats and dungeon delving, "the party" need someone to heal and someone to deal with traps.

Healing can be done by various ways. You can either cast spells or use psionic powers (though psionic characters are not so good at this area). Or, you can use various healing items by using Use Magic Device skill or just by having a level of appropriate spellcasting class. Even a 1st-level paladin or ranger can use wand of cure light wounds.
 

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