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D&D Older Editions, OSR, & D&D Variants
3.5 player needs help into first 4e characther
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<blockquote data-quote="Jeffrie" data-source="post: 5713125" data-attributes="member: 93465"><p>I edited out some options that didn't sound at first like they would work for me.</p><p></p><p></p><p></p><p>Human is fine, and unaffiliated, i think. The techno flavor need not be included in play, but the artificer sound like it might be easy to mesh. I don't understand the mechanics of the powers and such yet (yes, daily, encounter, at will), but lurk character optimization boards, and don't have to build it high now, just get the right 2-4 level stub that can do what i want.</p><p>Hybrid and dabble don't scare me, because i will run my build by the boards first. Core's not necessary, but not to complicated would be good.</p><p></p><p>++++++++++</p><p>Going with the character. </p><p>Though i usually love skill monkeys and factotums, it's because the generic party member bugs me. There's always someone doing it, and they kill monsters and meet at the inn. So skill monkey isn't needed, but driving the whole campaign with my story and role is. ! ! heh</p><p></p><p>*Character doesn't want to fight. Want's to get to earth (desire eases in later career?) and thinks adventuring could find a way. Follows clues (hey, do you know magic?) but really is just looking for the 'portal' or caster who can make one. </p><p></p><p>During fights character reacts defensively. This sometimes disrupts other magicians (dispel magic?), and makes him hard to 'scry' (do they still do divination?). Magical attacks on him may backfire, hurting the attacker.</p><p></p><p>During melee, he may use simple weapons, and avoidance. He may lurk (shadows?, skill? antimagic?), trying to rescue (steal?) the artifact he hopes will lead him in his quest for home (later his love of the knowledge he's gained in this land may convince him to continue doing the indiana jones in the 'new world'). When he sees a crisis he may try to drag the ally to safety, or set the building on fire to create diversion.</p><p></p><p>If i can get the 'antimagic' fluff to work. I don't even know if that can be done, though i can tell you a dozen ways to make that character in 3.e.</p><p></p><p>PS: If not i could just take something generic, but i hate that. If i do, i'll switch to half elf, which i almost always play. What about swordsage/rogue?</p><p></p><p>And about the Pathfinder; i would if i could. Till then i'll share company.</p></blockquote><p></p>
[QUOTE="Jeffrie, post: 5713125, member: 93465"] I edited out some options that didn't sound at first like they would work for me. Human is fine, and unaffiliated, i think. The techno flavor need not be included in play, but the artificer sound like it might be easy to mesh. I don't understand the mechanics of the powers and such yet (yes, daily, encounter, at will), but lurk character optimization boards, and don't have to build it high now, just get the right 2-4 level stub that can do what i want. Hybrid and dabble don't scare me, because i will run my build by the boards first. Core's not necessary, but not to complicated would be good. ++++++++++ Going with the character. Though i usually love skill monkeys and factotums, it's because the generic party member bugs me. There's always someone doing it, and they kill monsters and meet at the inn. So skill monkey isn't needed, but driving the whole campaign with my story and role is. ! ! heh *Character doesn't want to fight. Want's to get to earth (desire eases in later career?) and thinks adventuring could find a way. Follows clues (hey, do you know magic?) but really is just looking for the 'portal' or caster who can make one. During fights character reacts defensively. This sometimes disrupts other magicians (dispel magic?), and makes him hard to 'scry' (do they still do divination?). Magical attacks on him may backfire, hurting the attacker. During melee, he may use simple weapons, and avoidance. He may lurk (shadows?, skill? antimagic?), trying to rescue (steal?) the artifact he hopes will lead him in his quest for home (later his love of the knowledge he's gained in this land may convince him to continue doing the indiana jones in the 'new world'). When he sees a crisis he may try to drag the ally to safety, or set the building on fire to create diversion. If i can get the 'antimagic' fluff to work. I don't even know if that can be done, though i can tell you a dozen ways to make that character in 3.e. PS: If not i could just take something generic, but i hate that. If i do, i'll switch to half elf, which i almost always play. What about swordsage/rogue? And about the Pathfinder; i would if i could. Till then i'll share company. [/QUOTE]
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3.5 player needs help into first 4e characther
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