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<blockquote data-quote="Zaruthustran" data-source="post: 3645240" data-attributes="member: 1457"><p>Cool idea. IMHO you should go for builds with abilities that just work when needed (as opposed to spells and other limited abilities). Also, every single one of them should be able to handle themselves in melee.</p><p></p><p></p><p>Melee berserker:</p><p>The Crusader from Tome of Battle would be appropriate, though you should rename the manouvers. Throw in a level of Barbarian for even more durability. Use the Unearthed Arcana variant that makes Rage kick in whenever dropped below 1/2 hit points. If Tome of Battle is too complicated, just go with Fighter and Barbarian levels. Power Attack, Cleave, and so on. Make him half-orc.</p><p></p><p>Leader/healer/backup melee:</p><p>Go with a Dragon Shaman. Change the theme from Dragon to one of the Norse gods. Whatever the name/theme, the point is that you get a healer and some neat cleric-like abilities without the baggage of having to deal with spells. 6d6 breath weapon at 10th level--consider changing the "fluff" of the source of the effect from being a literal breath weapon to it being a clang of a weapon onto a shield, or smashing a hammer into the ground, or shouting up to the heavens to call down the thunder. Human or half-elf.</p><p></p><p>Ranged/backup melee:</p><p>Ranger/Scout/Barbarian/Fighter axe-thrower. Go the Rapid Shot route, and throw in Quick Draw, PBS, and Far Shot--you can have all those feats by 3rd level. Get Brutal Throw, Hurling Charge, and Shot on the Run later. With one level of Fighter you can have all those feats by 10th level, and be doing Skirmish damage and moving at a base speed of 50'. Human.</p><p></p><p>Magic Guy/backup melee:</p><p>Hexblade, bard, or maybe a warlock that's *not* built around Eldritch Blast. Elf or half-elf.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3645240, member: 1457"] Cool idea. IMHO you should go for builds with abilities that just work when needed (as opposed to spells and other limited abilities). Also, every single one of them should be able to handle themselves in melee. Melee berserker: The Crusader from Tome of Battle would be appropriate, though you should rename the manouvers. Throw in a level of Barbarian for even more durability. Use the Unearthed Arcana variant that makes Rage kick in whenever dropped below 1/2 hit points. If Tome of Battle is too complicated, just go with Fighter and Barbarian levels. Power Attack, Cleave, and so on. Make him half-orc. Leader/healer/backup melee: Go with a Dragon Shaman. Change the theme from Dragon to one of the Norse gods. Whatever the name/theme, the point is that you get a healer and some neat cleric-like abilities without the baggage of having to deal with spells. 6d6 breath weapon at 10th level--consider changing the "fluff" of the source of the effect from being a literal breath weapon to it being a clang of a weapon onto a shield, or smashing a hammer into the ground, or shouting up to the heavens to call down the thunder. Human or half-elf. Ranged/backup melee: Ranger/Scout/Barbarian/Fighter axe-thrower. Go the Rapid Shot route, and throw in Quick Draw, PBS, and Far Shot--you can have all those feats by 3rd level. Get Brutal Throw, Hurling Charge, and Shot on the Run later. With one level of Fighter you can have all those feats by 10th level, and be doing Skirmish damage and moving at a base speed of 50'. Human. Magic Guy/backup melee: Hexblade, bard, or maybe a warlock that's *not* built around Eldritch Blast. Elf or half-elf. [/QUOTE]
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