Character Suggestions

Cleric 5 (Knowledge, Madness domains - Madness IIRC is in Defenders of the Faith and Dieties and Demigods, and Monte Cook at one point said that balancewise there is no reason not to allow it as a core domain.)
Alienist 4 (Tome and Blood)

The character does not worship a god per se - instead he, and members of his order, know that if the Creatures of the Far Realm are not contained, they will awake and destroy all that civilization has created. So, in something akin to an act of divine rape, their organization draws power from those creatures of the Far Realm, protecting the world at the expense of their own sanity...

A tragic character, to be certain. The Knowledge domain is required in order to make Knowledge(Planes) a class skill, and Madness just has a certain harmony with the Alienist class and the whole character concept.
 

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Limited to the core books?

Try a low strength archery based fighter.
Or a Witch, they're in the DMG - it's a core rules class -EVERYBODY- forgets.

Make a bard, focused on using whips, saps, and other nonlethal attacks. With the right feats and skills this is amazingly effective. Especially since, if I read it right, whips in 3.5 are now reach weapons and not missile weapons.

If you have any d20, I like the Acrobat from Cityworks for non magical classes and the Witch from Citizen Games or Green Ronin for magical classes.

If you can get the first few Dragon issues after 3.5 came out (310-312 I think) it gives you several new varient classes. Those three issues are the best 3E issues I've seen so far from the player POV.

Make a paladin, but play him under the Crime Control model - like Dirty Harry "Wait a second, these people got rights? After what they did?" Make him driven by a strong personal code of ethics and a principle of order based around the good of the many outweighing any individual scumbag's rights. He's vengeful and has not just a chip, but the whole cookie on his shoulder.

For a really odd twist in an urban game - make a Kobold expert who's area of expertise is the law - a judge or barristor of the royal courts, with a mean streak. This also works well in a traveling game if ou understand the roots of the English Common Law system - founded in -I think Norma- judges who roamed the land deciding cases. That angle however, would only really work in a new campaign starting up based around a legal angle.
 
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Play a human monk. Take Improved Grapple, Improved Trip, Improved Disarm, Maybe Weapon Finesse. High Dex, Wis and Int (for the Trip), the others as you see fit. You won't do much damage, but you'll be a nusiance for enemies (let the wizard cast spells with his face in the mud!) The drunken master PrC from CW might work with that one.

And whenever you want to advice someone, use completely normal proverbs, like "Isn't it written: 'A copper saved is a copper earned'?" (this might sound familiar if you've read "Thief of Time" ;))
 

Cheers for all the suggestions guys. I have decided to go with the Dragoon and luckily my dm said i can play it as well.

Some really funny ideas

cheers
 

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