Elemental characters [was character suggestions]

Mathew_Freeman

Adventurer
OK, here's the pitch.

Having just talked with randomite by email, we're planning to test her new DM skills by the great system of me rolling up some tenth level characters and her throwing monsters at them in a fun way. We may even write the results up as a story hour and call it a campaign, who knows?

So my request is:
Throw me some ideas!

I have most the recent Dragon magazines (back to about 280? or so), PHB, DMG, MM, MotP, D&DG, OA, FRCS, MoFaerun, Lords of Darkness, ELH, all the splatbooks, Quint Cleric and Wizard...

Vague ideas I have so far:
Combat minded cleric (may just stick to single classed cleric)
Fighter with interesting PrC (thinking of StoneLord from Dragon)
Evoker style blasting mage (possible Elemental Savant)
Bard (really need some good ideas here, never played a bard)
Druid (maybe shifter?)
...and one other...

Being as this is a very experimental sort of game, odd suggestions are welcomed. Please give references (my poor little brain might not be able to cope otherwise) and stick to the books I've said.

Templates may be OK, not sure, if you're using them, give the ECL please!

Oh, and get creative! Any particular details you want to give, go for it, magic items, signature spells, anything. Have fun, me and randomite shall comment as necessary.

EDIT: I've had a great idea. I'm going to try and theme each character around a different element. What constitutes an element is up for debate, of course.

To this end I'm thinking along the following lines:
Variant wizard types from Quintessential Wizard (ie fire mage, air mage, water mage, ice mage)
Prestige classes like Flamebrother and Stone Lord (both from Dragon)
Calling the bard a 'song' element

Soo...further ideas? So far my basic thinking is a Paladin/Flamebrother, a Electricity themed Wizard, the Bard...I'm still looking for ideas about an Earth themed character, a cold themed character, and any other themes.

Of course the Elemental Savant PrC springs to mind, too. And maybe the Druid is themed along 'woods' already. Who knows?

PS: Sorry about the rambling nature of this thread. It's that kind of day.
 
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definitely a half fiend- ECL+3 : lots of immunities, and dark special abilities- wings, natural armor. all of this in conjunction with a warpriest or fighter would be deadly.

evoker with chain feat (like chain lightning but can sub any other spell that targets indiv) it adds +3 to spell lvl and has same descr as chain lightning (i think it is in Mag of Faerun)

but other than that, i would stick to the core classes and races. Most player play these anyways and to deviate too far from that is just askin for trouble.

How about a druid with a dire animal as a familiar?

If you really want to test her- a sorc/ wiz/clr with a shield golem. They have some abilities, but in the hands of a great RPer- the shield Guardian is unstoppable...and also the guy behind it... Shield Guardian is in MM

edit in yellow
 
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Well - no to the half fiend idea, these guys are heroes, all good aligned. I may go half-celestial on one of them, though, to see how it turns out. I believe that's ECL+5?

The chain spell metamagic feat is a good one too, I'm planning on using that already!

The druid will certainly have a dire animal as a familiar, probably one who is awakened too.
 

dire celestial chickens!!!!


Anyway, some combos.

Ft4, bard all other level. Gives him an edge since he can have weapon spec, use it on the rapier. later get improved critical to make the threat range better.

Half orc samurai, use iaijutsu focus, great for being the first to attack and deal extra damage right at the beginning.

If this is to be a full fledge all out war game. then you'll need the following types.
Atrillery- anyone with a bow and associated feats
Tanks- high damage weapons preferably with keen
support and Medics- healing, greater magic weapon on arrows, etc
Scouts- super spies


If this has role playing, then you'll want to set up a group that is complimentary to each other.
For example.
Half Orc Samurai might be good at fighting, but could use a parter to make it faster.
Add Bard with a couple of levels in rogue. extra sneak attack damage and back ups as a scout.
Cleric that has renewal domain and war, hard to kill and have weapon focus in a weapon. Combine with wix or sor for a one two punch via magic, OR a stone skinned cleric can still be a secondary fighting force. Add divine power and you get an almost tensers transformation spell.
 

Tallarn said:

The druid will certainly have a dire animal as a familiar, probably one who is awakened too.

I don't think you can go that far and get the shifter class with only 10 levels. You could try the beastmaster. My next character is going the beastmaster route.
 

(half-celestial is CR +1)

how about...

bard 7/lasher 3 (or bard 4/fighter 2/lasher 4 -- Sword and Fist)

cleric 5/oozemaster 5 (fun for the whole family! -just ask Crothian -- Masters of the Wild)

gnome wizard 5/artificer 5 (build some cool equipment -- Magic of Faerun)



or otherwise look over the books and see if you think any PrCs would be fun to try
 

Half-Earth Elemental Tiefling!

Wizard (Spec: Abjuration, Opp: Enchantment), Incantatrix, Archmage!

Yeah!


+4 str
+0 dex
+4 con
+2 int
+0 wis
-2 cha

+3 Natural Armor
60ft Darkvision
Immune to Acid
Cold/Fire/Electrical Resistance 5
+4 Fort save vs Poison
+2 Bluff, Hide checks
Darkness 1/day
Earth Elemental spell-like abilities that increase as you level. 1/day each.
~1-2: Magic Stone
~3-4: Soften Earth and Stone
~5-6: Stone Shape
~7-8: Spike Stones
~9-10: Wall of Stone
~11-12: Stoneskin
~13-14: Earthquake
~15-16: Iron Body
~17-18: Elemental Swarm (earth only)
~19+: Plane Shift

ECL +2 (I believe) for Half Elemental.
ECL +1 for Tiefling.
 

Half celestial is CR+1 but I think it's ECL is +5...important difference. If someone has an official stat on that, it'd be great.

I've had a great idea about theming each character along elemental lines. I'm going to go back and edit the original post.
 
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sorry (i'm still fixated on all the lists i've doing...)

DMG p22, half-celestial - class level +3 (with the notation to choose a standard race as creature's base)
 

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