Favorite Class Combo's


log in or register to remove this ad

@ Dandu:

Maybe it's not your cup of tea. I've played a Halfling Monk 4/Rogue 6 that, with TWF, was simply fantasic at getting to where he wanted to go and softening up those pesky back-row mages. If he had been a Dwarf or Human, maybe even better.
 

Although there are probably better classes like SpellThief, Arcane Trickster, or something else, I did a simple halfling rog/diviner once. Simple divining spells including true strike, detect magic, read magic, detect poison, etc. helped to better equip the rogue when he employed his skills and tricks of the trade. I think in retrospect, it would be better work the rogue with the sorcerer that can work more spells--divining and other--more flexibly.
 

@ Dandu:

Maybe it's not your cup of tea.
Green. No sugar.

I've played a Halfling Monk 4/Rogue 6 that, with TWF, was simply fantasic at getting to where he wanted to go and softening up those pesky back-row mages. If he had been a Dwarf or Human, maybe even better.
Here's the thing: if the DM is controlling the mages, he has an interest in not killing you, for that would be unfun (assuming the DM is not a jerk). There's nothing wrong with playing a Monk/Rogue from the perspective of having fun.

Just don't confuse it with effectiveness in a no holds barred combat.
 
Last edited:

Cleric / Fighter (especially as a dwarf) has always been a favorite. The damage potencial is great then you heal.

Cleric / Ranger if I'm looking to commit war against either undead or outsiders.



In Eberron I have enjoyed Artificer / Rogue. The artificer boosted anything I needed for the rogue and between the two we could run away from most threats effectively.
 

Paladin (of Wee Jas or Boccob) 2/Sorcerer4/Spellsword1/Abjurant Champion5/Sacred Exorcist8

Aside from that, don't really like to multiclass.
 

Here's the thing: if the DM is controlling the mages, he has an interest in not killing you, for that would be unfun (assuming the DM is not a jerk). There's nothing wrong with playing a Monk/Rogue from the perspective of having fun.

Just don't confuse it with effectiveness in a no holds barred combat.

The same assertion could be made about any situation in an RPG. Unless your DM makes ALL rolls out in the open AND everyone gets to look at the NPC stats, you have no way to objectively ascertain that a given PC isn't having certain things fudged in its favor.

In addition, the effectiveness of any PC depends at least in part upon which books are in use in the campaign. The more books, the more any particular class combo becomes, not necessarily because of power creep, but simply because it becomes increasingly probable that a particular PC has some kind of attack, power, spell, feat or magic item that the DM (and thus, a given NPC) has little or no defense for.
 

The same assertion could be made about any situation in an RPG. Unless your DM makes ALL rolls out in the open AND everyone gets to look at the NPC stats, you have no way to objectively ascertain that a given PC isn't having certain things fudged in its favor.
I'm not saying that, I'm just saying things such as casters choosing to cast Magic Missile instead of... stuff more powerful than Magic Missile.
 

I'm not saying that, I'm just saying things such as casters choosing to cast Magic Missile instead of... stuff more powerful than Magic Missile.
As a DM running an NPC Wizard with approximately 6 rounds or less to live, would you rather cast a higher-level spell that will most likely be resisted (in part or in whole), or magic missile, which always works (except against shielded mages and PC's with that dang scarab) and always does damage?

Examples: My Monk/Rogue base saves will be Fo 6 Re 9 Wi 6. He will save vs. Reflex and suffer no damage versus any direct damage spells. He has a +2 to save versus enchantment/charms. Summoning monsters does little as he can tumble past them. Walls pose more of a problem... :)
 
Last edited:

As a DM running an NPC Wizard with approximately 6 rounds or less to live, would you rather cast a higher-level spell that will most likely be resisted (in part or in whole)
Unless the person I'm casting it on has all good saves and an 18 in Con, Wis, and Dex, I'm pretty sure he'll be vulnurable to at least one high level spell targeting his saves. Or we could just use a no save just suck spell.

[quote[or magic missile, which always works (except against shielded mages and PC's with that dang scarab) and always does damage?[/quote]
Magic Missile does low damage and is best reserved for emergencies, incoporeals, and cheesing up with metamagic.

Spells that are not Magic Missile and would be good to cast on an assassin who just tumbled up would be: Solid Fog. Wall of Force. Wall of Ice. Wall of Stone. Sleet Storm. Stinking Cloud. I could go on.

Examples: My Monk/Rogue base saves will be Fo 6 Re 9 Wi 6.

I raise you an example build of core only caster who will get along just fine after you tumble up to him and probably put a dent in your day. (Power level is probably medium-low)

Note that the save DC of a level 5 spell is 22. Either a Heightened Stinking Cloud or Heightened Glitterdust will ruin your day unless you roll a 16 or higher (so, 75% of doing something bad to you). Admittedly, an NPC won't have as much equipment as this character, so let's look at the save DC without items. It would be 20, which means there's a 65% of you failing a save... still pretty high.

Or I could just separate us with a Wall of Stone and cast Greater Invisibility and/or Mirror Image and/or Fly, if I haven't had those up beforehand. I believe it's hard for a monk/rogue to attack a flying, invisible target? (Potions/items of Fly and See Invisibility are available, but easily dispelled)
 
Last edited:

Remove ads

Top