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First level PC in high level campaign
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<blockquote data-quote="takyris" data-source="post: 308965" data-attributes="member: 5171"><p>Judging by what your DM is putting on you, I'd go with a Monk/Paladin/Cleric. Plug your high scores into Charisma, then Wisdom, then Dex, then Con. You'll have marvelous saves, evasion while not wearing armor, an unarmed strike while not wearing armor, Wisdom to AC while not wearing armor, and your cleric spells will be all of two levels lower (assuming you take only one level of Monk and Paladin). With a decent Con, your hit points won't suck, either.</p><p></p><p>EDIT: If he's throwing a lot of evil creatures at you, go with Protection and Good as Domains. If he's throwing lots of save or die stuff, go with Protection and Luck.</p><p></p><p>This combination will rarely be a damage machine, but he has a pretty good chance to survive anything that allows a save.</p><p></p><p>Your DM should also, by the way, be aware that Instakill traps are SOOOO last year. Instakill, by his definition, being "Disarm or Die". Any trap should either have to hit you for damage OR get a save to avoid its effect as though it were a spell. Even Power Word: Kill, which allows no save, gets Spell Resistance if I recall correctly, and only works up to 100 hit points (if I recall correctly again). And if the party is running into those traps, you are within your rights to request the experience that a trap of that CR is worth.</p><p></p><p>-Tacky</p><p></p><p>EDIT: I built one with 32 point buy:</p><p>S:12, D:14, C:14, I:8, W:16, Ch:14(15 at 4th level)</p><p></p><p>Going by the "x levels of good, y levels of bad" save system, you'd have a Monk1/Paladin1/Cleric3 character with:</p><p></p><p>Fort: 5 good, base +4, con+2, cha+2 = +8</p><p>Ref: 1 good = +2, 4 bad = +1, dex+2, cha+2 = +7</p><p>Will: 4 good = +4, 1 bad = +0, wis+3, cha+2 = +9</p><p></p><p>Not bad for a fifth level character. And if you take Luck as your domain, you get to reroll one bad roll per day. Save it for a save or die scenario.</p><p></p><p>(Going straight out of the book, adding together the saves of each class, you'd have:</p><p></p><p>Monk: F+2, R+2, W+2</p><p>Pal: F+2, R+0, W+0</p><p>Clr: F+2, R+0, W+2</p><p></p><p>F:+6 +2 Con, +2 Cha = +10</p><p>R: +2 +2 Dex +2 Cha = +6</p><p>W: +4 +3 wis +2 Cha = +9</p><p></p><p>I still like the first method better, because it goes along with "calculate BAB with fractions first" rule, giving your guy a BAB of .75 (monk) +1(pal) + 2.25(clr) = +4, instead of +0 (Monk) +1 (pal) +2(clr) = +3.)</p></blockquote><p></p>
[QUOTE="takyris, post: 308965, member: 5171"] Judging by what your DM is putting on you, I'd go with a Monk/Paladin/Cleric. Plug your high scores into Charisma, then Wisdom, then Dex, then Con. You'll have marvelous saves, evasion while not wearing armor, an unarmed strike while not wearing armor, Wisdom to AC while not wearing armor, and your cleric spells will be all of two levels lower (assuming you take only one level of Monk and Paladin). With a decent Con, your hit points won't suck, either. EDIT: If he's throwing a lot of evil creatures at you, go with Protection and Good as Domains. If he's throwing lots of save or die stuff, go with Protection and Luck. This combination will rarely be a damage machine, but he has a pretty good chance to survive anything that allows a save. Your DM should also, by the way, be aware that Instakill traps are SOOOO last year. Instakill, by his definition, being "Disarm or Die". Any trap should either have to hit you for damage OR get a save to avoid its effect as though it were a spell. Even Power Word: Kill, which allows no save, gets Spell Resistance if I recall correctly, and only works up to 100 hit points (if I recall correctly again). And if the party is running into those traps, you are within your rights to request the experience that a trap of that CR is worth. -Tacky EDIT: I built one with 32 point buy: S:12, D:14, C:14, I:8, W:16, Ch:14(15 at 4th level) Going by the "x levels of good, y levels of bad" save system, you'd have a Monk1/Paladin1/Cleric3 character with: Fort: 5 good, base +4, con+2, cha+2 = +8 Ref: 1 good = +2, 4 bad = +1, dex+2, cha+2 = +7 Will: 4 good = +4, 1 bad = +0, wis+3, cha+2 = +9 Not bad for a fifth level character. And if you take Luck as your domain, you get to reroll one bad roll per day. Save it for a save or die scenario. (Going straight out of the book, adding together the saves of each class, you'd have: Monk: F+2, R+2, W+2 Pal: F+2, R+0, W+0 Clr: F+2, R+0, W+2 F:+6 +2 Con, +2 Cha = +10 R: +2 +2 Dex +2 Cha = +6 W: +4 +3 wis +2 Cha = +9 I still like the first method better, because it goes along with "calculate BAB with fractions first" rule, giving your guy a BAB of .75 (monk) +1(pal) + 2.25(clr) = +4, instead of +0 (Monk) +1 (pal) +2(clr) = +3.) [/QUOTE]
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