Group additions

dm john

First Post
Im planning to join a game that some friends are running. its 3.5 and basically all books are allowed, with in reason, dm doesnt want anyone making pun-pun or anything like that. the party is tenth lvl with:

A support casting bard (high int and low dex, makes me believe he is going to be the skill monkey of the group as well)
A druid who has never really rolled a character before (chose his feats at complete random, and i do mean complete random, no natural spell, took run, and some kind of sword focus)
A fighter warhulk hulking hurler
A binder with one of the binder prcs (i think it was geared towards melee)

It was suggested that i play some form of melee caster, but given the binder cleric related classes are kinda out.

Anyone got any ideas as to what i should roll?
 

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the bard is going sublime chord next lvl, and our dm has said the next few fights arent going to be caster heavy. also im confused by your build. the temp modifiers dont make sense since the spells known arent listed anywhere.....
 

It looks like the temp modifiers come from his ability score enhancing magic items: Gloves of Dexterity, Amulet of Health, and Cloak of Charisma (See "Other Possessions" column). Also, there is a box that says "Display Spells and Powers." If you click on this box, it will show the spell list.

I tend to agree with the recommendation for an Arcane Caster. Sublime Chord is cool and all, but at 10th level, you are probably going to want some more robust arcane firepower.

But if you still want to head in the melee direction, you could try something like a duskblade to split the difference.
 

Or you could play Gish of some sort perhaps a Paladin Sorcerer/ Abjurant Champion/ Swiftblade.

Alternatively you could go Wizard/ Master Transmografist (cause hydras are awesome).
 


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