Help, Big game coming up

Tolen Mar

First Post
I am planning a big dungeon crawl (or maybe tower crawl) adventure for a bunch of my friends who cant game on a regular basis. I have decided on level 15 characters. I have the following books:

3 Core books
Psionics
all 5 class books

I have access to:

Forgotten Realms
Manual of the Planes
Oriental Adventures

I want to allow pretty much anything as far as setting (or rather, I am not going to be setting specific).

I am also going to create the characters ahead of time, so all I have to do is hand out the sheets and go.

So the question I have is this:

If you could have any race/class combo from the books above (PrC's included), what would it be and why?

I have finished a level 15 halfling rogue, and a human fighter/sorceror/spellsword 1/4/10 (15).

I have 4 confirmed, with another 4 likely, plus a couple that are beggining to look doubtful.

Thanks in advance...
 

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Well, this is for a Dungeon crawl, that's important. Many of my characters wouldn't be that good in a Dungeon Crawl.

I'd make a Dwarf Ranger1/Fighter6/Dwarven Defender 8. Have him be big on the defensive feats, especially with the shield. He can attack with the shield as the second weapon. Whatever the main creature of the cral is would be the Favored Enemy, and take the defensive version from MotW.
 

Hmmm...some 30 people have looked in, but only one response? Come on guys, I'm looking for ideas here, surely someone else has a concept they could share!

And Crothian, I have considered the Dwarven Defender before, I just wasnt sure how I wanted to build up the prereqs for it. I think the Ranger might simply be optional, since it is only there to get the bonuses against the favored enemy. Since I am building these characters, I am trying to avoid multilcassing just to frontload someone. (Even my fighter/sorceror/spellsword was simply to meet requirements. The rogue ended up a better fighter!)

thanx for the ideas, keep 'em coming!
 

Greetings!

Hmmm...well, here is a small list of characters.:)

(1) Male Minotaur;

Fighter/Gladiator LVL 10/5. Having a Minotaur is just cool! I like Minotaurs, and I think they offer good combat abilities, and a different kind of role-playing experience than the standard human/dwarf/elf/halfling types. Fighter, because the class offers lots of cool feats, and at the same time provides some excellent flexibility in feat choices. The addition of Gladiator provides a sharper focus of hand-to-hand abilities, in a different approach. Add a cool-looking Gladiator's helmet to the Minotaur, and give him an enchanted trident, and a throw and return net that inflicts flaming damage. How cool is that?:)

(2) Male Human/Lycanthrope (Werewolf);

Barbarian/Fighter LVL 10/5. Permit the character to be Chaotic Good in alignment. This fellow can be the strange Barbarian from the northern wastes...with a few surprises when he becomes angry! Go big!--make this guy huge, with a 18 strength. Give him a Belt of Giant Strength +4. That will be for a total of +6 STR bonus. When the guy changes into werewolf form, add +2 points to STR, for (24) at +7. Add in rage, and it goes to I think 26, which is +8. With good DEX, this fellow with even a relatively modest enchanted Great Axe can be something to see, you know?:)

(3) Male Elf/Half-Celestial;

Aristocrat/Paladin; LVL 1/14 This character can provide good leadership abilities in a classic context. The noble elven knight will be good in social situations, have a bit of a broader skill-set than just a paladin alone, and yet, be able to stomp his enemies on the battlefield! Give him a Bastard Sword, +5 Holy Avenger, and a +2 Breastplate of Command, with say, a +2 Large Mithril Shield. Very nice, I imagine. He could be a fine character to play!

(4) Female Halfling

Rogue/Thief-Acrobat; LVL 10/5. Make her say, 3'6" and see what she can do when a spellcaster shrinks her! Alternatively, provide her with a magic item that allows her to shrink to size Tiny. The Rogue abilities are of course very cool for dungeon stuff. Be sure to give her high intelligence, so that at the 10th level Rogue Special Ability of Skill mastery can be selected. This cool ability provides 3+intelligence modifier in skills that the character can *take ten* in!--even while under stress and pressure. Yeah, this is a sweet ability! The Thief-Acrobat provides lots of neat athletic abilities that will help the little Halfling stay moving--and out of the way of getting hit, which is important for her because she doesn't have a lot of hit points. She can have a ring of Blinking, and a pair of +3 Shortswords. Watch her go to work! Provide her with a Ring of Jumping, Gloves of Swimming & Climbing, Boots of Spider Climbing, and a Cloak of Elvenkind. She should be fun!

(5) Male Dwarf

Fighter; LVL 15 This dwarf can be a source of solid combat and front-line assault. His many feats, and his dwarven abilities will always provide flexibility and consistency.

(6) Male Elf

Ranger/Rogue/Shadow Dancer; LVL 5/5/5; This elf can be an interesting character, both in the dungeon, and in the wilderness outside the dungeon. The Shadow Dancer provides good skill points (6+int/lvl) and the ability to create a shadow-creature, as well as jumping about through shadows--which are everywhere in a dungeon! The Ranger abilities provide some combat ability, as well as survival in the outdoors. The Rogue provides useful skill depth in many skills useful in the dungeon, but also rounds out any gaps in his skills from his other classes. Give him really pale white skin, raven black hair, pale ice-blue eyes. Maybe a few mysterious tattoos. provide him with +4 Mithril Chain Shirt, enchanted with Shadow, Silent, and Slick. Give him a pair of +2 Shortswords of Speed; Boots of Striding and Springing; Ring of Regeneration; Ring of Feather Falling; This elf could be a stalker type with a golden heart; or, he could be a chilling hunter, unnerving as he stalks his prey in the shadows...the rest of the party is sure to get a kick out of him!

(7) Female Elf

Druid; LVL 15; This lady can have all the advantages of a druid's broad spell selection, with a DIRE TIGER as a friend! Healer, a fire-seed thrower, befriend animals, summon natures ally, she can be so useful at every step of the way.

(8) Male Human

Aristocrat/Ranger/Fighter; LVL 1/6/8; This character can be bearded, older, some hardened veteran who drinks fine whiskey and smokes good cigars! He will be a country-noble, rough, but composed. Ranger skills are good anywhere, and will provide useful Hide and Move Silently skills that his fighter class doesn't have. The fighter-part of course, provides the awesome selection of feats that bring death to the enemy, as well as 8D10 additional Hit Points!

(9) Male Human

Wizard/Loremaster; LVL 10/5; This man can be relatively young; perhaps he is tall, say 6'4", about 220. Shoulder-length black hair, and a full beard, neatly trimmed. Wizard of course provides some awesome magical fire-power, but also information and communication abilities. Loremaster provides some cool information enhancement, which can be fun in a dungeon of ancient ruins, as well as provide an interesting character to role-play!

(10) Male Troll/Half Celestial

Cleric; LVL 15;

Be sure to provide the character with a Good alignment. Assume the character's parents--one was a Celestial minion, who visited a female Troll, who was different lets say. A divine mission was established for this character to establish a new faith for Trolls that wish to worship Good deities. This character is an important, even crucial element in this mission to change the destiny of at least a few Trolls. Along the way, the character seeks to serve a Good deity well, and help other friendly creatures. Through many travels, the character has been blessed by his divine patron. This cleric will have, besides various healing powers, and things like Flame Strike, a broad range of spells, and as a bonus, have a bit more durability than the average cleric! Just imagine--the Minotaur and the Troll could start out knowing each other as friends! The character will have all of the properties of a Troll, and those of a Half-Celestial. At 15th level, not only is this character certain to be powerful, but for role-playing reasons the character will be a challenge to play well, but he should be fun, too!

Well, I hope you like my suggestions!:)

Semper Fidelis,

SHARK
 

Those are some good ideas, Shark, but keep in mind that the Minotaur, Elf/Half-Celestial, Werewolf, and Troll/Half-Celestial aren't 15th level characters.

According to Soldarin's ECL calculator, they would be...
Minotaur: 23rd level (+8 ECL)
Elf/Half-Celestial: 18th level (+3 ECL)
Werewolf: 18th level (+3 ECL)
Troll/Half-Celestial: 26th level (+8 and +3 ECL)

Tolen Mar - if you are going to use races or templates with ECL, I'd suggest sticking to +3 or lower. The ECL system gets kinda weird above that, and the resulting characters probably won't be balanced.

........

A character that I've always wanted to play would be a Human/Half-Elemental(Fire) Sorcerer/Elemental Savant (Fire).

The Half-Elemental Template is ECL +2, so at 15th level, he would be a Sorcerer6/Fire Elemental Savant7. For feats, he should have Cosmopolitan (to get Knowledge: The Planes as a class skill), Bloodline of Fire, Spell Penetration (or Spell Focus: Evocation), Empower Spell, Energy Admixture, and Spellcasting Prodigy. Get a scroll of Elemental Familiar (which turns your familiar into a elemental), and make his familiar a Fire Elemental. Then give him lots of damaging spells, and let him wreak havoc. :D

Locations of items mentioned...
Cosmopolitan, Spellcasting Prodigy, Bloodline of Fire: FRCS
Empower Spell, Spell Penetration, Spell Focus: PHB
Elemental Savant, Energy Admixture: Tome & Blood
Half-Elemental Template: Manual of the Planes
Elemental Familiar: WotC website

I can post a complete character if you need it, though I'll need to know how you're generating stats and how much starting gold they are allowed. :)
 
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Some kinda cleric to cast harm and heal.
Some kinda theif to find traps (could be multi classes for more hp bab etc).
Some kinda beefy meat-sheild to deal hits and take hits (maybe a paladin, holy avenger and smite evil is good stuff, or maybe a barb weaponmaster combo).
An offensive spell caster with teleport and planeshift would be helpful at that level too.
Remeber at that level spellcasters really start to steal the show and take center stage.
A dude with an axe is cool and all, but dudes that can shift you to hell and back or bring you back from the dead are much cooler.

I sugjest you put the dungeon in an outer-plane/elemental-plane/para-elemetal-plane, it will really keep players on there toes.
The propertys of each plane can make things very challanging.
Even better the dungeon starts on a elemental plane and ends up on an outer plane.
(Like the Abyss, that place is always good).
 


Yeah, speak up if you like. I have someon who has taken the barbarian werewolf idea, I need at least one more, plus maybe 5 more as alternates. (Not that any of the rest of them havent been good :))
 

A Monk/Rogue/Svirfneblin. Levels 6/6 or heavy in whichever class you want. He gets a +2 to DEX AND WIS. Uncanny Dodge, Evasion, nondetection, +4 Dodge AC, Darkvision. Give him a ring of Mage Armor from Sword&Fist, Monks Belt, Gauntlets of Dexterity, Boots Striding & Springing& speed combined, Amulet of Natural Armor, also have a Greater Magic Fang cast at 15th level permanently on his hands and feet.

For feats he should have Dodge, Mobility, Spring Attack and whatever else you want for flavor. Maybe weapon focus/finesse in unarmed attacks.

You could also add in levels of Psychic Warrior instead of Rogue levels.
 

Elven Fighter5/Mage5/Divine Champion5/Bladesinger (the errated version)

10 Level Cleric/Contemplative 3/Heirphant 2

Githyanki Fighter 10/Planar Champion5

Dwarven Ranger 5/Foe Hunter 6/5 level Tempest

Fire Gensi Bard 6/Mage6/Elemental Savant
 

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