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Help? I just can't make up my mind...

I was SOOOO close to having my mind made up...then I started pondering a Barbarian Goliath (or some variant thereof).

Maybe ...Barbarian, Barbarian/Fighter, Barbarian/Cleric, Barbarian/Fighter/Cleric...

gah!

For the record, I am not normally this indecisive. I just wound up with really good stats this time, but they don't exactly match what I had wanted to try for a few different concepts, they are only close to what I had wanted. That's what's made this hard for me.
 

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Mistwell said:
If you're gonna go the trip route, might as well get exotic weapon prof: spiked chain, and later combat reflexes. A power attacking, cleaving, tripping at range beast!
I hate the spiked chain. I hate the idea of it. I hate that this...thing never existed in our "real" world, yet it's such a monster in the game. Of course, I still use it for the bad guys (let's hear it for the cornugon!). I prefer the rough flair of the greataxe for my PC.

But also, my barbarian has seen a couple of instances where disarm seems more useful than trip. Since I just took 9th level and Combat Expertise, I have a few levels to decide which one works better for me. I was just surprised that I would ever consider disarm!

Hey Cedric, how about barbarian/wizard/green-star-adept, just like the example character in Complete Arcane?
 

Bad Paper said:
I hate the spiked chain. I hate the idea of it. I hate that this...thing never existed in our "real" world, yet it's such a monster in the game. Of course, I still use it for the bad guys (let's hear it for the cornugon!). I prefer the rough flair of the greataxe for my PC.

But also, my barbarian has seen a couple of instances where disarm seems more useful than trip. Since I just took 9th level and Combat Expertise, I have a few levels to decide which one works better for me. I was just surprised that I would ever consider disarm!

Hey Cedric, how about barbarian/wizard/green-star-adept, just like the example character in Complete Arcane?

It's a thought, but honestly I considered all of my many options for a Melee/Caster and decided I really just want this character to be a full melee character. It's been awhile since I've played one.
 

How much can you infer from the DMs style?

With that set of stats, you can choose any number of highly effective melee based characters. Everyone else has already given you sound advice on specific character builds, so stop a moment and consider the campaign you will be participating in.

If you have played with this DM before, you will have a good idea of what kind of fights he likes to throw at you. Its sort of meta-gaming, but there is nothing wrong with creating a character designed to meet the challenges you expect your DM to throw your way. So here are some questions.

- Does the DM mostly use melee or attack at range with bows, etc?
- Does the DM use large numbers of low HD enemies or does he use large and powerful monsters?
- How often do you run up against spell casting opponents?
- Do you tend to do 1 fight a day or many fights a day?
- Does your DM tend to try to improve AC or damage output?
- Does your DM like to use certain combat maneuvers (Trip, Disarm, Sunder)?
- Does your DM often throw you up against classed opponents?
- Does your DM like a particular kind of monster (outsiders, ogres, undead)?
- What is the ratio of Role play to combat?
- Do you spend more time in dungeons, or in the wilderness?
- Will your DM use Psionics?
- Does your DM like to inflict certain status ailments (stunned, entangled)?

The kinds of monsters your DM likes to use will have a huge effect on which kinds of characters are successful. Monsters that have crappy attack bonuses make Dex worth more, since good ac means they will miss. But if the monsters have good attack bonuses, you may benefit from higher damage instead (ie: Str instead of Dex).

My own general suggestions:

I would arrange the stats like this:

Str 18
Dex 16
Con 15
Int 13
Wis 14
Cha 11

I would then consider setting up the character to use one of the double weapons. With a double weapon, you can choose on a round to round basis on whether to use two weapon fighting for the extra attacks, or to just use it as a 2 handed weapon and get the 1.5 Str bonus. Sure, its pretty feat intensive, but the upshot is that your weapon specific feats are will work fine for using the weapon as a 2 handed weapon or as a double weapon.

END COMMUNICATION
 

Some Food for Thought....

This is a melee build focused on saves and versatility;
Use wands (shield, magic circle, fly, etc.) and scrolls to buff before combat (eg. before you open the door); cast divine favor (+3/+3); etc.
Wands for ranged (ray of enfeeble, etc.)

It seems that many pre-packaged adventures (Shackled/Worms/Rappan etc.) require great saves to survive. I'd expect the same from home-brew.

Str 15
Dex 18 (+2)
Con 13
Int 16 (+2)
Wis 14
Cha 11 (-2)

1: tiefling; darkvision; darkness/x1; resistance cold/electricity/fire/5, bluff/hide/+2
1: cleric of liir(variant)/1;improved buckler defense; domains/magic/travel;spellgifted/evocation(t);plucky(t);vulnerable(w);pract spellcaster(b);aura of courage; smite evil;freedom of movement/1/day,use arcane devices
2: swashbuckler/1; weapon finesse(b);
3: paragon/1; scribe scroll;resistance/fire/10
4: swashbuckler/2; grace(b); constitution/+1
5: swashbuckler/3; insightful strike(b)
6: fighter/1; iron will; weapon focus/rapier;
7: fighter/2; improved toughness
8: paragon/2; darkness/x3(sp); bluff/hide/+4; strength/+1
9: paragon/3; close quarters fighting; ability boost/dex/+2
10: rogue/1(variant); lightning reflexes
11: rogue/2; great fortitude; evasion;

Books/Rules required: 3/Core; Unearthed Arcana; Level Buy-Back Rule

Base Saves (before items or spells):
F/R/W (resistances, immune to fear)
1:2/5/5
2:4/5/5
3:6/7/7 (resistance/fire/10)
4:8/8/7
5:9/9/8
6:11/9/10
7:12/9/10
8:13/10/11
9:14/12/12
10:14/16/12
11:16/17/12 (evasion)

Advance past 11/12 based on what happens; Maybe monk variant for saves/dodge/mobility and then duelist; ymmv;

~D
 

Into the Woods

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