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Help? I just can't make up my mind...
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<blockquote data-quote="daemonslye" data-source="post: 3043633" data-attributes="member: 6309"><p>Some Food for Thought....</p><p></p><p>This is a melee build focused on saves and versatility;</p><p>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.</p><p>Wands for ranged (ray of enfeeble, etc.)</p><p></p><p>It seems that many pre-packaged adventures (Shackled/Worms/Rappan etc.) require great saves to survive. I'd expect the same from home-brew.</p><p></p><p>Str 15</p><p>Dex 18 (+2)</p><p>Con 13</p><p>Int 16 (+2)</p><p>Wis 14</p><p>Cha 11 (-2)</p><p></p><p>1: tiefling; darkvision; darkness/x1; resistance cold/electricity/fire/5, bluff/hide/+2</p><p>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</p><p>2: swashbuckler/1; weapon finesse(b);</p><p>3: paragon/1; scribe scroll;resistance/fire/10</p><p>4: swashbuckler/2; grace(b); constitution/+1</p><p>5: swashbuckler/3; insightful strike(b)</p><p>6: fighter/1; iron will; weapon focus/rapier;</p><p>7: fighter/2; improved toughness</p><p>8: paragon/2; darkness/x3(sp); bluff/hide/+4; strength/+1</p><p>9: paragon/3; close quarters fighting; ability boost/dex/+2</p><p>10: rogue/1(variant); lightning reflexes</p><p>11: rogue/2; great fortitude; evasion;</p><p></p><p>Books/Rules required: 3/Core; Unearthed Arcana; Level Buy-Back Rule</p><p></p><p>Base Saves (before items or spells):</p><p>F/R/W (resistances, immune to fear)</p><p>1:2/5/5</p><p>2:4/5/5</p><p>3:6/7/7 (resistance/fire/10)</p><p>4:8/8/7</p><p>5:9/9/8</p><p>6:11/9/10</p><p>7:12/9/10</p><p>8:13/10/11</p><p>9:14/12/12</p><p>10:14/16/12</p><p>11:16/17/12 (evasion)</p><p></p><p>Advance past 11/12 based on what happens; Maybe monk variant for saves/dodge/mobility and then duelist; ymmv;</p><p></p><p>~D</p></blockquote><p></p>
[QUOTE="daemonslye, post: 3043633, member: 6309"] 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 [/QUOTE]
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