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Help me pick a character
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<blockquote data-quote="Daermon" data-source="post: 2301811" data-attributes="member: 29020"><p>Okay, here's the deal. I absolutely stink when it comes to deciding on something. Right, so I need a new character for my friend's FR game. My last one died on the ship, but thankfully we have a crew of Dwarven mercenaries aboard, so I have plenty of room to maneuver.</p><p></p><p>So, anyway, I've made three characters that look promising. Help me decide which is best.</p><p></p><p>#1: Dwarf Rogue 9; HD 9d6+9; hp 50; Init +3; spd 20 ft; AC 25, touch 13, flat-footed 22; Base Atk +6; Grp +10; Atk +12 melee (2d4+5, +2 spiked chain), or +10 melee (1d6+3, rapier), or +10 melee (1d4+3, spiked gauntlet); Full Atk +12/+7 or +10/+5 melee; SA sneak attack +5d6; SQ Dwarf traits, trapfinding, trapsense, Uncanny Dodge, Evasion; AL NG; SV Fort +5, Ref +10, Will +4; Str 18, Dex 16, Con 13, Int 13, Wis 10, Cha 8.</p><p>Skills and Feats: Balance +17, Climb +18, Escape Artist +17, Hide +15, Jump +18, Move Silently +15, Swim +16, Tumble +17, Use Rope +17; Exotic Weapon Proficiency (Spiked Chain), Combat Experise, Improved Trip, Improved Disarm.</p><p>Possessions: +2 Spiked Chain, Spiked Gauntlet, Rapier, +4 Elven Chain, Ring of Protection +2, Amulet of Natural Armor +1, Armbands of Might, Cloak of Resistance.</p><p></p><p>#2: Dwarf Barbarian 1/Fighter 6/Exotic Weapon Master 1/Frenzied Berserker 1; HD 1d12+4 + 6d10+24 + 1d10+4 + 1d12+4; hp 87; Init +1; spd 30 ft; AC 22, touch 11, flat-footed 21; Base Atk +9; Grp +13; Atk +16 melee (1d10+12, Dwarven Waraxe); Full Attack +16/+11 melee; SQ Dwarf traits, Uncanny Blow, Rage 1/day, Frenzy 1/day; AL CN; SV Fort +16, Ref +4, Will +3; Str 18, Dex 13, Con 18, Int 11, Wis 10, Cha 8.</p><p>Skills and Feats: Climb +17,Craft (Weaponsmith) +7, Jump +18, Swim +18; Destructive Rage, Power Attack, Cleave, Intimidating Rage, Weapon Focus (Dwarven Waraxe), Weapon Specialisation, Improved Sunder, Combat Brute, Diehard.</p><p>Possessions: +2 Dwarven Waraxe, +2 Full Plate, Armbands of Might, Amulet of Natural Armor +1, Cloak of Resistance +1.</p><p></p><p>#3: Dwarf Fighter 9; HD 9d10+36; hp 88; Init +0; spd 30 ft; AC 26, touch 10, flat-footed 26; Base Atk +9; Grp +13; Atk +17 melee (1d10 +8, +2 Dwarven Waraxe) or +9 ranged (1d10, Heavy Crossbow); Full Atk +17/+12 melee (1d10 +8, +2 Dwarven Waraxe) or +9 ranged (1d10, Heavy Crossbow); SQ Dwarf Traits; AL NG; SV Fort +10, Ref +3, Will +3; Str 18, Dex 11, Con 18, Int 13, Wis 10, Cha 8.</p><p>Skills and Feats: Climb +16, Jump +19, Swim +11, Tumble +7; Weapon Focus (Dwarven Waraxe), Improved Shield Bash, Power Attack, Shield Charge, Weapon Specialisation, Leap Attack, Shield Slam, Greater Weapon Focus, Rapid Reload.</p><p>Possessions: +2 Dwarven Waraxe, Heavy Crossbow, +3 Full Plate, +3 Heavy Steel Shield, Armbands of Might, Boots of Striding and Springing.</p><p></p><p>Okay, I like all of these. And yes, they are all one-trick ponies. With a Wizard/Arcane Archer, a Psion, A Druid and a Cleric, it pretty much falls to me to be the front-line fighter (especially since we rarely have advance warning before a fight, so our Cleric has to waste several rounds buffing herself).</p><p></p><p>If someone has a better suggestion/build (especially build - it takes me forever), I'd love to hear it. Otherwise, which of these do you think is best?</p></blockquote><p></p>
[QUOTE="Daermon, post: 2301811, member: 29020"] Okay, here's the deal. I absolutely stink when it comes to deciding on something. Right, so I need a new character for my friend's FR game. My last one died on the ship, but thankfully we have a crew of Dwarven mercenaries aboard, so I have plenty of room to maneuver. So, anyway, I've made three characters that look promising. Help me decide which is best. #1: Dwarf Rogue 9; HD 9d6+9; hp 50; Init +3; spd 20 ft; AC 25, touch 13, flat-footed 22; Base Atk +6; Grp +10; Atk +12 melee (2d4+5, +2 spiked chain), or +10 melee (1d6+3, rapier), or +10 melee (1d4+3, spiked gauntlet); Full Atk +12/+7 or +10/+5 melee; SA sneak attack +5d6; SQ Dwarf traits, trapfinding, trapsense, Uncanny Dodge, Evasion; AL NG; SV Fort +5, Ref +10, Will +4; Str 18, Dex 16, Con 13, Int 13, Wis 10, Cha 8. Skills and Feats: Balance +17, Climb +18, Escape Artist +17, Hide +15, Jump +18, Move Silently +15, Swim +16, Tumble +17, Use Rope +17; Exotic Weapon Proficiency (Spiked Chain), Combat Experise, Improved Trip, Improved Disarm. Possessions: +2 Spiked Chain, Spiked Gauntlet, Rapier, +4 Elven Chain, Ring of Protection +2, Amulet of Natural Armor +1, Armbands of Might, Cloak of Resistance. #2: Dwarf Barbarian 1/Fighter 6/Exotic Weapon Master 1/Frenzied Berserker 1; HD 1d12+4 + 6d10+24 + 1d10+4 + 1d12+4; hp 87; Init +1; spd 30 ft; AC 22, touch 11, flat-footed 21; Base Atk +9; Grp +13; Atk +16 melee (1d10+12, Dwarven Waraxe); Full Attack +16/+11 melee; SQ Dwarf traits, Uncanny Blow, Rage 1/day, Frenzy 1/day; AL CN; SV Fort +16, Ref +4, Will +3; Str 18, Dex 13, Con 18, Int 11, Wis 10, Cha 8. Skills and Feats: Climb +17,Craft (Weaponsmith) +7, Jump +18, Swim +18; Destructive Rage, Power Attack, Cleave, Intimidating Rage, Weapon Focus (Dwarven Waraxe), Weapon Specialisation, Improved Sunder, Combat Brute, Diehard. Possessions: +2 Dwarven Waraxe, +2 Full Plate, Armbands of Might, Amulet of Natural Armor +1, Cloak of Resistance +1. #3: Dwarf Fighter 9; HD 9d10+36; hp 88; Init +0; spd 30 ft; AC 26, touch 10, flat-footed 26; Base Atk +9; Grp +13; Atk +17 melee (1d10 +8, +2 Dwarven Waraxe) or +9 ranged (1d10, Heavy Crossbow); Full Atk +17/+12 melee (1d10 +8, +2 Dwarven Waraxe) or +9 ranged (1d10, Heavy Crossbow); SQ Dwarf Traits; AL NG; SV Fort +10, Ref +3, Will +3; Str 18, Dex 11, Con 18, Int 13, Wis 10, Cha 8. Skills and Feats: Climb +16, Jump +19, Swim +11, Tumble +7; Weapon Focus (Dwarven Waraxe), Improved Shield Bash, Power Attack, Shield Charge, Weapon Specialisation, Leap Attack, Shield Slam, Greater Weapon Focus, Rapid Reload. Possessions: +2 Dwarven Waraxe, Heavy Crossbow, +3 Full Plate, +3 Heavy Steel Shield, Armbands of Might, Boots of Striding and Springing. Okay, I like all of these. And yes, they are all one-trick ponies. With a Wizard/Arcane Archer, a Psion, A Druid and a Cleric, it pretty much falls to me to be the front-line fighter (especially since we rarely have advance warning before a fight, so our Cleric has to waste several rounds buffing herself). If someone has a better suggestion/build (especially build - it takes me forever), I'd love to hear it. Otherwise, which of these do you think is best? [/QUOTE]
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