Help me with a kick butt char

EPRock said:
Exactly, but this game has no role-playing only "roll-playing" :P

There is no enforcement of "table-talk" as well as no bonuses for role playing.

I still role play my wizard a bit :)

Bleh. Why not just play HeroQuest then.
 

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calypso15 said:
Bleh. Why not just play HeroQuest then.

Because it doesn't offer the vast, intricate tactical posibilities and options that the far more complex D&D system does. If you don't like rolling dice, why aren't you just playing Amber or sitting around and telling stories? D&D did start off as a WARGAME, the role playing stuff got tacked on later.
 

EPRock said:
Yes, using that class I would receive a 20% xp penalty as it is in the core rules. And This is a power gaming game, so the restrictions that were applied were on the number of magic items.

Power Gaming?!?! I'm a power gamer. The norm is 40 point buy, max starting gold, only restriction on magic items is ya gotta find it in print pretty much. LOL
 

Hello. Just thought I would chime in. I am the DM in question that EPRock refers to.

Only two (T-W-O) magic items at 10th level!? Now that's a limitation!

Yup. It certainly is ;)

And he has max hit points???

House rule.

Currently the module that I am making this character for is Rappan Athuk, and the DM has made it much more difficult than the original module outlined, We currently have a 40% death rate / game.

Bah! The module was only "tweaked" to conform to house rules, 3.5 edition and to add new spells/magic items from other sources. Out of the 20-25 sessions or so, EPRocks character has only died once! He's just a big scaredy-cat. :)

I wanted to make a very resillient character which can take quite a bit and hopefully still be standing at the end of it.

As opposed to Dim-Dooring at the first sign of a Dire Rat, like he does now. hyuk, hyuk ;)

Just out of curiosity, why are you limited to two magic items and core only?

House Rule. Too many books means too many things for the DM to keep track of and some of the non-core books results in a lot of (what I consider) "phoney" combinations, or comboes that just dont fit my concept of a traditional fantasy game.

also if you take monk/fighter/paladin you will only be able to advance in one of those classes

House rule. Paladins and Monks can freely multi-class.

Exactly, but this game has no role-playing only "roll-playing" :P

There is no enforcement of "table-talk" as well as no bonuses for role playing.

Bleh. Why not just play HeroQuest then.

Um, role-playing is rewarded, just not "enforced". We wanted a break from our regular role-playing campaigns, so I rand the hack-n-slash Rappan Athuk. My next campaign will be back to "role-playing"
 



One of the groups I DM has a 50% of the party deaths/session rate.

Why are you complaining about 40%?

That is disgusting.

I would not want to play in that game. Most players do not like their characters dying, if it is senseless, or stupidity then I have no qualms about it, but if most people like their characters why would they want them to die.

Back on Thread, does anyone else have any Character Ideas?
 

Max HP?

Well, 10 levels of barbarian. If saves are important, invest in a cloak of resistance +4 (16k), mithral full plate (non-magical, 10.5k), and a greataxe with up to +3 enchantments (+2 flaming greataxe). Make him a half-orc: S 22, D 14, C 16, I 6, W 14, Ch 6. Best give him a weapon focus (ga), power attack and then Iron Will. That's saves of F +14, R +9, W +11. Attacks of +10 (BAB) + 6 (Str) + 2 (axe) + 1 (WF) = +19 for 1d12 + 11 + 1d6. Oh, and did I mention he'd have 150 hp?

Another option: dwarven defender. Level 7 dwarf fighter/3 DD. S 16 D 16 C 20 I 8 W 10 Ch 6. HP: 156. Equipment: mithral full plate, +3 waraxe, +4 cloak of resistance, large shield. Feats: Weapon Focus/Spec (wa), Iron Will. Sv F +17, R +10, W +11. Atk +17 (1d10+8). AC 24 (with no magic items). This also gives you uncanny dodge and two defensive stances (+4 to AC, +20 hp, +1 hit/dmg). Plus dwarves get all the save bonuses on top of these decent saves.
 

Shadeus said:
Another option: dwarven defender. Level 7 dwarf fighter/3 DD. S 16 D 16 C 20 I 8 W 10 Ch 6. HP: 156. Equipment: mithral full plate, +3 waraxe, +4 cloak of resistance, large shield. Feats: Weapon Focus/Spec (wa), Iron Will. Sv F +17, R +10, W +11. Atk +17 (1d10+8). AC 24 (with no magic items). This also gives you uncanny dodge and two defensive stances (+4 to AC, +20 hp, +1 hit/dmg). Plus dwarves get all the save bonuses on top of these decent saves.
Tack on Expertise for the major AC boost when needed and Power Attack for the low level hoards.
 

I'd go Cleric. In a low magical items game they rock as fighters. Heal and Self Buffing is a nasty combination. Shame you can't use prestige classes, but them's the breaks.

Divine Favor. Greater Magic Weapon and Magic Vestments. Divine Power. Righteous might.

Pony up 35000 for a lesser metamagic rod of Quicken.

Travel Domain is good and cheesy - teleport and dim door for running away. :)


I found Rappan Athuk good fun. The campaign I'm playing in grew out of there. Without giving any spoilers, we got to a certain point, turned to the GM and said 'sod this, we want to leave, find something else for us to do'... :) Looks like we might have to head back in there though :(
 

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