help with lv 1 builds

casio

First Post
HI this is my first post and I need some help

So background

We have a new group most have never played dnd most experienced gamers (we are playing 3.0) before and we are playing with a known 42er (killer DM he is good but he tends to be lethal)

The question

How do we make a team of bad ass Lv 1 PC

I.e. what are the kick ass builds skill-feat combos for each class

All to be rolled at the table

What works to kick ass and what is a waste of time and paper

Thanks in advance

Mike grey
 

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I don't know if there's such a thing as a kick-ass 1st-level PC, but what I think you'll all need with a killer DM is tactics if you want to survive. By "tactics", I mean intelligent play, which includes, but is not limited to:

- a balanced party
- battle plans
- using the environment to your best advantage
- never splitting up
- not being afraid to run away if things go badly

The DM won't be able to kill you if you don't give him the opportunity.

Other than that, here are some basic character creation advice (IMO):
Barbarian: 2-handed weapon, power attack, wilderness lore
Bard: bow, diplomacy, bluff
Cleric: heal, highest AC possible,
Druid: small character
Fighter: sword & shield for survival, ranged weapon also, Iron Will
Monk: ?
Paladin: small mounted paladin on a medium mount. Charge with Lance.
Ranger: ranged specialist
Rogue: Improved init to maximize your chances of beginning-of-combat sneak attacks
Sorcerer: magic missile, sleep, high CON (gnomes make great sorcerers), toad familiar
Wizard: same as Sorcerer.

Hope this is helpful

AR
 

This is a pretty open-ended question; hence the low reply rate.

A "quick-and-dirty" answer:
  • 1/2 Orc Bbn using a Greatsword: Max out Str, then Con, then Dex. Take the Power Attack feat, and use it constantly.

  • Elf Cleric, with Sun and Luck domains: Max out Wis, then Chr, then Dex. Make sure he has a Long bow and a few silver arrows.

  • Gnome Wiz, generalist: Max out Int, then Dex, then Con. Have a heavy X-bow handy.

  • Elf Rgr, go with Bow style. max out Dex, then Str, then Wis. Make sure he can melee too. 1st level feat should be point blank shot. His Spot, Hide, and Move Silently skills should be maxed out.

Done.
 

First off understand that all level one characters suck at everything, period. You are weak and you are fragile and if you want to survive until level two you had better remember that.

That said the best advice I can offer (and this advice will actually apply at any level you play at) is that DnD rewards specialization. Pick one or two things that you do and make sure you do them well instead of doing everything poorly. This means, for example, that when assigning skill points you should pick a number of skills equal to the number of skill points you get each level and put max ranks in those skills as opposed to putting a few ranks in many skills. You may not be able to do as many things but when you make a skill check for a skill you focused on you will have a good chance of success instead of failing at everything you try like the generalist character. Apply that logic to every part of character creation and you should do ok.

Secondly, and this is related to the part about everybody being specalists, DnD is a team game. Each character should be good at something and lousy at something else and his strengths should cover someone elses weaknesses. Make sure that you have the four basic tasks covered:
A melee brute (fighter, barbarian or paladin)
A scout/mechanic (rogue, ranger, bard or monk)
A healer (cleric or druid)
A utility spellcaster/artillery (wizard or sorcorer)
At first level the division of labor works something like this: the scout gathers inteligence on the enemy and he also finds and disables enviormental hazards (traps) before they hurt the rest of the party, if he is lucky he can contribute some sneak attack damage durring a fight but don't count on it. The melee brute deals as much damage as possible in a fight, he is the one who is going to bring the enemy down and the others should focus on supporting him in that effort. The healer should focus on keeping the melee brute alive and in combat but also be prepared to defend the back lines should an enemy make an end run around the melee brute, he should only enter combat himself if he does not have to cast a cure spell this round because his damage will pale compared to what the melee brute can do. The utility spellcaster should not pack any damage spells at this level nor should he memorize personal protection spells at this level, he must trust in the other party members to bring down the enemy and protect him, instead he should focus on spells that can get the party past difficult obstacles (Charm Person can make NPC encouters a breze) or can tip the odds in combat by hampering or delaying the enemy (Sleep, Grease, Ray of Enfeeblement). I suggest you play a dwarf or human Fighter, a halfling or human Rogue, a human or elf Cleric and a gnome or elf Wizard. The classic party is classic for a reason.

Hope that helps.
 

D&D does tend to favor specialists, but I have found that a gnome druid mounted on a riding dog or wolf is a "killer combination" as a generalist. Not the best at anything, but above average in the categories that matter most.

Good HP, good skills, good mobility, decent spells. Your own fighting ability is weak unless you cast Shillelagh, Magic Stone, or (after you have few levels under your belt) Produce Flame, but your Animal Companion gives you a big edge while you are a delicate 1st or 2nd level character. When you have a bit of coin, put chain shirt barding on the wolf/dog and it will fight as a solid "second string" melee grunt in its own right.
 

The plain dwarf fighter proves really reliable in the long run, you'll have a good first-liner with decent AC. Use dwarven waraxe (for d10) and shield. For a pure fighter with single-handed weapon, weapon focus is probably the best feat around at first level.
If you're playing a Forgotten Realms campaign or the DM allows FR feats, throw a 16 in Constitution (18 for being a dwarf), try the Dauntless feat from FR, and you'll get a 19 hp first level warrior who'll play axe and board for some time… Nice saves too.
Wizard must jump on any opportunity to pile 100 gp and get a familiar : that's cheap money for 2 feats — a once in a lifetime kind of deal. Don't forget defense in your 6-7 spells selection : mage armor and shield you'll cast more than once. Also, pick up a damage dealing no-brainer such as magic missile.
Cleric is tricky : domains can really alter your feat selection. Ask the DM for a little background. The region you'll come from might give some clues as to what you'll face (i.e. Sun domain rocks, but sucks when no undead in sight; still you'll face some, eventually). Elf cleric with bow is fine : again, FR elf cleric spheres provides free Point Blank Shot and a nice array of domain spells. But human cleric has a extra feat : one of the most precious advantages for clerics. Can even imagine a Divine Metamagic combo at very low level with decent charisma.
 
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IMO, the low punishment that rogues can endure at low levels mean they should concentrate on missile fire, and therefor aim for the Precise Shot feat ASAP, to be able to provide crippling fire support to the tank from a safe distance. Human rogues can get it straight away, others will have to wait until third level, unless they multiclass. Elves on the other hand gain proficiency with the Composite Longbow.

Personally I'd go Elf Rogue (archer) and aim for 1-2 levels of fighter for quick feat access.

Then the tank, which is best off being a Dwarf Fighter, IMO. I like using the Heavy Pick and Shield, alternatively drop the shield and go for Scythe. Massive criticals when you get one. Feats: Weapon Focus, and Iron Will (boring but worthwhile). In a level or two, Combat Expertise will save your butt if you can afford placing a 13 in Int.

Clerics are always potentially very good, and you have a hard time going wrong. Choosing domains can be tough. Personally I like Magic, because you then expand your repetoire quite a bit. Other good domains are Strength and War.

Wizards are tough. Especially at this level. This should be the role of the most thoughtful player, because it requires more thought, and more care than the other classes. Care in selecting spells for the day, care in handling tactical situations. Wizards really have to pace themselves.
 

I'll add another layout I've used before:

Human fighter with exotic weapon proficiency (spiked chain), combat expertise, and improved trip. This is an excellent area controlling combination. 10' reach with the ability to strike adjacent foes as well. Trip anyone trying to approach you when they provoke, and follow up the trip with a free attack when they're down. Prone opponents provoke when they stand up too. If you've got a friendly wizard/sorcerer, enlarge person gives you a massive 20' reach and ups the damage to 2d6 with this character too.

I also actually disagree with the earlier post about the heavy crossbow being a good choice for a wizard, due to the time it takes to reload (full-round). If you're only firing one shot, the heavy is superior, but if you're planning on firing multiple times in the same combat, the light crossbow with its faster reload (move action) is the way to go - you can manage to fire it every round vs the every-other of the heavy.
 

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