I'm playing a what?

Consider this another suggestion to check out the Wyrd from the Heroes of High Favor: Half-Orc book. It is a Barbarian Sorcerer with the ability to channel rage (his and others) into higher caster levels when casting spells. A bit reminiscent of Warhammer Orc Shamans.

As well, the book has Prestige Classes for every combination of Barbarian/X and would be great fun for a campaign comprised entirely of orcs/half-orcs.
 

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3.5e Druid! You get to lay the magical smack down, and you get to do it using Wisdom. Barb1/DruidX is a fun combo, too.

-- N
 


Wicht said:
Consider this another suggestion to check out the Wyrd from the Heroes of High Favor: Half-Orc book. It is a Barbarian Sorcerer with the ability to channel rage (his and others) into higher caster levels when casting spells. A bit reminiscent of Warhammer Orc Shamans.

As well, the book has Prestige Classes for every combination of Barbarian/X and would be great fun for a campaign comprised entirely of orcs/half-orcs.

The Wyrd totally rocks for what you're looking for!

HOWEVER...

These combat min/maxers are steering you in the wrong direction, IMHO. Your party will NOT need more melee firepower if it is already loaded down with Half-orc Barb/Fight/Rang's. You will need: HEALING like MAD. I definitely like the idea of going Mystra/Azuth cleric instead, and pick up what you're missing from magic items (scrolls/potions/wands/staves). If you don't think your DM will be liberal with such things take a CLOSE look at the Mystic Thuerge. You will get beaucoup spells (Div and Arc), and will be able to use those spells to buff like mad. Against groups your mass buffs and debuffs will work wonders. Watch how effective your party becomes with Haste and Slow against a decent sized crowd. Cleave central. You will also be needed to help make sure that you negate opponent casters. You'll have to dispel, ready actions to interrupt, and have buffs cast ahead to keep your party moving...pro elements, death ward, freedom of movement. You'll never get more versatility than you will from the MT, but you will always be behind 2 - 3 levels in casting, so be ready to lobby your DM to throw more "meat" at the party, and less casters or creatures with spell-like abilities that may be difficult to overcome. (ie, CR 7 - 8 creatures may be able to paralyze or poison, which you won't be able to effectively deal with until 9th level.)

Good gaming!
 

If your DM has races of faerun and would allow it consider an Orog (deep orc). They have a +6 Str, -2 Dex, -2 Wis and +2 Cha plus some minor ressitances with a level adjustment of +2.
 


Thnaks for all the answers!
The group will have 1 pure barbarian, 1 barbarian/cleric, 1 rogue, 1 fighter barbarian. So building a fighter/mage like character is kind of pointless, there's going to be a lot of power attack-cleave going already...
Also we roll stats and I rolled good (18, 16, 15, 14, 12, 10) so that might influence how to build the character.
Interested by the cleric of magic idea though. Any more details on how to make it work.
Would still prefer a build with sorcerer...
Ps: the DM insisted on WOTC stuff only.
Ps2: the group will be neutral with evil tendencies if it gives someone some ideas>
 
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I still say that a plain Druid would be darn cool... very strong in the boom-spells, able to heal the Cleric if he goes down, and has a lot of flexible options once he gets Wild Shape at 5th level.

For a Druid, I'd go:
Str: 12+2 (14)
Dex: 14
Con: 15
Int: 16-2 (14)
Wis: 18
Cha 10-2 (8)


Nothing wrong with being a Sorcerer, though. I'd go:
Str: 10+2 (12)
Dex: 14
Con: 15
Int: 16-2 (14)
Wis: 12
Cha: 18-2 (16)


In either case, I think that Int is an important stat, since you have many good class skills, and you'll want to have a decent number of skill points.

-- N
 

ashockney said:
These combat min/maxers are steering you in the wrong direction, IMHO.

I resent that remark, I'm only speaking like a min/maxer because I read enworld. ;) I used to be a roleplayer! Gotta give smack back, baby. :D
 

Go Barbarian 1 for hit points and weapon prof, then straight sorcerer.

STR 10+2..12
DEX 16.....16
CON 14.....14
INT 14-2..12
WIS 12.....12
CHA 18-2..16

Good Dex for AC, good con to buff the HP's, good Cha for spells.

Use a Halberd for reach (and safety) w/ Combat reflexes, Combat Casting.

Simple, easy. :)
 

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