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Looking for assistance creating a backup character

Herzog

Adventurer
Given my style of play, and a warning given to me by my DM the last time my character was near death, I have decided to create a backup character for when the inevitable happens, and my current character dies.

And I have no idea what to play.

The current party makeup:
A fighter focussing on damage.
A fighter focussing on AC
(both melee fighters)
A rogue/bard (focussing on ranged combat with some bard spell assistance)
A cleric (going for Radiant Servant of Pelor)
A wizard/favored soul/mystic theurge

Allowed books:
DMG,PH,complete arcane,complete warrior,complete adventurer,complete divine.

I will probably be allowed a character of approximately level 7

Given the party makeup and the allowed books, what class(es) and/or PRC(s) would you suggest?

Some additional info:
The campaign has some restrictions on spellcasters.
Arcane spells beyond level 3 might get me into trouble.
Clerics are rare and since we already have a cleric and a favored soul, I would need a good reason to introduce one.


Any help and suggestion appreciated!
 

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Sounds like you have a solid body of core classes. Perhaps a generalist?

My preferred "generalist" build is a Ranger, with perhaps a single level dip into Wizard.

The Ranger gets some spells which can supplement the Cleric, and can use several Cleric class items. He can also give you ranged damage, something the combat corps seems to lack at the moment.

The Wizard dip gives you a Familiar or some alternative class feature if available. It also gives Scribe Scrolls, which is valuable in itself, and the ability to use Arcane wands and related items. And finally, it gives you access to some defensive spells like Shield. Enlarge Person is a nice buff you can share with one of the melee types, and Message is great for tactical communication.

Plan B would be a Druid, who can again supplement the Cleric's healing abilities to a certain extent, and bring another aspect into play. I'm ambivalent about this choice though, since the Druid's big gun at lower levels, Entangle, is better suited to a party with more ranged combat and less dependent on heavy melee power.

I could propose specific details in the proposed builds, but there are optimizers here who can easily put me to shame there. Besides, knowing what's acceptable and appropriate is really dependent on the flavor and style of the game and the group dynamic. And that's something only you can know.

As a note: A Wizard's familiar only advances with your Wizard level. If you trade that class feature in, then take Obtain Familiar as a feat, your familiar advances based on your character level, and is much more survivable.
 

I'm willing to help, but I'm trending towards more "wahoo"/oddball characters these days- dex/wis based polearm-wielding monks, PHB sorcerers in scale mail, etc.- tell us more about your preferred playstyle and the campaign.
 

It comes down to what you enjoy, could you tell us a bit more about what you're currently playing, and what you've enjoyed in the past?

My 2 cents:

-Warlock 7: 4d6 Eldritch blasts, 3 least Invocations, 1 lesser invocation. If you wanted to be sneaky, Spiderwalk and Walk Unseen. If you want to be untouchable, Eldritch Spear and Fell Flight. Stock up on wands & keep UMD maxed.
 


@sehkmet sorry, none. Didn't include my character in the list. This is the rest of the party.

I am currently playing a fighter/ranger/spellthief/barbarian/master ( master being an expert like class better suited for pc's)

So, dannyalcatraz, please give me oddball characters ;)
 

You want oddball?

Here's fun with Sorcerers: take at least one level of Sorc and one of the Heritage feat trees that lets you channel ANY Arcane spell energy into non-spell SU attacks- Celestial, Draconic or Infernal*.

Take spells that have no somatic components- most will not be useful in combat, but this will not matter- and wear heavy armor. Pick a good weapon while you're at it. Toad Familiar works like Toughness. Anytime you want to attack magically, your Draconic breath weapon, infernal sorcerer shout or Celestial lance will be just fine.

Now, since Arcane spells over 3rd will be problematic, just keep multiclassing into other arcane casting classes when you start hitting that ceiling. Best to look for those with spell progressions similar to the Sorcerer, like WarMage and Beguiler**. Don't forget the Focused Specialist Mage (probably a Diviner, since you'll find some spells without somatic components and you'll have fewer banned spells).

Basically, you'll be able to stay safely protected by armor while slinging AoE damage kind of like an Evoker every round. Sure, it will all be the same kind of damage, but who cares?

Add Arcane Strike to the mix if you want to channel the energy into your melee attacks.










* Celestial does 1d8 per spell level, and only affects evil creatures. Infernal uses sonic energy in a cone, so few foes can resist it. Draconic gives the most options in AoE and damage type- I prefer lightning since its linear, and thus, easier to use in close quarters.

** Note: many of those bring armored spellcasting AND a good weapon or two to the party. You still won't be able to cast your SORC spells in armor, but you'll have something you can do.
 
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Keep suggestions within his books gentlemen.

Unless, [MENTION=25696]Herzog[/MENTION], there's room to work outside of the list you mentioned?
 

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