Odd Race Class Combos

Some combos that aren't looked at would still work. For instance, the Dwarven Bard. Not common, but not odd if it uses drums or something. But what if you give it a Ukele? Or a Banjo? That would just be a hoot.:p
 

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Dwarven Druids are a strange combination that seem to be very popular on these boards.

Elf Monk ends up canceling some (not all) of the benefits of being an elf.

Half-Orc Illusionist?

and of course Half-Elf any class :D
 

I'm playing a dwarf druid right now, and it's fun but not easy.

None of the PRCs really fit and there only so many plant based spells that you can use in an underground environment.

Fun, though, loads of fun.

Also, helps if you are in FR to be either a jungle dwarf druid from Chult, still working on a limerick for that, or a dwarf druid who rejects most things dwarfy and worships Mielikki.

Gnome barbarians/rangers are hosss. The optional scent feat is a wicked help. As is being able to talk to and thus ride raging beasts like wolverines.

Halfling paladins can use their mounts in dungeon corridors.
 
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candidus_cogitens said:


The halfling necromancer has to be a prize-winner! Of course, the elf paladin is great too, as are your dwarf and gnome ideas.

Thanks. :) The halfling necromancer is a favorite of mine.

After reading the halfing issue of Dragon, I got inspiration. Halflings like to collect things, usually a specific class of things. So, I got to thinking... what if a halfling decided to collect skulls? "Oooh, owlbears! I don't have one of those yet!" ;)

That being said, my concept for him pretty much cuts out animating corpses. He's out to understand negative energy and how it interacts with the living, more than anything else. Collecting neat skulls is just the cherry on top. :D
 

garyh said:
How 'bout an elven sorcerer? Other than the "unlikely because they have CHA penalty" Half-Orcs and Dwarves, I can't think of anyone less likely. Elves typically arrive at magic through study, as reflected in their favored class of wizard. While Gnomes also have a favored class of wizard/illusionist, they have innate magic, which I argue is an indication that sorcery is not uncommon among them.

Actually seeing as the myth goes that the elves sprang from the blood of the big C. Magic would be in thier veins as strongly as a dragons. I have always wanted to play an Elven Sorcerer and have him go take the Blood (can't remember the class name) PRc from Tome and Blood. He would see himself as a perfected elf.
 

I don't see gnome druid or ranger as oddballs. Hey, these guys can speak with animals as an innate spell-like ability. And they are fond of magic. Making them nature spellcasters don't seems weird, it seems only logical.

Gnome monks or barbarians, on the other hand, are unlikely.

Dwarven druids are a rarity.

There's no one oddballs with elves. Elf players will find a justification for every class, and usually create a subrace just for this role. But since elves are supposedly chaotic, lawful classes (paladin and monk) could be what the most strange for them, although they are actually legion. If you use the Psionics Handbook, you could make an elf psion. Psionics seems at odd with the more "magical" magic elves prefer.

Halfling monks and paladins are quite common in the new Forgotten Realms setting, where they have special orders. Halfling bards are more rare. But I would go for a halfling psychi warrior. Or barbarian.

Half-elves, like human, are likely to be anything. It's a bit cumbersome. Maybe barbarian.

Half-orcs are so warlike that any class that can be a melee buff should be avoided for making an unusual half-orc. No fighter, no barbarian, no paladin, no cleric, no ranger. Bards and wizards are nice orcish concept, but they are hampered by their stat penalty. Maybe rogue, or druid.
 


I think that The 1/2 Orc Wizard or sorcerer is a good Idea. It kind of shows the strong determination of the race to strive to be the best. and having played a 1/2 Orc Mage, He was a great combat thinker. He laso didn't care about what others thought of him and that opened him up for using magic in uncommon ways (he was Chaotic Good) He is Josiah A'Hallow

Josiah A' Hallow, M Half-Orc Wizard10 CR 10; Size:M Type Humanoid; HD
(10d4)+13; hp 43; Init +1 (+1 Dex, +0 Misc); Spd Walk 30'; AC 14 (flatfooted
13, touch 11), Club +2 (Shock) +9 0'/B (1d6+4 20/x2 Primary M +1d6 electric
damage) or Club +2 (Shock/Thrown) +8 10'/B (1d6+4 20/x2 Primary M +1d6
electric damage) or ; SA: Orc Blood,Summon Familiar; Vision: Darkvision
(60'),Normal AL: NG; Sv: Fort +8, Ref +6, Will +9; Str 14, Dex 12, Con 12,
Int 18, Wis 10, Cha 8

Skills and Feats: Concentration +9, Knowledge (Arcana) +17, Knowledge (The
Planes) +17, Profession (Astrologer) +8, Scry +17, Spellcraft +17;
Endurance,Eschew Materials,Extend Spell,Great Fortitude,Improved
Familiar,Scribe Scroll,Toughness (1x),
Possessions: 1 Vest of Resistance +2, 1 Club +2 (Shock), 1 Amulet
of Natural Armor +3, 1 Glove of Storing, 1 Wand (Charm Person), 1 Wand
(Light), 2 Tanglefoot Bag, 1 Waterskin, 20 Tindertwig, 4 Rations
(Trail/Per Day), 10 Paper (Sheet), 2 Pen (Ink), 1 Ink (1 Oz. Vial), 1
Rope (Silk/50 Ft.), 1 Bag of Holding (Type 1), 2 Scroll (Haste), 2 Potion
(Cure Moderate Wounds), 3 Potion (Cure Light Wounds), 1 Potion (Cure
Serious Wounds),
Spells: Wizard: (4 /5 /5 /4 /4 /2 ) 0-Acid Splash, Arcane Mark,
Chill/Warmth, Clean, Dancing Lights, Daze, Detect Magic, Detect Poison,
Devlin's Barb, Disrupt Undead, Distort Shadow, Distraction, Dowsing,
Electric Jolt, Enchanting Flavor, Enumerate, Flare, Ghost Sound,
Horizikaul's Cough, Launch Bolt, Light, Mage Hand, Mending, Mental Alarm,
Minor Ward, Open/Close, Prestidigitation, Quick Sober, Ray of Frost, Read
Magic, Repair Minor Damage, Resistance, Silent Portal, Sneeze, Spark, Steal
Sleep, Tongue of Angels, Tongue of Fiends 1-Identify, Jump, Mage Armor,
Magic Missile, Reduce, Shield, Shocking Grasp, Sleep 2-Bull's Strength,
Cat's Grace, Shatter, Web 3-Dispel Magic, Fireball, Ice Burst, Wind Wall
4-Charm Monster, Cold Orb, Polymorph Other, Scrying 5-Cone of Cold,
Mordenkainen's Faithful Hound, Permanency, Teleport


Zommin, M Pseudodragon Dragon2 CR 1; Size:T Type Dragon; HD (2d12)+2; hp
20; Init +0 (+0 Dex, +0 Misc); Spd Walk 15', Fly 60'; AC 23 (flatfooted 23,
touch 17), Bite (Natural/Secondary) +2 0'/BPS (1 20/x2 Neither T ) or Sting
(Natural/Primary) +7 0'/P (1d3 20/x2 Neither T ) or ; SA: +4 to Hide in
forest or overgrown areas,Empathic Link,Immunities(Ex),Improved
Evasion,Poison(Ex),See Invisibility(Ex),Share Spells,Speak with animals of
its type,Speak with master,Telepathy(Su),Touch; Vision: Darkvision
(60'),Normal AL: NG; Sv: Fort +6, Ref +5, Will +10; Str 10, Dex 10, Con 12,
Int 10, Wis 12, Cha 10

Skills and Feats: Hide +17, Listen +5, Spot +4, Concentration +9, Knowledge
(Arcana) +13, Knowledge (The Planes) +13, Profession (Astrologer) +9, Scry
+13, Spellcraft +13;
Possessions: 1 Bite (Natural/Secondary), 1 Sting (Natural/Primary)
 

MavrickWeirdo said:


Elf Monk ends up canceling some (not all) of the benefits of being an elf.


You lost me.

I like this combo, as it gives the character a few really good weapons, as well as a great dex bonus. Don't get me wrong, I prefer other races, but elves are really kewl (but definitely require an interesting history on how they came to be Monks).
 

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