Potent Characters

Seeten

First Post
Hey Folks:

I'm beginning a new Tabletop Game, and I am considering various stuff for it. It will be set in Greyhawk, and we're gonna start level 6 to level 8. I am not sure what I want to play, so, here is my plan.

I would love to see you guys slap out powerful combinations you like to play, to give me some new ideas to play around with. As I grow to old age, I am no longer as creative as I once was. :)

So lets give it a go, and maybe I'll get a list of new and interesting stuff to pick through I wouldnt have thought of myself.

Remember, though, Greyhawk.
 

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We'll need a few more parameters than that, I think. Stat generation method, books allowed, your personal preferences for race, class or character type. That sort of thing.

But, in the absence of further information - I've been toying around with a wood elf Wildrunner build, from Races of the Wild. Something like ranger 1/barbarian 2/fighter 2/wildrunner X. The will save is truly awful, but you get a lot of interesting tactical options, if that's your bag. Huge move rate, rage and primal scream, really nice synergy between the 6th level pclass ability and the Shock Trooper tactical feat from Complete Warrior. Plus you get some other nifty abilities from Wildrunner, like permanent endure elements - not super useful, but neat. And you get your choice of stealth skills or athletic skills (you probably won't have the skill points for both, unless you've got really good stats).
 

I dont want to pollute the pool with the things I already know I like, I want ideas that are frresh, race/class combos maybe I dont know I'd like, or wouldnt try, etc. I want to hear what you guys like/is powerful/want to play.

I already know what *I* like(And have played 100,000,000,000 times already) and want to take a second look at things through fresh eyes.
 


It is my opinion that a potent combination would be an Aasimar or Celestial Monk/Psychic Warrior. Or even Paladin/Monk would be freaky-deaky, if your DM isn't a stickler for rules.
 


Dwarven Gish (Fighter/Magic-user)

Code:
Level Class
1	 Wizard (scribe scroll; summon familiar [ferret: +2 reflex save]; improved initiative)
2	 Wizard
3	 Wizard (craft wondrous item)
4	 Wizard
5	 Fighter (power attack) (make sure you've maxed out craft: stone working to qualify for Runesmith)
6	 Runesmith (from Races of Stone) (improved toughness)
7	 Runesmith
8	 Wizard (craft magical arms/armor)
9	 Wizard (leap attack [from Complete Adventurer])
10	Eldritch Knight

So, what do you got? A spell slinging-dwarf that can wear magical full plate that he crafted himself and swing a magical dwarven waraxe that he crafted himself. Use the axe two-handed for maximum benefit from power attack. Leap attack makes power attacking on a charge devastating.
 


Wow there's a lot of gnomes so far....

Actually I've been toying with the idea of twin Gnome Paladins of late...just the idea of a little gnome with butt-kicking spiritual power and doubled... :D

Obviously I'd have to sell one of the other players on the idea to play the twin...or really hound the DM into making him an NPC or something.
 

Ex-Alcholic bandit lord from Stoink "the only city on Oreth where a A glabrezu sent to bully a man can crawl back on all fours along the gutters, reeking of brandy and unable to speak"

play a thug fighter from UA (no 1st lvl bonus feat, better skills)
ordinary fighting style, high chr - perhaps pulling himself ftom the gutter to become a paladin.
 

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