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Self Sufficient lvl 2 char

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its been awhile since I posted. Been out working instead of playing lol.

Recently though, the group that I normally game with want to start up a new lvl 2 campaign that will eventually reach 20. Last time we left was because the players intentionally wanted to be douches, and disliked the fact that the DM followed suit. This time around though, I'm not even gonna bother dealing with their lazy shenanigans ( the group is almost always martial bent. Without a healer or any kind of magical class {like a wizard}. As such, even with the DM tailoring the campaign for such a group, they get wasted alot since they don't have the bare essentials, yet insist on being in a magical world. One even demanded to prestige into a mage slayer... which forced the dm to add more mages, and clerics.... it was bad). which brings us to my topic question:

What is a general self sufficient build for a lvl 2 char? The only thing I can think of is Mystic Theurge, since I KNOW I won't need to go martial in this group. Yes I know MT is a PrC, its just a goal lol since obviously I wont have access to PrC at lvl 2 save for one.
 

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Druid 20.

Mystic Theurge sucks.

Dandu has spoken.
I second his suggestion. recently a buddy wanted to start a new campaign, introducing 2 friends of ours who are brand new to D&D. One's a Elf Ranger with a bow and for all the cliche, he's not bad at dealing damage, the other is a bard (ugh). He asked me to design a character that could carry the weight of 2 PC's in our 3 player party. We started at level 1.

I made a Halfling Druid who's ambition is to raise and train dinosaurs. Taking the Wild Cohort feat I gave him two Swindlespitters from the get go. Good times.

Druid has your damage, healing, single attribute stat, and the animal companion. This is where you'll find your Self-sufficient character.

If I can make another suggestion- Warlock.

Think of the Warlock as primarily a sniper with a few tricks. At level 2, take the Eldritch Spear invocation for a 250' range to your touch attack with no range penalty, and take Spiderwalk to make sure you're doing that sniping on a ceiling, up a tree, off a cliffside or the third story of a building. Contribute to damage while staying out of harms way. Let those martial builds risk their HP. As you progress, add Invocations to taste.
 

Bard 20.

With the right feat and skill selection there is little you can't do. And you'll have access to a decent armor and weapon selection. At low levels you can wade into combat. You can use your magic to heal, buff, and disorient the enemy. Your music will make the martial characters grateful, assuming they want that +N to hit. And with your silver tongue you can hob nob with royalty while the Big Dumb Fighter stays at the flea ridden inn. Its very possible that you'll soon become the Go To Guy in an all martial party if the group needs anything.

Finally, consider the following:
The Fighter says "I can kill a monster in one turn"
The Cleric says "I can kill a monster in half a turn"
The Wizard says "I can kill a monster when it isn't my turn"
The Bard says "I can get three idiots to kill things for me"
 


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