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Spiked Chain Fighter Rogue advice needed please
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<blockquote data-quote="Kwyn" data-source="post: 27100" data-attributes="member: 2362"><p>Yeah, elf is definitely out. I need the character to be able to take a little bit of punishment and fulfill a role that allows him to contribute to damage or combat effectiveness (trips, disarms, confusion, etc) even in situations where he might not be able to sneak attack. Our group is very old school so to speak. We have relatively low magic, deadly, mapped out combats with clever, intelligent enemies who adapt and learn as the campaign progresses. A situational, one trick pony who needs a bunch of buffs or can only fight effectively for a small window of 2 or 3 combats a day will not survive long. Darkvision, for instance is a spell that neither of our mages have. The costs/availability of spells is brutal in 3rd edition and we don't have a house rule to make it any easier. We could have easily spent every penny we've gotten on spells for these guys and still come up short. 100 gp a page is a steep price to pay. So no, having a buff spell always memorized for the thief is not something that can be relied on. In fact, I almost feel bad trying to force them to waste their precious spell slots on a buff spell that is the result of my decision to play a night blind race. It's as if I'm almost saying to them "Ok, you don't get 4 2nd level spells cause one of them is belongs to me."</p><p></p><p>So, I'm down to Human, which would help with a much needed feet, more skills and a precious 10' extra movement or a dwarf, which will give me darkvision and some nice resists as well as more HP due to increased con. Both I think would be viable and I'm torn. The powergamer in me says go human, take the feat and the movement and worry about resists and blindness later. The practical side of me says play the dwarf and bank on the resists, darkvision and hit points being a more "money in hand" sort of safe bet. </p><p></p><p>I'm leaning toward making dex my primary stat over the career of the character. I can finesse the chain and in that way, dex becomes a more efficient state point for point than strength. I'm hoping with the reach of the chain, combat reflexes and tumble, I'll have lots and lots of sneak attack opportunity so the extra one point of melee damage per 2 points of strength doesn't seem to be such a big deal. As to the trip feats, I may have to settle for disarms instead as they don't rely on strength. Any input on these stat assesments or advice is also appreciated. </p><p></p><p>Kwyn</p><p></p><p>I'm open to discussion of course.</p></blockquote><p></p>
[QUOTE="Kwyn, post: 27100, member: 2362"] Yeah, elf is definitely out. I need the character to be able to take a little bit of punishment and fulfill a role that allows him to contribute to damage or combat effectiveness (trips, disarms, confusion, etc) even in situations where he might not be able to sneak attack. Our group is very old school so to speak. We have relatively low magic, deadly, mapped out combats with clever, intelligent enemies who adapt and learn as the campaign progresses. A situational, one trick pony who needs a bunch of buffs or can only fight effectively for a small window of 2 or 3 combats a day will not survive long. Darkvision, for instance is a spell that neither of our mages have. The costs/availability of spells is brutal in 3rd edition and we don't have a house rule to make it any easier. We could have easily spent every penny we've gotten on spells for these guys and still come up short. 100 gp a page is a steep price to pay. So no, having a buff spell always memorized for the thief is not something that can be relied on. In fact, I almost feel bad trying to force them to waste their precious spell slots on a buff spell that is the result of my decision to play a night blind race. It's as if I'm almost saying to them "Ok, you don't get 4 2nd level spells cause one of them is belongs to me." So, I'm down to Human, which would help with a much needed feet, more skills and a precious 10' extra movement or a dwarf, which will give me darkvision and some nice resists as well as more HP due to increased con. Both I think would be viable and I'm torn. The powergamer in me says go human, take the feat and the movement and worry about resists and blindness later. The practical side of me says play the dwarf and bank on the resists, darkvision and hit points being a more "money in hand" sort of safe bet. I'm leaning toward making dex my primary stat over the career of the character. I can finesse the chain and in that way, dex becomes a more efficient state point for point than strength. I'm hoping with the reach of the chain, combat reflexes and tumble, I'll have lots and lots of sneak attack opportunity so the extra one point of melee damage per 2 points of strength doesn't seem to be such a big deal. As to the trip feats, I may have to settle for disarms instead as they don't rely on strength. Any input on these stat assesments or advice is also appreciated. Kwyn I'm open to discussion of course. [/QUOTE]
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