Trying to choose a type of character to play in this group

Gisori

First Post
Here is basically what is going on.
The campaign is set in Greyhawk, 16th level characters. The group is mostly half-elves with a couple of full elves. The classes include a Druid/Sorcerer/Arcane Hieophant (wood elf), a Ranger/Blood Hound (half-elf), a Rogue/Fighter (half-elf), a Bard/Rogue (half-elf), and a Paladin/Sword of Righteousness/Fist of Razial (avariel elf).

I am trying to think of what to add to the group. I will be getting a background/personality (the important stuff) formed once I decide on class/classes.

The DM is pretty relaxed, so any thing from splat books (and some LA is ignored) is fine. I don't really care about power gaming. More just trying to get some ideas on what kind of character to build.

I kind of want a character the counterbalances the group without causing many problems.

Thank you for taking the time to read this (bad/incorrect grammar, punctuation and spelling aside)
 

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elves and half elves....

needs a human....

this band is all a family...

the elves father is also the half elves father...

the humans mother is also the half elves mother...

human is a shadowcaster or shadowblade...

let wackiness ensue!!
 

It's probably late to chime in, but.....

Ideas, in no particular order.
1) Wood elf or high elf duskblade (from PHB II); something to help in the arcane spellcasting and melee combat departments

2) High elf or grey elf wizard (or wu jen, from Complete Arcane); something to fill in the distinct gap of a full arcane caster with lots of different spells to handle any situation

3) high elf cleric X of Corellon Larethian (or similar elven deity, if the campaign uses different ones), or half-elf cleric X/crusader 1 (from Tome of Battle: Book of Nine Swords) of Corellon Larethian; depending on what alignment you choose, you may be a reasonable ally of the paladin's or a chaotic but-still-well-meaning rival;

this concept will allow you to fight alongside the paladin in melee combat while being fairly tough yourself, and contributing significant healing to the group, though mostly out-of-combat (you can buff yourself with one or two spells in battle to fight well (don't bother with more than that; better to save spells for patching up the party, so you can all adventure longer), and rely on crusader maneuvers for a bit of extra damage or some teamwork benefits, along with the crusader strikes that do normal damage but heal a bit of HP for you or a nearby ally);

don't bother taking more than 1 level of crusader, but take that level as your most-recent character level so you gain access to slightly higher-level maneuvers; otherwise you'll be stuck picking your handful of maneuvers only from the very small and too-similar pool of 1st-level Devoted Spirit/Stone Dragon/White Raven maneuvers; also, with a cleric/crusader, you can take Divine feats to expend 'turn undead' attempts on more-generally-useful effects

4) half-elf sorcerer 4/ninja X (from Complete Adventurer) or swordsage 3 (from Tome of Battle: Book of Nine Swords)/ninja X, just for fun, using Invisibility (sorc) or Cloak of Deception (sage) to get in more Sudden Strikes, while being fairly versatile and sneaky, though the group seems to have enough of that as-is; also, ninjas are kinda underpowered (as a class, only, of course!) so you couldn't really be accused of powergaming, since you'd be essentially a rogue with more tricks, fewer skills, and only Sudden Strike instead of Sneak Attack (though going swordsage 5/ninja X could get you the Assassin's Stance, and thereby acquire +2d6 Sneak Attack if needed)
 

Elf Cleric 16 (focused on archery) gets my vote too. You'll help the party greatly, and you'll still shine yourself.

Cheers, -- N
 

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