What are some 'interesting' race/class combos?

Mr. Teapot said:
Doppelgangers seem to be a race everyone's overlooking.
Honestly, I think the Doppelganger should get +2 Dex instead of Int. I agree with Keith Baker; they strike me more as sneaky, crafty and manipulative, as opposed to Wizardly and smartsmart.

PHGraves said:
I've been enjoying a Dragonborn Rogue (Artful Dodger). Not only does the Cha bump help things, but the Blinding Barrage/Dragon Breath combo works well in the low levels.
Hmmm. If the target is blinded (giving you CA), does this mean that your breath weapon can do sneak attack damage?
 

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PHGraves said:
I've been enjoying a Dragonborn Rogue (Artful Dodger). Not only does the Cha bump help things, but the Blinding Barrage/Dragon Breath combo works well in the low levels.
This. I love the idea of a Dragonborn Rogue with poison gas breath!
 

Rechan said:
Hmmm. If the target is blinded (giving you CA), does this mean that your breath weapon can do sneak attack damage?
Wouldn't your breath weapon have to be a light blade, sling, or crossbow?
 


Half-Elf Warlord/Wizard - very versatile (allies +3 init, dilettante: eyebite for falling back from the front lines, pick up some Wiz AoE)

Minotaur Warlord/Ranger - lead from the front (charge-based racial power, +1 weapon size category, HQ feature for extra damage)

Dragonborn Warlord/Ranger - same as minotaur but standard race, STR is the focus for both Warlord and Ranger, brings his own AoE to the fight

[sblock=Dragonborn Warlord/Ranger]

Dragonborn M Warlord/Ranger 1

HP 24(12) HS: 8 SV: 7

STR 18
CON 12
DEX 12
INT 16
WIS 8
CHA 12

AC/F/R/W: 17/15/13/12
Init: +3
Speed: 6
Alignment: U
____________________________________________
Racial Features: Dragonborn Fury (+1 hit when bloodied); Draconic Heritage (+1 SV)
Class Features: Combat Leader (party init +2); Tactical Presence (ally uses AP to attack, ally gains +1 hit), Hunter's Quary (designate nearest target as quarry as minor action, 1/rnd +1d6 damage to successful hit on quarry)
Feats: Warrior of the Wild (multiclass ranger feat)
Languages: Common, Draconic
___________________________________________
Skills:
Acrobatics +0
Arcana +8
Athletics +8
Bluff +1
Diplomacy +1
Dungeoneering -1
Endurance +5
Heal +4
History +10
Insight -1
Intimidate +8
Nature -1
Perception -1
Religion +3
Stealth +0
Streetwise +1
Thievery +0
_________________________________________
wpn: Longsword (used 1H)
hit: +7 vs AC
dmg: 1d8+4
crit: 20
other: versatile

wpn: Longsword (used 2H)
hit: +7 vs AC
dmg: 1d8+5
crit: 20
other: versatile

Armor: Hide Armor (armor 3, ACP -1)
Shield: Light Shield (armor +1)
Adventurer's Kit
Climber's Kit (+2 climb)
_________________________________________
Powers:
E - Dragon Breath - m
Ex2 - Inspiring Word - m
A - Commander's Strike - S
A - Wolf Pack Tactics - S
E - Warlord's Favor - S
D - Lead the Attack - S
E - Second Wind - S


[/sblock]
 

Rechan said:
However, a Dragonborn Infernal warlock is going to have a seriously tricked out breath, because his class abilities also hinge on Con.

Yeah the Dragonborn can't take Tiefling Blood, but he CAN take Astral Fire and I believe that stacks with his breath weapon as it's a fire power if it's fire he breathes ;)

cdrcjsn said:
Another great aspect of Dragonborn Fighters is the breath weapon.

As a minor action, breath and mark all foes in a 3x3 square? Fantabulous.

Spend one measly feat and it's a 5x5 area. 25 squares worth of dragon breath FTW ;)
 
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SSquirrel said:
Yeah the Dragonborn can't take Tiefling Blood, but he CAN take Astral Fire and I believe that stacks with his breath weapon as it's a fire power if it's fire he breathes ;)
Or any of the other feats, for that matter.
 

Rechan said:
Honestly, I think the Doppelganger should get +2 Dex instead of Int. I agree with Keith Baker; they strike me more as sneaky, crafty and manipulative, as opposed to Wizardly and smartsmart.

Looking at the actual monster write-ups, it would appear the designers agree with you. A sneak and an assassin?

... How'd that translate into a +2 int again?
 

Boarstorm said:
Looking at the actual monster write-ups, it would appear the designers agree with you. A sneak and an assassin?

... How'd that translate into a +2 int again?
I'm still wondering how the hell Goblins and Hobgoblins get +2 Cha. Especially since the vast majority of them in the MM have higher Wis than Cha (only the Goblin Hexxer, Goblin Underboss, and Hobgoblin Hand of Bane have Cha > Wis).
 

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