What are some 'interesting' race/class combos?

Tony Vargas

Legend
What are some less obvious race/class combinations that could still work out well?

For instance, a Dwarf Orb or Staff Wizard doesn't get a +2 to INT, but he is getting the racial bonus to two other stats he needs. Same for a Dwarf Fighter, he doesn't get STR, but CON & WIS are both helpful in qualifying for some weapon-specific feats (and even powers?), and CON makes you tougher, of course, especially as a dwarf - and the dwarf racials are good for a fighter, too. Of course, the dwarf wizard is a lot less traditional.

Or, an elven fighter, WIS helps out a class feature, but DEX helps qualify for Blade-related feats & scale & shield specializations. Scale sepc is particularly cool since it removes the movement penalty, so you'd be a slightly more mobile fighter.
 

log in or register to remove this ad

dwarf warlock, infernal pact.

This gives you CON for your primary stat and the wis is okay as well, plus now you can have your rod in your off hand and a nice dwarven weapon in your main hand.

Bugbear rogue

This gives you STR and DEX I believe and allows you to wield larger weapons, 1d8 shuriken anyone?
 

Bugbear as a brawny rogue. With its +2 STR and +2 DEX, it boosts the stats needed unlike any PC class, and with Predator Eye you essentially get a bonus to your SA damage.

It also gets a bonus to stealth and intimidate, and it has low-light vision. Its the perfect brawny rogue, but not one your would expect.
 

ForbidenMaster said:
Bugbear as a brawny rogue. With its +2 STR and +2 DEX, it boosts the stats needed unlike any PC class, and with Predator Eye you essentially get a bonus to your SA damage.

It also gets a bonus to stealth and intimidate, and it has low-light vision. Its the perfect brawny rogue, but not one your would expect.

Don't forget the Oversized... Large Light Blades... up a die. ;)
 

Half-Elf warlock. Not unusual.

Half-Elf Warlock/Paladin. Neat.
Star Pact uses Con and Charisma and a Radiant Energy At Will.
Paladin has ranged Charisma attacks, a Radiant Energy Vulnerability attack, Divine Challenge that the Warlock can use for damage once and -2 attack debuff.

Here's a build

edit: thanks for the tag help, Mort O

[sblock]I've never wanted to play a paladin before - not much of the
Champion type. Not to type cast myself, but I've most often played
either reluctant or anti-heroes.

But as I was reading 4th, saw a few stats that went together and read
the background for the Raven Queen.... I felt called to be a Champion

'The Enforcer of Fate'
Only his closest (and few) friends know his real name, or much of his
past. (Er... I'm still working on it.) Most know of him as 'the Enforcer', a
dark shrouded but welcome individual in these troubled times.

He calls himself the 'Enforcer of Fate' in a voice that makes one wonder
if he is truly at peace with his own destiny. He usually has kind words
for those who have difficulty in accepting what the Raven Queen takes
from them - the passing of their loved ones. But his other gifts from the
Spinner of Fate are often needed - to send on to the Raven Queen that
what refuses to go.


He marks those who rightly belong to the Raven Queen (with Paladin's
Divine Challenge and Warlock Curse) and strikes them from the shadows
as a righteous harbinger of death. 'I have seen your fate in the stars,
your time in this realm is OVER.'


Combat Shtick: Divine Challenge, Warlock Curse, ranged attacks of
Radiant Energy followed by Shadow Walk and Stealth. Hope to strike
from hidden with Combat Advantage as often as possible, make another
curse, then restealth.

Even if the stealth roll is beaten by perception, concealment from
Shadow Walk is -2 to ranged attacks.


Social Shtick: The Enforcer is given great respect from direness of his
role - as a servant of the Raven Queen. His force of personality
matches this. He needn't move in the shadows when he isn't in combat.
He has been known to be able to stare down an opponent or strike fear
amongst those who don't take his task seriously. But if the Raven Queen
is given her due and the dead that are hers are sent along their way,
such force is unnecessary.


So, here's my take on the Enforcer of Fate, up to level 5:

Half Elf, Star Pact Warlock/Paladin of the Raven Queen

Str: 13
Con: 15 +2 HE + 1 lvl4 = 18
Dex: 13 +1 lvl4 = 14
Int: 10
Wis: 8 heh.
Cha: 16 +2 HE = 18

pump con and cha after that.

Skills:
Bluff, Diplomacy, Insight, Intimidate, Religion (soldier of fate), Stealth (training)

Feats:
lvl1 - Soldier of Fate
lvl2 - Stealth Training
lvl4 - Improved Fate of the Void

Feats to come:
lvl6: Novice Power for Sign of Vulnerability for Avernian Eruption
lvl8: 1 of Astral Fire, Action Surge, maybe Shield prof, maybe Stealth focus

Eventually I should pick up Ritual Casting so I can credibly perform Funeral Rites to consecrate the dead and ensure that they rest peacefully.

Powers:
At Will : Eldritch Blast, Dire Radiance
HE Enc: either Hit and Run to avoid melee opportunity attacks or Enfeebling Attack
Lvl1 Enc: Witchfire (Fey pact, but Int is 0. Still is Fire Damage and -2 to
their attacks.)
Lvl1 Daily: Dread Star (Radiant damage, will debuff)
Lvl2 Utility: either Ethereal Stride (teleport=avoid OA and Otherwind
Stride combo) or Shadow Veil for Stealth help
Lvl3 Enc: Otherwind Stride (could pick Firey Bolt for fire, but the
combo...)
Lvl5 Daily: Avernian Eruption (to be swapped for Sigil of Vulnerability at
6)

Items:
Sylvan Leather Armor (bonus to stealth)
Rod of Corruption
etc.

But no, haven't played it yet to see if all this really works. >(
If it doesn't.... have a Fey Pact/Ranger to try - the Trickster in the
Woods. heh. That's more my old style.[/sblock]
 
Last edited:

I definitely think a Dwarf wizard is a good combination that is often overlooked.

An Eladrin two-weapon ranger is also overlooked and a good combination. The Eladrin Solider feat adds a bonus to both longswords that other races cannot get.
 

Dwarves make amazing paladins. I say amazing because they got the con, and Wisdom is very important secondary for a Paladin. Everything else about them reinforces the defender role (second wind, no pushing, etc).

Great suggestions for the Half Elf's dilettante power.

Notice that TWF ranger powers allow you to use two ranged weapons. Therefore, I propose a Halfling TWF ranger using light thrown weapons.

I really believe the Tiefling shouldn't be overlooked for any class that's in melee. Not only do they have fire resistance (many creatures do fire damage on attacks, and as a defender or a leader, you want to be attacked), but they have a melee racial ability which can be tricked out with various feats. A Tief warlord or paladin would really go far, I feel. I also like the roleplay of it.

Human wizard. The extra at-will lets you cover more bases.

Minotaur TWF ranger. They get the same Oversized ability that Bugbears get, and instead of Dex, they get a +2 to Con.
 
Last edited:

Elves can make really, really good polearm/spear/blade fighters. No Str bonus, but they get bonuses to both dex and wis, which both provide access to valuable feats and fighter power bonuses.

Here's an example build:[sblock]Male Elf Fighter 30 (Kensei / Demigod)
Alignment: Unaligned

Str: 26 (+8) [9 points]
Dex: 24 (+7) [5 points, +2 Racial]
Con: 17 (+3) [3 points]
Int: 10 (+0) [0 points]
Wis: 18 (+4) [5 points, +2 Racial]
Cha: 12 (+1) [0 points]

Hit Points: 231 Bloodied: 115
Healing Surge: 60 Surges per day: 13
Initiative: +22 Speed: 9
Perception: 42 Insight: 35
Action Points: 1

AC 45 Fortitude 41 Reflex 38 Will 35; +1 vs non-melee; Evasion; Mettle

Basic Melee Attack: +32 Damage: 4d4+25
Basic Ranged Attack: +24 Damage: 2d10+7

Skills:
Code:
Athletics		+30 (5 Trained, +15 Level, +8 Strength, +3 Item)
Endurance		+23 (5 Trained, +15 Level, +3 Consitution)
Intimidate		+21 (5 Trained, +15 Level, +1 Charisma)
Perception		+32 (5 Trained, +15 Level, +4 Wisdom, +2 Racial, +6 Item)

Feats:
Toughness
Blade Opportunist
Combat Reflexes
Weapon Focus: Heavy Blade
Elven Precision
Warrior of the Wild
Polearm Gamble
Heavy Blade Opportunity
Uncanny Dodge
Armor Specialization: Scale
Evasion
Mettle
Heavy Blade Mastery
Epic Resurgence
Triumphant Attack
Fleet of Foot
Back to the Wall
Combat Anticipation

Languages:
Common
Elven

Class and Racial abilities:
+2 Nature, +2 Perception
+1 Perception aura (10 squares)
+5 Saves vs Charm
Elven Accuracy
Fey Origin
Wild Step
Combat Challenge
Combat Superiority (+4)
Fighter Weapon Talent (2-handed weapons)
Kensei Control Action
Kensei Focus (glaive)
Kensei Mastery (glaive)
Divine Spark
Divine Recovery
Divine Miracle

Powers:
Cleave (At-Will Attack, Standard, Melee, Str vs AC; Normal damage + adjacent enemy takes fixed damage)
Reaping Strike (At-Will Attack, Standard, Melee, + vs AC; Normal damage; Str mod damage on miss)

Storm of Blows (Encounter Attack, Standard, Melee, Str vs AC; Light damage + shift, 3 times)
Warrior's Urging (Encounter Attack, Standard, Close Burst 4; Enemies must shift 3 adjacent, if possible + secondary Close Burst 1 Str vs AC; Normal damage)
Adamantine Strike (Encounter Attack, Standard, Melee, Str vs Reflex; High damage + target takes -2 AC for one turn)
Masterstroke (Encounter Attack (Kensei), Standard, Melee, Str +2 vs AC; Normal damage)

Supremacy of Steel (Daily Attack, Standard, Melee, Str vs AC; Very Heavy damage + target can only make basic attacks for one turn; Reliable)
Force the Battle (Daily Attack, Minor, Stance; Your At-Will and Encounter powers deal more damage + you can attack adjacent enemies with at-will power)
Victorious Surge (Daily Attack, Standard, Melee, Str vs AC; Moderate damage + heal as if you used a healing surge; Reliable)
Weaponsoul Dance (Daily Attack, Standard, Melee, Str vs AC; Moderate damage + prone + immobilize + shift and repeat twice)

Unbreakable (Encounter Utility, Immediate Reaction, Personal; Take 8 less damage from an attack)
Into the Fray (Encounter Utility, Minor, Personal; Move 3 squares)
Elven Accuracy (Encounter Utility (Racial), Free, Personal; Reroll a missed attack roll at +2)
Unstoppable (Daily Utility, Minor, Personal; Gain 2d6 + 3 temp hp)
Iron Warrior (Daily Utility, Minor, Personal; Use a healing surge and heal +2d6 + Con mod hp + make a save)
No Surrender (Daily Utility, Immediate Reaction, Personal; Heal to Bloodied hp but take -2 to attack rolls for encounter after being reduced to 0 hp)
Ultimate Parry (Daily Utility (Kensei), Immediate Reaction, Personal; Reduce damage from attack by your level)
Divine Regeneration (Daily Utility (Demigod), Minor, Personal; Gain regen equal to highest stat for encounter)

Equipment:
Dwarven Elderscale Armor +6
Vorpal Glaive +6
Battlestrider Greaves
Gauntlets of Destruction
Ring of Regeneration
Iron Ring of the Dwarf Lords
Belt of Titan Strength
Amulet of False Life +6
Ioun Stone of True Sight
Bracers of Mighty Striking +6[/sblock]
 

Dragonborn have two important abilities that key off constitution:
1) Healing Surge value depends upon 1/4 Max HP + Con mod, instead of a flat 1/4 HD.
2) The damage to their breath weapon keys off Con.

Therefore, any class that benefits best from a high con is a good fit for a Dragonborn. Survey says: Paladin and Fighter. While paladins DO benefit from Str and Cha (the Dragonborn stat mods), going this route does hurt you, because a paladin needs a good primary and a decent secondary (Wisdom).

Of course, a Str-focused Cleric or Warlord would also serve a Dragonborn well.

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

Rechan said:
Dragonborn have two important abilities that key off constitution:
1) At 1st level, their HP depends upon their con score, not Mod.


Ok, I'm confused... aren't ALL starting HPs keyed off con score?
 

Remove ads

Top