What to be or not to be?


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Good input so far.....but I'm not going to reveal my choice publicly until I speak to the DM. I think Olgar is right, the dumb barbarian schtick (or human fighter for that matter) might get old real quick. This isn't a one-off so I've gotta think beyond the initial learning curve. Maybe I could borrow someone's D&D for Dummies for a week or so?
 


JoeBlank said:
I'll use an analogy that might help. If you play any golf you probably know that some people are very serious about their game. They have no patience for amatuers and hacks. If you play with them, they won't offer you any advice but they will harumph and express displeasure that you are slowing down their game. Playing with them, you will feel constantly under pressure, and you won't have any fun.

There is no one like this in our group.


Good analogy. I love golf but I'm reluctant to play unless I know everyone in the foursome for precisely the reason you state. Fortunately I know at least a foursome here so I'm not worried.
 


Some other things to consider:

- How much do you want to stand out? If you don't have much skill/ability overlap with the rest of the group, it will be easy to be instantly useful.

- On the other hand, if you're a little redundant with other classes in the group, its easy to learn by following someone else's lead.

- Spellcasting is easiest to learn with: secondary casters (ranger, paladin), spontaneous casters (bard, sorcerer), standard casters (wizard, cleric, druid) in that order. But if you're familiar with earlier editions of D&D, you shouldn't be too intimidated by choosing spells in any case -- most of the old stand-byes are still there, and function similarly.

- Any class that you choose a range of skills/feats/spells/abilities for will give you lots of opportunitites to learn by trying out little bits at a time. Specializing makes you good at one thing, but once you've figured that out, where do you go?

- 3.5 is flexible enough to handle all the standard archetypes, or also use a unique character type (whip-wielding undead hunter, anyone?). A different approach is to define the sort of character you want to play, and then work backwards to figure out what class/race/skill/feat combination that works out too.

- Stick with a single-classed character unless you really want to challenge yourself.
 

Olgar Shiverstone said:
- Stick with a single-classed character unless you really want to challenge yourself.

I certainly agree, given that I am playing the only single-classed character in the group. However, one way to add some flavor to a character in 3.x is to take a level or two of another class. Some do this for min/max purposes, but that will likely not apply with you starting at 13th level. The value of the couple levels in one class v. the 10+ levels in your main class will be minimal, but it can make your character stand out.

For instance, one of my first 3.0 characters was a dwarf wizard with a level of fighter. He grew up with the training expected of most dwarves in the campaign, but developed an aptitude for learning arcane spells and decided to develop it, much to the chagrin of his clan.

A fighter who is especially in tune with nature might have a level or two of druid. A rogue who dables might have picked up a wizard's spellbook and managed to learn a few helpful spells. A barbarian might have become civilized and taken to more formal combat training, but might still fall back on his battle rage when needed. A street urchin might have resorted to picking pockets before being called as a paladin.

Also a good point about looking past the learning curve and not picking a character with which you might become bored.
 

I'd say Sorcerer or Rogue. Sorcerer has a limited spell list and is quite versatile. Works well if you want to pkay a spellcaster. Rogue just has lots of skills. Barbarian can get old, but at the same time has enough flexiblity to be unique.

A 13th level Fighter might have too many feats to keep track of. Same goes for Cleric or Wizard, but in the spells department).

So, I'd say, for shear simplicity, go either Rogue or Barbarian. For something slightly more complex, go Sorcerer or Fighter.

For Races, while, for the most part, I abhor playing humans, they're probably the easiest to deal with. I dislike playing Half-Elves as well, but they are the second easiest.
 

For a different suggestion, I'd say go with a human sorcerer 13. It won't get dull nor does it necessarily involve using complex spells and stuff, whereas a fighter or barbarian can get dull if you don't switch to taking feats and such that utilize complex tactical rules and junk, like twinking out with a spiked chain, Com Exp, Com Ref, and Imp Trip.

For spells, considering how many a sorcerer 13 knows.....
0-level: Resistance, Detect Magic, Read Magic, Light, Mage Hand, Mending, Message, Arcane Mark, Prestidigitation
1st-level: Mage Armor, Shield, Magic Missile, True Strike, Comprehend Languages
2nd-level: Acid Arrow, Eagle's Splendor, Cat's Grace, Scorching Ray, Resist Energy
3rd-level: Lightning Bolt, Displacement, Invisibility Sphere, Magic Circle Against Evil
4th-level: Shout, Fire Shield, Lesser Globe of Invulnerability, Stone Shape
5th-level: Overland Flight, Cone of Cold, Persistant Image
6th-level: Greater Dispel Magic, Disintegrate
This gives you a good variety of basic damage spells; force, acid, fire, electricity, sonic, and cold, plus the die-or-suffer-generic-damage Disintegrate. You also get a good variety of simple defense spells; Mage Armor, Shield, and Cat's Grace to boost your AC, Displacement, Invisibility Sphere, Magic Circle, Lesser Globe, Fire Shield, Resist Energy, and Greater Dispel to make you both harder to hit and harder to afflict; plus, Disintegrate and Greater Dispel can help you get rid of annoying barriers or problems, such as a Wall of Force or an ally being Dominated (which Magic Circle can help against too). You get some decent mobility and utility from Flight, Image, Shape, Invis Sphere, and Com Lang. True Strike and Cat's Grace help your Disintegrates, Acid Arrows, and Scorching Rays hit. Eagle's Splendor makes your spells harder to resist (the Cha boost improves your spell save DCs as a sorcerer, i.e. Lightning Bolt, Shout, Cone of Cold, Disintegrate, Persistant Image), as well as aiding you in social situations.

Base ability scores might be something like Str 11, Dex 14, Con 13, Int 13, Wis 10, Cha 18, likely adding +2 to Cha and +1 to Con after that for the 4th/8th/12th-level increases.

Skills would probably be Bluff, Concentration, Knowledge-Arcana, and Spellcraft, each with maximum ranks (sorcerers get 2 skill points per level, 13 Int +1/level, human +1/level)

Possible feat selection may be.....
Combat Casting, Great Fortitude, Lightning Reflexes, Improved Counterspell, Spell Penetration, and Empower Spell.
Possibly replace Improved Counterspell with Improved Initiative, if you prefer.

You may choose to forgo 2 levels of sorcerer though, giving up a few spells, in order to have 2 levels of monk to begin with before the sorcerer levels, boosting your saving throws, HP, and skill points (likely going into Diplomacy and Sense Motive, or something). It'd also give you Evasion (to better avoid nasty damage from some spells; combined with Cat's Grace, Lightning Reflexes, and a decent Dexterity score, this'd give you a decent chance of avoiding harm from many damage spells altogether). The monk bonus feats you'd be best taking would be Improved Grapple and Deflect Arrows. Imp Grap will help you avoid getting grappled by enemies, which would disrupt your spellcasting, and since you'll have a free hand open for somatic components anyway, you'd always be able to use Deflect Arrows to avoid one ranged weapon attack per round. I'd suggest wielding a decent one-handed weapon like a morningstar, with a light crossbow or a few dozen shuriken as back-up ranged weapons in case your spells are ineffective or depleted in a tough battle.
 


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