which of these 2 choices will be more fun to play?

Kershek

Sci-Fi Newshound
Ok, I have to make a decision on a new 3.5 campaign that's starting. I have two character concepts that are made and I can't choose which one to play, and I'm looking for suggestions. The party is 5th level and has 6 total members, including mine. We have a 40-point buy system; we like high-powered games with very competent heroes. It starts in Damara, in FR and is not module-based. FR books and splatbooks are available. There are 3 grey elves (sorcerer, up-and-coming arcane trickster, ranger), a human paladin, a dwarf cleric, and a lythari ranger.

Which one do you think will be more fun to play?

Character concept 1, a trip-master (3.5 rules require AoO for getting up). He'd go around setting up the trickster for flanking sneak attacks and trip them for extra attacks at +4:

Human Mnk5: CR 5; ECL 5; Size M; HD 5; hp 29; Init +4; Spd 40 ft (base 30 ft); AC 19, touch 19, FF 15; BAB +3; Atk: +6 melee (1d8 + 3, Unarmed), +8 ranged (1d8 + 3/crit x3, Longbow, mighty (+4 Str) composite MW); AL N; SV Fort +6, Ref +9, Will +8; Str 16, Dex 18, Con 12, Int 12, Wis 16, Cha 10.
Languages spoken: Common, Elven
Skills and Feats: Balance +14, Escape Artist +12, Hide +7, Jump +10, Listen +7, Move Silently +8, Spot +11, Tumble +14; Combat Reflexes, Jotunbrud, Dodge, Unbalancing Strike, Stunning Fist, Unarmed Strike, Flurry of Blows, Evasion, Fast Movement, Still Mind, Slow Fall, Purity of Body, Ki Strike, Monk AC Bonus.
Possessions: 270 pp, Cloak of resistance +1, Gloves of dexterity +2, Ring of protection +1, Mighty longbow (+4 str) composite mw.


Character concept 2, creature-feature conjurer. He'd spontaneously cast summon nature's ally whenever possible to

Wood elf Drd5: CR 5; ECL 5; Size M; HD 5; hp 43; Init +3; Spd 30 ft; AC 18, touch 13, FF 15; BAB +3; Atk: +6 melee (1d6 + 3, Club MW); +7 ranged (1d8 + 3, MW Mighty Composite Longbow +3); SQ Low-light Vision, +2 to saves vs Enchantment, Immunity to sleep effects; AL NG; SV Fort +7, Ref +4, Will +8; Str 16, Dex 16, Con 16, Int 10, Wis 19, Cha 10.
Languages spoken: Common, Elven, Home Region
Skills and Feats: Concentration +7, Handle Animal +7, Heal +5, Survival +13, Knowledge (Nature) +10, Listen +6, Profession (Herbalist) +6, Search +3, Spellcraft +3, Spot +8; Spell Focus (Conjuration), Augment Summoning, Low-light Vision, Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape, Wild Empathy.
Drd Spells Per Day: 5/4/3/2.
Possessions: Leather +1, MW Club, MW Mighty composite longbow +3, Light wooden +1 shield, Periapt of wisdom +2.


Having a druid in the party will definitely help get along with the other grey elves and lythari. In fact, this druid would be a traveling companion with the lythari at the beginning. This would mean that everyone but the lythari would be spellcasters and that makes for a very strong party. I made this one up after one of the players switched from a wizard to the lythari so he would have more fun. I have never played a druid, nor has anyone in our group played a summoner. For 6th level, would it be better to pick Craft Wand or Natural Spell?

The monk looks like a lot of fun to play, but most likely frustrating for the DM unless he throws a lot of large, 4-legged creatures at us. He doesn't have a lot of hit points so he is in danger of being taken down in melee, which is where he needs to be. I played a monk in the last campaign by this DM which was aborted at 5th level - he was virtually unhittable (Rog1/Wiz1/Mnk3 with AC in high 20s), but also couldn't hit worth crap. I wanted to try something different than the guy that does acrobatic flips around the battlefield but doesn't really help other than flanking.


The party's cleric will be getting Craft Arms & Armor, but no one's getting Craft Wondrous Item at this point (it doesn't make sense for the sorcerer to get it). I really didn't have it in my druid's plan to take it anytime soon, so this is going to cause an interesting money problem when people want stuff. We have found Brew Potion not to be useful in the other games we've played. No one has ever taken the other craft feats.
 
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I , personally, would say Druid based on my personal enjoyment of playing non human nature loving characters. And you get an animal companion, which is always fun.

But also, based on what you said about your gaming group, and how playing the Monk would be frustrating for your DM. It sounded like you know that the druid would fit best into your party & that you may be left bored and/or ailing in melee by playing the Monk.
 

The Druid for all the grappling abilities a wildshaped bear equates...









Plus you can cast spells...






and that always helps...
 

Druids always rock to play they are really versatile and with a little personality and pizazz you will never forget that character. Plus 3.5 makes the Druid as a bit more viable Class as far as power and uselfullness.
 



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